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* TokenNonHuman: He will be this if hred by the Cult of the Possessed, as the only member who didn't at least start out as a human being.
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* PowerBornOfMadness
to:
* PowerBornOfMadnessPowerBornOfMadness: Driven insane by their connection to Chaos but able to harness powerful magic as a result.
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Changed line(s) 664 (click to see context) from:
* DarkActionGirl
to:
* DarkActionGirlDarkActionGirl: As a vampire noblewoman what else could she be?
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Changed line(s) 476 (click to see context) from:
* AuthorityEqualsAsskicking: A notable {{Aver|tedTrope}}sion. Magisters are weak fighters which is hugely detrimental in the early game, where Leaders do most of the warband's heavy lifting.
to:
* AuthorityEqualsAsskicking: AsskickingLeadsToLeadership: A notable {{Aver|tedTrope}}sion. Magisters are weak fighters which is hugely detrimental in the early game, where Leaders do most of the warband's heavy lifting.
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%%* DualWielding
%%* GlassCannon
%%* GlassCannon
to:
%%* GlassCannon
* GlassCannon: Less so than some, with decent health, but he can only wear light armour which can be a problem in a frontline fighter, plus he can't run from a fight.
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%%* AxCrazy
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%%* BaldOfEvil: Emphasized by wearing a mouth-mask that leaves their cranium exposed.
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%%* JackOfAllStats[=/=]MasterOfNone
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* BodyHorror: Guess who can get Chaos mutations?
to:
* BodyHorror: Guess who can get Chaos mutations?mutations? Unlike the others there's no real downside here, as they can't wear armour or use ranged weapons anyway.
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%%zce* EvilSorceress
to:
Changed line(s) 592,593 (click to see context) from:
* ScaryImpracticalArmour: They've got very stylized heavy armor covered in sharp edged plates, along with a metal HighCollarOfDoom and a helmet that features sweeping bat wing decorations.
to:
* ScaryImpracticalArmour: They've got very stylized heavy armor armour covered in sharp edged plates, along with a metal HighCollarOfDoom and a helmet that features sweeping bat wing decorations.
Changed line(s) 599,600 (click to see context) from:
* BodyHorror: He doesn't look like a particularly healthy chap, sporting a hideous lump on his back that his heavy armor protects with a crude dome.
%%* JackOfAllStats
%%* JackOfAllStats
to:
* BodyHorror: He doesn't look like a particularly healthy chap, sporting a hideous lump on his back that his heavy armor armour protects with a crude dome.
%%* JackOfAllStats* JackOfAllStats: Reasonable in most areas.
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* {{Necromancer}}: Magic is banned in the Empire at this point is history, Necromanctic magic doubly so, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
to:
* {{Necromancer}}: Magic is banned in the Empire at this point is in history, Necromanctic magic doubly so, so most Necromancers can be found far from civilization. Vampires see Necromancers as allies of convenience and so shelter them, though some mortal practitioners of the dark magic can grow powerful enough to rival them.
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* BodyHorror: His jaw is dislocated and hanging off.
to:
* BodyHorror: His jaw is dislocated and hanging off.off or completely gone depending on player choice for the model.
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Changed line(s) 376 (click to see context) from:
* DualWielding
to:
* DualWieldingDualWielding: Their default weapon set is Weeping Blades, twin poisoned swords.
* AlwaysSomeoneBetter: Eshin Sorcerers can use powerful magic but are nothing compared to the Grey Seers, the true masters of magic in Skaven society. The fact that they were not picked to be trained as Grey Seers eats at them.
Changed line(s) 386 (click to see context) from:
* EvilSorcerer
to:
* EvilSorcererEvilSorcerer: Evil ''rat'' sorcerer!
* HornedHumanoid: For a given value of "humanoid." An odd quirk of Skaven nature means that any member of the race capable of casting spells grows a set of ram-like horns.
* HornedHumanoid: For a given value of "humanoid." An odd quirk of Skaven nature means that any member of the race capable of casting spells grows a set of ram-like horns.
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* SquishyWizard
to:
* SquishyWizard
SquishyWizard: Very squishy, given that Skaven in general are not great at taking hits.
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* BadassCape
to:
* BadassCapeBadassCape: The have a ragged but still imposing one as standard.
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* CloseRangeCombatant
* EliteMooks
* EliteMooks
to:
* CloseRangeCombatant
CloseRangeCombatant: They are the only Skaven hero well set up to get stuck in with other combatants rather than hitting and running.
*EliteMooksColourCodedForYourConvenience: In the reverse of normal rats black furred Skaven are bigger and stronger than brown or grey furred brethren.
* EliteMooks: Bigger and tougher than most Skaven.
*
* EliteMooks: Bigger and tougher than most Skaven.
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* FragileSpeedster[=/=]GlassCannon
to:
* FragileSpeedster[=/=]GlassCannonFragileSpeedster[=/=]GlassCannon: Can dish out some nasty damage but crumple like tisue paper if hit back.
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%%* CannonFodder
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* CannonFodder
to:
* CannonFodderCannonFodder: The general ruck and run of Skaven society and those leading them care not one whit about them.
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* TheBrute
to:
* TheBruteTheBrute: It's big, it's violent, it's really, really dumb.
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* DumbMuscle
to:
* DumbMuscleDumbMuscle: Very dumb, to the point of forgetting it's meant to be fighting right now.
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* AsskickingLeadsToLeadership
to:
* AsskickingLeadsToLeadershipAsskickingLeadsToLeadership: He got to be a master assassin by killing a lot of people.
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* SmallNameBigEgo: Claims to be the greatest Skaven assassin in the world.
* SmugSnake
* StealthExpert
* SmugSnake
* StealthExpert
to:
* SmallNameBigEgo: Claims to be the greatest Skaven assassin in the world.
world. He's...decent but if he was top tier the Clan would ''not'' be risking him in street brawls in Mordheim.
*SmugSnake
SmugSnake: He makes no secret of how expendable he views your warband.
*StealthExpertStealthExpert: As a senior Eshin he has to be.
*
*
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Changed line(s) 357 (click to see context) from:
* {{Magitek}}: A lot of Skaven technology runs on what the Skaven call "Warpstone", justifying their ventures into Mordheim to collect the stuff. The Skaven are actually more technologically advanced than the Empire in many respects, such as having equivalent firearms technology.
to:
* {{Magitek}}: A lot of Skaven technology runs on what the Skaven call "Warpstone", justifying their ventures into Mordheim to collect the stuff. The Skaven are actually more technologically advanced than the Empire in many respects, such as having equivalent firearms technology. Then again the Empire's tech doesn't blow up nearly as much...
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Changed line(s) 321 (click to see context) from:
* BadassNormal
to:
* BadassNormalBadassNormal: No supernatural support, just a clever, scrappy woman making her way in a dangerous profession.
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* FragileSpeedster[=/=]GlassCannon
to:
* FragileSpeedster[=/=]GlassCannonFragileSpeedster[=/=]GlassCannon: She can move at an impressive rate and dish out pain but is a touch deficient on defence.
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to:
* TrapMaster: Her speciality is laying traps for unsuspecting enemies to stumble into.
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* CombatMedic: They have healing spells, making them the only warband with access to in-battle healing without using consumable (and expensive) potions.
to:
* CombatMedic: They have healing spells, making them the only warband except for the Witch Hunters with access to in-battle healing without using consumable (and expensive) potions.potions and, unlike the Witch Hunters, they have multiple units capable of this.
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to:
* TheWitchHunter: Well, [[CaptainObvious yeah.]] They normally work as lone hunters but Mordheim requires a larger response.
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* JackOfAllStats
to:
* JackOfAllStatsJackOfAllStats: Like the Mercenary Captain he's not great or terrible at anything.
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* TheWitchHunter
to:
* TheWitchHunter
TheWitchHunter: The leaders thereof.
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* ReligiousBruiser
* MightyGlacier
* MightyGlacier
to:
* ReligiousBruiser
ReligiousBruiser: A Warrior Priest's magical power is only possible with deep faith in Sigmar and they are quite capable of taking enemies down with their hammers as well.
*MightyGlacier
MightyGlacier: That armour makes him slower than the rest of the warband but it's not just for show.
*
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* JackOfAllStats
* TheWitchHunter
* TheWitchHunter
to:
* JackOfAllStats
JackOfAllStats: Like their captains they don't excel or fall behind in any particular area.
*TheWitchHunter
TheWitchHunter: The classic.
*
Changed line(s) 257,258 (click to see context) from:
* BadassNormal
* CloseRangeCombatant
* CloseRangeCombatant
to:
* BadassNormal
BadassNormal: No magic or built up resistance to same, just a brave man with faith.
*CloseRangeCombatantCloseRangeCombatant: Unlike the Witch Hunters they can't use ranged weapons.
*
Changed line(s) 260,262 (click to see context) from:
* KnightInShiningArmour
* StoneWall
* StoneWall
to:
* KnightInShiningArmour
KnightInShiningArmour: They are literally knights in the Sigmarite Templars and their armour is impressively well polished.
*StoneWall
StoneWall: Between high defence, a bonus when outnumbered and a refusal to flee or even withdraw he makes a great way to hold positions.
*
Changed line(s) 269 (click to see context) from:
* CannonFodder
to:
* CannonFodderCannonFodder: They're untrained peasants running on faith and anger. Survival is not impossible but it's not where the smart money is.
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%%* CannonFodder
to:
Changed line(s) 282 (click to see context) from:
* FearlessFool: Immune to Fear, Terror and All Alone.
to:
* FearlessFool: Immune to Fear, Terror and All Alone. They literally want to suffer and die, what could scare them?
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* CoveredInScars
to:
* CoveredInScars
CoveredInScars: And a lot of them self inflicted to pay for their and the Empire's sins.
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* {{BFS}}
* TheBigGuy
* TheBigGuy
to:
* {{BFS}}
{{BFS}}: They make use double handed weapons, swords included, all the better to chop heads
*TheBigGuyTheBigGuy: A ''very'' large man, towering over every humanoid in the game except Ogres and Crypt Horrors.
*
Changed line(s) 298 (click to see context) from:
* KillItWithFire
to:
* KillItWithFireKillItWithFire: Any weapon he wields is set on fire and he can place a brazier with a burning corpse in it (a heretic of some kinds one assumes).
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* ContinuityCameo: Bertha is the only special character in the game who is taken straight from the tabletop game.
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Changed line(s) 172,175 (click to see context) from:
* CannonFodder
* DualWielding
* JackOfAllStats
* DualWielding
* JackOfAllStats
to:
* CannonFodder
CannonFodder: With nothing really special about them they tend to go down easily early on, though if they survive lng enough Sisters can become pretty tough, particularly if they get heavy armour.
*DualWielding
DualWielding: By default the have twin hammers.
*JackOfAllStats
JackOfAllStats: Nothing extraordinary on their statline but no real deficiencies.
*
*
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* CannonFodder
to:
* CannonFodderCannonFodder: For much the same reason as the sisters.
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* NewMeat
to:
* NewMeat
NewMeat: The young new initiates of the order. They likely weren't expecting ''this.''
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* AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics, allowing her to bullrush archers and tie them up or kill them outright. Finally she can wear armor and carry shields, with extremely high weapons skill, allowing her to hit reliably, be hard to hit back, parry consistently and reduce the damage she actually takes if your enemy manages to get through all that. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.
* BlingOfWar
* BlingOfWar
to:
* AwesomeButImpractical: Averted, unlike most of the other Impressives. As the only Impressive unit in the vanilla game who isn't a GiantMook, the Maiden of Sigmar can traverse terrain normally like any human-sized unit, loot items and wyrdstone, cast spells, and enter buildings. She's also ImmuneToBullets, which makes her immune to one of the primary ways of dealing with Impressives and plugs a vital hole in the Sisters tactics, allowing her to bullrush archers and tie them up or kill them outright. Finally she can wear armor armour and carry shields, with extremely high weapons skill, allowing her to hit reliably, be hard to hit back, parry consistently and reduce the damage she actually takes if your enemy manages to get through all that. This makes her more tactically useful than the other Impressives, but she doesn't skimp on her raw power one bit.
*BlingOfWarBlingOfWar: Her armour is very intricately decorated.
*
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* CombatMedic: They have healing spells, making them the only warband with access to in-battle healing without using consumable (and expensive) potions.
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Changed line(s) 153 (click to see context) from:
* DualWielding
to:
* DualWieldingDualWielding: By default she wields dual flails.
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Changed line(s) 123 (click to see context) from:
* ThePaladin: THey fit the mould, being holy warriors with divinely granted magical powers.
to:
* ThePaladin: THey They fit the mould, being holy warriors with divinely granted magical powers.
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Changed line(s) 114 (click to see context) from:
* ChurchMilitant
to:
* ChurchMilitantChurchMilitant: They are an offshoot of the Sigmarite church and they are fighting to cleanse the evil of the city.
Changed line(s) 123 (click to see context) from:
* ThePaladin
to:
* ThePaladinThePaladin: THey fit the mould, being holy warriors with divinely granted magical powers.
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Changed line(s) 120 (click to see context) from:
* LightIsGood
to:
* LightIsGoodLightIsGood: They wear bright shiny armour with gold highlights and are arguably the most moral of the factions (relatively speaking, one has to grade on a curve in Mordheim).
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Changed line(s) 132,133 (click to see context) from:
* TheLeader
* MagicKnight
* MagicKnight
to:
* TheLeader
TheLeader: The head of a Sisters warband and the superiors in the Church heiarchy.
*MagicKnightMagicKnight: Solidly reliable in close combat and can cast holy magic.
*
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Changed line(s) 117 (click to see context) from:
* DoomedByCanon: By canon, the Sisters of Sigmar fail to reclaim the city and are largely destroyed by the Lahmian vampires. The survivors go their separate ways and many join the service of other gods like Morr.
to:
* DoomedByCanon: By canon, the Sisters of Sigmar fail to reclaim the city and are largely destroyed by the Lahmian vampires. The survivors go their separate ways and many join the service of other gods like Morr. That said at least some members of the order survive, as the order is still in existence (though much smaller and less influential) by the era of TabletopGame/WarhammerFantasyRoleplay, centuries later.
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* UniquenessDecay: His declaration of having crossed swords with a vampire and lived was a rather bigger deal before the undead were added to the game. Now multiple members of the player's warband may be able to make the same boast after a while playing.
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Changed line(s) 89 (click to see context) from:
to:
* TokenNonHuman: The only member of the Mercenaries warband who isn't a human.
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Trope was cut/disambiguated due to cleanup
Deleted line(s) 71 (click to see context) :
* ArcherArchetype: Marksmen start with longbows. While weaker than guns, their ease of use combined with the Marksman's bonus accuracy on successive hits makes them useful support weapons.
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* ArcherArchetype: The only hero in the Cult roster competant with bows. However, gaining any weapon mutation will avert this trope.
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* ArcherArchetype: Though capable in melee, Dregs tend to stick to their bows as this lets them hang back with their masters and offer support.
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Trope was cut/disambiguated due to cleanup
Deleted line(s) 88 (click to see context) :
* DropTheHammer: His starting weapon is a great hammer.
Deleted line(s) 118 (click to see context) :
* DropTheHammer: The Sisters, in true medieval holy warrior parlance, never use swords or edged weapons except for daggers. They prefer to wield hammers, or alternatively CarryABigStick or EpicFlail. The unique weapon of the Sisters is the Sigmarite Warhammer, a brutal warhammer styled into the shape of Sigmar's twin-tailed comet which also helps reduce the chance of Divine Wrath.
Changed line(s) 155 (click to see context) from:
* EpicFlail: Her starting weapons are a pair of flails. Given she's the Sisters' caster hero however, you'd be better off with [[DropTheHammer Sigmarite Warhammers]].
to:
* EpicFlail: Her starting weapons are a pair of flails. Given she's the Sisters' caster hero however, you'd be better off with [[DropTheHammer Sigmarite Warhammers]].Warhammers.
Deleted line(s) 164 (click to see context) :
* DropTheHammer: Starting with a mighty Great Hammer, the Sister Superior is a hefty hitter.
Deleted line(s) 174 (click to see context) :
* DropTheHammer
Deleted line(s) 203 (click to see context) :
* DropTheHammer
Deleted line(s) 239 (click to see context) :
* DropTheHammer
Deleted line(s) 310 (click to see context) :
* DropTheHammer: Either a two-handed great hammer or a one-handed Sigmarite hammer with a shield.
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* BadassInDistress: The last campaign mission for the Mercenaries has one of the objtectives be to free him from the cultists that captured him while he was searching for the Manticore's nest. He joins the group for the rest of the mission.
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Does Not Like Shoes has been renamed and redefined to focus on characters that explicitly or implicitly state a preference for going barefoot. Removing misuse
Deleted line(s) 666 (click to see context) :
* DoesNotLikeShoes: She's a noblewoman but she's always going barefoot which fits her Nehekharan stylings.
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* BloodMagic: His "Blood Sacrifice" passive decreases the action cost of spells for one turn if the Magister deals attack damage to an enemy beforehand.
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Blade On A Stick has been disambiguated
Deleted line(s) 37 (click to see context) :
* BladeOnAStick: Halberds are the default weapons for Youngbloods.
Deleted line(s) 272 (click to see context) :
* BladeOnAStick: Starting weapon for Zealots is the spear.
Deleted line(s) 400 (click to see context) :
* BladeOnAStick: They start out with halberds.
Changed line(s) 420,421 (click to see context) from:
* BladeOnAStick: Start with spears and shields.
* CannonFodder
* CannonFodder
to:
*
Deleted line(s) 616 (click to see context) :
* BladeOnAStick: By default they have a halberd.
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Deleted line(s) 23 (click to see context) :
* BadassInCharge: Will be the Mercenaries' heaviest hitter until the Ogre Mercenary comes into play, and he's the warband leader.
Deleted line(s) 204 (click to see context) :
* BadassInCharge: Uniquely, Bertha serves as both your warband's sponsor ''and'' your HeroUnit. Presumably the High Matriarch didn't get her position by being a pansy.
Deleted line(s) 594 (click to see context) :
* BadassInCharge: Vampires are some of the most powerful units in the tabletop version of the game, and they don't disappoint here either.
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Asskicking Leads To Leadership is the new name of the trope.
Changed line(s) 380 (click to see context) from:
* AsskickingEqualsAuthority: Assassin Adepts are the most ruthless, cunning and dangerous Skaven, and [[ChronicBackstabbingDisorder given how Skaven society works, they need to be]].
to:
* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: Assassin Adepts are the most ruthless, cunning and dangerous Skaven, and [[ChronicBackstabbingDisorder given how Skaven society works, they need to be]].
Changed line(s) 455 (click to see context) from:
* AsskickingEqualsAuthority
to:
* AsskickingEqualsAuthorityAsskickingLeadsToLeadership
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An Axe To Grind is no longer a trope
Deleted line(s) 10 (click to see context) :
* AnAxeToGrind: Most Mercenary units can be equipped with axes or great axes, with the exception of the Warlock.
Deleted line(s) 299 (click to see context) :
* AnAxeToGrind
Deleted line(s) 345 (click to see context) :
* AnAxeToGrind: His starting weapon, unique to his class, is the Great Ulrician Axe, a heavy, two-handed weapon with bonus critical chance and reduced risk of triggering divine wrath when casting.
Deleted line(s) 506 (click to see context) :
* AnAxeToGrind: His default loadout is a pair of axes.
Deleted line(s) 533 (click to see context) :
* AnAxeToGrind: Their default weapon is a great axe.
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While we can use redirects (e.g. Evil Sorceress), we're not supposed to edit trope names. Also, Kill Em All is no longer a trope.
Deleted line(s) 316 (click to see context) :
* KillEmAll: As far as he's concerned, Mordheim is beyond redemption and all of the evil that infests it must be purged with sword and flame.
Changed line(s) 573 (click to see context) from:
* [[EvilSorceror Evil Sorceress]]
to: