History TabletopGame / IronKingdoms

17th Mar '18 9:03:35 PM Servitor_2152
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** Originally, Cryxian satyxis wield bladed, hooked whips that resembled Ivy's weapon in ''[[VideoGame/SoulSeries Soulcalibur]]''. Following a 2018 remold, their weapons resemble nothing so much as a spiked bicycle chain with a meathook at the end. In real life, either weapon would be both insanely difficult to wield and insanely hazardous to the wielder's health.

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** Originally, Cryxian satyxis wield wielded bladed, hooked whips that resembled Ivy's weapon in ''[[VideoGame/SoulSeries Soulcalibur]]''. Following a 2018 remold, their weapons resemble nothing so much as a spiked bicycle chain with a meathook at the end. In real life, either weapon would be both insanely difficult to wield and insanely hazardous to the wielder's health.
17th Mar '18 9:02:41 PM Servitor_2152
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* ImprobableWeaponUser: Field mechaniks and arcane mechaniks tend to go into battle wielding an absurdly large wrench, which is ostensibly intended for use in warjack repair. Cryxian satyxis wield bladed, hooked whips (somewhat similar in appearance to Ivy's weapon in ''[[VideoGame/SoulSeries Soulcalibur]]''), which in real life would be both insanely difficult to wield and insanely hazardous to the wielder's health. Mage hunter assassins wield an over-sized scimitar attached to an eight to ten foot length of chain. Their preferred method of attack? [[ImpossiblyCoolWeapon They whip their targets at the chain's full length.]] This gives the model ''four'' inches of reach when attacking, in a game where pole-arms only give two inches of reach.

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* ImprobableWeaponUser: ImprobableWeaponUser:
**
Field mechaniks and arcane mechaniks tend to go into battle wielding an absurdly large wrench, which is ostensibly intended for use in warjack repair. repair.
** Originally,
Cryxian satyxis wield bladed, hooked whips (somewhat similar in appearance to that resembled Ivy's weapon in ''[[VideoGame/SoulSeries Soulcalibur]]''), which in Soulcalibur]]''. Following a 2018 remold, their weapons resemble nothing so much as a spiked bicycle chain with a meathook at the end. In real life life, either weapon would be both insanely difficult to wield and insanely hazardous to the wielder's health. health.
**
Mage hunter assassins wield an over-sized scimitar attached to an eight to ten foot length of chain. Their preferred method of attack? [[ImpossiblyCoolWeapon They whip their targets at the chain's full length.]] This gives the model ''four'' inches of reach when attacking, in a game where pole-arms only give two inches of reach.
13th Feb '18 3:19:50 PM Servitor_2152
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* BlackComedyBurst: [[PigMan Farrow]] troops have the Special Rule which allows warbeasts in base contact to eat their corpses, healing a small ammount of damage. It's name? [[spoiler: Bacon.]]

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* BlackComedyBurst: [[PigMan Farrow]] troops have the Special Rule which allows warbeasts in base contact to eat their corpses, healing a small ammount of damage. It's Its name? [[spoiler: Bacon.]]



** Cygnar: Technical/Ranger: Cygnar is almost exclusively a ranged army, with everything having some level of ranged capability. Consequently, a lot of their abilities and spells are tailored to buffing that to ridiculous levels. Unfortunately Cygnar units often have issues with survivability. Cygnaran warjacks tend to be middling, well-rounded, while warcasters are generally support-based/

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** Cygnar: Technical/Ranger: Cygnar is almost exclusively a ranged army, with everything having some level of ranged capability. Consequently, a lot of their abilities and spells are tailored to buffing that to ridiculous levels. Unfortunately Cygnar units often have issues with survivability. Cygnaran warjacks tend to be middling, well-rounded, while warcasters are generally support-based/support-based.
13th Feb '18 3:10:29 PM Servitor_2152
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* A new faction known as the ''Grymkin'' have joined the wars coming straight from hell with a army of Halloween monsters to ruin the creations of Menoth and for allowing them to invade Caen they have gifted Zevanna Agha the ability command Grymkin armies so she can stop the Infernals who are classic demons from another hell in Urcaen from invading Caen.

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* A new faction known as the ''Grymkin'' have joined the wars wars, coming straight from hell with a army of Halloween monsters to ruin the creations of Menoth and for Menoth. For allowing them to invade Caen Caen, they have gifted Zevanna Agha the ability command Grymkin armies -- so she can stop the Infernals who (who are classic demons from another hell in Urcaen Urcaen) from invading Caen.
5th Feb '18 3:22:08 PM Discar
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* ''Llael'', a [[TheKingdom small but rich nation]] whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took half of it over. Then the Protectorate took half of what was left in their Northern Crusade. Cygnar is moving back to the kingdom, after the marriage between King Julius and Llael's last living member of the Llaese Royal Family.

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* ''Llael'', a [[TheKingdom small but rich nation]] nation whose alchemists hold the monopoly on blasting powder, situated between Khador and Cygnar. With little else in the way of mineral wealth or military might, a woefully inefficient government, and no actual ruler, it came as no surprise to anyone when Khador took half of it over. Then the Protectorate took half of what was left in their Northern Crusade. Cygnar is moving back to the kingdom, after the marriage between King Julius and Llael's last living member of the Llaese Royal Family.
12th Jan '18 7:51:39 AM dvorak
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* BlackComedy: [[PigMan Farrow]] troops have the Special Rule "[[BaconAddiction Bacon]]," which allows warbeasts to eat their corpses, healing a small ammount of damage

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* BlackComedy: BlackComedyBurst: [[PigMan Farrow]] troops have the Special Rule "[[BaconAddiction Bacon]]," which allows warbeasts in base contact to eat their corpses, healing a small ammount of damagedamage. It's name? [[spoiler: Bacon.]]


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* MonstrousCannibalism: Farrow have a special rule that allows warbeasts to eat their corpses when they die. Most farrow are themselves classed as warbeasts.
12th Jan '18 7:40:07 AM dvorak
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* BlackComedy: [[PigMen Farrow]] troops have the Special Rule "[[EverythingsBetterWithBacon Bacon]]," which allows warbeasts to eat their corpses, healing a small ammount of damage

to:

* BlackComedy: [[PigMen [[PigMan Farrow]] troops have the Special Rule "[[EverythingsBetterWithBacon "[[BaconAddiction Bacon]]," which allows warbeasts to eat their corpses, healing a small ammount of damage
12th Jan '18 7:35:50 AM dvorak
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Added DiffLines:

* BlackComedy: [[PigMen Farrow]] troops have the Special Rule "[[EverythingsBetterWithBacon Bacon]]," which allows warbeasts to eat their corpses, healing a small ammount of damage
26th Dec '17 1:00:10 PM UMDP
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Added DiffLines:

* A new faction known as the ''Grymkin'' have joined the wars coming straight from hell with a army of Halloween monsters to ruin the creations of Menoth and for allowing them to invade Caen they have gifted Zevanna Agha the ability command Grymkin armies so she can stop the Infernals who are classic demons from another hell in Urcaen from invading Caen.
12th Dec '17 6:29:51 AM HTD
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* ACommanderIsYou:
** Cygnar: Technical/Ranger: Cygnar is almost exclusively a ranged army, with everything having some level of ranged capability. Consequently, a lot of their abilities and spells are tailored to buffing that to ridiculous levels. Unfortunately Cygnar units often have issues with survivability. Cygnaran warjacks tend to be middling, well-rounded, while warcasters are generally support-based/
** Khador: Generalist/Brute: Khador has warcasters and units for every style, every role, but it specialises in aggression, with some of the best frontline warcasters in the game (Orsus Zoktavir being a prime example). Khador's warjacks are big, stompy, slow and fairly expensive, however their warcasters can make them much quicker. Khador can be built for speed, resilience, shooting or magic.
** Protectorate of Menoth: Elitist/Brute/Technical: The Protectorate relies very heavily on synergy: combining elements of an army to be more powerful than their stat lines might suggest—and denial. The basic idea is that their units all work much better as a group than individually. Protectorate warjacks are rather lackluster if examined in a vacuum, but make up for this by fielding hands-down the best support units in the game. No one stacks buffs and de-buffs as well as the Protectorate, and their powerful support spells and abilities can make even the humblest fanatic strikingly effective - so long as you can keep your support units alive.
** Cryx: Spammer/Technical: You can expect a typical Cryx army to be numerous, fragile and fast: lots of light infantry and warjacks with high SPD that can ignore terrain but will die as soon as you hit them. Cryx warcasters usually do more casting, something emphasised by the fact that Cryx has access to a lot of arc nodes which allows to extend the range of its spells and cover much more of the battlefield without putting its casters too close to the front lines. Unlike other armies, Cryx does not tend to buff their own troops, instead they will debuff the enemy.
** Retribution of Scyrah: Elitist/Unit Specialist: The Retribution is a faction of versatile, high-quality units. On one hand, it has the Mage Hunters and Battle Mages—generally easy to remove if you can engage them but with many special rules that can turn the tide of a battle. On the other hand, there are the Dawnguard and Houseguard—generally more durable, slower, and more focused in a single role.
** Convergence of Cyriss: Generalist/Technical: Each unit is very adaptable, but there are simply not many. The most important thing when running a Convergence army is to keep in mind that there are definite synergies in the army and, if you ignore them, you are just running around with sub-par models. On the other hand, if you can make it work, your opponent will be hard-pressed to find weaknesses. This is also reflected in the building of your force, which is a lot more difficult than with other factions. The Convergence of Cyriss also requires much more finesse and attention to order of activation than most other factions.
** Trollbloods: Elite/Brute: Trolls are big, slow and hard to kill due to their abundance of regeneration and healing. Enemy heavies will lament not being able to trample over your battle line. And they have all kinds of abilities that make them bigger and tougher.
** Circle Orboros: Guerrilla/Ranger: The Circle army is fast and maneuverable, but many of its models do not hit terribly hard and most cannot take a lot of damage. It often plays as one might expect a hunter to behave: setting traps and ambushes, manoeuvring opponents to vulnerable positions, and controlling where the battle will happen. If you can get your opponent to spring one of your traps, you will likely win. The Circle has a lot of synergy, a few powerhouses, decent range, and unpredictability, with a teleportation theme and convoluted assassionation runs.
** Skorne: Brute/Technical: Skorne are the slowest, tankiest army in Hordes. They have several retaliation effects, can take a hit and strike back. For this reason they excel at attrition. And they are in particular known for their support, especially Beast Handlers turning melee warbeasts into wrecking machines and providing fury management.
** Legion of Everblight: Elitist/Ranger: The Legion of Everblight, with a combination of fast speed and low durability, must hit first, outmanoeuvre the enemy and pick them apart while controlling their losses carefully. Legion warbeasts are, apart from the lesser warbeasts, some of the most powerful and cost the most points of all the Hordes factions. With Eyeless Sight (universal among Legion warbeasts), Legion armies can effectively ignore many common advantages that other factions struggle to deal with or, in some cases, rely upon to defend themselves entirely.
** Grymkin: Technical: The Grymkin playstyle is based around punishing the opponent for certain actions and reaping corpses to power their abilities. They have the worst ranged abilities of any faction.
** Mercenaries and Minions: Balanced/Generalist: They do a little bit of everything, with the intention of filling in any missing pieces in a player's army.
*** Hammer Strike: Elitist/Brute: They tend to have expensive troops, slow speed, moderate ranges, and high armour values. For example, lists which have cheap infantry might consider Horgenhold Forge Guard an elite unit to be screened by more expendable elements, whereas in the Hammer Strike theme, the Forge Guard are the cheapest infantry around.
*** Talion Charter: Ranger/Technical: The pirate infantry are a little... vanilla, but they've got access to a lot of buffs in various ways. They tend to be squishy, fast and struggle with high armour values.
*** Operating Theater: Spammer/Brute/Gimmick: Most of your drudges and monstrosities are cheap and awful, but when assisted by an Agitator drudges have the effective MAT and armour cracking ability of an elite unit like Stormblades. Otherwise you need to keep your unit leaders safe. Losing a Mind Slaver, Mind Bender, Overlord or Agitator is crippling; everything else is disposable. This means that a Cephalyx list is basically a massive wave of tough infantry that gets destroyed by enemies with good spot-removal abilities.
*** Blindwater Congregation: Elitist/Unit Specialist/Brute: The Blindwater Congregation specialises in confronting the enemy with a core of very resilient and powerul Gatormen, while the Bog Trogs and Croaks flank and ambush the unwary. They have tough troops who won't go down easily, debuff-heavy warlocks, and terrain manipulation (with swamps).
*** Thornfall Alliance: Balanced/Brute: The Thornfall Alliance covers all the major bases even if its advance deploying infantry is a little lacklustre. Thornfall armies have access to hard-hitting warbeasts that dish out a lot of attacks, and each battlegroup can easily contain six or more beasts.



* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Caspians are basically Americans with British accents, Midlunders are Northern British, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, Radiz are Romani, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the Morridanes, Arjun and gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings. According to WordOfGod, the Bolotov are based on the Sámi and (to a lesser extent) the Picts and Ainu, the Yhari-Umbreans are the Alans with some Mongol and Eastern European influences, and the Olgar are the Polynesians.

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* FantasyCounterpartCulture: Khards are unapologetically the Immoren equivalent of Russians, Umbreans are Romanians, Skirov and Kossites are Eastern Europeans with a mix of Scandinavians, Kossites are Siberians, Caspians are basically Americans with British accents, Midlunders are Northern British, English, Thurians are Irish, Tordorans are a blend of Spain, Italy, and Portugal, Ryn are French with Welsh naming, Idrians are Bedouins, Radiz are Romani, the trollkin are a mix of Scots and Native Americans, the Tharn are pre-Roman Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the Morridanes, Arjun and gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings. According to WordOfGod, the Bolotov are based on the Sámi and (to a lesser extent) the Picts and Ainu, the Yhari-Umbreans are the Alans with some Mongol and Eastern European influences, and the Olgar are the Polynesians.



** The Menites are more of an InterfaithSmoothie; they worship the creator of humanity, Menoth, exclusively, and are the religion that Morrowans grew out of, making their religion an obvious counterpart to Judaism (complete with being a persecuted minority in strongly-Morrowan Cygnar). They also have elements of the more sinister side of Catholicism (their Scrutator priest-judges are heavily inspired by the Inquisition, and they really like burning heretics), and in the Protectorate, they have elements of Islam (they even recently converted the Idrians, the setting's resident [[FantasyCounterpartCulture Arab equivalents]]) and possibly Mormonism (forming a new nation in the desert after the rise of a new prophet and violent conflict with America-equivalent Cygnar).

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** The Menites are more of an InterfaithSmoothie; they worship the creator of humanity, Menoth, exclusively, and are the religion that Morrowans grew out of, making their religion an obvious counterpart to Judaism (complete with being a persecuted minority in strongly-Morrowan Cygnar). They also have elements of the more sinister side of Catholicism (their Scrutator scrutator priest-judges are heavily inspired by the Inquisition, and they really like burning heretics), and in the Protectorate, they have elements of Islam (they even recently converted the Idrians, the setting's resident [[FantasyCounterpartCulture Arab equivalents]]) and possibly Mormonism (forming a new nation in the desert after the rise of a new prophet and violent conflict with America-equivalent Cygnar).



** For a non-human equivalent, there's Greygore Boomhowler, one of the most notorious trollkin Fell Callers, a mercenary who dedicates himself to wenching his way across the world and who has had countless lovers of all races. Despite the fact that, as a trollkin (basically looking like an orc with elements of frog), he really couldn't be considered too handsome by most people. Greygore's appetite is not unusual; Bragg himself, the first Fell Caller, was such a prolific lover that it's said that all Fell Callers are blood-descendents of his. Meanwhile, stereotype holds that all Fell Callers do their best to spread their seed as far as possible -- even the relatively few female Fell Callers are just as lusty and eager to spawn. It's not necessarily TRUE (see Grissel Bloodsong, for one), but the very visible nature of the ones who do drowns out the SilentMajority.

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** For a non-human equivalent, there's Greygore Boomhowler, one of the most notorious trollkin Fell Callers, a mercenary who dedicates himself to wenching his way across the world and who has had countless lovers of all races. Despite the fact that, as a trollkin (basically looking like an orc with elements of frog), he really couldn't be considered too handsome by most people. Greygore's appetite is not unusual; unusual: Bragg himself, the first Fell Caller, was such a prolific lover that it's said that all Fell Callers are blood-descendents of his. Meanwhile, stereotype holds that all Fell Callers do their best to spread their seed as far as possible -- even the relatively few female Fell Callers are just as lusty and eager to spawn. It's not necessarily TRUE (see Grissel Bloodsong, for one), but the very visible nature of the ones who do drowns out the SilentMajority.



* MagicKnight: Many warcasters and warlocks qualify as this, as do some other non-warcaster/lock named characters. Naturally, combining a spellcasting career with a melee-focused career will get you a character like this in the RPG. Combining Stone Sorcerer with a career like Knight or Man-At-Arms makes for a very durable tank-style character.

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* MagicKnight: Many warcasters and warlocks qualify as this, as do some other non-warcaster/lock named characters. Naturally, combining a spellcasting career the Gifted archetype with a melee-focused career will get you a character like this in the RPG. Combining Stone Sorcerer with a career like Knight or Man-At-Arms makes for a very durable tank-style character.



* MutuallyExclusivePartyMembers: Represented by the Animosity rule, which prevents certain models from being taken in the same army. Specifically, Alexia Ciannor and Thamarites don't work with Morrowans; Viktor Pendrake, Lynus Wesselbaum and Edrea Lloryrr don't like Saxon Orrik.



* PlotArmor: During Mark I and II, no one who has an in-game model have been killed. Any character who appeared to die, or actually did, either narrowly survived or came back to life somehow. Becoming a new "epic" version to show that they've changed. In Mark III, this safety net will be removed, averting this trope.

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* PlotArmor: During Mark I and II, no one who has an in-game model have been killed. Any character who appeared to die, or actually did, either narrowly survived or came back to life somehow. Becoming somehow, becoming a new "epic" version to show that they've changed. In Mark III, this safety net will be has been removed, averting this trope.



* WritersCannotDoMath: It has been noted that by casualty statistics everyone in Cygnar has died already... twice.
** Did we mention it holds about half the of total human population (about 20 million humans, with Cygnar holding 9)?

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* WritersCannotDoMath: It has been noted that by casualty statistics everyone in Cygnar has died already... twice.
**
twice. Did we mention it holds about half the of total human population (about 20 million humans, with Cygnar holding 9)?
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