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* DumbMuscle: 'Jacks are powerful machines with ''some'' small degree of functional autonomy due to their [[{{Magitek}} cortex]], but they are... not very perceptive, or very agile, or generally bright in any way. But with a warcaster's mind to guide them, they become much, ''much'' more deadly.
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* ClockworkCreature: Almost every battlefield unit the Convergence of Cryss fields, most of them directed by vessels for [[BrainUploading Soul Transference]].


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* LeyLine: They run across Caern, though most are ignorant of them. They are of particular interest to the worshipers of Cryss, who build their temple complexes along junctions of them and draw from them to power their generators and consider tapping enough of them essential to completing their Great Work. Unfortunately, they have exhausted most of their practical opportunities to build temples covertly after centuries of pursuing the Great Work clandestinely, and the need to secure more locations is fueling their recent militant expansionism.
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* AwesomeByAnalysis: While most feats are often described as a burst of arcane energy, Supreme Kommandant Irusk's feat is described as basically him being Sun Tzu. Even writing a [[TheArtOfWar book.]]

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* AwesomeByAnalysis: While most feats are often described as a burst of arcane energy, Supreme Kommandant Irusk's feat is described as basically him being Sun Tzu. Even writing a [[TheArtOfWar [[Literature/TheArtOfWar book.]]
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''Iron Kingdoms'' is a fantasy setting created by the gaming company [[http://privateerpress.com/ Privateer Press]]. Originally designed as a campaign setting for the 3rd edition of ''TabletopGame/DungeonsAndDragons'', it is now known chiefly as the setting for the two miniatures-based tabletop strategy games ''WARMACHINE'' and ''HORDES''.

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''Iron Kingdoms'' is a fantasy setting created by the gaming company [[http://privateerpress.com/ Privateer Press]]. Press.]] Originally designed as a campaign setting for the 3rd edition of ''TabletopGame/DungeonsAndDragons'', it is now known chiefly as the setting for the two miniatures-based tabletop strategy games ''WARMACHINE'' and ''HORDES''.
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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.

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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.
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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.
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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.
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The Kingdom has been renamed The Good Kingdom. ZCE and unclear examples are being zapped; add back with more context if correct.


* ''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.

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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.
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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

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* 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
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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
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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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* 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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* ExactWords: Julian agreed to a treaty with Kardor that saw the other country withdraw from the Thornwood in exchange for Cygnar publicly recognizing their hold over Llael... as long as there were no other living memebers of the Llaelese royal family remaining. As soon as they were gone, he betrothed himself to the last living Llaelese heir.
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* ''Cygnar'', the largest and most technologically advanced of the Iron Kingdoms, and considered (by its inhabitants, anyway) to be [[TheFederation the most lawful and just]] of them as well.

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* ''Cygnar'', the largest and most technologically advanced of the Iron Kingdoms, and considered (by its inhabitants, anyway) to be [[TheFederation the most lawful and just]] of them as well. The country recently had a(nother) change in leadership, after King Leto abdicated the throne to his own nephew Julius, the arguable rightful heir.



* ''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.

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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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crosswiking

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* FantasyCounterpartReligion:
** The Church of Morrow is this setting [[CrystalDragonJesus analogue for Christianity]].
** The Thamarite cults are a weird blend of theistic and [=LaVeyan=] Satanism, with a vaguely-Objectivist moral philosophy, emphasis on magic, and worship of the Morrowans' Satan equivalent (and Morrow's twin sister).
** 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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Removed as per TRS consensus.


* BackToBackBadasses: Khador's Great Bears of Gallowswood are a trio that fight in this manner.

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* BackToBackBadasses: BackToBackBadasses:
**
Khador's Great Bears of Gallowswood are a trio that fight in this manner.



* BaconAddiction: Certain Thornfall Alliance units have the special ability "Bacon!" which heals friendly units in base-to-base contact when they die.
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* AllCrimesAreEqual: The urban RPG supplement has a list of fourteen crimes; the Protectorate of Menoth judiciary can sentence you to death by burning for no less than eleven of them, including "improper speech".


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* DisproportionateRetribution: In the RPG, Menoth's legal system is incredibly brutal. Public drunkenness? Torture! Petty theft? Wracking! No less than ''eleven'' crimes on a list of fourteen have death by burning as a possible punishment, including burglary, smuggling, tax evasion, counterfeiting, and ''improper speech''.
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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 it over.

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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.over. Then the Protectorate took half of what was left in their Northern Crusade.
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* FanService: The Convention exclusive models, [[http://privateerpress.com/files/imagecache/product_image/products/92007_DruidGoneWilderWEB.jpg Druid Gone Wilder]], [[http://privateerpress.com/files/imagecache/product_image/products/92016_BlindwaterBrewWitchDoctor_WEB.jpg Blindwater Brew Witch Doctor]], and [[http://privateerpress.com/files/imagecache/product_image/products/92006_Bombardier_Bombshell2WEB.jpg Bombadier Bombshell]] among others.

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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, 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, 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 gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.

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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, 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]]) bokors]] in the case of the gatormen) and the Orgoth are infernal-worshipping Vikings.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.



* MiniMecha: Most non-Colossal steamjacks are humanoid walkers that range from two to four metres tall.



* OurDragonsAreDifferent: At the EldritchAbomination level; a dragon's true form is just a sentient crystal called an athanc, but this crystal possesses nigh-RealityWarper powers. And they're freaking huge.

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* OurDragonsAreDifferent: At the EldritchAbomination level; a dragon's true form is just a sentient crystal called an athanc, but this crystal possesses nigh-RealityWarper powers. And they're freaking huge. There are also the various species of drakes, which are natural animals with relatively large size and resemblance to dragons though still far smaller than them.



* OurGhoulsAreDifferent: Genzouls, degenerate undead skorne cannibals often found in desolate wilderness regions. They are afflicted with karovoul, a ravening hunger that causes a compulsion for cannibalism.

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* OurGhoulsAreDifferent: OurGhoulsAreCreepier: Genzouls, degenerate undead skorne cannibals often found in desolate wilderness regions. They are afflicted with karovoul, a ravening hunger that causes a compulsion for cannibalism.

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* TheButcher: That of Khardov, Orsus Zoktavir.

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* TheButcher: That of Khardov, Orsus Zoktavir.Zoktavir, the BUTCHER OF KHARDOV.



* ElvesVsDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate humans, while the dwarves don't feel particularly strongly one way or the other.

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* ElvesVsDwarves: ElvesVersusDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate humans, humans and skorne, while the dwarves don't feel particularly strongly one way or the other.



* 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, the trollkin are a mix of Scots and Native Americans, the Tharn are Celts, the skorne are Japanese (when it comes to their armor, iconography and language) with a few signs of Persian Empire, the gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.

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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, 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, 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 gatormen are stereotypically Louisianian (complete with [[RaginCajun Cajun accents]] and [[HollywoodVoodoo bokors]]) and the Orgoth are infernal-worshipping Vikings.
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** Original Colossals that the Human kingdoms built to overthrow the Orgoth became so after the war. As the high cost of building and maintenance led to them being replaced by smaller, cheaper, and more numerous warjacks.
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Removed per TRS.


* {{Determinator}}: Asheth Magnus. See TheUnfettered, below. Karchev the Terrible is another prime example of this. After losing his arms and legs in a disastrous military operation, he still ''demanded'' to be put back on the front lines to put his warcaster talent to use for Khador. He proved this at the final hearing to decide whether he should return to active duty - to convince the board that he could still fight, he directed a Juggernaut warjack to charge into the room, race towards the large, marble table the officials were sitting at and cleave it in two with the 'jack's axe. [[BadAss Then basically asking them if they still thought he couldn't serve his country.]]

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* {{Determinator}}: Asheth Magnus. See TheUnfettered, below. Karchev the Terrible is another prime example of this. After losing his arms and legs in a disastrous military operation, he still ''demanded'' to be put back on the front lines to put his warcaster talent to use for Khador. He proved this at the final hearing to decide whether he should return to active duty - to convince the board that he could still fight, he directed a Juggernaut warjack to charge into the room, race towards the large, marble table the officials were sitting at and cleave it in two with the 'jack's axe. [[BadAss Then basically asking them if they still thought he couldn't serve his country.]]
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Badass is no longer a trope.


* BadAss: Pretty much every named character. Even some of the {{Mooks}} are portrayed this way in the fluff.

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* AndIMustScream: All skorne that do not get exalted or chosen by an exalted to be its revered companions (that is, the majority of them, including all non-warriors with very few exceptions) will, upon death, be flung into the yawning Void to experience endless pain and agony and inevitably go mad.



* AppropriatedAppellation: When the Iosans still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the Iosan pantheon pampered the elves, making them weak and dependent on the gods.

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* AppropriatedAppellation: When the Iosans elves still ruled much of central Immoren, before the Abyss was created, they called the primitive skorne godless. The skorne took it as a compliment, in the belief that the Iosan pantheon elven gods pampered the elves, making them weak and dependent on the gods.



* {{Cyclops}}: The one-eyed, large, brutish cyclopes are one of the most common warbeasts used by the skorne.



* DragonsAreDemonic: In this setting, dragons are the equivalent of {{Eldritch Abomination}]s. They do not need food, water or air, and do not breed as other species do. They also radiate a mutagenic effect known as the Blight that gradually transforms the landscape and mutates creatures around them into their servants.

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* DragonsAreDemonic: In this setting, dragons are the equivalent of {{Eldritch Abomination}]s.Abomination}}s. They do not need food, water or air, and do not breed as other species do. They also radiate a mutagenic effect known as the Blight that gradually transforms the landscape and mutates creatures around them into their servants.



* ElvesVsDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate everyone, while the dwarves don't feel particularly strongly one way or the other.

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* ElvesVsDwarves: Fairly common amongst the various factions, most explicitly between the steampunk-inspired WARMACHINE factions and the Primal Powers of HORDES. Amusingly enough, averted by the setting's ''actual'' elves and dwarves: the elves hate everyone, humans, while the dwarves don't feel particularly strongly one way or the other.


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* TheGoodTheBadAndTheEvil: We have Cygnar and the Trollbloods as the Good; Khador, the Circle and the Thornfall Alliance in the middle; the Protectorate, the Retribution, the Convergence and the Blindwater Congregation as the Bad; Cryx, the skorne, the Legion and the cephalyx as the Evil. And except for the Cryx-cephalyx alliance, ''none'' of these factions get along well with each other.


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* OurGhoulsAreDifferent: Genzouls, degenerate undead skorne cannibals often found in desolate wilderness regions. They are afflicted with karovoul, a ravening hunger that causes a compulsion for cannibalism.


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* SeasonalBaggage: Dhunian paragons develop a predilection for a particular season of the year. The paragon can access Dhunia’s gifts throughout the year, but they are particularly strong during this favoured season. Spring paragons are often especially healthy, resilient, and virile, much like the wilds of Caen after a long winter’s sleep. Summer paragons channel the brutality of a summer heat wave, making them potent forces of aggression and wrath. Autumn paragons are turbulent and full of change and can use their gifts to protect others and to help them hunt prey when food is scarce. Winter paragons can be harsh like the cold air and frozen earth, but their abilities protect them and others from enemies and the harmful effects of nature.


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* WarElephants: Titans (which can be described as small, four-armed elephants) and their larger cousins, the mammoths, are widely used as warbeasts by skorne warlocks.
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Added another example to Back To Back Badassess.

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** Models with the "Defensive Line" rule get extra melee defense when their bases are touching.
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* FantasticCasteSystem: All skorne have a caste which largely defines one's role in skorne society. The skorne castes are, in descending order: warrior, worker, slave, and outcast. Typically a character’s caste is determined early in life, but some skorne belong to castes other than the one they were born into.


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* WitchSpecies: Unlike the other races, all skorne have the potential to use magic in the form of mortitheurgy. As a result, in the RPG, in contrast to characters of other races can only have an ARC stat or take magic careers if they have the Gifted archetype, skorne non-Gifted characters start with an ARC stat of 1 and can take magic careers as long as they meet the prerequisites (the only exception being the Extoller career). A skorne character with the Gifted archetype is either a particularly powerful individual or one who committed early to the study of magic.

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* {{Bald Of|Evil}} {{Well Intentioned Extremis|t}}m: Most of the Retribution of Scryah's basic troops and several of their commanders.

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* {{Bald Of|Evil}} {{Well Intentioned Extremis|t}}m: BaldOfEvil: Most of the Retribution of Scryah's Scyrah's basic troops and several of their commanders.commanders shave their heads.


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* DragonsAreDemonic: In this setting, dragons are the equivalent of {{Eldritch Abomination}]s. They do not need food, water or air, and do not breed as other species do. They also radiate a mutagenic effect known as the Blight that gradually transforms the landscape and mutates creatures around them into their servants.


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* GenderBlenderName:
** Ethnic Khards (the most numerous of the indigenous peoples of Khador) mostly have normal [[UsefulNotes/RussianNamingConvention Russian surnames]] with one exception: they are not inflected for gender like in real life; so we have the female warcaster Sorscha Kratikoff who has a masculine surname, and there are ''plenty'' of male Khard background characters with surnames ending in the feminine suffix ''-a''.
** One of the mercenary solos is a male ogrun named Gudrun, which is a Nordic female given name.


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* MassiveRaceSelection: In the RPG, the list of playable races consists of: humans, dwarves, gobbers, Iosans, Nyss, ogrun, trollkin, satyxis, Tharn, pygmy trolls, farrow, gatormen, bog trogs, skorne, blighted Nyss, blighted ogrun, striders, efaarit, bogrin, swamp gobbers and croaks.

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