Warhammer: Mark of Chaos
Warhammer: Mark of Chaos is a real-time tactics game set in the Warhammer universe. It was developed by Black Hole Entertainment and co-published by Namco Bandai Games in the US and Deep Silver in PAL territories; the game was released for Microsoft Windows in the US on November 14, 2006, with subsequent release in PAL territories on November 23, 2006. An expansion, Battle March, was released on September 2, 2008, it contains Orcs & Goblins as playable races. An Xbox 360 version was released and titled as Warhammer: Battle March, dropping the Mark of Chaos moniker; the game, according to the developers, is a game "focusing on the armies and battles while de-emphasizing the tedious aspects of base and resource management". Set in the Warhammer Old World, the player can command one of 4 armies from the tabletop game; the gameplay is focused on battlefield tactics, thus not featuring RTS gameplay aspects like base-building, resource harvesting or in-battle unit production. Instead, the gameplay is intended to be focused on high fantasy/late medieval battles.
Its gameplay is superficially similar to the Total War games. The objective for each battle is defeat of the enemy army by either destroying it or causing the remaining units to flee off the battlefield. Battles are fought on a variety of landscapes and settings, with specific terrain types granting bonuses or penalties to units. Units have morale, will break and flee if they suffer enough damage or get hit by specific types of weaponry, stamina, which will cause them to lose defense and speed when sufficiently drained; the troops present in the game are presented as "units", anything from 1 to 96 individual "models", with the specific number depending on the type of unit. The control system is similar to the Total War and Dawn of War in that orders are issued to units in their entirety, as opposed to being issued to individuals; as well as standard orders you are able to arrange your units into a number of formations, with each formation conferring advantages against specific kinds of attacks.
Units will gain experience over the course of a battle or campaign and will gain improved statistics and more models. In addition to standard units there are special "Hero" units. In addition to being able to use and learn new abilities, they can be equipped with additional weapons, armour or potions that grant the hero with both offensive and defensive skills and bonuses. Heroes gain experience from fighting, by gaining levels the player is able to unlock various skills that supplement its combat abilities. Unlike units which consist of multiple models, Heroes are controlled individually; however they can be attached to standard units, fighting alongside the unit's models, giving the unit a morale boost and increasing its fighting capability through the use of skills. Hero units can initiate or be challenged to duels, where they fight the opposing army's hero uninterrupted until one slays the other, resulting in a morale penalty for the losing side; the duel is for the most part out of the player's control, however the player is free to activate any duel-specific skills the hero has during the course of the duel, to affect its outcome.
There are 2 single player campaigns, each separated into 4 chapters, one following the Empire and Elven Forces and the other the Hordes of Chaos and Skaven forces. The majority of the single campaign is a number of different battle scenarios, in which your pre-selected force will combat a number of enemy forces. Winning the scenario will award the player gold. Between battles the game switches to a map of the area, with the location of their army denoted by a figure of their champion; the player is able to select his or her army and move to another location. This will bring up a force selection screen, the player will have to select a limited number of troops and heroes to play the next scenario with. Although the campaign is for the most part linear, there are optional side quests, which although unrelated to the main story will result in the heroes acquiring additional gold, troops or equipment that can be used in the campaign; as well as traditional large scale battles there are Duel scenarios in which a hero character of your choice will enter straight into a duel with an enemy champion, with victory of either champion ending the scenario.
On the map the player can access towns and encampments, which serve as the replacement for bases found in other strategy and tactic games. The player can use the gold acquired in previous battles to purchase replacements, new or improved units, upgrades such as better armour or attack power for their existing units and wargear and items for their hero units. Conversations between characters will occur at certain points on the map, advancing the story. In addition to the campaign, the multiplayer modes can be played as single player skirmish battles; the game allows for up to 4 players over the internet. Multiplayer battles are played in much the same way as the single player; the game includes four different game modes, including normal battles, siege battles where one team has to defend a stronghold from the opposing army, a reinforcements mode, where capturing strategic points on the map awards points that enable players to buy new units during the battle. Prior to the battle, each player has a certain amount of points with which to select an army, chosen by the h
An elf is a type of human-shaped supernatural being in Germanic mythology and folklore. In medieval Germanic-speaking cultures, elves seem to have been thought of as beings with magical powers and supernatural beauty, ambivalent towards everyday people and capable of either helping or hindering them. However, the details of these beliefs have varied over time and space, have flourished in both pre-Christian and Christian cultures; the word elf is found throughout the Germanic languages and seems to have meant'white being'. Reconstructing the early concept of an elf depends on texts, written by Christians, in Old and Middle English, medieval German, Old Norse; these associate elves variously with the gods of Norse mythology, with causing illness, with magic, with beauty and seduction. After the medieval period, the word elf tended to become less common throughout the Germanic languages, losing out to alternative native terms like zwerc in German and huldra in Scandinavian languages, to loan-words like fairy.
Still, beliefs in elves persisted in the early modern period in Scotland and Scandinavia, where elves were thought of as magically powerful people living invisibly, alongside everyday human communities. They continued to be associated with sexual threats. For example, a number of early modern ballads in the British Isles and Scandinavia, originating in the medieval period, describe elves attempting to seduce or abduct human characters. With urbanisation and industrialisation in the nineteenth and twentieth centuries, beliefs in elves declined rapidly. However, from the early modern period onwards, elves started to be prominent in the literature and art of educated elites; these literary elves were imagined as small, impish beings, with William Shakespeare's A Midsummer Night's Dream being a key development of this idea. In the eighteenth century, German Romanticist writers were influenced by this notion of the elf, reimported the English word elf into the German language. From this Romanticist elite culture came the elves of popular culture that emerged in the nineteenth and twentieth centuries.
The "Christmas elves" of contemporary popular culture are a recent tradition, popularized during the late nineteenth-century in the United States. Elves entered the twentieth-century high fantasy genre in the wake of works published by authors such as J. R. R. Tolkien. Elves remain a prominent feature of fantasy games nowadays. From a scientific viewpoint, elves are not considered objectively real. However, elves have in many places been believed to be real beings. Where enough people have believed in the reality of elves that those beliefs had real effects in the world, they can be understood as part of people's world view, as a social reality: a thing which, like the exchange-value of a dollar bill or the sense of pride stirred up by a national flag, is real because of people's beliefs rather than as an objective reality. Accordingly, beliefs about elves and their social functions have varied over space. In the twenty-first century, fantasy stories about elves have been argued both to reflect and shape their audiences' understanding of the real world, traditions about Santa Claus and his elves relate to Christmas.
Over time, people have attempted to rationalise beliefs in elves in various ways. Beliefs about elves have their origins before the conversion to Christianity and associated Christianization of north-west Europe. For this reason, belief in elves has, from the Middle Ages through into recent scholarship been labelled "pagan" and a "superstition"; however all surviving textual sources about elves were produced by Christians. Attested beliefs about elves therefore need to be understood as part of Germanic-speakers' Christian culture and not relic of their pre-Christian religion. Accordingly, investigating the relationship between beliefs in elves and Christian cosmology has been a preoccupation of scholarship about elves both in early times and in modern research. People have taken three main approaches to integrating elves into Christian cosmology, all of which are found across time and space: Identifying elves with the demons of Judaeo-Christian-Mediterranean tradition. For example: In English-language material: in the Royal Prayer Book from c.
900, elf appears as a gloss for "Satan". In the late-fourteenth-century Wife of Bath’s Tale, Geoffrey Chaucer equates male elves with incubi. In the early modern Scottish witchcraft trials, witnesses' descriptions of encounters with elves were interpreted by prosecutors as encounters with the Devil. In medieval Scandinavia, Snorri Sturluson wrote in his Prose Edda of ljósálfar and døkkálfar, the ljósálfar living in the heavens and the døkkálfar under the earth; the consensus of modern scholarship is that Snorri's elves are based on angels and demons of Christian cosmology. Elves appear as demonic forces in medieval and early modern English and Scandinavian prayers. Viewing elves as being more or less like people, more or less outside Christian cosmology; the Icelanders who copied the Poetic Edda did not explicitly try to integrate elves into Christian thought. The early modern Scottish people who confessed to encou
Warhammer: Vermintide 2
Warhammer: Vermintide 2 is a first-person action video game developed and published by Fatshark. It is the sequel to 2015's Warhammer: End Times – Vermintide. Vermintide 2 was released for Windows on 8 March 2018, it was released for Xbox One on 11 July 2018, free for members of the Xbox Game Pass. It was released for the Playstation 4 on 18 December 2018. Warhammer: Vermintide 2 is a co-op-focused action game experienced from a first-person perspective. Set in the Warhammer Fantasy fictional universe, players battle cooperatively against the Chaos army and a race of rat-men known as the Skaven; the game features five different characters to play as. These characters are divided into 15 different careers, each with a unique set of skills and abilities. After players complete missions, they receive rewards through a randomised loot system; the base game comes with 13 missions, with two extra missions available through purchase of the "Shadows over Bögenhafen" DLC. There are four difficulties to choose from when selecting missions: Recruit, Veteran and Legend.
The game is set in the Warhammer Fantasy universe during the early days of the End Times, an apocalyptic event that ended in the destruction of the Warhammer World. The game follows the Heroes of Ubersreik from the first game against the skaven hordes of Clan Fester and their new allies, the Rotbloods. Following the events of the first game, Grey Seer Rasknitt has captured the five Heroes of Ubersreik. Without the interference of the heroes, the city of Ubersreik fell to the forces of Clan Fester. Rasknitt has since ordered the construction of a massive portal known as the Skittergate, which will allow the Chaos Champion Bödvarr Ribspreader and his Rotblood army easy access to the border-city of Helmgart. However, the Skittergate intermittently fails; when the Skittergate disastrously fails to activate again, the resulting destruction frees one of the heroes, Markus Kruber, from captivity. He fights his way through the skaven lair and reunites with the rest of the heroes: Victor Saltzpyre, Bardin Goreksson, Sienna Fuegonasus and Kerillian.
They escape the lair and are transported to a ruined keep where they meet up with the rest of their allies: Franz Lohner and Olesya Pimenova. Reunited, the heroes and their allies work together to stop the combined forces of Chaos, they first slay the sorcerer lord Burblespue Halescourge, who attempted to enact a ritual to unleash a massive plague upon Helmgart. Next, they defeat skaven warlord Skarrik Spinemanglr, who had set up a base in a fallen dwarfen hold. Enraged by the heroes' continuous interference, Bödvarr sends the majority of his forces to discover the heroes' keep and eliminate them. However, this leaves his war camp defended; the heroes slay him in an arena. With Rasknitt's allies dead and his forces depleted, Lohner states that the time is now to destroy the Skittergate and Rasknitt once and for all, he informs them that they need to activate the Helmgart Skittergate and travel through it to Norsca, where the other part of the gate is located. Once there, the heroes proceed to return to Helmgart.
Rasknitt appears and summons his Stormfiend and combats the heroes. After a vicious fight, Rasknitt is at last slain; the lair and the Skittergate collapse, whilst the heroes escape back to the keep. Vermintide 2 was developed by Swedish video game studio Fatshark. Vermintide 2 was announced in August 2017; the game's worldwide reveal occurred on 17 October 2017. The game was released for Windows on 8 March 2018; the game was released for the Xbox One on 11 July 2018 and is available at no cost to Xbox Game Pass subscribers. The game was released on the PlayStation 4 on 18 December 2018; the game sold over 500,000 copies in four days after the initial PC release. It had sold over 1,000,000 copies four weeks after the PC release. Tom Marks, writing from IGN, wrote positively about the game, comically praising it on the creative forms of dismemberment that the players can participate in against the "ratmen", one of the primary antagonists of the game, lack of microtransactions, which he compares favorably against Star Wars: Battlefront II.
Mordheim: City of the Damned
Mordheim: City of the Damned is a tactical role-playing game video game developed by Rogue Factor for Microsoft Windows and published by Focus Home Interactive on November 19, 2015. The game is based on Games Workshop's 1999 tabletop game Mordheim; the game was released on Steam Early Access in November 2014, prior to its full release. The game was ported to Xbox One and PlayStation 4, for which it was released on 18 October 2016. Two expansions were released, each adding a new faction: the Witch Hunters in June 2016 and the Undead in October; these expansions were released as a part of the "Complete DLC Pack". Mordheim: City of the Damned is based on the Mordheim tabletop game, a skirmish-oriented derivative of the larger Warhammer Fantasy wargames. Accordingly, the video game puts the player in control of a small warband that fights rival teams over resources around the titular city of Mordheim. At the start of the game, the player chooses a faction and over the course of the game, is given to opportunity to improve their warband's strength by recruiting, leveling and customizing a roster of combatants as well as their equipment.
Losing battles can lead to permanent injuries or death of the members of the player's warband, so the emphasis is on careful engagements and survival. In addition to a single-player campaign, players can pit their warbands against other players online; the game received mixed reviews. Some reviewers praised the "pleasantly morbid" atmosphere and deep game mechanics as befitting the tabletop original, but the game AI, steep and unforgiving learning curve, technical issues were described as frustrating. Rock, Shotgun was critical of the "uninspiring", "unexciting" and "languid" combat, calling the game "dumb" and "flawed". Official website
Total War: Warhammer II
Total War: Warhammer II is a turn-based strategy and real-time tactics video game developed by Creative Assembly and published by Sega. It is the sequel to 2016's Total War: Warhammer; the game is set in Games Workshop's Warhammer Fantasy fictional universe. The game was released for Microsoft Windows-based PCs on 28 September 2017. Feral Interactive released the game on macOS and Linux on 20 November 2018; the game requires a Steam account to play. Total War: Warhammer II features turn-based strategy and real-time tactics gameplay similar to other games in the Total War series. In the campaign, players manage settlements in a turn-based manner. Players engage in diplomacy with, fight against, AI-controlled factions; when armies meet, a real-time battle happens. The game has a custom battles mode where players can create customised real-time battles, as well as online multiplayer battles; those who own races from the first game will have the same races unlocked for multiplayer in the second game.
The game's announced races in the campaign include High Elves, Dark Elves and Skaven. The Tomb Kings and Vampire Coast debuted as paid downloadable content factions; the main campaign of the game is called Eye of the Vortex. It is a narrative-focused campaign where each of the playable races cutscenes. In addition, players who own both Total War: Warhammer and Total War: Warhammer II have access to a huge combined campaign called Mortal Empires, more of a sandbox experience. Mortal Empires is free for players who own both games; the campaign can be played online with another player in co-operative or head-to-head modes. The Old Ones, powerful godlike beings, created races in the Warhammer world to fight the forces of Chaos; the stellar gates which the Old Ones used to enter the world collapsed, leading to a flood of Chaos, held at bay by the Lizardmen. Two High Elf heroes in Ulthuan responded to this threat. Aenarion "the Defender" mustered armies whilst Caledor Dragontamer planned to drain magical energy from the world, thus stopping the Chaos invasion.
This manifested itself as the Great Vortex, accomplished with the help of the Lizardmen leaders, the Slann. It drained Chaos energy at the expense of locking Caledor and his mages in time, eternally casting spells to maintain the vortex. Millennia in the time when the game is set, a Skaven rocket disguised as a twin-tailed comet disrupts the Great Vortex; the four main playable factions respond to this in different ways. The High Elves and Lizardmen seek to stabilize the Vortex, whist the Skaven and Dark Elves seek to use its power for world conquest; the Skaven launched this rocket to provoke rituals from these four major factions. The Skaven could harness this ritual energy to allow the Skaven god, the Great Horned Rat, to enter the world and thus conquer it; when the player completes the fifth ritual, their race fights a'final battle' in the Isle of the Dead to determine the fate of the Vortex and thus the world. Winning the'final battle' results in winning the race's objectives; the High Elves and Lizardmen stabilize the Vortex.
The Dark Elves use the Vortex's power to transform their leader Malekith into a god. The Skaven conquer the world. Several millennia ago, the desert kingdom of Nehekhara was once the greatest human civilization in the Old World. However, Nehekhara was destroyed by the first necromancer. Through the power of his Black Pyramid, Nagash enacted a great spell that would kill all that lived in Nehekhara and raise them as his undead servants. Before the spell could be completed, Nagash was slain by the last Nehekharan King Alcadizaar with the aid of the Skaven; the Nehekharan dead returned as the Tomb Kings, but because Nagash's ritual was incomplete, many of the Tomb Kings retained their free will and intellect. In the current day, the false twin-tailed comet has stirred the Black Pyramid from its slumber and courses with power, it is discovered. Four Tomb King factions battle to control it: Settra the Imperishable and greatest king of Nehekhara, seeks the pyramid's power to regain control over all of Nehekhara and begin global conquest.
The exiled Grand Hierophant Khatep seeks to use the pyramid to fulfill his promise to Settra to transform him and the Nehekharan nobility into immortal golden beings. Queen Khalida seeks the pyramid's power to destroy all vampires in the world and to take revenge on her cousin, Neferata. Arkhan the Black, the Liche King and Nagash's second-in-command, seeks to control the Black Pyramid and use its power to resurrect his master. Total War: Warhammer II was developed by UK-based video game studio Creative Assembly; the game was announced in London at EGX Rezzed in March 2017. It is the second installment in a planned trilogy of Total War: Warhammer games; the game was released for Microsoft Windows-based PCs on 28 September 2017, with Sega publishing. Creative Assembly has released several paid and free DLC packs for the game, which expand its content; some of the more notable are: Free: Mortal Empires - released October 2017, adds a massive combined campaign for free, for players who own both Total War: Warhammer and Total War: Warhammer II.
Tretch Craventail - released January 2018, a free download that adds new leader and units to the Skaven. Alith Anar - released May 2018, a free download that adds new leader and units to the High Elves. Lokhir Fellheart - released November 2018, a free download th
Warhammer: End Times – Vermintide
Warhammer: End Times – Vermintide is a first-person video game developed and published by Fatshark. The game is set in the Warhammer Fantasy universe, it was released for Microsoft Windows on October 23, 2015 and was released for PlayStation 4 and Xbox One on October 4, 2016. The game is multiplayer-only, its structure is similar to Valve's Left 4 Dead series. Set in the End Times, players can team up with three other players to fight against the Skaven, a race of rodent-like monstrous creatures, in the city of Ubersreik. At the end of each match, the players are given the opportunity to roll dice, which determine the weapons they will receive as reward; the development of the game began in early 2013 in Fatshark, after the company came to an agreement with Games Workshop. Games Workshop collaborated with them to ensure the game is faithful to the Warhammer franchise; the game was self-published. It was labelled by PC Gamer as the best game of Penny Arcade Expo; the game received positive reviews upon release.
Critics liked the game's gameplay, progression system and map design, while criticizing the game's balancing issues and technical issues. The game was supported by both paid and free downloadable content and sold 300,000 copies within a month. A sequel titled Warhammer: Vermintide 2 was released for Windows on March 8, 2018. Warhammer: End Times - Vermintide is a co-op-focused first-person shooter action video game set within the Warhammer universe. Set in the End Times, players can team up with three other players to fight against the Skaven, a race of rodent-like monstrous creatures, in the city of Ubersreik. Players can choose from five different heroes — the Witch Hunter, Empire Soldier, Dwarf Ranger and Bright Wizard; the five heroes have different skills. Some are more efficient in performing ranged attacks such as using firearms and arrows or casting magic, while some are more capable in using melee weapons like swords. At the end of each level, players will be awarded loot, such as weapons.
They gain experience points to unlock weapons and are given the chance to roll dice. The dice players roll will determine the new gadgets. Different characters have different loot, at high difficulty, the amount of loot rewarded is greater; the game's design is similar to that of Left 4 Dead, in which players are tasked to fight off hordes of enemies in order to progress from one side of a level to another. There are several types of Skaven featured in the game; the most common type can be killed but they come with a vast number to overwhelm players. The more elite ones include Skaven that are protected with heavy armor and Skaven that are equipped with toxic bombs; the artificial intelligence featured in the game is dynamic, with hostile enemies spawning randomly. This mechanic is known as the "conflict director"; the game features a real-time narrative, which unfolds as players progress through levels. Each character has their own attitude towards the major events in the game. Warhammer: End Times - Vermintide was developed by Fatshark, who had developed War of the Roses.
According to Fatshark, the team had wanted to make a Warhammer game since they played Warhammer Fantasy Battle in 2004, but they lacked the team to do so. The studio was very small, but its size grew shortly afterwards after the closure of Amuze, in which a lot of its employees joined Fatshark. After the company's expansion, the team decided to approach Games Workshop for the Warhammer license in 2013, their offer was accepted. Production of the game began in the beginning of that year. According to Fatshark, having Games Workshop as a coordinator for their project was a "dream come true" for them. In order to be faithful to the franchise, the two companies worked together so as to ensure that their creative visions would not contradict with each other, to confirm that the game had a "Warhammer feel", they decided to self-publish the game, so that they can maximize their creative freedom. Vermintide was the first game where the entire team at Fatshark worked together, it enjoyed a much longer pre-production and production period than their previous projects.
The company had experimented with games like Escape Dead Island and Krater, realized that among all the genres, the team are most capable in developing multiplayer games with co-operative gameplay, they decided to specialize in it. Vermintide's main focus is co-op, most gameplay features are built to enhance the experience and its replayability. According to the team, it is a game about surviving the apocalypse in the End Times. Therefore, they incorporated elements from Left 4 Dead in which players must work together to achieve success. Loot is given to players; the team made this choice. Enemies are designed to spawn in vast number, as the team thought that such large quantity can help these enemies to become the "perfect enemy for a co-op game". However, despite being co-op focused, players cannot play as typical fantasy characters like healers. Therefore, Fatshark decided to name these characters "heroes" instead of "classes"; the game's gameplay is a combination of melee gameplay and gunplay, which the team thought can craft a "visceral" experience for players.
In order to prevent players from rushing through levels and pick on every enemy, they included enemies that should be evaded, such as some of the Elite units, gameplay segments where players should carry out stealth. They hoped that through this approach, players can think and plan their moves accordingly and work together to prevent get
Orcs and Goblins (Warhammer)
Orcs & Goblins is a supplemental book for the Warhammer Fantasy Battle tabletop game. The phrase "orcs & goblins" refers collectively to all of the races that are described in this book, which includes other "greenskins" as well; the book includes background information and game rules for these races. The Orcs and Goblins represent a generic Dark Ages warband army with little internal cohesion and discipline, relying on the ferocious charge and individual fighting skills rather than organized generalship. Orcs & Goblins contains a number of short stories that provide an illustrative fictional history of the Orcs in the Warhammer Fantasy universe; these stories center around the formation of the resulting campaigns. Gorbad Ironclaw, atop his vicious boar Gnarla, was the mightiest Warlord that lived. Gorbad Ironclaw and his tribe, the Ironclaw Orcs, absorbed the Broken Tooth tribe along with the local Goblin and Night Goblin tribes, to create a massive force of Greenskin warriors; the tribe marched through Black Fire Pass to attack the Empire under the Emperor Sigismund.
Gorbad's army conquered the territories of Solland and Wissenland, but Gorbad himself was wounded in the fighting. At the fortress of Altdorf, the Waaagh! was kept at bay outside the city walls. Gorbad unleashed Wyverns upon the city, who threw the defenders into disarray but were repelled without achieving their main objective, to destroy the city gates; the lack of progress and Gorbad's injury took their toll on morale, the army disintegrated. The remnants of Gorbad's tribe were ambushed and defeated on their way home by a Dwarf army under the King of Karaz-a-Karak, it is not known. An powerful warlord who ruled over a great many tribes in the Badlands, Azhag's tale began after he unearthed an ancient magic crown in the ruined city of Todtheim, but this was no simple trinket: this was the Crown of Sorcery, an ancient artifact of the Great Necromancer and the ancient Liche's insidious spirit still clung to the artifact. When Azhag put the crown on, Nagash's spirit began to dominate the Orc's crude, uncomplicated psyche, from on, Azhag's primal power was combined with Nagash's tactical genius and arcane fury.
The power of the Crown allowed Azhag to destroy the rival Warbosses and ensure the loyalty of his followers. Prior to battle, Azhag would lay out his plan of attack, speaking in a decidedly un-Orcy voice heavy with the weight of centuries bellow at his ladz to get moving. However, Azhag's continued victories ensured the support of his greenskin followers: they didn't care that he "talked funny," only that he showed them "where da fighting wuz!" Armed with Nagash's tactical skill and sorcerous might, which granted Azhag impressive magical skill, mounted on the back of his pet wyvern Skullmuncha, Azhag's uncannily organised and tactically skilled WAAAGH! Invaded the Empire, laying waste to the eastern province of Ostermark, they ravaged the province for many long months before Azhag's force was defeated at the Battle of Osterwald. In the ferocious fighting, Werner von Kriegstadt, Grand Master of the Knights Panther, killed Azhag in single combat and recovered the Crown of Sorcery. Without his tactical mind and force of will to lead them, the Orcs that had followed Azhag fled into the forests and hills of Ostland.
As for the Crown of Sorcery, after much debate between those who wanted it preserved and studied, those who wanted it destroyed so its evil could pose no more threat, the Grand Theogonist took it back to Altdorf and sealed it in the Imperial Vaults, where it would remain for all eternity. Grimgor Ironhide is the most violent Black Orc Warboss to exist, he leads tribes of vicious Orcs to lay waste all across the Old World. His personal bodyguard of Black Orcs are known as "Da Immortulz" and they are as dangerous as he is. Grimgor is a fearsome fighter, he "rests" by going into the tunnels of Red Eye Mountain, held by Night Goblin allies. Here he slaughters vast numbers of Skaven, who are trying to take the keep from the Greenskins. Unknown to Grimgor he has got close to the Skaven area known as "Hell Pit", where the Skaven carry out their twisted experiments. Grimgor leaves the tunnels when he tires of killing Skaven, but invariably returns for another "rest" when the urge to explore and kill reasserts itself.
Grimgor's fighting skill is such that he has been fought to a standstill only once - by the Champion of Chaos Crom the Conqueror. This is explained by the mauling of Grimgor's army on that occasion and the fleeing of the survivors, which left Grimgor alone on the field of battle. Special Characters Grimgor Ironhide Azhag the Slaughterer Gorbad Ironclaw Grom the Paunch Skarsnik Wurrzag Furgit Gutslasha Gitilla the hunter Snagla Grobspit Lord Choices Black Orc Warboss Savage Orc Warboss Orc Warboss Goblin Warboss Night Goblin Warboss Savage Orc Great Shaman Orc Great Shaman Goblin Great Shaman Night Goblin Great ShamanHero Choices Black Orc Big Boss Savage Orc Big Boss Orc Big Boss Goblin Big Boss Night Goblin Big Boss Savage Orc Shaman Orc Shaman Goblin Shaman Night Goblin ShamanCore Choices Orc Boyz Orc Arrer Boyz Savage Orcs Goblins Goblin Wolf Riders Night Goblins Forest Goblin Spider ridersSpecial Choices Black Orcs Orc Boar Boyz Savage Orc Boar Boyz Orc Boar Chariot Goblin Wolf Chariot Goblin Spear Chukka Night Goblin Squig Hoppers Night Goblin Squig Herds Snotlings TrollsRare Choices Goblin Rock Lobber Snotling Pump Wagon Doom Diver Catapult Arachnarok Spider Mangler Squigs Stone Trolls River Trolls Giants Orcs are larg