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This thread discusses how the Nemesis System would be used if it wasn't patented and about an open-world game set in Warhammer Fantasy.
Concept New

GabrieltheFallenArchangel

Otherwise known as GabrielTFA
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"In pride we built Eight Peaks, at the zenith of our ancient power. It was a wonder to the world; more beautiful than even Everpeak, open to the sky. A sign of our wealth and power, strong beyond the measure of Dwarf, Elf, or Men. We thought it would never fall and the mines would be ours forever... What fools we were."

-Gotrek Gurnisson

You would play a Dawi Ranger, whose patrol was decimated by a sudden Skaven attack. You were the only one who survived, and you swore the Grudge against those Skaven. Tracking them leads you to Karak Eight Peaks, otherwise known as Vala-Azril-Ungol, which translates to "Queen of the Silver Depths".

The Karak is constantly fought over by the Dawi, Goblins and Skaven. In your path of solving your Grudge, you will support your Kin in taking back what your people lost. Karak Eight Peaks will return to the Dawi of Karaz Ankor.

You will cross your Grudge.



The concept came from playing Middle-earth: Shadow of Mordor, specifically from the system used in that game. Nemesis System.

For those who don't know: Nemesis System is an innovative system which makes it possible for your actions in the world to affect what you will face. More precisely, the enemies that you fight. From your actions, what you do and how you kill hostile enemies, your nemesis will be born.

When playing the game and in my free time, I was thinking how that System has wasted potential (thanks, Warner Bros) and where it could be used. One specific setting that came to my mind was Warhammer Fantasy.

The first thing that came to my mind was a Skaven-focused game, where you are a Skaven character who rises through ranks to reach the top. And during the game, the rivals that you either killed or sent some soldiers to kill them, come back, and you fight them again. But when discussing the idea with some people, Karak Eight Peaks and Dwarven Rangers came up, and I already liked them much more than my initial idea.

Why Dawi Ranger? To explain, the Dawi Rangers are seen as weirdos in Dawi Society because they don't fight like traditional Dawi, aren't afraid to walk under the sun and open sky, and, not to mention, are much more flexible than most Dawi. But they are tolerated by others because they are needed, and they get more respect than most Slayers. Even when it is not a high bar to pass.

Now, how would stuff work? I will expand on many elements of this later, but first and foremost, as in Middle-earth: Shadow of War, there will be missions that either support Dawi who fight across Eight Peaks, or focus on dealing with Skaven or Goblin high-ranking individuals.

Of course, there is stuff you need to remember:

  • No 'Banished from Death' stuff:
Our Dawi Ranger doesn't have Talion's ability to return from Death. But it doesn't mean it is hardcore. It means that when Ranger is killed, his progress will be reset to some point, depending on how far you are in the storyline (avoids possible repeats of storyline missions).

  • He is still Dawi:
By that, I mean he doesn't have endless stamina or a magical way to heal himself (and I mean sucking the energy from your enemies), so you need to be smart about it and not just throw yourself at the enemy.

  • Gathering information:
You don't have the power to enter someone's mind. So you need to gather information about Skaven Warlords and Goblin Chiefs the old-fashioned way. Listening to what their subordinates are saying, finding scattered info, and interrogating weak-willed individuals (worms).

Now, how stuff will work. Obviously, holding ground will be the hard part with Dawi. They have limited numbers, but we could find ways around it. Like, possibly migration of Dawi from different Holds coming towards Eight Peaks to support their Kin.
 
Should we discuss how differently the Skaven and Goblins would interact with the Nemesis system? Some Strengths and Weaknesses can be interchangeable but some of them can't make sense. Such as a Skaven Captains and Skaven society as a whole being much more backstabbing to Middle-Earth Orcs. So being Angered by their Bodyguards/Master suffering should only happen under extremely rare circumstances as true loyalty goes against Skaven tradition.
 
Actually I'm going to list the traits the Nemesis System can offer so this has a basis.

List of Strengths
Invulnerability Strengths
Strengths that provides immunity to various sources of damage.

  • Combat Master - Cannot be damaged by combat attacks or finishers.
  • Invulnerable to Ranged - Cannot be damaged by your ranged attacks.
  • Invulnerable to Stealth - Cannot be damaged by stealth takedowns.
  • Monster Slayer - Able to kill monsters quickly, and resistant to their attacks.
Hate Strengths
Strengths that provokes the Nemesis, which enrages them. This causes them to attack harder and boosts their abilities. An example is regeneration; an enraged nemesis will regenerate more health faster.

  • Hate of Bodyguard Suffering - Becomes enraged when his Bodyguard(s) is attacked.
  • Hate of Burning - Becomes enraged when he burns.
  • Hate of Caragors - Becomes enraged at the sight of Caragors. (Could replace Caragors with more local beasts in the medium size range. I'd suggest Balewolves, Feral Bears, Boars as examples. They could be any Creature found locally or even brought for trade.)
  • Hate of Defeat - Becomes enraged at low health.
  • Hate of Ghûls - Becomes enraged at the sight of Ghûls. (This is much the same but probably best to equate wirh those associated with carrion, decay or vermin among even Skacen and Goblins.)
  • Hate of Graugs - Becomes enraged at the sight of a Graug. (Simple enough, replace with anything Big and Hungry:Trolls, Ogres, Thundertusks and Stonehorns)
  • Hate of His Master Suffering - Becomes enraged when his master is hit.
  • Hate of His Rival - Becomes enraged near a rival Nemesis.
  • Hate of Morgai Flies - Becomes enraged when hit by Morgai fly swarms. (Honestly this csn be kept mostly the same, just replace with anything particularly nasty and small found in the Old World.
  • Hate of Pain - Becomes enraged when he is injured.
Attack Strengths
Combat Moves that can be performed by the Nemesis.

  • Body Slam - Picks up his opponent and throws them to the ground.
  • Boomerang Throw - Throws weapons which then return to him.
  • Charge Attack - Running charge in a straight line.
  • Fury Attack - Highly aggressive melee attack.
  • Grapple - Can swing you around.
  • Ground Pound - Slams the ground hard causing damage in a radius.
  • Heavy Attack - High-damage melee attack, cannot be countered.
  • Jump Attack - Leaps far while striking.
  • Mangler - Multiple heavy attacks to the gut.
  • Poison Cloud - Drops stunning cloud of poison if needed.
  • Quick Shot - Shoots multiple shots in rapid succession.
  • Rapid Attack - Multiple attacks that must be individually countered.
  • Throat Grab - Picks up his enemy by the throat.
  • Wrecker - Devastating shield slam and impale attack.
Weapon Strengths
Modifies the damage that the Nemesis deals to the Dwarf Ranger

  • Explosive Arrow - Shoots arrows that explode on impact.
  • Flaming Weapon - Weapon is on fire, increasing damage.
  • Poison Weapon - Weapon inflicts a lingering poison.
  • Savage Weapon - Weapon inflicts deep wounds that bleed over time.
Miscellaneous Strengths
Strengths that do not fit in another category are listed here

  • Ambusher - Launches ambushes against his enemies.
  • Backlash - Counter attacks are not effective.
  • Battle-Hardened - Harder to kill, and may require you to finish him.
  • Blood Thirsty - Recovers health from striking enemies.
  • Cautious - Averse to combat.
  • Deadly - Attacks do much more damage than most Uruks.
  • Deflect - Can deflect attacks.
  • Deflect and Counter - Can deflect attacks and follow with a counterattack.
  • Deflect and Counter, plus Quick Turn - Can deflect attacks and follow with a counter attack, turns quickly.
  • Demanding Leader - This Warchief attracts more Bodyguards.
  • Fast Runner - Runs much faster than normal Uruks.
  • Fearless - Cannot be terrified, never flees.
  • Gang Leader - Has a group of followers.
  • Humiliator - Does not finish off weak opponents.
  • Initiative - Tries to be the first to strike in combat.
  • Inspiring Presence - Nearby Uruk are inspired to attack simultaneously.
  • No Chance - Victims don't get any Last Chance.
  • Quick Turn - Turn around quickly if struck from behind.
  • Regeneration - Continually heals rapidly.
  • Side Step - Can dodge thrown daggers.
  • Skirmisher - Attempts to back away from combat.
  • Sneaky - Sometimes shows up unexpectedly.
  • Sniffer - Can smell out enemies who are hiding nearby.
  • Summoner - Calls nearby allies to join the fight.
  • Tracker - Can sense the presence of nearby enemies and hunt them down.
  • Vault Breaker - Blocks attempts to jump over him.
  • Wraith Stun Blocker - Blocks the Wraith Stun attack from the front.
List of Weaknesses
Vulnerability Weaknesses
Weaknesses that make the nemesis be killed easily or even instantly from a source of damage.

  • Vulnerable to Combat Finishers - Can be killed instantly using combat finishers.
  • Vulnerable to Mounted Beasts - Can be killed instantly by mounted beasts.
  • Vulnerable to Ranged Attacks - Can be killed instantly by a single Charged Headshot, Fire Arrow, or Shadow Strike.
  • Vulnerable to Stealth Finishers - Can be killed instantly using stealth finishers.
Damage Weaknesses
Weaknesses that cause the nemesis to take increased, but not necessarily fatal, damage from certain attacks

  • Beast Fodder - Can be damaged by beast attacks.
  • Damaged by Combat Finishers - Can be damaged by combat finishers.
  • Damaged by Explosions - Can be damaged by explosions.
  • Damaged by Ranged - Can be damaged by ranged attacks.
  • Damaged by Stealth - Can be damaged by stealth finishers.
Fear Weaknesses
Weaknesses that scare the nemesis, causing him to flee in terror.

  • Fear of Betrayal - Becomes terrified when allied Uruks fight each other.
  • Fear of Burning - Becomes terrified when he burns.
  • Fear of Caragors - Becomes terrified at the sight of Caragors. (Again up above if these need to be replaced with more local beasts)
  • Fear of Ghûls - Becomes terrified at the sight of Ghûls.
  • Fear of Graugs - Becomes terrified at the sight of Graugs.
  • Fear of Morgai Flies - Becomes terrified when hit by Morgai Fly swarms.
  • Fear of Rival - Becomes terrified near rival nemesis.
Miscellaneous Weaknesses
Weaknesses that do not fit into any of the above categories

  • Clumsy - Can be grabbed, without needing to be weakened.
 
List of Strengths/Continued
Immunities
Strengths that provide immunity to sources of damage or status effects. A dazed enemy will temporarily lose their immunities.

  • Arrow-proof - "Immune to ranged attacks."
  • Beast-proof - "Immune to attacks from beasts such as Caragors and Graugs."
  • Fire-proof - Immune to fire damage.
  • Frost-proof - "Immune to Frost attacks and cannot be Frozen"
  • Immune to Curse - Immune to Curse damage
  • Immune to Executions - Cannot be executed
  • Immune to Light - "Immune to Light attacks and Light executions."
  • Poison-proof - Immune to Poison.
  • Vigilant against Stealth - Immune to Stealth attacks
Hates
Strengths that enrage the captain, increasing damage dealt and making attacks unblockable

  • Bestial Frenzy - "Becomes enraged after killing a Beast"
  • Blood Brother - "Loyal blood brother of [other nemesis]"
  • Bloodlust - Becomes Enraged at the sight of an Enraged nemesis
  • Brutal Frenzy - "Becomes Enraged at the sight of Brutal attacks or Shaming"
  • Devoted Master - Becomes Enraged when his pet or gang is killed.
  • Enraged by Acrobatics - "Becomes Enraged when vaulted over"
  • Enraged by Betrayal - "Becomes Enraged when allies fight each other" When a captain is dominated in battle or a spy reveals himself.
  • Enraged by Boss Defeat - "Becomes Enraged when his Boss is killed"
  • Enraged by Caragors - "Becomes Enraged at the sight of a Caragor"
  • Enraged by Cowards - "Becomes Enraged when Higher ranked orcs become Dazed or flee"
  • Enraged by Curse - "Becomes Enraged when hit with a cursed weapon"
  • Enraged by Drakes - "Becomes Enraged at the sight of a Drake"
  • Enraged by Dwarves- "Becomes enraged at the sight of a Dwarf" (This was a joke Hate in Shadow of War but a lot more applicable here.)
  • Enraged by Everything - "Hates Everything. May become enraged at any moment, attacking anyone nearby"
  • Enraged by Execution - "Becomes Enraged at the sight of an Execution"
  • Enraged by Fire - "Becomes Enraged when hit with a flame weapon"
  • Enraged by Frost - Becomes Enraged when Frozen
  • Enraged by Graugs - "Becomes Enraged at the sight of a Graug"
  • Enraged by Injury - "Becomes Enraged when taking damage"
  • Enraged by Light - Becomes Enraged when hit by Light attacks.
  • Enraged by Morgai Flies - "Becomes Enraged when swarmed by morgai flies"
  • Enraged by Mortal Wounds - "Becomes Enraged when at low Health"
  • Enraged by Pinning - "Becomes Enraged when you pin his foot to the ground."
  • Enraged by Poison - "Becomes Enraged when hit with a poison weapon"
  • Enraged by Rival - "Becomes Enraged at the sight of [other nemesis]
  • Enraged by Spiders - "Becomes Enraged at the sight of spiders"
  • Enraged by Stealth - "Becomes enraged at the sight of a Stealth Attack"
  • Enraged by Undead - Becomes Enraged at the sight of Undead
  • Enraged by Weakness - "Becomes Enraged when higher-ranked targets are Dazed."
  • Killing Frenzy - "Becomes Enraged after killing a captain" Also becomes Enraged when killing higher-ranked orcs and ologs
  • Last Stand - "Becomes Enraged when facing an enemy alone"
  • Possessive Master - "Becomes Enraged when his bodyguard is attacked"
  • Power Crazed - "Becomes Enraged upon encountering a more powerful target"
  • Vengeful - "Becomes Enraged when witnessing the death of an allied captain"
  • Vengeful Master - "Becomes Enraged a bodyguard is killed"
Class Traits
  • Class Bonus: Crossbow - Archer/Jezzail class
    1. Explosive Shot - "Fires ranged projectiles that explode on impact."
  • Class Bonus: Defender Shield - "Blocks all frontal attacks" Defender class. Includes sword attacks, ranged attacks, and explosions.
    1. Shield Quake - "Strikes his shield to the ground, pushing back and stunning nearby foes."
  • Class Bonus: Front line Warrior - Warrior class. Front line attacker.
  • Class Bonus: Hunter Spear - "Attacks from ranged with throwing spears"
  • Class Bonus: Olog/Ogre Strength -
  • Class Bonus: Savage Counter - "Counters frontal attacks with unblockable counter attack."
  • Class Bonus: Crossbow - "Attacks from range with firing crossbow."
  • Advanced Class: Assassin - "Stealth enemy that prefers to take enemies out quick. Often douses weapon with poison"
    1. Agile - "Use hit and run tactics to wear down opponents. Dodges, rolls, and vaults over opponents to avoid taking damage."
    2. No Chance - "You won't receive last chance when knocked down."
    3. Throwing Knives - "Hurls knives at you"
  • Advanced Class: Beastmaster - "As one with the creatures of the Old World. Beasts will not attack him."
    1. Bestial roar - "Utters a beastly roar that calls caragors into battle, heals allied beasts and compels them to attack his target."
    2. Den Mother - "Mimics a Ghûl Matron's call, enticing Ghûls from the wild to converge on his location." (Change Ghuls to something that is summonable when called/
    3. Caragor Tamer - "Can turn enemy caragors friendly." (So anything that is tamed can be turned against you.)
    4. Spider Summoner - "Can summon spiders." (Mystic only)
    5. Drake Lure - "Can call a drake."
  • Advanced Class: Berserker - "Chaotic Warrior who becomes Enraged in battle. The berserker thrives when damaging others."
    1. Rampage - "Recklessly charges into battle, lashing out at anyone near his target, including allies."
    2. Flying Axes - Throws his weapons, which will return back to him, Dealing damage to everyone in their path." (Savage only)
    3. Furious Charge - "Charges after opponents, knocking them onto the ground and beating them. Dodge away when you see him coming."
    4. Rabid - "Utters a terrifying battle cry that disorients and intimidates all who hear it."
    5. Shield Quake - "Damages and stuns all enemies around him"
  • Advanced Class: Commander - "Emboldens those who fight alongside him, enabling them to fully unleash their battle lust."
    1. Dying Command - "Drives Skaven/Goblins into a vengeful frenzy when he dies. Be prepared to battle his enraged avengers."
    2. War Banners - "Orders his followers to plant his banner, strengthening nearby allies and sending them into a battle-induced fury. Destroy these banners to undermine his command."
    3. Call Reinforcements - "Summons reinforcements to replace gang orcs who have fallen in battle - Beware of his horn."
  • Advanced Class: Destroyer - "An expert in explosive tactics and weaponry. The Destroyer is always equipped with bombs and mines."
    1. Final Blast - "Triggers an explosion upon his death that stuns nearby enemies."
    2. Final Curse - "Triggers an explosion upon his death that curses nearby enemies."
    3. Final Inferno - "Triggers an incendiary explosion upon his death that burns nearby enemies."
    4. Sappers - "Calls in a pack of sappers."
  • Advanced Class: Marksman - "The Marksman is a specialist in ranged combat who sees further, fires with increased accuracy, and does additional damage." (Archer/[Jezzail only)
    1. Power Shot - "Fires an extremely powerful bolt that damages and stuns his target."
    2. Quick Shot - "Can shoot successive bolts very quickly."
  • Advanced Class: Slayer - "Extremely skilled fighter. The Slayer faces his enemies head-on and overpowers them with his exceptional combat skills."
    1. Fast Learner - "Adapts quickly and learns how to counter your tactics. Use a variety of moves to defeat him."
    2. Triple Strike - "Attacks with a deadly three-hit combination. Use caution when fighting up close."
  • Advanced Class: Tank - "Heavily armored fighters that withstand immense damage. Capable of second wind moments before death."
    1. Death Defying - Revives with full health when killed. Can only be used once.
    2. Determination - "Heals himself during a battle through sheer willpower alone. Can be interrupted."
    3. Wave of Might - "Unleashes a wave of strength so powerful that it pushes back and disorients nearby enemies." (Olog only)
  • Advanced Class: Tracker - "Seeks you out no matter where you hide, summoning reinforcements to hem you in."
    1. Harpoon - "Mid-range weapon that locks onto enemies, and will pull you in if struck." (Olog/Rat Ogres/Orcs only)
    2. Master of the Hunt - "Sounds his hunting horn when he's caught your trail. Nearby Skaven/Goblins will join his hunting party and track you down."
    3. Trapper - "Lays traps to pin enemies in place, making them vulnerable to thrown weapons until breaking free."
  • Advanced Class: Trickster - "Surprise attacks you and uses unexpected tactics to confuse and bewilder his enemies."
    1. Decoys - "Leads a gang of virtually identical look-alikes, making it difficult to focus on him in battle."
    2. Smoke Bomb - "Deploys smoke bombs to elude his enemies."
  • Tribe Bonus: Dark Strikes - "Equips dual wielded, curved daggers that he will use to cut your limbs from your body."
  • Tribe Bonus: Feral Claws - "He will tackle you to the ground, after which you will be ferociously beaten with his wrist mounted claws."
  • Tribe Bonus: Hail of Bolts - "Uses two crossbows at once to fire a hail of stunning bolts at opponents." Marauder Tribe.
  • Tribe Bonus: Machine Hook - "Throws a chained hook at opponents and pulls them in, dealing heavy damage."
  • Tribe Bonus: Mystic Blade - "Uses the power of shadow to appear next to you, then strikes with a deadly Morgul Blade." Similar to Shadow Strike. Can be dodged. Causes Curse.
    1. Spider Summoner - "Summons spiders to join him in battle."
    2. Necromancer - "Reanimates the dead."
      1. Unbreakable - "Can never be broken, even when at low health."
  • Tribe Bonus: Hail of Bolts - "Fires a succession of arrows, minimal damage but heavy stun." Marauder Tribe.
  • Tribe Bonus: Mystic Blade - "Teleports and slashes with sword."
  • Tribe Bonus: Dark Strikes - "3 strike unblockable move deals heavy damage."
  • Tribe Bonus: Feral Claws - "Dashes at you and knocks you down and scratches with claws."
  • Tribe Bonus: Machine Hook - "Can chain you and pull you toward him, dealing heavy damage."
  • Tribe Bonus: Terror Chains - "Lashes out with chain weapons, damaging everything that's caught in their sweeps."
  • Tribe Bonus: Warmonger Clash - "Locks your weapon in place with his gauntlets. Act quickly to break free, or suffer extra damage."
  • Tribe Bonus: Chained Bolas - "Swings and throws chained bolas at their opponent, trapping them and leaving them vulnerable to attack." Outlaw Tribe.
  • Tribe Bonus: Slaughter Cleavers - "Throws sharp cleavers in quick succession, causing bleeding wounds." Similar to hail of bolts, but less stun and more damage.
Bonuses
Bonuses are traits give a nemesis more flexibility in combat, providing more abilities for them to use. Epic traits are also classified as bonuses.

  • Beast Slayer - "Extremely lethal against the beasts of the Old World."
  • Bombs - "Throws bombs."
  • Caragor Pack - "Leads a pack of loyal caragors into battle." (Beastmaster only)
  • Caragor Rider - "Able to ride any nearby caragor. Often starts battle riding on a caragor."(Uruk only)
  • Cursed Bombs - "Throws cursed bombs."
  • Cursed Mines - "Deploys cursed mines."
  • Cursed Weapon - "Wields a blighted weapon capable of cursing his enemies."
  • Fire Bombs - "Throws fire bombs."
  • Fire Mines - "Deploys fire mines."
  • Fire Thrower - "Carries a weapon that sprays forth blasts of liquid fire." (Olog only)
  • Flame Weapon - "Wields a flaming weapon capable of igniting enemies and causing fire damage."
  • Gang of Archers - "Leads a gang of Archers."
  • Gang of Defenders - "Leads a gang of Defenders."
  • Gang of Hunters - "Leads a gang of Hunters."
  • Gang of Ologs/Rat Ogres - "Leads a gang of Ologs."
  • Gang of Savages - "Leads a gang of Savages."
  • Gang of Warriors - "Leads a gang of Warriors."
  • Iron Will -
  • Loyal Bodyguard - "Only found at his master's side."
  • Mines - "Deploys mines that stun enemies."
  • Necromancer - "Reanimates the dead."
  • Poison Bombs - "Throws poison bombs."
  • Poison Mines - "Deploys poison mines."
  • Poison Weapon - "Wields a poison weapon capable of poisoning enemies and causing poison damage."
  • Sniper Shot - "Can fire upon enemies from great distances and never misses." Can also shoot and kill Talion while he as at zero health without triggering Last Chance. (Marksman Uruk only)
  • Tunnel Rat - "Can quickly burrow into the ground and then emerge nearby, summoning a group of ghûls to fight alongside him." (Feral Tribe Uruk only)
  • Tremor - "Unleashes an attack that blasts an area around him, staggering enemies and heavily damaging wall." (Olog only)
  • Unbreakable - "Can never be broken, even when at low Health"
  • Undead - "Can no longer level up, is vulnerable to fire, and cannot be Dominated."
Epic Traits
Particularly powerful bonuses unique to Epic and Legendary nemesis.

  • Epic Bombs - "Throws multiple bombs rapidly." (Destroyer only)
  • Epic Caragor Pack - "Leads a pack of dire caragors into battle."
  • Epic Caragor Rider - "Able to ride any nearby caragors. Often starts battle already mounted on a Dire Caragor." (Uruk only)
  • Epic Cursed Bombs - "Throws multiple cursed bombs rapidly." (Destroyer only)
  • Epic Fire Bombs - "Throws multiple fire bombs rapidly." (Destroyer only)
  • Epic Decoys - "Can appear with a group of elite grunts that look exactly like him, and will make tracking the real target harder." (Trickster Uruk only)
  • Epic Determination - "Heals himself completely during battle through exceptional willpower. Can be interrupted." (Tank only)
  • Epic Poison Bombs - "Throws multiple poisoned bombs rapidly." (Destroyer only)
  • Epic Quick Shot - "Can shoot multiple targets at once." (Marksman only)
  • Epic Rage - "Stays enraged for long periods of time." (Berserker only)
  • Epic Smoke Bombs - "Deploys more powerful smoke bombs that also stun nearby enemies while he eludes them."
  • Epic Throwing Knives - "Throws an arc of multiple knives at all foes in front of him." (Assassin only)
  • Epic Trapper - "Throws multiple traps to ensnare enemies, making them vulnerable to ranged weapons until breaking free." (Tracker only)
  • Epic Trait: Curse Master - "Increases all curse damage dealt by himself and by his allies."
  • Epic Trait: Curse Warder - "Decreases all curse damage received by himself and by his allies."
  • Epic Trait: Fanatical Gang - "Leads a gang that becomes enraged if he is attacked."
  • Epic Trait: Fire Master - "Increases all fire damage dealt by himself and by his allies."
  • Epic Trait: Fire Warder - "Decreases all fire damage received by himself and by his allies."
  • Epic Trait: Gang of Elite Archers - "Leads a group of highly skilled Archers."
  • Epic Trait: Gang of Elite Defenders - "Leads a group of highly skilled Defenders."
  • Epic Trait: Gang of Elite Hunters - "Leads a group of highly skilled Hunters."
  • Epic Trait: Gang of Elite Ologs - "Leads a group of highly skilled Ologs."
  • Epic Trait: Gang of Elite Savages - "Leads a group of highly skilled Savages."
  • Epic Trait: Gang of Elite Warriors - "Leads a group of highly skilled Warriors."
  • Epic Trait: Graug Call - "Summons a Graug to fight alongside him."
  • Epic Trait: Great Strength - "His attacks deal immense damage." Uruks and Ologs with this trait tend to be more muscular.
  • Epic Trait: Mighty Archers - "Inspires allied Archers to deal extra damage and take less damage."
  • Epic Trait: Mighty Defenders - "Inspires allied Defenders to deal extra damage and take less damage."
  • Epic Trait: Mighty Hunters - "Inspires allied Hunters to deal extra damage and take less damage."
  • Epic Trait: Mighty Ologs - "Inspires allied Ologs to deal extra damage and take less damage."
  • Epic Trait: Mighty Savages - "Inspires allied Savages to deal extra damage and take less damage."
  • Epic Trait: Mighty Warriors - "Inspires allied Warriors to deal extra damage and take less damage."
  • Epic Trait: Poison Master - "Increases all poison damage dealt by himself and by his allies."
  • Epic Trait: Poison Warder - "Decreases all poison damage received by himself and by his allies."
  • Epic Trait: Slayer Counter - "Responds to execution attacks from the front with an unblockable counterattack. Execute him from behind instead." (Slayer only)
  • Epic Trait: Thick Skinned - "Has greatly increased health." Compared to others of the same class.
List of Weaknesses
Mortal Weaknesses
Weaknesses that kill a nemesis instantly or terrify them, making them vulnerable to instant kills or domination.

  • Craven - "Flees in terror when faced with enemies that are a much higher level."
  • Deserter - "Flees in terror when witnessing the death of an allied captain."
  • Extremely Soft-headed - "Can be killed instantly with a headshot."
  • Fight Another Day - "Flees in terror after being injured."
  • Hysterical Master - "Flees in terror when one of his bodyguards is killed."
  • Intimidated - "Flees in terror upon seeing his rival."
  • Mortal Beast Fodder - "Can be killed instantly by beast attacks."
  • Mortally Flammable - "Can be killed instantly using fire."
  • Mortally Sickly - "Can be killed instantly using poison."
  • Mortally Vulnerable to Execution - "Can be killed instantly using by Executions."
  • Mortally Vulnerable to Stealth - "Can be killed instantly using Stealth Attacks."
  • Overwhelming Awe - "Flees in terror at the sight of the Bright Lord."
  • Quivering Wreck - "Flees in terror after seeing an Enraged enemy."
  • Soft Skull - "Can be killed by a single charged headshot, mighty shot or significant blow."
  • Terrified of Balefire - "Flees in terror when burned with balefire."
  • Terrified of Betrayal - "Flees in terror when allies fight each other."
  • Terrified of Caragors - "Flees in terror when attacked by a Caragor."
  • Terrified of Curse - "Flees in terror when attacked by a cursed weapon."
  • Terrified of Drakes - "Flees in terror when attacked by a Drake."
  • Terrified of Execution - "Flees in terror after being attacked by combat executions."
  • Terrified of Fire - "Flees in terror after being set on fire."
  • Terrified of Frost - Flees in terror after being frost attacked
  • Terrified of Ghûls - "Flees in terror when attacked by Ghûls."
  • Terrified of Graugs - "Flees in terror when attacked by a Graug."
  • Terrified of Morgai Flies - "Flees in terror when swarmed by Morgai flies."
  • Terrified of Poison - "Flees in terror after being poisoned."
  • Terrified of Pinning - "Flees in terror after being pinned."
  • Terrified of Spiders - "Flees in terror at the sight of spiders."
  • Terrified of Stealth - "Flees in terror after being Stealth Attacked."
Vulnerabilities
Weaknesses that increase the damage taken by a nemesis from a particular source.

  • Beast Fodder - "Heavily damaged by Beast Attacks."
  • Clumsy - "Can be grabbed or mounted without first being weakened."
  • Flammable - "Heavily damaged by fire."
  • Sickly - "Heavily damaged by poison."
  • Soft Target - "Heavily damaged by ranged attacks."
  • Vulnerable to Execution - "Heavily damaged by Executions."
  • Vulnerable to Stealth - "Heavily damaged by Stealth Attacks."
Dazed By
Weaknesses that cause a nemesis to become dazed, nullifying their strengths and stunning them

  • Fear of Stealth - "Becomes Dazed by Stealth attacks."
  • Demoralized - "Becomes Dazed when witnessing the death of an allied Captain or higher-ranked Skaven/Goblin"
  • Exhaustion - Becomes Dazed when rage wears off.
  • Fear of Brutality - "Becomes Dazed after seeing a Brutal Attack"
  • Fear of Burning - "Becomes Dazed when set on Fire."
  • Fear of Caragors - "Becomes Dazed when attacked by a Caragor."
  • Fear of Curse - "Becomes Dazed when Cursed."
  • Fear of Exectution - "Becomes Dazed when Executed."
  • Fear of Graugs - "Becomes Dazed when attacked by a Graug."
  • Fear of Morgai Flies - "Becomes Dazed when Swarmed by morgai flies."
  • Fear of Pinning - "Becomes Dazed when you pin his foot to the ground."
  • Fear of Poison - "Becomes Dazed when Poisoned."
  • Infected with Fear - "Becomes Dazed at the sight of Captains or Higher ranked Skaven/Goblins becoming dazed or fleeing."
  • Quivering - "Becomes Dazed at the sight of Enraged enemies."
  • Shaken Master - "Becomes Dazed when his Bodyguard is killed."
  • Soft-Headed - "Becomes Dazed when shot in the head."
  • Weak Master - "Becomes Dazed when his pet or gang is killed."
Hints
Sources that a nemesis can be damaged by, but has no particular strengths or resistances against.

  • Damaged by Beasts - "Can be injured by Beast attacks."
  • Damaged by Curse - "Can be injured by Curse."
  • Damaged by Execution - "Can be injured by executions."
  • Damaged by Fire - Can be injured by fire.
  • Damaged by Poison - Can be injured by poison.
  • Damaged by Ranged - "Can be injured by ranged attacks."
  • Damaged by Stealth - "Can be injured by Stealth Attacks."
  • Susceptible to Frost - "Can be Frozen"
 
Focusing on the enemies the Dwarf Ranger would come to face within and around Karak Eight Peaks are many and extremely varied.

The Skaven: Ratmen of the Under-Empire, vile intelligent verminous creatures of cultural cruelty and selfishness. Numbering in such numbers that the only reason they do not overwhelm the surface is due to their own nature to fight amongst themselves over anything and everything. Born of Breeders who cannot even be called sentient, from the moment of birth they are treated only with disdain and fear in their every waking moment. Fighting to secure milk and food and water, the weakest becoming slaves while only the strongest and most cunning among their broods go on to face the life the Horned Rat has given them.

Within every Skaven clan exists a fierce hierarchy, stretching from weakling Skavenslaves to ferocious Stormvermin, and culminating in a Skaven Warlord, a tyrannical and merciless leader who must constantly deceive and conspire to retain power while undermining rivals. Warlords are paranoid to a fault, ever certain that any Skaven could be an assassin or usurper. Within this structure, all Skaven, from lowly Clanrats to aspiring chieftains, continually vie for position, clawing their way upward through duplicity and backstabbing, claiming credit for victories not their own and placing rivals repeatedly in harm's way.

At the absolute bottom are Skavenslaves/Slave Rats, the major workforce of all Skaven society alongside non-Skaven slaves. Treated only as disposable living shield when in war, given no true weapon and only purposed to exhaust and tire enemy forces. They would also do menial tasks when not in the battlefield, which include labour, mining, tunnelling, or, in dire times, even becoming a reserve food supply for the Skaven army. Any Clan Rat can abuse and kill such slaves to no true punishment, though even then they can still hear secrets trickling down through the tunnels and burrows.

Now the most basic of Skaven forces, the Clan Rats. The most common soldiers clans can field, their weapons and armour scavenged from wherever each rat can take. From armouries, corpses upon battlefields and barter, they are not truly noteworthy as Skaven are not as strong as Men but their numbers often overwhelm foes in a storm of slashing, bullets and bites.

Above them are Stormvermin, Skaven born bigger, stronger and of black fur to distinguish them as warriors. They are taken, given great provisions, trained to the greatest martial degree and made to be the most dangerous and skilled warriors and soldiers within the Skaven horde. As such they are rarer among Clan Rats, living more luxurious lives in comparison and only fielded when battles require true skill and battlefield experience to ensure victory.

Clans also field their own types of infantry among the more regular units. Plague Monks of Clan Pestilens dedicated to spreading rotting affliction upon their enemies with Plague Censer-Bearers wielding hollow spikes filled with Warpstone and vile contagions to unleash greenish clouds of horrific miasma. The Night Runners and Gutter Runners of Clan Eshin who prefer more stealthy altercations, almost Un armoured and lightning fast both in travel and in battle. Packmasters of Clan Moulder who field grotesque and half mad mutants, creatures and beasts with the necessary might to command them lest weakness turn them into food for their creatures.

Still, when Skaven rise among the common to become Captains they are recognised for their Strength and Cunning. They are dangerous as they've managed to attain such ranks for being the craftiest among their brethren and surviving many attempts both past and present upon their lives. Each having their individual Strengths and Weaknesses, making alliances and betrayals as easy as breathing for each and every Skaven conspire to survive at the cost of everyone else.
 

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