Warhammer Fantasy Battle: Difference between revisions

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Standard fantasy elements are also present - Elves used to dominate but are a shadow of their former selves; Dwarfs occupy the few mountain strongholds that have not yet fallen to Skaven, Orcs and Goblins. Chaos is present, both in the form of great warbands of mutated and corrupted warriors and as cult activity in the heart of society.
 
The uninitiated might think that [[Exactly What It Says on the Tin|War]]hammer isn't all that bad and it's a heroic fantasy land [[A World Half Full|on its way to getting better]] - [[Blatant Lies|that's right.]] [[Schmuck Bait|There's just a few]] small problems like delusional (or [[Complete Monster|worse]]) madmen empowered by the [[Eldritch Abomination|Dark Gods]] to increasingly frequently lead crusades reducing the world further into hellish misery and incorporate it into the REAL hell. Then there are the rampaging hordes of [[Our Orcs Are Different|Green]][[Our Goblins Are DifferentWickeder|skins]], scarily psychopathic aliens infesting everywhere existing only to joyously, brutally and (with [[It Amused Me|known exceptions]]) mercilessly fight, destroy, enslave, kill and in the case of goblins malevolently torture every innocent creature they can find - and the Greenskins are the comic relief in this setting. If you thought it'd get better now that's just two of the [[Blue and Orange Morality|usually]] [[Black and Gray Morality|gray]] [[Black and Black Morality|forces]] inhabiting [[Crapsack World|the world,]] which only survives because of the eternal sacrifice of some Elven mages imprisoned in their own spell, maintaining it forever to keep the forces of Chaos from overwhelming the world like they almost did in ancient times and nigh-inevitably will. [[False Reassurance|But it really could be saved]] if only those [[Saying Too Much|tasty...]] uh... [[Humans Are Bastards|good-willed]] [[Fantastic Racism|denizens]] of it [[What an Idiot!|would]] [[Start of Darkness|heed]] [[Path of Inspiration|wisdom!]]
 
The darkly humorous and bleak feel of the setting and game is what sets it apart. If you were to combine equal parts [[J. R. R. Tolkien|JRR Tolkien]], [[Michael Moorcock]]'s [[The Elric Saga|Elric]] stories, and ''[[Monty Python and the Holy Grail]]'', you would find something not unlike Warhammer.
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** The setting pains many vampires as being like this. Apparently turning into a vampire heightens and inflames natural passions, adding a dark, predatory edge to a person, but leaves their personality mostly unchanged. The problem is [[Humans Are Bastards|the natural passions of humanity in this world kind of tend towards the crazy anyway,]] so a warrior with a violent edge becomes [[Blood Knight|bloodthirsty]] or a flirtatious person becomes [[Evil Is Sexy|a seductive assassin]] and so on, leading to conflict with each other and everyone else.
* [[All Trolls Are Different]]: In-universe example, with Stone Trolls, Chaos Trolls, and River Trolls having distinct abilities and backgrounds.
* [[Always ChaoticExclusively Evil]]: How else can you describe the Skaven?
** Or, for that matter, Daemons of Chaos. It's in the ''name'' people!
* [[Ancestral Weapon]]: Several examples, too many to list here. The biggest one, however, is Ghal Maraz, the weapon that gives the series its name.
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* [[Made of Phlebotinum]]: Has a moon made entirely of [[Green Rocks]]. It's as bad as it sounds.
* [[The Mafia]]: The Eyebiter tribe of Ogres seems to be a pastiche or parody of [[The Mafia]]. They're an extremely close-knit family who often do profitable business with human merchants as guards or guides, and those who renege on favors are murdered, [[The Godfather|their severed heads found in their horses' feed bags]].
* [[Magic Knight]] Plenty, mostly [[Always ChaoticExclusively Evil|Chaos-aligned]], though this is also the main shtick of Bretonnia.
* [[Magic Misfire]]: Troubling, though fairly uncommon, for most magic users. Amusingly prevalent and spectacular for Greenskins, with one of the possible results being a literal [[Your Head Asplode]]. Probably one of the funniest things that can go wrong in a non-Skaven army.
** changed in the newest edition, with the new magic much more devastating at the cost of extra risk. Now, a roll of two or more sixes means the spell has [[Gone Horribly Right]] - it is completely impossible to stop but the caster suffers [[Superpower Meltdown]] .
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** Storm of Magic introduces a super sized giant called a bonegrinder that is so big that it can use its thunderstomp against anything without the "largest monster" rule, and the only other thing with that rule is a giant killer mammoth.
* [[Our Gnomes Are Weirder]]: They're basically identical to ''[[Dungeons and Dragons]]'' gnomes—small burrowing humanoids with a knack for technology and illusion magic—but extremely rude and short-tempered. They disappeared some time after the '90s.
* [[Our Goblins Are DifferentWickeder]]: Small, green, devious, and shamanistic; most get pushed around by Orcs. Forest Goblins ride spiders, Night Goblins live underground and enter a berserker rage by drinking mushroom brew. Related to [[Fantasy Counterpart Culture|Mongol-esque]] Hobgoblins, Ogre-abetting Gnoblars, and tiny expendable Snotlings who are so pathetic most players appear to have sympathy to these guys.
* [[Our Orcs Are Different]]: Big, green, tusked, dumb, [[One-Gender Race|mono-gendered]] [[Proud Warrior Race Guy]]s who leave the thinking to the goblins.
* [[Our Vampires Are Different]]: From each other, even. There are five known vampire Bloodlines; Von Carstein (classic Dracula-style aristocrats), Lahmian (literal ''[[Femme Fatale]]''s), Blood Dragons ([[Blood Knight]]s), Strigoi (inhuman [[Our Ghouls Are Creepier|ghoulish]] [[Cannibal Clan|monsters]]) and Necrarch ([[Mad Scientist]] necromancers).
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* [[Troperiffic]]: Not unlike 40k, ''Warhammer Fantasy'' exults in its clichés and makes of them something awesome.
* [[Tunnel King]]: The Skaven have a tunneling unit. Whether it appears where it should (directly underneath the enemy's artillery units, usually) or the tunnelers screw up horribly and either collapse their tunnel, arrive somewhere on another continent or at least at a different spot on the battlefield than they should (whereupon they spend the rest of the turn bickering who held the map the wrong side up) is dependent on the roll of a die...
*** One [[Gaiden Game]] made it a special rule that, in the "campaign" phase, they can do this on the [[Risk -Style Map]] as well.
** Also, Dwarf Miners.
* [[Un-Equal Rites]]