Hello Everyone, Team Radious here!
As promised, welcome to the first of the planned posts concerning our plans for the upcoming Warhammer III Overhaul! Today we are going to start the whole process off with the red and blue flavours of Chaos, i.e., Khorne and Tzeench. Over the last couple of weeks CA has shown us their complete rosters which are, in our opinion, sorely lacking in unit variety; with many options that existed in the Warhammer game since the early days missing. It´s likely some of them will be added in future DLCs but, as of now, it´s obvious that many types of Chaos worshippers and monsters will simply not be available. As such, remedying this situation is going to be the first of our guiding principles! Here is what we are envisioning for now:
- Before we move onto our actual plans, an important has to be made first. Whereas we are fairly certain that a sufficient visual difference between the chaos factions can be ensured for the human units, we are unable to assess the situation regarding monsters/monstrous models until the game is released. As such, all suggestions we have included below must be treated with a healthy dose of caution. Their implementation might still take place, and they will be differentiated through the defining features of each faction, but the availability of different appearances will be decided by the variety of assets available inside of the game.
- All Chaos Gods shall receive their own missing variants of Knights, Warriors, Chosen and Chariots when they are fitting, and other types of monsters such as Chaos Giants or Dragons if properly looking models are available,
- Marauders will be made available to all Chaos Gods as well - not only because they are missing, but also because the rosters have no apparent tier 1 and 2 units. The weakest Khorne infantry unit on the list are the Chaos Warriors of Khorne which should be at least a powerful Tier 3 unit. Otherwise, their armies will be completely unbalanced,
- Another implication is that daemons, even Khorne daemons, could have potentially been designed as the cannon fodder of each Chaos God, which is something we don’t consider fitting at all in most cases. With that in mind, the weakest daemons will be at least tier 2 units and Chaos Warriors will be tier 3 or higher while Chaos Marauders shall fulfill the role of cannon fodder and die in the name of the Chaos Gods,
- Regarding monsters, some will be added to all rosters but each of them will be as different as their masters are. Bile Trolls and Blood Trolls will have different traits and skills, while Chaos Ogres, if they can be added, will not be available to Slaanesh or Tzeentch as ogres are not interested in the slightest in what those gods offer.
- Moreover, all Gods have their preferences, and their units will have skills or traits reflecting that, such as all Khorne unit having Frenzy or Rage, all Nurgle units having clouds of flies and diseases around them, while Tzeentch´s followers will wield the magic flames of their god,
- If possible, that will be reflected too in the different corruptions they spread. A land twisted and mutated by the Lord of Change should not affect their denizens or trespassers in the same way the rotten and infected Garden of Nurgle would.
- Beastmen, for now, will not be added to any god roster as we wait to see what will happen to that faction in the future and whether it will continue being separate or be incorporated.
CHAOS GODS PREVIEW – KHORNE AND TZEENTCH
Provisional Khorne Roster Expansion Plans
- Our plans for the Khorne are rather simple. His roster should contain the heaviest melee hitters, but also units for whom extraordinary strength might come at the cost of lessened control in the thick of battle, and those whose strength grows alongside their skull collections. The design rule here is going to be a simple trade off – the more your units engage in a wholesale slaughter of your enemies, the more they should be rewarded, but it will always be a struggle to ensure that they do not get carried away.
Proposed Generic Khorne Lord
Blood Priest (Melee / Buff)
Khorne is not a god that listens to prayers or devotional hymns chanted in a solemn temple as he only pays attention to the sound of battles and the screams of those whose blood is shed in his name, so it´s just natural that any individual who manages to please him is a blood handed murderer, but those who proclaim themselves as his priests are different. These warriors consider their sacred duty to kill all the other, weaker, gods by slaughtering their followers and collecting the skulls of his servants to pile them over their ruined shrines.
Chaos Marauders (T1) (T2) (Different Variants)
Even though the members of the various human tribes found around the Chaos Wastes cannot be described as peaceful by any stretch of the imagination, those of them dedicated to Khorne often give in to an unquenchable thirst for blood and battle that terrifies even their erstwhile brethren. They will serve as the main engine of your conquest and fill the ranks of your armies.
Khorne Aspirants (T2) (Different Variants)
Amongst the servants of the Blood God, there is a simple hierarchy. The more you kill, the more powerful and influential you become. These aspirants are beggining to grasp this concept, and their enemies are the ones paying the price of this lesson.
Khorne Berserkers (T2)
Foregoing defence and rational thought, Khorne Berserkers are like malevolent forces of nature on the battlefield, cutting through their enemies without any concerns for their own survival, and spilling rivers of blood in the process. These will serve as your main anti-infantry units and focus on delivering pure damage, at the cost of lower survivability.
Forsaken of Khorne (T3/T4)
Those of the warriors chosen by the Gods that are too strong to succumb to becoming a Chaos Spawn but too weak to truly control the mutations gifted to them by the warp, are forced to live the rest of their lives in a twisted bestial form. The remnants of their humanity are long gone, with only a primal desire for combat and slaughter driving them on.
Chosen of Khorne (T5) (Different Variants)
Those mortals strong and brutal enough to attract the attention of Khorne are often gifted with unnatural strength and other boons that render them capable of committing acts of slaughter at an unimaginable scale. As such, the Chosen of Khorne shall serve as your elite mortal infantry, capable of holding their own against anything that the other factions can throw at them.
Blood God Knights (T4)
Veterans of uncounted battles, these warriors care only for violence and bloodshed, charging directly into the most brutal combats to please their murderous master and attract his gaze, competing with each other to create the highest pile of skulls so one day they can, only after reddening seas with blood and covering the steppe with beheaded corpses, join the ranks of the most favoured servants of Khorne.
Khorne Chariot (T2/3)
Unlike the comparatively flimsy wooden chariots used by Elves and the Undead legions of distant Nehekhara, the carriages of Chaos war machines are wrought of iron and drenched in blood. Chaos Chariots weigh so much that, when they have gathered pace, nothing short of a castle wall can halt their charge. Khorne warriors relish the chance of riding one to battle and trample the weak under its spiked wheels before beheading and gathering the skulls of the few terrified survivors.
Dragon Ogres (T4/T5)
Dragon Ogres are old creatures, used to walking the world before the humans were even capable of starting their first pitiful fires in cold and mouldy caves. Their wisdom and brutality are unmatched by the mortals they fight alongside, and they are always a formidable sight striking fear into the hearts of their enemies wherever they appear.
Ogre Berserkers (T3/4)
Ogres like just two things: killing something and eating it, not necessarily in that order. Thus, most of them don’t pay attention to any deity but the Maw, which encourages them to do both. But many ogres that travel far north and contact with the savage tribes of the Chaos Wastes find that there is another god that revels in wanton violence as much as them and, after years fighting alongside his followers, it´s no wonder that some of them start to worship Khorne too, even if, for the most part, their actual behaviour barely changes.
Khorne Aspirants Cavalry (T2) (Shock / Skirmish Variants)
Some of the warriors who aspire to be Khorne’s chosen fight their foes on horseback, spilling blood in their patron’s name with reckless abandon. However, it is often unclear who is really driving the relentless charge forward, and who is the more bloodthirsty of the pair; the mount, or the driver? These fearless riders will be the primary force in your army capable of running down fleeing enemies or acting as a disruptive force against your enemy’s ranks.
Khorne Mounted Knights (T3) (Shock)
The few men who are capable of truly taming the wildness of their mounts, and embrace the rage within their own spirit, become fully fledged Knights of Khorne. As a result, they are gifted with incredible power and great prowess, and are given the first pick of the best equipment available to the teeming hordes of Chaos. Whenever one is spotted, the enemies of the Blood God tremble, because they know that there is no point in running.
Chaos Giant (T4)
Giants are simple creatures, and their preferred lifestyle is not that far from one favoured by the servants of the Blood God. Thus, it is only natural that some of them gravitate towards serving him and are often rewarded for embracing their inner brutality. On the battlefield, they effectively act as one-monster battering rams, ploughing through the forces of those opposed to the will of their master.
Hellcanons (T4)
Part Daemon, part war machine, a Hellcannon is a massive construct of metal that growls and shakes with daemonic sentience. The Chaos Dwarfs load their charge by brutally shovelling the bodies of their enemies into the Hellcannon’s dire-furnace. Flesh runs like wax as the Daemon-machine’s hearth feasts on body and bone. Soon, only the souls of its victims are left, harnessed in the Hellcannon’s gullet as crackling bolts of energy that are fired towards the enemy in powerful spasms of malice.
Provisional Tzeentch Roster Expansion Plans
- Suitably for the Master of Change, our plans for Tzeentch’s roster are a little bit more refined. Rather than focusing on one aspect of the army, a lot of the new additions will be made with the theme of warp sorcery in mind, manifested in different forms. It could be different temporary effects, magic attacks, or perhaps some other modifiers that would fit the fickle entity.
Proposed Generic Tzeentch Lord
Renegade Sorcerer (Death, Shadows, Dark Magic)
Knowledge and power are the boons that the Changer of Ways has to offer, and there is no lack of foolish and arrogant practitioners of magic who are willing to lie, deceive and backstab anyone for both. From all the human lands they come to him, breaking ancient laws and betraying their own masters in search of the forbidden spells and dark rituals they want to use to reach their goals, not knowing that all they will do is binding their souls, bodies and minds in eternal slavery to the god that has guided them there, laughing at their folly.
Chaos Marauders (T1) (T2) (Different Variants)
Although witches are frowned upon in the more civilised lands, the gift of magic is often perceived differently amongst the human tribes found near the Chaos wastes. Those that display even the barest flicker of power often become dedicated to Tzeentch and subjugate others to also serve their new master. These warriors, willingly or not, then fight in the name of the Changer of Ways. Serving as the main human component of your armies, that is the story of many a Marauder warrior.
Aspirants of Tzeentch (T2) (Different Variants)
The Changer of Ways knows the path that your life is going to take even before you are ever born. He tirelessly weaves the strands of fate, making sure that his plans for you are always in motion and that your future will unravel as foretold. Those that aspire to be his chosen must embrace this simple truth and welcome change wherever it may appear.
Aspirant Cavalry of Tzeentch (T2/T3)
The freedom granted to these warriors to wreak havoc and twist the strands of fate in the favour of their Master makes them very capable of influencing the outcomes of battle in the favour of any warrior who chooses to utilise them in their plans. Driven forward by the irrepressible power of change and infused with the evil sorceries of the warp, these men are ready to do anything to prove themselves worthy of their dark patron’s attention.
Chosen of Tzeentch (T5) (Different Variants)
Those blessed with the attention and favour of Tzeentch can be certain that the events will unfold in their favour and that everything is a ultimately a part of the plan. Moreover, the Changer of Ways has bequeathed his Chosen powerful magic which bleeds out of them and their equipment, morphing and changing the reality around them to better suit their needs.
Dragon Ogres (T4/T5)
Dragon Ogres, in their eternal bondage, align themselves with the Lord of Change in the hopes that he will be able to usher in the End Times and eventually bring about an end to the Old Ones creations.
Hellcanons (T4)
Part Daemon, part war machine, a Hellcannon is a massive construct of metal that growls and shakes with daemonic sentience. The Chaos Dwarfs load their charge by brutally shovelling the bodies of their enemies into the Hellcannon’s dire-furnace. Flesh runs like wax as the Daemon-machine’s hearth feasts on body and bone. Soon, only the souls of its victims are left, harnessed in the Hellcannon’s gullet as crackling bolts of energy that are fired towards the enemy in powerful spasms of malice.