Trollbloods[ edit ] A collection of various troll breeds, banding together to push back both the civilized nations of Immoren and the forces of the wild from their territories. Trollkin and the Pygmy Trolls their diminutive counterparts comprise the more intelligent, civilized troll breeds and fill the role of basic troops in a troll army, while the larger, stronger, and more savage cousins, the full-blood trolls, are used as light warbeasts. Full-blood trolls can be grouped into two general categories, those who use hand-held weapons and those who rely on their own unique physiology. The Troll Axer, Impaler, and Bouncer fall into the former category, specializing in melee, ranged, and defensive roles respectively, while the Pyre, Winter, and Slag Trolls can add fire, cold, and corrosion effects to either their melee or ranged attacks, making both groups fairly versatile to field.
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Trollbloods[ edit ] A collection of various troll breeds, banding together to push back both the civilized nations of Immoren and the forces of the wild from their territories. Trollkin and the Pygmy Trolls their diminutive counterparts comprise the more intelligent, civilized troll breeds and fill the role of basic troops in a troll army, while the larger, stronger, and more savage cousins, the full-blood trolls, are used as light warbeasts. Full-blood trolls can be grouped into two general categories, those who use hand-held weapons and those who rely on their own unique physiology.
The Troll Axer, Impaler, and Bouncer fall into the former category, specializing in melee, ranged, and defensive roles respectively, while the Pyre, Winter, and Slag Trolls can add fire, cold, and corrosion effects to either their melee or ranged attacks, making both groups fairly versatile to field.
Rarer and much more dangerous than either trollkin or full-blood trolls are the Dire Trolls, giant full-blooded troll beasts that dwarf even other full-blood trolls whose ravenous and seemingly endless appetites frighten man, beast, and trollkin alike.
In play they are extremely tough and resilient, very strong melee fighters and have great synergy between various units and their Warlocks. Circle Orboros[ edit ] A secret cabal of powerful druids, cultists, and wilderness tribes that command the forces of nature against their foes.
Led by the Omnipotents, a trio of master druids and spellcasters, the druids follow three primary paths of elemental power: Beast, Storm, and Stone, and each of the three warlocks introduced in "Hordes: Primal" exemplify one of these paths. Finally the Circle uses both the beasts of the wild and elemental constructs called wolds as their warbeasts.
With a penchant for wolves the Circle employs the two-headed Argus and bipedal Gorax as their living light warbeast choices, with the Woldwatcher and Woldwyrd representing the elemental constructs. Their heavy warbeasts include the Gnarlhorn and Shadowhorn Satyrs, the Feral Warpwolf and Pureblood Warpwolf, the Woldwarden, and Megalith, a unique woldwarden constructed by one of the warlocks from Primal.
Whether spellcaster or melee unit all Circle troops can move across any terrain without penalty. As agile as they are, however, the Circle does not have the armor or tenacity to stand long in a straight up, prolonged fight.
In general a Circle army must hit hard and either destroy their target, or retreat to avoid any serious counterattack. Skorne[ edit ] A warlike, savage humanoid race invading from beyond the Bloodstone Marches. Built on a philosophy of pain they have turned the act of torture into an art form, documenting in exacting detail their own physiology as well as those of the various beasts that they have encountered and enslaved in their homeland.
Organized into castes and split into various warring houses, Skorne society is built upon the backs of countless slaves, both humanoid and animal. A very organized, militaristic faction, their troops are highly regimented and disciplined, focusing primarily on melee combat with relatively few ranged choices. Like the Circle they employ a variety of species of warbeasts, with the versatile Cyclops Savage, Brute, and Shaman filling melee offense, defense, and magical roles respectively while the Basilisk Drake and Krea fill ranged and support roles.
As for heavies the Skorne, like the Trolls, specialize in melee combat: the Titan Gladiator, Titan Bronzeback, Rhinodon, and Molik Karn their unique warbeast introduced in Metamorphosis all excel in both damage output and resilience, with the Titan Cannoneer filling both melee and ranged roles.
A Skorne army plays similar to a Troll army, with a few notable differences. Arguably the slowest of the Hordes factions, the Skorne excel at regimented, brick-style combat, with hardened melee troops and beasts forming a wall in front with ranged and support units behind, but whereas the trolls specialize in defense and endurance, the Skorne specialize in offense and damage output, even at the expense of their own troops and beasts.
Most notably the Skorne have access to several abilities that can turn their losses into advantages, more than any other Hordes faction, giving them an edge in battles of attrition. Several army additions released in Hordes: Evolution and Metamorphosis drastically changed the original Primal Skorne play-style, allowing them to field more varied types of armies, but the tried-and-true Skorne brick is still a powerhouse to contend with, for few factions can deal out more damage than the Skorne in straight-up melee combat.
All of the Legion Warlocks carry a shard of the athanc within themselves, linking themselves both to the mind of Everblight as well as each other. The energy emanating from the athanc shards, called blight, has both corrupting and mutational properties, which can be used to warp and twist others to the will of Everblight.
Apart from the Nyss several tribes of ogrun have been subjected to the blight as well, giving the Legion limited heavy troop options. Two hallmarks of the Legion are the inclusion of lesser warbeasts, a third category of beasts apart from lights and heavies, and the inclusion of warbeasts with wings, making them highly maneuverable. The three lessers to date, the Shredder, Stinger and winged Harrier, serve primarily as expendable shock troops or damage sinks.
Their light beasts are more diverse, with the Teraph and Nephilim Protector filling defensive roles, the Nephilim Soldier and Raek providing melee offense options.
The Nephilim Bolt Thrower provides ranged support. The Legion also has access to a number of heavy warbeasts. The Carnivean and Scythean focus on melee damage while the winged Angelius is a fast, maneuverable assassin. Additionally, the Ravagore provides a balance of melee power and artillery-like support with its fiery breath, and the winged Seraph specializes in ranged combat and maneuverability. This changed with the release of Hordes Mk.
II, which presented updated rules that gave the Carnivean and Ravagore the ability to grab and throw as well. The Legion play style is similar to the Circle, fast and maneuverable but not very durable. The primary differences are that whereas the Circle relies on synergy between their units, beasts, and warlocks to get the job done, each element of a Legion army is designed to function independently, with each element working alone but in sync with the others to get the job done.
Finally while the Circle has a definite focus on magical attacks, the Legion is predominantly focused on fast, hard-hitting alpha strikes. Grymkin[ edit ] The Grymkin are the denizens of the wilderness of Urcaen beyond the protection of the gods - essentially hell for all intents and purposes.
Grymkin are not undead, or demons, but have both souls and physical bodies. The warbeasts are the nightmares of the Defiers given flesh and blood.
For millennia they tormented the defiers before they learned to control them. The lesser Grymkin are those wicked souls who end up in the wilds of Urcaen and are judged and transformed by the Defiers as an eternal punishment. Their wills were so strong that they each became demigods dedicated to opposing Menoth and punishing his creation, which they see as corrupt and wicked.
It was not until the Old Witch devised a way to create a portal to Urcaen through which the armies of the grymkin could pass that they got their chance. If Infernals ever invaded Caen in full force, it would mean the end of the world and the eternal torment of all living souls.
The Grymkin playstyle is based around punishing the opponent for taking certain actions and has a heavy emphasis on reaping corpses to power their abilities. They are melee-centric and have the worst ranged abilities of any faction. Even Minions out shoot them. Some are individuals seeking profit. Others are small groups of tribal creatures willing to offer their strength of arms to others, whether in return for protection or supplies or to preserve their home territories from enemies.
Events can sweep up these minor players against their will as they are captured, enslaved, or coerced into doing the bidding of the factions that are more numerous or powerful. Whatever their concerns or motivations, minions bring versatility to their sponsors. Swamp gobbers bring the inventive alchemy of their fog bellows to cloak allies in concealing mist. Farrow brigands offer rifles and clubs for hire and willing to take the brunt of enemy assaults.
Gatormen are among the most vicious and deadly warriors in the region, with a combination of physical prowess and tough scaled hides. Bog trogs emerge from the wetlands wielding barbed hooks and take advantage of their natural camouflage to ambush and surprise the enemy.
Edit The domains and the territories of the Circle Despite its relatively small numbers the scope of the Circle Orboros is far-reaching. In every corner of the wilds with the exception of regions such as the main island of Cryx where it is impossible for them to maintain a presence, sacred sites protected by the blackclads and their allies are present. While the order is largely focused on western Immoren, some members push the frontiers of their domains to explore new territories. Tentative efforts have been made to connect to ley lines beyond the Bloodstone Marches and to far-off lands like the southern continent of Zu, though these regions have yet to be fully integrated into the ley line network. The Northern Dominion includes all of Khador, with its vast mountains and forests, as well as the northern Ordic hills, the Rhulic Mountains, and the Howling Wastes. The allocation of territories forms the basis for the convoluted hierarchy of the Circle Orboros.