Cult of Sigmar
Unique Faction for Volkmar the Grim
Hello everyone. I like the service CA did with Karak Kadrin. Giving the Slayer King the Slayer Faction was a good move and makes every Legendary Lord unique. New possibilities and new mechanics arises from them, giving this game even more replay value.
Today I want to make suggestion for the Empire. Even though I know that some people don’t like the idea of separating the legendary lords and bring them to a totally new location, I want to make suggestion which would add more replay value for the Empire. The Cult of Sigmar , would be played a little different then other Empire factions, and they would change the gameplay meaningful. Maybe some people might want a different new Empire Lord or location but I advice to first read about the cult
The cult of Sigmar is the legimitate church of the Empire, even though their practices are sometimes extreme and fanatic. Volkmars as the Great Theogonist of the cult, would not only fulfill the needs of the Empire, but also serve in name of their god, at any cost.
Recently, the Vampirecourts seem to gain power in the eastern empire lands. Vampirism is spreading over the country and there seems no other cure than steel and fire. Therfore Volkmar is sent to the monastery of Siegfriedhof [edit, see comments previously Averheim
]to join the fight of the Ravenknights to purge the land from the filthy corruption.
While in the North barbarian norsemen are preparing to pillage the Empire, recently the tomb kings awaked, in the far south lands.
Volkmar needs to decide, after he cleaned the lands from vampirism, to either start an expedition to the south reeducate the Border Princes and destroy the tomb kings, or heading north, in favor of fulfilling sigmars will. He is the Hand of Sigmar and sigmar will guide is path.
The Cult of Sigmar is very similar to the Ikko Ikki clan of Shogun 2. Instead of “purity” the cult is spreading “sigmar fanaticism”. This is even powerfuller than just cleaning corruption. In addition, if the town starts to rebel, the Cult of Sigmar is able to take directly control over the 'sigmar rebel army' which can be used as help or directly conquer a town. Unluckily, the Army is dissolved after the town is conquered. While spreading Sigmar fanaticism in enemy factions is seen favorable in other (friendly) empire factions, spreading it in friendly empire cities can have diplomatic consequences. If a rebellion occurs in the said provinces, Cult of Sigmar is directly declared war. Be careful, which lands need to be purged in the name of sigmar.
It doesn’t need to be explained, that the Cult of Sigmar is immune to this type of ‘Corruption’ and even gets public order bonus from it.
fanaticism is spread inside the province as well as it’s environs. So make sure it only "spreads" towards the right direction.
The cult can directly built a shrine of sigmar(tier 1). With it, the cult can recruit new flagellants. Also, it cleans corruption.
The shrine can be upgraded in a tier 3 city to a temple of sigmar which will allow to recruit either a new witchhunter or warpriest. Headhunters (see below) are now recruit able. Also, this province is now spreading fanaticism
The temple can be upgraded to a cathedral if the city reached tier 5. The cathedral reduces the upkeep cost of Headhunters (see below) and Flagellants globally, also it increases the hero limit of witch hunters and war priest about 2. Ravenknights [ edit. previously Knights of the blazing sun] (if the necessary buildings are build) are now recruit able. It spreads a massive amount of fanaticism.
originating from the order of the Fellowship of the Shroud in Tilea these Knights made their path in the heart of the Empire in order to destroy any undead creature and Vampire they could find. Eventhough they serve the Cult of Morr, their sacrificial behaviour against the Vampire Courts can only be in sense of sigmar.
A new unit for the empire, and so far, I know, not directly integrated in Warhammer Fantasy battles. In Warhammer Vermintide II Victor Saltz pyre has the ability to choose the path of a bounty hunter. I would like to bring this idea as a unit of the Empire. Another inspiration would be the classical vampire hunters of literature and films. Think of heavy armored vampire hunters equiped with crossbows.
Headhunters are special range Infantry of the Empire in the service of the holy cult of sigmar. They are shooting armor piercing bolts with half automatic crossbows. They are devastating against armored targets, even though their reduced soldier count (60) makes them easier targets against other ranged infantry. They are slower than archers and they also have a slightly reduced range than other range infantry of the empire. However, they are acceptable melee fighters since they are in possession of armors and swords. They spread fear against Vampire Units.
Volkmar and Arch Lectors are now able to skill a torch perk.
Every non-flagellant unit is equipped with torches (2-4 torches for a unit). While they have no impact on fight with “purity” factions, torches are powerful against Vampires, chaos and Skaven. Also, the lances of the knights of the blazing sun were counted as “torches”. Multiple Torches will stack their effect
E.g. The light of the torch affecting undead units which are fighting the Unit. If the Torch wielders are able to surround e.g. a zombie horde, the zombie horde starts to crumble very fast. The other way around, if the Zombies are able to surround a torch wielding company, it won’t have much effect on the horde.
This effect works on every undead unit (tomb kings, undead) as well as chaos units (they start to lose moral) or skaven.
Enemy players can get rid of the torches by cavalry charges (if the wielder is touched/killed the unit directly loses the torch) or magic (shadow magic can “blow out” the torches) or tries to surround the company. A single zombie Mob directly attacking the company from the front side, is not effective at all.Note: a nice feature for every faction would be that banners were held by one banner holder of the unit. (with a very similar animation like the ones of the torch wielders)
If the faction is not played by the player itself, it still has its own psychology. For example, the cult of sigmar hates every non-purity faction. The Cult of Sigmar would even start to declare war on factions, if their corruption is too high. Making friends with them is always a risk, but they are kind of a bane for every vampire or tomb king faction. After the vampire Courts are destroyed they head agressively towards the tomb kings
Hope you enjoyed reading, maybe you have different thoughts or have feedback for me. I would like to hear them. As you can imagine you would need to own the Grim and the Grave DLC to play this faction. . I don't see any other option to make it fair to play them.
Also, maybe somebody has already post a similar suggestion, please see this thread as an extension of yours, and maybe link your post in the reply
. Sorry if I haven't read it.
Edit: I changed the post, since most people are concerned with idea of the starting position(averheim), I think that there is still a way to put something like to this to the game. Note that the Undead faction would need to be bolstered as well. Maybe Ghorst needs to be set to Essen, or other surround provinces, so Grim has a hard time, to take control over the eastern parts of the Empire provinces. Since I am not a Vampire Court Player, maybe someone with better ideas should write something.Sourceshttps://vignette.wikia.nocookie.net/warhammerfb/images/2/25/Witch_Hunter_Generic.jpg/revision/latest?cb=20170120024902https://vignette.wikia.nocookie.net/warhammerfb/images/e/e9/Twin-Tailed_Comet.png/revision/latest?cb=20150528065408https://vignette.wikia.nocookie.net/warhammerfb/images/6/6c/Imperial_Cross.png/revision/latest?cb=20150529075549https://vignette.wikia.nocookie.net/warhammerfb/images/8/8f/Great_Temple_of_Sigmar.jpg/revision/latest?cb=20160804172645https://d1u5p3l4wpay3k.cloudfront.net/vermintide2_gamepedia_en/thumb/c/c1/Hero_bounty_hunter.jpg/300px-Hero_bounty_hunter.jpg?version=764627bbd20d5aaeb652f17c4ce39ca1