Dlc suggestion "the Seer and the Slayer"
my idea for an eventual game 1 vs game 2 lord pack
factions: Skaven vs Dwarfs
legendary lords: grey seer Thanquol(skv), Malaki Makaisson(dwf)
Grey Seer Thanquol- a proficient Skaven caster with access to a combination of both ruin and plague(up to yall how to split that) but definetly the dreaded thirteenth spell with 1-2 extra casts of it(hopefully with a rework that makes it a good spell) and a couple ablities, one of them definetly being a warpstone ingestion that gives him huge magic recharge and - all his cooldowns and refreshes his vigour, this ability should be 5 times for battle in mp(campaign stuff will make him have more uses)but also have a miscast chance.he should have both Skaven lore attributes, and the blessing of the horned rat, a high ward save ability that recharges when out of melee. his items will be the staff of the horned one which gives him a bound dreaded 13th spell, and the warp amulet, a once per battle ability that regens hp over 10 seconds(just enough to make a brave retreat). lastly his mount, the enormous albino rat ogre named boneripper. thanquol himself is no fighter, his best ability being to dodge blows
Giant Rats- these are just rat warhounds, they won't be flashy but they will be great for a faction that lacks in mobility, very fast, maybe a poison variant.
Poison Wind Mortars- this weapon team would be around ten 2 Skaven teams, relatively mobile, and medium-range, with fire on the move from tabletop at least, depending on ca's interpretation of how poison works either a debuff and low amour piercing or if they interpret it like globieders then almost all ap damage. this is a weapon team and would be very squishy to everything.
Stormfiends- its 2 rat ogre variants with weapon systems on their arms warpfire throwers and rattling guns, theyd also have some amour, maybe around 70 the same as jesails. they wouldn't be as dangerous from range as either of the weapon teams due to low model count, in exhange they would have rat ogre speed and combat stats, with perhaps fewer models than even them. there would be another variant, a melee variant with magic attacks and 80 amour
these units don't belong to any, one Skaven clan, they fill units from three of the four major clans, this is due to Thanquol not being of any of them, but using all the tools of strong/sure Skavendom yes-yes.
Malaki Makaisson- an engineer whos creations malfunctioned and killed a dawi, Makaisson took the slayers oath for his shame. He is unbreakable like all Slayers with 0 amour, and does anti large amour piercing damage in melee with his trusty cog hammer. Makaisson is also an engineer however, and uses that skill set in his slaying as well, wielding his personal trollhammer torpedo from range(featured in the Gotrek and Felix book dragonslayer). Makaisson keeps the memory of his mistakes fresh in his mind, and the rage they cause him give him abilities, his sunken ironclad the Unsinkable gives him temporary aquatics and adds melee defense, where his destroyed airship the Indestructible gives him extra speed and weapon damage. He also has the entrenchment and extra powder abilities from the master engineer. Makaisson has never stopped inventing, and this is clear through his mounts, a gyrobomber with the improved bombing of the skyhammer, and his own invention special war machine the goblin hewer. His personal prototype he crews by himself.
Dragonslayer- a slayer hero who is Gotrek lite.
Goblin Hewer -a mechanized rapid-fire ax thrower, which would have the suppression contact effect, do amour piercing and arc over friendly units the way throwing ax projectiles do in total war. It would have an unbreakable crew of slayers (a small amount of them just as easily knocked off their equipment as all artillery crews), that launch huge ap axes into enemy units, probably best vs armored infantry and cavalry as their shots would be inaccurate vs single entities.
Doomseakers -a small unit of slayers(unbreakable, 0 amour, deathblow) with ax heads on the ends of whips, think of aspiring champions in terms of model count hp and splash attacks, ideal for supporting dwarf warriors against low armored units, however their low hp and amour means that on their own they will take a lot of enemies with them, but most certainly find what they seek. The only unit of slayers with a bounas vs infantry instead of large.
Irondrakes(Drakefire pistols)- this is a quarreler size unit of Irondrakes, wielding a combination of az and Drakefire pistol, they have 120 armor, and flaming missile attacks that have short range and do best against low armored targets. This unit is also a hybrid melee unit that is very tanky with high melee defense and decent melee attack, they can also fire while moving.
Campaign mechanics, I may flesh these out at a later date but in short Malaki Makaisson should be a horde who starts at a random spot of the map every time, he should level up his airship, the spirit of grugni, and have absurd campaign movement range, since his army is literally flying around the map, he should gift settlements he captures to dwarven or human factions. Thanquol id also like to start in a random place each time but it is a randomly Skaven controlled non-ll start settlement, he should have to manage his relations to the various clans and his end goal should be a seat on the council of 13.
Why this DLC makes sense- 1. Thanquol and Malaki Makaisson have interacted in the lore, Thanquol has tried to steal Malaki Makaissons airship on several occasions. 2 now that Gotrek and Felix are in the game these characters who make large appearances in their book series make sense as well, and could interact with both of them quite often.