#modname "Warhammer MA: The Empire South, Elector Counts"
#description "Warhammer MA: The Empire, Elector Counts. Based on Warhammer Fantasy Battles by The Games Workshop."
#icon "./Warhammer_Empire/logo.tga"
#version 0.6

----Uses ID numbers

--weapons 710, 780-797

--armour 281-284

--monsters 2421-2487, 2587-2591, 2598-2599

--sites 850-852

--nation 80

---------------- CHANGES IN 0.7

FIX - Typo in 'iperial griffon' fixed


---------------- CHANGES IN 0.6

CONTENT - Added Knights Griffon Demigryphs

CONTENT - Added Multihero Noble on Griffon

CONTENT - Knights of the Gold Lion added

CONTENT - Witch Hunter added

CONTENT - New graphics for amber wizard and lord, gold wizard and lord, initiate of sigmar

TWEAK - Initiates of sigmar now 30 gold

TWEAK - Marksmen +1 gold, +3 res

TWEAK - Removed non-lord mage summons, added them as recruits

TWEAK - Removed initiate of magic

TWEAK - Wizards costs more gold, Wizard Lords cost more gems

TWEAK - Made burning head spell less broken (no fear)

TWEAK - Knightly orders separated into two tiers



---------------- CHAnGES IN 0.55

FIX - Fixed Wizard Lord summoning spell paths

---------------- CHANGES IN V0.5

TWEAK - Halberdiers and spearmen switched in PD

CONTENT - Added Pyros weapon from byzantine pythium mod for the gold mages

CONTENT - Added Kurt Helborg, Captain of the Reiksguard

TWEAK - Inner Circle Reiksguard now a summon as per other orders

CONTENT - Added Amber Wizard + Lord (placeholder graphics)

CONTENT - Added Gold Wizard + Lord (placeholder graphics)

TWEAK - Swordsmen -1 att -gcost

TWEAK - Amethyst Wizard Lords get one extra astral

TWEAK - Brenst Auflammen now a heretic

TWEAK - Mage summons reduced in gemcost considerably

TWEAK - College Adept gcost 70 -> 60

CONTENT - Added Light Wizard Lord + Spell

CONTENT - Added Jade Wizard Lord + Spell


---------------- CHANGES IN V0.4

FIX - Luthor Huss / Lord of War ID confusion resolved

TWEAK - Added ID usage list to start of mod file

FIX - Griffon GM now sacred

TWEAK - Knights now get Imperial Full Plate

TWEAK - All inner circle knights now 65 gold, meaning higher upkeep

TWEAK - Tribute to Order costs 120 resources

CONTENT - Added Light and Jade wizards + summons to get them

FIX - Added scythe for amethyst wizard

TWEAK - Hand crossbow on nobleborn gets +1 prec

TWEAK - GM of Griffons now capable of leading 120 not 80

FIX - Celestial Wizard fortune telling now works

CONTENT - Added Bright, Celestial, Grey and Amethyst Wizard Lords + summons to get them



----------------------------------



-------- New Weapons


--------------- Griffon claws

#newweapon 800
#name "Griffon Claws"
#att 0
#bonus
#nostr
#dmg 20
#nratt 2
#end


--------------- Byzantine Pyros, overlap ok

#newweapon 692
#name "Pyros"
#range -1
#rcost 9
#bonus
#fire
#armorpiercing
#ammo 3
#att -3
#len 0
#dmg 9
#nostr
#magic
#aoe 2
#flyspr 100 1
#explspr 10113
#end


--------------- CBM Warhorse hoof, overlap ok

#newweapon 710
#name "Warhorse Hoof"
#dmg 12
#att 2
#def 0
#len 0
#bonus
#nostr
#end


---- War Wagon Form 1 Longrange

#newweapon 780
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 30
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end

---- War Wagon Form 1 Midrange

#newweapon 781
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 20
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end

---- War Wagon Form 1 and 2 Shortrange

#newweapon 782
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 10
#ammo 1
#nratt 4
#flyspr 109 1
#sound 13
#end

---- War Wagon Form 3 Midrange

#newweapon 783
#name "Missile Weapons"
#dmg 10
#nostr
#armorpiercing
#att 2
#def 0
#range 30
#ammo 5
#nratt 3
#flyspr 109 1
#sound 13
#end

---- War Wagon Form 2 and 3 Melee

#newweapon 784
#name "Crew Polearms"
#dmg 7
#att 1
#nratt 3
#def 0
#length 5
#end



---- Hook Halberd

#newweapon 785
#name "Hook Halberd"
#dmg 10
#att 2
#def 0
#length 5
#bonus
#end


---- Ball and Chain

#newweapon 786
#name "Ball and Chain"
#dmg 6
#flail
#nratt 2
#att 0
#def 0
#length 5
#bonus
#end


---- Mancatcher

#newweapon 787
#name "Mancatcher"
#dmg 11
#armorpiercing
#att -2
#def 0
#length 5
#bonus
#end


---- Nobleborn Hand Crossbow (ranged)

#newweapon 788
#name "Hand Crossbow"
#dmg 8
#nostr
#armorpiercing
#att 4
#def 0
#range 10
#ammo 1
#nratt 1
#flyspr 109 1
#sound 13
#rcost 3
#end

---- Nobleborn Hand Crossbow (melee)

#newweapon 789
#name "Hand Crossbow"
#ammo 1
#att 1
#armorpiercing
#bonus
#def 0
#dmg 8
#len 6
#nratt 1
#nostr
#rcost 3
#sound 13
#end


---- Repeater Crossbow

#newweapon 791
#name "Repeater Crossbow"
#dmg 8
#nostr
#armorpiercing
#att 3
#def 0
#range 12
#ammo 8
#nratt 2
#flyspr 109 1
#sound 13
#rcost 5
#end

---- Blazing Lance of Myrmidia

#newweapon 792
#name "Blazing Lance of Myrmidia"
#dmg 20
#nostr
#att 2
#def 0
#ammo 1
#length 4
#bonus
#charge
#secondaryeffectalways 790
#magic
#end


---- Myrmidian Blaze

#newweapon 790
#name "Myrmidian Blaze"
#dmg 8
#armourpiercing
#nostr
#aoe 5
#dt_fire
#explspr 10113 -- fiery explosions
#end



---- Tyrant Flail

#newweapon 793
#name "Tyrant Flail"
#dmg 10
#flail
#nratt 2
#att 1
#def -1
#length 5
#end


---- Scythe

#newweapon 794
#name "Scythe"
#dmg 8
#att 1
#def 0
#length 4
#twohanded
#end

---- Soul Scythe

#newweapon 795
#name "Soul Scythe"
#dmg 10
#att 2
#def 1
#length 4
#magic
#dt_raise
#twohanded
#secondaryeffect 194 -- soul slay
#end


---- Mirror of Hysh

#newweapon 796
#name "Mirror of Hysh"
#dmg 3
#dt_holy
#nostr
#armorpiercing
#att 100
#def 0
#range 100
#ammo 50
#nratt 1
#rcost 1
#aoe 1
#explspr 10229 -- small shower of light
#sound 22 -- mind burn
#end


---- Runefang

#newweapon 797
#name "Runefang"
#dmg 10
#armorpiercing
#att 2
#def 1
#magic
#end


---- Righteous Crossbow

#newweapon 798
#name "Righteous Crossbow"
#dmg 8
#nostr
#armorpiercing
#att 1
#def 0
#range 25
#ammo 12
#nratt -1
#flyspr 109 1
#sound 13
#dt_holy
#end

----- Demigryph Talons

#newweapon 799
#name "Demigryph Talons"
#dmg 16
#att 0
#def 0
#len 0
#nratt 2
#bonus
#nostr
#armorpiercing
#end


-------- New Armour


---- Armour of Blazing Gold

#newarmor 282
#name "Armour of Blazing Gold"
#type 5
#prot 22
#def -2
#enc 3
#rcost 26
#end


---- Empire Full Plate


#newarmor 284
#name "Empire Full Plate"
#type 5
#prot 22
#def -3
#enc 3
#rcost 30
#end

---- Wagon Cover

#newarmor 281
#name "Wagon Cover"
#type 4
#prot 15
#enc -2
#def 2
#rcost 1
#end


---- Dueterberg Helm

#newarmor 283
#name "Dueterberg Helm"
#type 6
#prot 20
#def 0
#enc 0
#rcost 5
#end




----------------- MONSTERS


-------- Recruits


---- State Spearman


#newmonster 2450
#spr1 "./Warhammer_Empire/State Spear South.tga"
#spr2 "./Warhammer_Empire/State Spear South2.tga"
#name "State Spearman"
#descr "Spearmen are very common in the State forces of The Empire, second only to Halberdiers in that respect. Formations of these troops are usually deployed to act as defensive anchors to the battle line, capable of withstanding both missile fire and charging foes. In the Southern provinces of The Empire longer spears referred to as half-pikes are used, perhaps as a result of Tilean influence. In times of war the ranks of Spearmen swell with quickly drafted recruits who only receive basic training, while more experienced members are 'promoted' to reinforce Halberdier units. Thus, while Spearmen are technically Imperial State Troops, their discipline and equipment is only slightly better than that of local militia or free infantry."
#hp 10
#size 2
#prot 0
#mor 10
#mr 10
#enc 3
#str 10
#att 10
#def 10
#prec 10
#mapmove 2
#ap 12
#gcost 9
#rcost 1
#armor "Ring mail Hauberk"
#armor "Reinforced Leather Cap"
#weapon "Long Spear"
#armor "Shield"
#nametype 104
#end


---- State Halberdier


#newmonster 2451
#spr1 "./Warhammer_Empire/State Halberdier.tga"
#spr2 "./Warhammer_Empire/State Halberdier2.tga"
#name "State Halberdier"
#descr "Each Elector Count is required by Imperial edict to have a standing force of Halberdiers and so they are the most common type of Empire State Troops, as well as an indicator of the Count's status. The Empire halberd is a heavy weapon capable of inflicting serious damage and thus these troops are often at the forefront when dealing with tough creatures such as Orcs or heavily armoured foes. In addition to this role, Halberdiers are also trained to defend the Count's personal stronghold, manor or fort. Imperial State Troops may not be skilled individual warriors, but are well drilled and disciplined."
#hp 10
#size 2
#prot 0
#mor 11
#mr 10
#enc 3
#str 10
#att 10
#def 10
#prec 10
#mapmove 2
#ap 12
#gcost 10
#rcost 1
#armor "Plate Cuirass"
#armor "Iron Cap"
#weapon "Halberd"
#castledef 1
#nametype 104
#end



---- State Swordsman


#newmonster 2452
#spr1 "./Warhammer_Empire/State Swordsman.tga"
#spr2 "./Warhammer_Empire/State Swordsman2.tga"
#name "State Swordsman"
#descr "Swordsmen boast martial skills beyond that of other State Troops and are usually better paid and equipped. They should not be mistaken for true elites or heavy infantry, but can be relied on to engage and destroy lesser enemy regiments or hold the line against more skilled foes. Their knowledge of fencing makes them a difficult prospect for sworn enemies of the Empire such as Greenskins and Beastmen, who tend to rely on brute force over skill. Despite being seen as rather flashy and romantic fighters, Swordsmen are as well drilled as other State Troops."
#hp 10
#size 2
#prot 0
#mor 11
#mr 10
#enc 3
#str 10
#att 11
#def 12
#prec 10
#mapmove 2
#ap 12
#gcost 12
#rcost 1
#armor "Plate Cuirass"
#armor "Iron cap"
#weapon "Broad Sword"
#armor "Shield"
#nametype 104
#end


---- State Crossbowman


#newmonster 2453
#spr1 "./Warhammer_Empire/State Crossbowman.tga"
#spr2 "./Warhammer_Empire/State Crossbowman2.tga"
#name "State Crossbowman"
#descr "In Southern provinces of the Empire crossbow armed detachments are an increasingly common sight amongst State Troops. The weapon hasn't reached the popularity it holds in Tilea, but its effectiveness has been proven in many a battle and the Engineers of Nuln are already working on new designs. Unlike irregular bow armed militia, Crossbowmen are a full-time part of the Imperial State forces and are thus well drilled and disciplined."
#hp 10
#size 2
#prot 0
#mor 11
#mr 10
#enc 3
#str 10
#att 10
#def 10
#prec 10
#mapmove 2
#ap 12
#gcost 10
#rcost 1
#armor "Plate Cuirass"
#armor "Leather Cap"
#weapon "Crossbow"
#weapon "Dagger"
#nametype 104
#end


---- Marksman


#newmonster 2462
#spr1 "./Warhammer_Empire/Marksman.tga"
#spr2 "./Warhammer_Empire/Marksman2.tga"
#name "Marksman"
#descr "The School of Engineering in Nuln has provided the armies of the Empire with many powerful inventions and even fields its own forces of trained marksmen to support State Troops. Marksmen from Nuln are armed with powerful arbalests, slow loading crossbows designed to take down heavily armoured foes. Originally based on dwarfen designs, the arbalests boast advanced sights which allow for impressive feats of accuracy. The Marksmen are not State Troops and lack the discipline and armour of State crossbowmen, but none can argue with their effectiveness at range. Marksmen dress in the black livery of Nuln and by tradition each displays their personal certification of marksmanship on their hip."
#hp 10
#size 2
#prot 0
#mor 10
#mr 10
#enc 3
#str 10
#att 9
#def 9
#prec 12
#mapmove 2
#ap 12
#gcost 14
#rcost 4
#armor "Leather Hauberk"
#armor "Leather Cap"
#weapon "Arbalest"
#weapon "Dagger"
#nametype 104
#end


---- Archer


#newmonster 2454
#spr1 "./Warhammer_Empire/Archer.tga"
#spr2 "./Warhammer_Empire/Archer2.tga"
#name "Archer"
#descr "In The Empire, the bow is the classic weapon of the yeomen, and these troops are normally organised into small groups who support regimented units in battle. They are usually fair shots and can be very useful against poorly protected foes, but a wise commander should note that irregular or militia units are rarely as reliable as trained Imperial State Troops."
#hp 10
#size 2
#prot 0
#mor 9
#mr 10
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 1
#ap 12
#gcost 10
#rcost 1
#armor "Leather Hauberk"
#armor "Leather Cap"
#weapon "Short bow"
#weapon "Dagger"
#nametype 104
#end


---- Free Infantry


#newmonster 2455
#spr1 "./Warhammer_Empire/Free Company.tga"
#spr2 "./Warhammer_Empire/Free Company2.tga"
#name "Free Infantryman"
#descr "Free Infantry is a polite term for the roving bands of footloose young men, ex-soldiers, adventurers and lower quality sellswords which can be found all across The Empire and as far afield as the Border Princes. Unable to accept either peaceful civilian life or the disciplined and often boring role of a State Troop, they seek adventure in the armies of Counts or Burgomeisters where they fight as a mob of light infantry. The Counts are only too glad to recruit these irregulars, as they are a ready source of expendable bodies and if left to their own devices would surely cause widespread unrest. Despite earning a fair wage they should not be expected to show much loyalty to their employer in times of real crisis."
#hp 10
#size 2
#prot 0
#mor 9
#mr 10
#enc 3
#str 10
#att 10
#def 10
#prec 10
#mapmove 1
#ap 12
#gcost 8
#rcost 1
#ambidextrous 2
#armor "Full Leather Armor"
#armor "Reinforced Leather Cap"
#weapon "Short Sword"
#weapon "Axe"
#nametype 104
#end


---- Greatsword


#newmonster 2456
#spr1 "./Warhammer_Empire/Greatsword.tga"
#spr2 "./Warhammer_Empire/Greatsword2.tga"
#name "Greatsword"
#descr "Greatswords are personally picked by the Elector Counts from among the champions of their troops. To gain such promotion, a soldier must distinguish himself in battle with some heroic feat of arms or bravery. Greatswords form the garrison of the Count's castle and their personal bodyguard on the battlefield. Equipped with deadly two-handed swords and superbly crafted suits of full plate armour made by Dwarf Smiths, Greatswords are a powerful elite. They are notoriously stubborn and brave soldiers and many are the tales of them protecting their Count to the very last man."
#hp 11
#size 2
#prot 0
#mor 13
#mr 10
#enc 3
#str 11
#att 12
#def 11
#prec 10
#mapmove 1
#ap 12
#gcost 14
#rcost 1
#armor "Full Plate Mail"
#armor "Half Helmet"
#weapon "Great Sword"
#nametype 104
#end


---- Reiksguard Foot


#newmonster 2457
#spr1 "./Warhammer_Empire/Reiksguard Foot.tga"
#spr2 "./Warhammer_Empire/Reiksguard Foot2.tga"
#name "Reiksguard Foot"
#descr "The Reiksguard are the personal troops of the Emperor himself, with their Grand Master the Reiksmarshall swearing direct allegiance to the Emperor rather than Empire or province. The Reiksguard Order is split into two distinct fighting forces; the famed Reiksguard Knights and the less numerous Reiksguard Foot. The primary duty of the Foot is to protect the palace of the Emperor, but sometimes units of these elite heavy infantry are known to leave the palace and war further afield, particularly if the Emperor is leading a military Campaign. Members of the Reiksguard Foot are traditionally not inducted into the Inner Circle of the Order, as their loyalty must always be to the Emperor above all else."
#hp 12
#size 2
#prot 0
#mor 13
#mr 10
#enc 3
#str 11
#att 12
#def 12
#prec 10
#mapmove 1
#ap 12
#gcost 14
#rcost 1
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#armor "Shield"
#castledef 2
#nametype 104
#end


---- Generic Order Knight (Lance)


#newmonster 2458
#spr1 "./Warhammer_Empire/Knight Lance.tga"
#spr2 "./Warhammer_Empire/Knight Lance2.tga"
#name "Order Knight"
#descr "There are numerous Knightly Orders throughout the Empire and though they are typically autonomous from Imperial rule when the Empire is in peril they will undoubtedly lead the charge to battle. They recruit mainly from noble families, but the exact conditions of acceptance vary from order to order and may require an oath not only to their brother knights and Grand Master, but to a particular patron deity. Imperial Knights wear Dwarf forged full plate of incredible quality, arm themselves with broadswords and lances and ride heavy warhorses into battle. The impact of their charge is second only to the Lance formations of Bretonnia and can turn the tide of battle in a heartbeat. While many orders have a strong religious element their strict loyalty to their Grand Master and Inner Circle above all else keeps them from taking the role of sacred warriors."
#hp 11
#size 3
#mounted
#ressize 2
#prot 0
#mor 12
#mr 10
#enc 5
#str 11
#att 12
#def 11
#prec 10
#mapmove 2
#ap 18
#gcost 40
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#nametype 104
#end


---- Generic Order Knight (No Lance)


#newmonster 2459
#spr1 "./Warhammer_Empire/Order Knight.tga"
#spr2 "./Warhammer_Empire/Order Knight2.tga"
#name "Order Knight"
#descr "There are numerous Knightly Orders throughout the Empire and though they are typically autonomous from Imperial rule when the Empire is in peril they will undoubtedly lead the charge to battle. They recruit mainly from noble families, but the exact conditions of acceptance vary from order to order and may require an oath not only to their brother knights and Grand Master, but to a particular patron deity. Imperial Knights wear Dwarf forged full plate of incredible quality, arm themselves with broadswords and lances and ride heavy warhorses into battle. The impact of their charge is second only to the Lance formations of Bretonnia and can turn the tide of battle in a heartbeat. While many orders have a strong religious element their strict loyalty to their Grand Master and Inner Circle above all else keeps them from taking the role of sacred warriors."
#hp 11
#size 3
#mounted
#ressize 2
#prot 0
#mor 12
#mr 10
#enc 5
#str 11
#att 12
#def 11
#prec 10
#mapmove 2
#ap 18
#gcost 38
#rcost 5
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon 710
#armor "Kite Shield"
#nametype 104
#end



---- Nobleborn


#newmonster 2460
#spr1 "./Warhammer_Empire/Nobleborn.tga"
#spr2 "./Warhammer_Empire/Nobleborn2.tga"
#name "Nobleborn"
#descr "In the Southern provinces of the Empire the sons of noble families who seek to prove themselves in battle may usually be found in units of unique light cavalry. Armed with a brace of lightweight hand crossbows developed in Nuln, these rather impetuous young riders are known for galloping past the enemy flanks and raking the foe with a volley of bolts. They then close in and unleash the second crossbow of the pair at point blank range, before engaging with their swords. Though they are a far cry from the heavy cavalry of the Knightly Orders, they are well equipped by their wealthy families and fare well against enemy infantry even in close quarters."
#hp 10
#size 3
#mounted
#ressize 2
#prot 0
#mor 11
#mr 10
#enc 5
#str 10
#att 10
#def 10
#prec 10
#mapmove 2
#ap 23
#gcost 25
#rcost 3
#armor "Plate Hauberk"
#armor "Half Helmet"
#weapon "Broad Sword"
#weapon 56
#weapon 788
#weapon 789
#nametype 104
#end


---- Outrider


#newmonster 2463
#spr1 "./Warhammer_Empire/Outrider.tga"
#spr2 "./Warhammer_Empire/Outrider.tga"
#name "Outrider"
#descr "While the Nobleborn make excellent flanking cavalry, their impetuous nature and ties to various knightly Orders can make them unreliable. With this in mind, Emperor Karl Franz formed the Outriders, veteran soldiers armed with repeater crossbows designed in Nuln. Though the crossbows are rather inaccurate, particularly from horseback, their rate of fire is impressive and the Outriders are capable of dealing considerable damage to even heavy infantry. Outriders are rarely if ever seen in the north, where the role of light cavalry is dominated by Ungol horsemen from neighbouring Kislev."
#hp 10
#size 3
#mounted
#ressize 2
#prot 0
#mor 11
#mr 10
#enc 5
#str 10
#att 10
#def 10
#prec 11
#mapmove 3
#ap 25
#gcost 30
#rcost 3
#armor "Plate Cuirass"
#armor "Iron Cap"
#weapon "Short Sword"
#weapon 56
#weapon 792
#nametype 104
#end



---- Flagellant


#newmonster 2461
#copyspr 217
#spr1 "./Warhammer_Empire/Flagellant.tga"
#spr2 "./Warhammer_Empire/Flagellant2.tga"
#name "Flagellant"
#descr "The Old World is a dangerous and often cruel place where war, plague and the vagaries of nature can destroy entire towns, turning their inhabitants into beggars, vagabonds and brigands. It is perhaps little wonder that some are driven to the brink of madness by their suffering and see their condition as a sign that they are living in the last days of a dying world. These crazed zealots often band together and latch onto salvation at the hands of Sigmar as their only hope, forming roving bands of Flagellants. These bands are compelled by a divine calling to hurl themselves into battle in a gesture of sacrifice and doom, showing no fear, pain or mercy. No Sigmarite could fail to recognise the pure unfettered faith in the eyes of these madmen and though they are avoided when possible, they are considered sacred."
#hp 14
#size 2
#prot 4
#berserk 3
#mor 30
#mr 11
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 13
#gcost 8
#rcost 1
#weapon "Flail"
#holy
#nametype 104
#end





---- Inner Circle Reiksguard


#newmonster 2470
#spr1 "./Warhammer_Empire/IC Reiksguard.tga"
#spr2 "./Warhammer_Empire/IC Reiksguard2.tga"
#name "Inner Circle Reiksguard"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. The Grand Order of the Reiksguard recruit from the oldest noble families of Altdorf and are perhaps the most powerful of all Knightly Orders. They use the conventional lance, shield and broadsword, but their armour is of particularly high quality and is polished to a mirror-like finish which dazzles their enemies. While their order holds great power and their Grand Master has taken the title of Reiksmarshall, second only to the Emperor himself in matters of war, they are always careful to remain apolitical and seem to place loyalty to the Emperor before the goals of their Brotherhood."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 12
#def 12
#prec 11
#mapmove 2
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#awe 1
#nametype 104
#end


---- Inner Circle Blazing Sun


#newmonster 2471
#spr1 "./Warhammer_Empire/IC Blazing Sun.tga"
#spr2 "./Warhammer_Empire/IC Blazing Sun2.tga"
#name "Inner Circle Blazing Sun Knight"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. A relatively small order, the Knights of the Blazing Sun formed during a sortie to liberate the Temple of Myrmidia in Estalia from the forces of Araby. During fierce fighting within the temple itself, a small group of knights were cut off from their fellows and faced certain doom. They were saved when a sudden tremor toppled a great statue of Myrdmia which crashed down on their foes, killing them to a man. The knights took this as divine intervention and formed an order dedicated to this strange Eastern deity, building a shrine to Myrmidia in the heart of Talabheim. Their devotion to Myrmidia has rendered them immune to fire."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 12
#def 12
#prec 11
#mapmove 2
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Morningstar"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#fireres 100
#nametype 104
#end


---- Inner Circle Griffon


#newmonster 2472
#spr1 "./Warhammer_Empire/IC Griffon.tga"
#spr2 "./Warhammer_Empire/IC Griffon2.tga"
#name "Inner Circle Knight Griffon"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. The Knights Griffon are arguably the most drilled and militaristic Order in the Empire. A veteran Knight Griffon is the epitome of battlefield discipline, following precisely the strategy laid down by his commander. The Order was formed by Magnus the Pious from one hundred particularly religious Knights Panther willing to swear loyalty to the Temple of Sigmar in Nuln. When the crown passed to the Princes of Altdorf, the Knights Griffon relocated to the Cathedral of Sigmar at the heart of the city, starting a long and bitter rivalry with the Reiksguard. Though deeply religious, the Knights Griffon are not sacred to the Sigmarite faith and have little interaction with the priesthood."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 14
#mr 10
#enc 5
#str 12
#att 12
#def 12
#prec 11
#mapmove 3
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#nametype 104
#end


---- Demigryph Knight


#newmonster 2599
#spr1 "./Warhammer_Empire/Demigryph Knight.tga"
#spr2 "./Warhammer_Empire/Demigryph Knight2.tga"
#name "Demigryph Knight"
#descr "The Knights Griffon are able to field a small number of Demigryph Knights, Inner Circle Brothers mounted on fearsome barded Demigryphs. Demigryphs, like Griffons, are unnatural hybrids created by the shaping influence of raw magic. Nonetheless they are still animals and may be broken in by a rider of strong will and character, serving as exceptionally fearsome mounts. Demigryph Knights are devastating offensive units, combining traditional lance and sword with a beak and talons capable of shearing through metal with ease. Should the Knight be slain, the Demigryph will instinctually fight on before taking off into the wild."
#hp 12
#size 3
#mounted
#ressize 2
#prot 4
#mor 14
#mr 10
#enc 5
#str 12
#att 12
#def 12
#prec 11
#mapmove 3
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 799 -- Demigryph Talons
#armor "Kite Shield"
#nametype 104
#secondtmpshape 2589
#end


---- Demigryph (armour, no rider)


#newmonster 2589
#spr1 "./Warhammer_Empire/Demigryph Armour.tga"
#spr2 "./Warhammer_Empire/Demigryph Armour2.tga"
#name "Demigryph"
#descr "Demigryphs, like Griffons, are unnatural hybrids created by the shaping influence of raw magic. Nonetheless they are still animals and may be broken in by a rider of strong will and character, serving as exceptionally fearsome mounts. Their beak and talons are capable of shearing through metal with ease."
#hp 20
#size 3
#prot 5
#mor 14
#mr 8
#enc 3
#str 16
#att 13
#def 11
#prec 10
#mapmove 3
#ap 20
#gcost 0
#rcost 6
#weapon 799 -- Demigryph Talons
#nametype 104
#animal
#end





---- Inner Circle Hunter of Sigmar


#newmonster 2473
--spr1 "./Warhammer_Empire/IC Hunter.tga"
--spr2 "./Warhammer_Empire/IC Hunter2.tga"
#copyspr 135
#name "Inner Circle Hunter of Sigmar"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. A recently founded Order, the Hunters of Sigmar emerged after the Storm of Chaos, pledging to track and destroy Chaos raiders in the Drakwald area. Typically operating in small groups to track Beastmen Warbands, the Hunters are expert woodsmen and can always rely on the support of the populace who appreciate such mighty warriors stooping to defend even the smallest villages. The nature of their mission means Hunters' equipment is often worn from travel and lacking the services of blacksmiths, they often discard pieces of armour damaged in skirmishes. Lances need to be replaced too often and swords become dull and rusted, so the Hunters prefer to use heavier and more reliable axes."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 12
#def 12
#prec 12
#mapmove 2
#ap 20
#gcost 40
#rcost 6
#armor "Plate Hauberk"
#armor "Iron Cap"
#weapon "Axe"
#weapon 710
#armor "Kite Shield"
#forestsurvival
#supplybonus 4
#nametype 104
#end


---- Inner Circle Black Bear


#newmonster 2474
#spr1 "./Warhammer_Empire/IC Bear.tga"
#spr2 "./Warhammer_Empire/IC Bear2.tga"
#name "Inner Circle Black Bear Knight"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. Easily the most boisterous of all the Empire's Knightly Orders, the Knights of the Black Bear have a chapterhouse in Averheim but spend much time in their Averland fortress. The Bears battle constantly with greenskins from the mountains and undead in dark Sylvania, but sometimes find themselves without an enemy and turn to tournaments of martial prowess. This constant warring hardens the Bears and weeds out weaker Brother Knights and the Inner Circle are all impressive physical specimens, broad, scarred and corded with muscle. The Bears are quick to stress their long history and favour the traditional arms of lance, shield and broadsword."
#hp 15
#size 3
#mounted
#ressize 2
#prot 3
#mor 13
#mr 10
#enc 5
#str 13
#att 12
#def 12
#prec 12
#mapmove 2
#ap 18
#gcost 45
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Lance"
#weapon "Broad Sword"
#weapon 710
#armor "Kite Shield"
#nametype 104
#end


---- Inner Circle Gold Lion


#newmonster 2475
#spr1 "./Warhammer_Empire/IC Gold Lion.tga"
#spr2 "./Warhammer_Empire/IC Gold Lion2.tga"
#name "Inner Circle Gold Lion Knight"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. The Knights of the Gold Lion are a secular Order founded in Araby during a Crusade. A group of beaten and demoralised knights found themselves cut off from friendly forces with little hope of returning home. One Knight, Erich von Strommer, took it upon himself to restore their resolve and headed out to take the head of a man-eating lion. He returned days later, near delirious, but bearing the head of his quarry. Filled with courage, the knights formed a new Order in his honour and fought their way home. Since that day the Gold Lion have proven tireless and loyal defenders of the Empire. In combat they favour curved swords of Arabian design."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 14
#mr 10
#enc 4
#str 12
#att 12
#def 12
#prec 11
#mapmove 2
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Falchion"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#wastelandsurvival
#nametype 104
#end



---- Inner Circle Encarmine


#newmonster 2476
--spr1 "./Warhammer_Empire/IC Encarmine.tga"
--spr2 "./Warhammer_Empire/IC Encarmine2.tga"
#copyspr 135
#name "Inner Circle Knight Encarmine"
#descr "Each Knightly Order is ruled by a council of the most experienced and talented Brother Knights known as the Inner Circle. They are an elite within an elite who form the personal bodyguard of the Grand Master and are a powerful force on the battlefield. The Knights Encarmine are a flamboyant, foppish band of warriors comprised entirely of wealthy aristocracy. The Knights Encarmine hold a great deal of political clout in the South of the Empire and are generally free to choose which campaigns they take part in, usually picking those which guarantee the most glory with the least dirty work. Knights Encarmine are unusual in that they have entirely abandoned the traditional lance and shield, instead perfecting a secret technique allowing them to wield two swords from horseback. Though their Order is rather hard to work with at times, the Knights Encarmine are perhaps the most technically skilled in the Empire."
#hp 12
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 13
#def 12
#prec 12
#mapmove 2
#ap 18
#gcost 65
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon "Broad Sword"
#ambidextrous 4
#weapon 710
#nametype 104
#end


---- Grandmaster of the Reiksguard


#newmonster 2464
#spr1 "./Warhammer_Empire/GM Reiksguard.tga"
#spr2 "./Warhammer_Empire/GM Reiksguard2.tga"
#name "Grandmaster of the Reiksguard"
#descr "Kurt Helborg is the Captain of the Reiksguard Knights and one of the Emperor Karl Franz's most trusted military commanders. He is reputed to be the finest swordsman in the Empire. As Captain and effective Grandmaster of the Reiksguard Knights Helborg is leader of the nation's mostly deadly warrior corps. He is also the Reiksmarshall of the Empire, commander of all the Empire's forces, second only to the Emperor himself. As such he has often led the army into battle, and is one of the most experienced generals in the Old World. Charging into battle atop his warhorse armed with one of the twelve legendary Runefangs, the Reiksmarshall is an awesome sight. Enemies are stopped in their tracks and militiamen, State Troops and knights roused to even greater deeds of bravery in his presence."
#unique
#hp 20
#size 3
#mounted
#ressize 2
#prot 3
#mor 16
#mr 12
#enc 5
#str 12
#att 15
#def 14
#prec 12
#mapmove 2
#ap 18
#gcost 1
#rcost 6
#standard 15
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Runefang"
#armor "Kite Shield"
#weapon 710
#awe 1
#superiorleader
#nametype 104
#itemslots 13442 -- everything but feet and one hand
#end



---- Ludwig Schwarzhelm, Emperor's Champion


#newmonster 2465
#clearmagic
--spr1 "./Warhammer_Empire/IC Reiksguard.tga"
--spr2 "./Warhammer_Empire/IC Reiksguard2.tga"
#name "Champion of the Emperor"

#descr "Ludwig Schwarzhelm is the Champion of Karl Franz, a towering figure of a man, renowned throughout the Empire for his mighty physique and stern expression. He is said to have never smiled in his life. His role is to uphold the Emperor's justice during trials of combat. Such trials are a judicial right of high ranking noblemen accused of breaking the Emperor's laws. Ludwig is also the Emperor's bodyguard and his mere presence has so far proven enough to discourage any attempts on the Emperor's life. On the battlefield Ludwig carries the personal standard of Karl Franz, a symbol of Imperial strength and honour that inspires troops across the battlefield. To date Ludwig Schwarzhelm has never been defeated."
#hp 15
#size 3
#mounted
#ressize 2
#prot 3
#mor 15
#mr 10
#enc 5
#str 12
#att 14
#def 13
#prec 13
#mapmove 2
#ap 18
#gcost 1
#rcost 6
#standard 30
#armor "Empire Full Plate"
#armor "Half Helmet"
#weapon "Broad Sword"
#weapon 710
#okleader
#nametype 104
#end



---- Thyrus Gormann, Master of the Bright College


#newmonster 2469
#clearmagic
--spr1 "./Warhammer_Empire/Hero Thyrus.tga"
--spr2 "./Warhammer_Empire/Hero Thyrus2.tga"
#name "Master of the Bright College"

#descr "Every seven years, the Masters of the eight magical colleges in Altdorf enter a contest of magical might to decide which of them will reign as the Supreme Patriarch for the next seven years. This is an important decision, because the Winds of Magic will blow strongly for the college which supplies the Supreme Patriarch. Thyrus Gormann, Master of the Bright College, held this postition for many years, before being usurped by a young Gold Mage of extraordinary power named Balthasar Gelt. He has taken his loss well and sworn loyalty to the Patrirarch, but his fiery nature ensures he will be first amongst the challengers in the next meeting. As a fire mage, Gormann is unsurpassed in the Old World."
#fireres 100
#hp 14
#size 3
#mounted
#ressize 2
#prot 3
#mor 16
#mr 14
#enc 5
#str 11
#att 12
#def 11
#prec 14
#mapmove 2
#ap 22
#gcost 1
#rcost 6
#weapon "Broad Sword"
#okleader
#maxage 240
#startage 80
#magicskill 0 5
#fireshield 10
#nametype 104
#end



---- Luthor Huss, Voice of Sigmar


#newmonster 2477
#clearmagic
--spr1 "./Warhammer_Empire/Hero Luthor.tga"
--spr2 "./Warhammer_Empire/Hero Luthor2.tga"
#name "Voice of Sigmar"

#descr "Luthor Huss first came to the attention of the Empire when he roused a small village against a large warband of Beastmen and successfully beat them back, slaying many with his great hammer. When a relief force arrived to defend the village, Huss pursued the Warband alone, tracking them and single handedly taking the head of their Shaman leader. Huss rose to prominence in his order and was chosen to represent the Warrior Priests in the Sigmarite Council in Altdorf. Here Huss first confronted the Arch Lectors and accused them of corruption; an act resulting in his dismissal. Since that day Huss has travelled the Empire smiting evil and inspiring the people with his great speeches. In battle Huss is surrounded by an aura of spiritual power and as he travels through the lands of the faithful he inevitably attracts crazed flagellants."
#hp 20
#size 3
#mounted
#ressize 2
#prot 3
#mor 20
#mr 13
#enc 5
#str 12
#att 13
#def 12
#prec 12
#mapmove 2
#ap 20
#gcost 1
#rcost 6
#weapon "Maul"
#armor "Plate Hauberk"
#weapon 710
#expertleader
#magicskill 8 4
#fear 3
#awe 2
#domsummon 2461
#nametype 104
#end


---- War Wagon (Two Horses)


#newmonster 2466
#spr1 "./Warhammer_Empire/War Wagon.tga"
#spr2 "./Warhammer_Empire/War Wagon.tga"
#name "War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 12
#size 5
#prot 5
#mor 13
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 11
#mapmove 2
#ap 18
#trample
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 780
#weapon 781
#weapon 782
#weapon 784
#secondshape 2467
#nametype 104
#end



---- War Wagon (One Horse)


#newmonster 2467
#spr1 "./Warhammer_Empire/War Wagon.tga"
#spr2 "./Warhammer_Empire/War Wagon.tga"
#name "War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 12
#size 5
#prot 8
#mor 13
#mr 10
#enc 3
#str 10
#att 10
#def 9
#prec 11
#mapmove 2
#ap 14
#trample
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 782
#weapon 784
#secondshape 2468
#firstshape 2466
#nametype 104
#end


---- War Wagon (Immobile)


#newmonster 2468
#spr1 "./Warhammer_Empire/War Wagon Immobile.tga"
#spr2 "./Warhammer_Empire/War Wagon Immobile.tga"
#name "Immobilised War Wagon"
#descr "The War Wagon is effectively an advanced chariot manned by several crewmen who are armed with a variety of lethal weapons devised in the Academies of Nuln. These may include repeater crossbows, Hochland arbalests, hook-halberds, ball-and-chain polearms, mancatchers and other exotic designs. Drawn by two powerful warhorses, the War Wagon will advance, unloading its ranged weapons as it draws close to the enemy, before ploughing through their ranks with the crew using their polearms to strike at foes on all sides."
#hp 24
#size 4
#prot 14
#mor 13
#mr 10
#enc 3
#str 10
#att 10
#def 8
#prec 12
#mapmove 0
#ap 2
#immobile
#heal
#gcost 150
#rcost 100
#armor "Wagon Cover"
#weapon 783
#weapon 785
#weapon 786
#weapon 787
#firstshape 2466
#nametype 104
#end


-------- Commanders


---- State Captain summoning form

#newmonster 2421
#spr1 "./Warhammer_Empire/State Captain.tga"
#spr2 "./Warhammer_Empire/State Captain2.tga"
#name "State Captain"
#descr "Captains of the State are promoted from the ranks of the regular State Troops, often the Halberdiers, rather than gaining the position by wealth or social status. This practice has been instrumental in the success of Imperial forces, as it ensures leaders who are experienced, well able to lead and have the respect of their men. The position of Captain comes with superior arms and armour produced in the heart of the Empire, a gift from the Dwarfs in the time of Sigmar. Each Captain recruited will bring with him five loyal Halberdiers."
#hp 12
#size 2
#prot 0
#mor 11
#mr 10
#enc 3
#str 11
#att 12
#def 12
#prec 11
#mapmove 2
#ap 12
#gcost 50
#rcost 1
#armor "Plate Hauberk"
#armor "Half Helmet"
#weapon "Broad Sword"
#armor "Shield"
#okleader
#nametype 104
#firstshape 2436
#summon5 2451
#end


---- State Captain

#newmonster 2436
#spr1 "./Warhammer_Empire/State Captain.tga"
#spr2 "./Warhammer_Empire/State Captain2.tga"
#name "State Captain"
#descr "Captains of the State are promoted from the ranks of the regular State Troops, often the Halberdiers, rather than gaining the position by wealth or social status. This practice has been instrumental in the success of Imperial forces, as it ensures leaders who are experienced, well able to lead and have the respect of their men. The position of Captain comes with superior arms and armour produced in the heart of the Empire, a gift from the Dwarfs in the time of Sigmar."
#hp 12
#size 2
#prot 0
#mor 11
#mr 10
#enc 3
#str 11
#att 12
#def 12
#prec 11
#mapmove 2
#ap 12
#gcost 30
#rcost 1
#armor "Plate Hauberk"
#armor "Half Helmet"
#weapon "Broad Sword"
#armor "Shield"
#okleader
#nametype 104
#end


---- General summoning form

#newmonster 2426
#spr1 "./Warhammer_Empire/General.tga"
#spr2 "./Warhammer_Empire/General2.tga"
#name "General"
#descr "Generals of the Empire are warriors who have seen countless battles and inspire ferocious loyalty amongst their men. They are exclusively promoted from the position of State Captain and represent a counterpart to the Grandmasters of the knightly Orders. On becoming a General, these stern men swear an oath of loyalty to the Empire above all else, and when the Emperor sees the need, they may be placed in command of forces even above Elector Counts and Grandmasters. Each General recruited will bring with him five seasoned Greatswords."
#hp 15
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 13
#def 13
#prec 10
#mapmove 2
#ap 18
#gcost 100
#rcost 6
#armor "Empire Full Plate"
#armor "Half Helmet"
#weapon "Hammer"
#weapon 710
#armor "Kite Shield"
#expertleader
#nametype 104
#firstshape 2435
#summon5 2456 -- greatsword
#end


---- General non summoning form

#newmonster 2435
#spr1 "./Warhammer_Empire/General.tga"
#spr2 "./Warhammer_Empire/General2.tga"
#name "General"
#descr "Generals of the Empire are warriors who have seen countless battles and inspire ferocious loyalty amongst their men. They are exclusively promoted from the position of State Captain and represent a counterpart to the Grandmasters of the knightly Orders. On becoming a General, these stern men swear an oath of loyalty to the Empire above all else, and when the Emperor sees the need, they may be placed in command of forces even above Elector Counts and Grandmasters."
#hp 15
#size 3
#mounted
#ressize 2
#prot 0
#mor 13
#mr 10
#enc 5
#str 12
#att 13
#def 13
#prec 10
#mapmove 2
#ap 18
#gcost 70
#rcost 6
#armor "Empire Full Plate"
#armor "Half Helmet"
#weapon "Hammer"
#weapon 710
#armor "Kite Shield"
#expertleader
#nametype 104
#end


---- Noble on Griffon

#newmonster 2590
#spr1 "./Warhammer_Empire/Griffon Noble.tga"
#spr2 "./Warhammer_Empire/Griffon Noble2.tga"
#name "Noble of the Empire"
#descr "Some nobles of the Empire are not permitted to join the ranks of a Knightly Order, but still yearn for the days they spent in the Nobleborn cavalry, fighting on the frontlines. This noble has secured a prized Griffon mount from the Imperial Zoo. Griffons are noble, loyal and elegant beasts prized above all other mounts and are seen as symbols of the Empire's strength. The Griffon will fight ferociously to protect its rider, having been bonded with him for many years. Should he be struck down it will fight on for a time to avenge him."
#hp 35
#size 6
#mounted
#ressize 2
#prot 4
#mor 15
#mr 12
#enc 5
#str 12
#att 13
#def 13
#prec 12
#mapmove 3
#flying
#ap 18
#gcost 1
#rcost 1
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Broad Sword"
#weapon 800 -- dmg 20 claw x2
#weapon 417 -- dmg 22 bite
#ambidextrous 3
#armor "Kite Shield"
#goodleader
#nametype 104
#secondtmpshape 2591
#mountainsurvival
#fear 0
#end



---- Armoured Imperial Griffon

#newmonster 2591
#spr1 "./Warhammer_Empire/Griffon Armour.tga"
#spr2 "./Warhammer_Empire/Griffon Armour2.tga"
#name "Imperial Griffon"
#descr "This Imperial Griffon has lost its master, but will fight on to avenge his death. It is protected by finely crafted armour and capable of shredding entire units of enemy troops with its razor sharp beak and claws."
#hp 35
#size 6
#ressize 2
#prot 7
#mor 14
#mr 10
#enc 4
#str 20
#att 12
#def 12
#prec 8
#animal
#mapmove 3
#flying
#ap 18
#gcost 1
#rcost 1
#armor "Plate Hauberk"
#armor "Half Helmet"
#weapon 404 -- beak
#weapon 800 -- griffon claws
#armor "Kite Shield"
#noleader
#nametype 104
#mountainsurvival
#itemslots 4096 -- 1 misc
#fear 0
#end




---- Initiate of Sigmar

#newmonster 2427
#spr1 "./Warhammer_Empire/Initiate.tga"
#spr2 "./Warhammer_Empire/Initiate2.tga"
#name "Initiate of Sigmar"
#descr "The Sigmarite church is at the heart of the Empire and is challenged only in presence by the worship of Ulric in the Northern provinces. Sigmar Heldenhammer, founder of the Empire, is a martial god, but relatively few in the Church are Warrior Priests. Initiates make up the bulk of the priesthood, spreading the word of Sigmar throughout the Empire and conveying his blessings to the faithful. Initiates wear simple white robes and carry only a wooden stave for protection."
#hp 9
#size 2
#prot 0
#mor 10
#mr 10
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 12
#gcost 30
#magicskill 8 1
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#holy
#noleader
#nametype 104
#end

---- Arch-Lector of Sigmar

#newmonster 2428
#spr1 "./Warhammer_Empire/Arch Lector.tga"
#spr2 "./Warhammer_Empire/Arch Lector2.tga"
#name "Arch-Lector of Sigmar"
#descr "The Sigmarite church is at the heart of the Empire and is challenged only in presence by the worship of Ulric in the Northern provinces. Sigmar Heldenhammer, founder of the Empire, is a martial god, but relatively few in the Church are Warrior Priests. While the Grand Theoganist is the head of the Church, it is the council of Arch-Lectors that rule on crucial matters of dogma day to day. Having spent decades in service to Sigmar, these men have considerable religious authority, but are not known as military leaders."
#hp 9
#size 2
#prot 0
#mor 10
#mr 10
#enc 3
#str 10
#att 9
#def 9
#prec 10
#mapmove 2
#ap 10
#gcost 180
#magicskill 8 3
#holy
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#noleader
#nametype 104
#end


---- Warrior Priest of Sigmar summoning form

#newmonster 2429
#spr1 "./Warhammer_Empire/Warrior Priest.tga"
#spr2 "./Warhammer_Empire/Warrior Priest2.tga"
#name "Warrior Priest of Sigmar"
#descr "The Sigmarite church is at the heart of the Empire and is challenged only in presence by the worship of Ulric in the Northern provinces. Sigmar Heldenhammer, founder of the Empire, is a martial god, but relatively few in the Church are Warrior Priests. These men have devoted themselves to the martial service of their God, a fraternity of hammers driven to smite the foul enemies of the Empire. They are well armed and armoured and specialise in leading men against cults, beastmen, undead and other abominations. When a Warrior Priest is recruited in a province of faith, flagellants will follow him, knowing the time of redemption must be near."
#hp 14
#size 2
#prot 0
#mor 14
#mr 10
#enc 3
#str 12
#att 12
#def 12
#prec 12
#mapmove 2
#ap 12
#gcost 100
#magicskill 8 2
#holy
#rcost 1
#armor "Plate Hauberk"
#armor "Iron cap"
#weapon "Maul"
#okleader
#nametype 104
#firstshape 2437
#domsummon 2461 -- flagellant
#end



---- Warrior Priest of Sigmar

#newmonster 2437
#spr1 "./Warhammer_Empire/Warrior Priest.tga"
#spr2 "./Warhammer_Empire/Warrior Priest2.tga"
#name "Warrior Priest of Sigmar"
#descr "The Sigmarite church is at the heart of the Empire and is challenged only in presence by the worship of Ulric in the Northern provinces. Sigmar Heldenhammer, founder of the Empire, is a martial god, but relatively few in the Church are Warrior Priests. These men have devoted themselves to the martial service of their God, a fraternity of hammers driven to smite the foul enemies of the Empire. They are well armed and armoured and specialise in leading men against cults, beastmen, undead and other abominations."
#hp 14
#size 2
#prot 0
#mor 14
#mr 10
#enc 3
#str 12
#att 12
#def 12
#prec 12
#mapmove 2
#ap 12
#gcost 80
#magicskill 8 2
#holy
#rcost 1
#armor "Plate Hauberk"
#armor "Iron cap"
#weapon "Maul"
#okleader
#nametype 104
#end


---- Witch Hunter

#newmonster 2588
#spr1 "./Warhammer_Empire/Witch Hunter.tga"
#spr2 "./Warhammer_Empire/Witch Hunter2.tga"
#name "Witch Hunter"
#descr "Though the Empire is a mighty nation capable of defending its many borders, the greatest threat lies within. Heresy, corruption and the malign influence of Chaos might take root in the hearts of the discontent, the greedy or the curious at any moment. While the Sigmarite faith does much to shield the collective soul of man there comes a time when a surgeon is required to cut out the infection. Since the Storm of Chaos the Witch Hunters have been granted considerable authority to pursue their grim mission. These men are loners of grim resolve who unnerve the common man. It is said no matter where they tread they will uncover corruption and dissent and more often than not they will personally put an end to it. Witch Hunters are trained and equipped to confront rogue magic users, the undead and even daemons."
#hp 12
#size 2
#prot 0
#mor 13
#mr 13
#enc 3
#str 11
#att 11
#def 12
#prec 12
#mapmove 2
#ap 12
#gcost 130
#magicskill 8 2
#holy
#inquisitor
#patrolbonus 15
#incunrest 5
#rcost 1
#armor "Full Leather Armor"
#armor "Leather cap"
#weapon "Broad Sword"
#weapon 798 -- Righteous Crossbow
#weapon 468 -- Halt Demon
#noleader
#nametype 104
#end




---- Tribute to Order

#newmonster 2430
#spr1 "./Warhammer_Empire/Pledge.tga"
#name "Tribute to Order"
#descr "The knightly orders of the Empire are an elite capable of crushing almost any foe in battle. As powerful as they are though, they are equally independant, despite countless attempts by the State or Church to try and reign them in. The current Emperor Karl Franz has proven very able in dealing with the orders and at present their military aid can be relied on, should they be shown favour. Honouring an order with a memorial to their fallen, new chapter house or tracts of land is expensive one time act, but their skills are beyond question. By organising a ceremony announcing the tribute and the order to receive it, a Grandmaster and his personal retinue of twelve Inner Circle Knights has no choice but to pledge to the cause. It is vital that the order be summoned the month the tribute is readied, or by ancient tradition it will be offered to Sigmar himself and no order will step forward to claim it."
#hp 40
#size 6
#prot 18
#mor 50
#mr 12
#enc 0
#str 1
#att 1
#def 1
#prec 1
#mapmove 0
#immobile
#ap 2
#gcost 1000
#rcost 120
#magicskill 8 5
#magicskill 1 1
#mindless
#holy
#maxage 4000
#startage 1
#noleader
#inanimate
#neednoteat
#poisonres 100
#blind
#firstshape 2431
#nametype 104
#itemslots 1
#end


---- Tribute to Order


#newmonster 2431
#spr1 "./Warhammer_Empire/Pledge.tga"
#name "Tribute to Order"
#descr "The knightly orders of the Empire are an elite capable of crushing almost any foe in battle. As powerful as they are though, they are equally independant, despite countless attempts by the State or Church to try and reign them in. The current Emperor Karl Franz has proven very able in dealing with the orders and at present their military aid can be relied on, should they be shown favour. Honouring an order with a memorial to their fallen, new chapter house or tracts of land is an expensive one time act, but their skills are beyond question. By organising a ceremony announcing the tribute and the order to receive it, a Grandmaster and his personal retinue of twelve Inner Circle Knights has no choice but to pledge to the cause. It is vital that the order be summoned the month the tribute is readied, or by ancient tradition it will be offered to Sigmar himself and no order will step forward to claim it."
#hp 40
#size 6
#prot 18
#mor 50
#mr 12
#enc 0
#str 1
#att 1
#def 1
#prec 1
#mapmove 0
#immobile
#ap 2
#gcost 0
#magicskill 8 5
#magicskill 1 1
#mindless
#holy
#maxage 4000
#startage 1
#noleader
#inanimate
#neednoteat
#poisonres 100
#blind
#firstshape 2432
#nametype 104
#itemslots 1
#end


---- Greater Tribute to Order

#newmonster 2422
#spr1 "./Warhammer_Empire/UberPledge.tga"
#name "Greater Tribute to Order"
#descr "The knightly orders of the Empire are an elite capable of crushing almost any foe in battle. As powerful as they are though, they are equally independant, despite countless attempts by the State or Church to try and reign them in. The current Emperor Karl Franz has proven very able in dealing with the orders and at present their military aid can be relied on, should they be shown favour. Honouring an order with a memorial to their fallen, new chapter house or tracts of land is expensive one time act, but their skills are beyond question. By organising a ceremony announcing the tribute and the order to receive it, a Grandmaster and his personal retinue of twelve Inner Circle Knights has no choice but to pledge to the cause. It is vital that the order be summoned the month the tribute is readied, or by ancient tradition it will be offered to Sigmar himself and no order will step forward to claim it."
#hp 40
#size 6
#prot 18
#mor 50
#mr 12
#enc 0
#str 1
#att 1
#def 1
#prec 1
#mapmove 0
#immobile
#ap 2
#gcost 1500
#rcost 120
#magicskill 8 6
#magicskill 1 1
#mindless
#holy
#maxage 4000
#startage 1
#noleader
#inanimate
#neednoteat
#poisonres 100
#blind
#firstshape 2598
#nametype 104
#itemslots 1
#end


---- Greater Tribute to Order


#newmonster 2598
#spr1 "./Warhammer_Empire/UberPledge.tga"
#name "Tribute to Order"
#descr "The knightly orders of the Empire are an elite capable of crushing almost any foe in battle. As powerful as they are though, they are equally independant, despite countless attempts by the State or Church to try and reign them in. The current Emperor Karl Franz has proven very able in dealing with the orders and at present their military aid can be relied on, should they be shown favour. Honouring an order with a memorial to their fallen, new chapter house or tracts of land is an expensive one time act, but their skills are beyond question. By organising a ceremony announcing the tribute and the order to receive it, a Grandmaster and his personal retinue of twelve Inner Circle Knights has no choice but to pledge to the cause. It is vital that the order be summoned the month the tribute is readied, or by ancient tradition it will be offered to Sigmar himself and no order will step forward to claim it."
#hp 40
#size 6
#prot 18
#mor 50
#mr 12
#enc 0
#str 1
#att 1
#def 1
#prec 1
#mapmove 0
#immobile
#ap 2
#gcost 0
#magicskill 8 6
#magicskill 1 1
#mindless
#holy
#maxage 4000
#startage 1
#noleader
#inanimate
#neednoteat
#poisonres 100
#blind
#firstshape 2432
#nametype 104
#itemslots 1
#end


---- Tribute to Order wasted, turns into scout


#newmonster 2432
#copyspr 426
#copystats 426
#magicboost 53 -10
#end

---- Grandmaster of the Blazing Sun


#newmonster 2433
#spr1 "./Warhammer_Empire/GM Blazing Sun.tga"
#spr2 "./Warhammer_Empire/GM Blazing Sun2.tga"
#name "Grandmaster of the Blazing Sun"
#descr "Brenst Aufflammen is the current Grandmaster of the Order of the Blazing Sun and as such, also a Battle Priest of Myrmidia. Even amongst the Order, Brenst is particularly devoted to Myrmidia, having been saved by her blessings on numerous occasions. His golden armour erupts into a blaze of light in battle, causing lesser foes to cower in fear. Furthermore, Brenst carries the famed Blazing Lance of Myrmidia, an artifact capable of blasting through ranks of foes when he charges into the fray."
#hp 15
#size 3
#mounted
#ressize 2
#prot 0
#mor 15
#mr 13
#enc 5
#str 13
#att 14
#def 14
#prec 12
#mapmove 2
#ap 18
#gcost 0
#rcost 6
#armor "Armour of Blazing Gold"
#armor "Full Helmet"
#weapon "Morningstar"
#weapon "Blazing Lance of Myrmidia"
#weapon 710
#armor "Kite Shield"
#fireres 100
#awe 1
#fear 0
#unique
#nametype 104
#itemslots 12422
#goodleader
#heretic 2
#end



---- Grandmaster of the Black Bear


#newmonster 2438
#spr1 "./Warhammer_Empire/GM Bear.tga"
#spr2 "./Warhammer_Empire/GM Bear2.tga"
#name "Grandmaster of the Black Bear"
#descr "The Order of the Black Bear prides itself on a near constant engagement in battle, violent tournaments and the ritualised sport of bear wrestling, with the Grandmaster expected to lead the way in all cases. It is a testament to the incredible strength and toughness of the current Gransmaster, Lucas Siver, that he has held the position for nearly a decade. Siver's greatest feat was to slay an Ogre Tyrant who led a mercenary force in an attempt to hold Averland to ransom. Since that day he has refused to change his armour or barding, which bears the marks of countless battles, and has taken to using the Tyrant's great flail, a terrible and rusted weapon too heavy for others to even lift."
#hp 20
#size 3
#mounted
#ressize 2
#prot 5
#mor 15
#mr 11
#enc 5
#str 15
#att 14
#def 13
#prec 10
#mapmove 2
#ap 18
#gcost 0
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Tyrant Flail"
#weapon 710
#armor "Kite Shield"
#animalawe 2
#unique
#nametype 104
#itemslots 13442
#goodleader
#end



---- Grandmaster of the Knights Griffon


#newmonster 2440
#spr1 "./Warhammer_Empire/GM Griffon.tga"
#spr2 "./Warhammer_Empire/GM Griffon2.tga"
#name "Grandmaster of Knights Griffon"
#descr "Hans Dueterberg is the current Grandmaster of the Order of Knights Griffon, a tactical prodigy younger than most of the knights he commands. From an early age Hans showed the favour of Sigmar, leading a unit of Nobleborn cavalry to a series of high profile victories and becoming the youngest ever member of the Knights Griffon. Indeed many have compared him to Magnus the Pious himself, the founder of the Order. An inspiring leader and capable fighter, Hans is all the more powerful as he wears the ancestral Helm of the family Dueterberg, which grants him excellent protection from hostile magics."
#hp 15
#size 3
#mounted
#ressize 2
#prot 0
#mor 15
#mr 15
#enc 5
#str 13
#att 14
#def 14
#prec 12
#mapmove 3
#ap 18
#gcost 0
#rcost 6
#armor "Empire Full Plate"
#armor "Dueterberg Helm"
#weapon "Broad Sword"
#weapon "Lance"
#weapon 710
#armor "Kite Shield"
#standard 10
#unique
#nametype 104
#itemslots 13318
#expertleader
#holy
#end


---- Grandmaster of the Gold Lion


#newmonster 2587
#spr1 "./Warhammer_Empire/GM Gold Lion Joint.tga"
#spr2 "./Warhammer_Empire/GM Gold Lion Joint2.tga"
#name "Grandmaster of the Gold Lion"
#descr "The death of the last member of the von Strommer bloodline marked a period of misfortune for the Gold Lion. With near half the Order lost fighting a Chaos warband and a prominent patron successfully tried for heresy, the Order faced financial ruin. So it was that the young Knight Juergen Fruehauf was appointed to the position of Grandmaster. While a capable leader and proud knight, the true reason for Juergen’s appointment was the Fruehauf’s extremely profitable holdings in Marienburg. Even so, three years into his rule the energetic Grandmaster has revitalised the Gold Lion and is on his way to earning the respect of more established Orders. Juergen has an ostentatious streak and has purchased a trained lion from the Imperial Bestiary which accompanies him in battle."
#hp 14
#size 4
#mounted
#ressize 2
#prot 3
#mor 14
#mr 11
#enc 4
#str 12
#att 12
#def 13
#prec 11
#mapmove 2
#ap 18
#gcost 0
#rcost 6
#armor "Empire Full Plate"
#armor "Full Helmet"
#weapon "Lance"
#weapon 237 -- dmg 18 bite
#weapon 236 -- dmg 16 claw
#weapon "Falchion"
#weapon 710
#armor "Kite Shield"
#unique
#nametype 104
#goodleader
#secondtmpshape "Great Lion"
#wastelandsurvival
#end


---- Bright Wizard

#newmonster 2423
#spr1 "./Warhammer_Empire/Wizard Bright.tga"
#spr2 "./Warhammer_Empire/Wizard Bright2.tga"
#name "Bright Wizard"
#descr "The Wizards of the Bright Order study the Lore of Fire or Pyromancy, the Seventh Lore of Magic, the wind of Aqshy. The symbol of the Seventh Lore is the Key of Secrets and the colour of the Order's garb is red or orange. Bright Wizards typically have wild red hair and arm themselves for battle, for the energies of Aqshy are ideally suited to destruction. On the battlefield they are peerless, unleashing magic beyond that which they would normally wield, fueled by the conflict. The Bright College is a dark cracked fortress built in the ruins of a fire ravaged district of Altdorf."
#hp 12
#size 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 11
#def 11
#prec 12
#mapmove 2
#ap 12
#gcost 150
#rcost 1
#armor "Ring Mail Cuirass"
#weapon "Falchion"
#magicskill 0 2
#onebattlespell "Phoenix Power"
#firepower 1
#fireres 50
#poorleader
#nametype 104
#end

---- Grey Wizard

#newmonster 2424
#spr1 "./Warhammer_Empire/Wizard Grey.tga"
#spr2 "./Warhammer_Empire/Wizard Grey2.tga"
#name "Grey Wizard"
#descr "The Wizards of the Grey Order study the Lore of Shadow, Fifth Lore of Magic, the Wind of Ulgu. The symbol of the Fifth Lore is the Sword of Judgement and the colour of the Order's garb is grey. Of all the Orders they are the most secretive and are greatly feared by common men, for it is known they watch all from the shadows and wander the breadth of the land. The Grey College is hidden within the slums of Altdorf; beneath one of the many crumbling buildings occupied by criminals. Their magic is that of illusion, misdirection and darkness, better suited to covert activity than pitched battle."
#hp 10
#size 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 11
#def 11
#prec 11
#mapmove 2
#ap 12
#gcost 170
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#noleader
#darkvision 100
#darkpower 2
#stealthy 20
#spy
#assassin
#magicskill 1 2
#custommagic 6144 100
#nametype 104
#end


---- Celestial Wizard

#newmonster 2425
#spr1 "./Warhammer_Empire/Wizard Celestial.tga"
#spr2 "./Warhammer_Empire/Wizard Celestial2.tga"
#name "Celestial Wizard"
#descr "The Wizards of the Celestial Order study the Lore of the Heavens, or Astromancy, the Fourth Lore of Magic, the Wind of Azyr. The symbol of the Fourth Lore is the Comet of Power and the colour of the Order's garb is blue. The energies of Azyr gather in the heavens, distorting the light of celestial bodies. Celestial Wizards spend much of their time in observatories, mapping and researching these distortions, seeking to predict future events. The Celestial College is a grand building with sixteen spires, each topped with an observatory dome. On those infrequent occasions when Celestial Wizards venture outside these spires they wear ostentatious robes rivalling those of the Gold Order and carry precise instruments of calculation that they might more accurately call down punishment on the foes of the empire."
#hp 10
#size 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 9
#att 9
#def 9
#prec 12
#mapmove 1
#ap 10
#gcost 180
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#noleader
#shockres 50
#researchbonus 3
#nobadevents 8
#magicskill 4 1
#magicskill 1 1
#custommagic 2304 100
#noleader
#nametype 104
#end


---- Amethyst Wizard

#newmonster 2434
#spr1 "./Warhammer_Empire/Wizard Amethyst.tga"
#spr2 "./Warhammer_Empire/Wizard Amethyst2.tga"
#name "Amethyst Wizard"
#descr "The Wizards of the Amethyst Order study the Lore of Death, sometimes called Necromancy, the Sixth Lore of Magic, the wind of Shyish. The symbol of the Sixth Lore is the scythe and the colour of the Order's garb is dark purple or black. Pale skinned and gaunt, Amethyst Wizards are shunned by most folk, associated with death and decay, but the need for knowledge of this darkest Lore of magic is great. Shyish is one of the hardest to see and understand of the eight winds and pursuit of their Lore leads members of the Order to spend a great deal of time poring over tomes of obscure or forgotten knowledge. Amethyst Wizards are a potent force on the battlefield, capable of snuffing out life, undoing their foes and even animating the dead if the cause is severe enough to risk the wrath of the Sigmarites. The Amethyst College is a dark and crooked structure overlooking the reputedly haunted great plague cemetery of Altdorf."
#hp 9
#size 2
#prot 0
#mor 13
#mr 14
#enc 3
#str 9
#att 10
#def 9
#prec 10
#mapmove 2
#ap 12
#gcost 170
#rcost 1
#armor "Robes"
#weapon "Scythe"
#magicskill 5 2
#magicskill 4 1
#researchbonus 2
#noleader
#nametype 104
#end



---- Light Wizard

#newmonster 2483
#spr1 "./Warhammer_Empire/Wizard Light.tga"
#spr2 "./Warhammer_Empire/Wizard Light2.tga"
#name "Light Wizard"
#descr "The Wizards of the Light Order, known often as the Hierophants, or Wise Order, study the Lore of Light, the First Lore, the wind of Hysh. The symbols of the First Lore are many, but chief amongst them is the Serpent of Light and the colour of the Order's robes is white. The wind of Hysh is the purest amongst the Lores, though it is also the most effusive and difficult to master. Because of this, Light Wizards tend to work together in complex rituals and communions to stand the best chance of casting their spells. Light magic can heal and protect, but also sear and consume, particularly against unnatural enemies. The pyramidal Light College lies at a mystic conjunction of power lines and taps into the energies of Hysh with an elaborate system of mirrors and prisms. Deep beneath the College, the Vault of Light, created by Teclis himself, serves as a prison for the most powerful, and corrupt, artifacts of Chaos."
#hp 9
#size 2
#prot 0
#mor 12
#mr 15
#enc 3
#str 9
#att 10
#def 9
#prec 10
#mapmove 2
#ap 12
#gcost 170
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#weapon "Mirror of Hysh"
#magicskill 4 2
#magicskill 0 1
#noleader
#nametype 104
#researchbonus 3
#end


---- Jade Wizard

#newmonster 2484
#spr1 "./Warhammer_Empire/Wizard Jade.tga"
#spr2 "./Warhammer_Empire/Wizard Jade2.tga"
#name "Jade Wizard"
#descr "The Wizards of the Jade Order study the Lore of Life, the Third Lore, the wind of Ghyran. The symbol of the Third Lore is the spiralling coil of life and the colour of the Order's robes is green. The magical energies of Ghyran precipitate like rain upon the earth and is drawn up into plants of all forms. Jade Wizards prefer the company of nature over civilisation, though they are not so isolationist as the Amber Order. They can command the elemental forces of nature itself, with some specialising in rain and storms while others manipulate the earth itself. Their studies have made them expert herbalists and healers and they are known for their ability to travel tirelessly, drawing energy from the ground as they walk barefoot. The Jade College is a walled enclosure, within which a magically shaped forest cradles a system of brooks and streams surrounding a wonderous silver lake."
#hp 11
#size 2
#prot 0
#mor 12
#mr 14
#enc 2
#str 10
#att 10
#def 10
#prec 10
#mapmove 3
#ap 12
#gcost 160
#rcost 1
#armor "Robes"
#weapon "Sickle"
#forestsurvival
#magicskill 6 1
#magicskill 2 1
#custommagic 1280 100
#noleader
#nametype 104
#healer 20
#springpower 1
#end


---- Gold Wizard

#newmonster 2444
#spr1 "./Warhammer_Empire/Wizard Gold.tga"
#spr2 "./Warhammer_Empire/Wizard Gold2.tga"
#name "Gold Wizard"
#descr "The Wizards of the Gold Order study the Lore of Metal or Alchemy, the Second Lore of Magic, the wind of Chamon. The symbol of the Second Lore is a soaring eagle and the colour of the Order's garb is yellow. The energies of Chamon are heavy and are drawn to pool around metal. Gold Wizards often bear traces of their experiments in alchemy and transmutation, chemical stains and scorch marks, but also garb of fine quality and a great deal of jewellery. Able to exert power over metal, the Gold order make powerful battlemages and away from the field of battle are experts in forging magical items, though not near so skilled as the Dwarfs. Despite its ostentatious reputation the Gold College is more like a forge of industry than a place of learning."
#hp 10
#size 2
#prot 0
#mor 12
#mr 14
#enc 3
#str 10
#att 10
#def 10
#prec 11
#mapmove 2
#ap 12
#gcost 190
#rcost 1
#armor "Robes"
#weapon "Pyros"
#magicskill 0 1
#magicskill 3 2
#forgebonus 10
#fireres 25
#poisonres 25
#noleader
#nametype 104
#end


---- Amber Wizard

#newmonster 2443
#spr1 "./Warhammer_Empire/Wizard Amber.tga"
#spr2 "./Warhammer_Empire/Wizard Amber2.tga"
#name "Amber Wizard"
#descr "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Members of the order can be easily recognised by their savage appearance. Adorned in furs, bones, feathers and other talismans, Amber wizards are superb woodsmen with a natural affinity for the beasts of the wild. Solitary individuals who live reclusive lives across the forests of the Empire, they are nonetheless quick to heed the call to arms against the foes of man. The Amber College maintains no building in the capital, but when necessary the scattered mages of the Order will come together in a network of forest lairs. All Amber Wizards gain power when in the forests of the wild."
#hp 13
#size 2
#prot 0
#mor 13
#mr 14
#enc 3
#str 12
#att 11
#def 11
#prec 11
#mapmove 2
#ap 12
#gcost 160
#rcost 1
#armor "Furs"
#weapon "Thorn Spear"
#weapon "Claw"
#ambidextrous 4
#magicskill 6 2
#forestsurvival
#mountainsurvival
#animalawe 1
#poisonres 25
#noleader
#nametype 104
#forestshape 2486 -- Amber Wizard with extra nature magic, reinvig and regen
#end


---- Amber Wizard (forest form)

#newmonster 2486
#spr1 "./Warhammer_Empire/Wizard Amber.tga"
#spr2 "./Warhammer_Empire/Wizard Amber2.tga"
#name "Amber Wizard"
#descr "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Members of the order can be easily recognised by their savage appearance. Adorned in furs, bones, feathers and other talismans, Amber wizards are superb woodsmen with a natural affinity for the beasts of the wild. Solitary individuals who live reclusive lives across the forests of the Empire, they are nonetheless quick to heed the call to arms against the foes of man. The Amber College maintains no building in the capital, but when necessary the scattered mages of the Order will come together in a network of forest lairs. All Amber Wizards gain power when in the forests of the wild."
#hp 15 (+2)
#size 2
#prot 0
#mor 13
#mr 15 (+1)
#enc 3
#str 13 (+1)
#att 12 (+1)
#def 12 (+1)
#prec 12 (+1)
#mapmove 2
#ap 12
#gcost 160
#rcost 1
#armor "Furs"
#weapon "Thorn Spear"
#weapon "Claw"
#ambidextrous 4
#magicskill 6 2
#magicboost 6 1
#forestsurvival
#mountainsurvival
#animalawe 1
#poisonres 25
#noleader
#nametype 104
#regeneration 10
#reinvigoration 1
#plainshape 2443 -- Amber Wizard without extra nature magic, reinvig and regen
#end


---- Amber Wizard Lord

#newmonster 2445
#spr1 "./Warhammer_Empire/Wizard Lord Amber.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Amber2.tga"
#name "Amber Wizard Lord"
#descr "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Amber Wizard Lords are even more reclusive and wild than their brothers in the Order and will often go years without any human contact whatsoever. To attain the rank of Lord, an Amber Wizard must confront one of the giant bears of the Great Forest, stare down the beast and form a permament bond with its primitive mind. From that day forth they are as one, mage and beast tearing through the enemy ranks in perfect destructive harmony. All Amber Wizards gain power when in the forests of the wild."
#hp 45
#size 4
#prot 5
#mor 15
#mr 16
#enc 3
#mounted
#str 14
#att 12
#def 12
#prec 12
#mapmove 2
#ap 18
#gcost 240
#rcost 1
#armor "Furs"
#weapon "Thorn Spear"
#weapon "Claw"
#ambidextrous 4
#weapon 417 -- bear bite
#weapon 236 -- bear claw
#magicskill 6 3
#magicskill 1 1
#magicskill 3 1
#forestsurvival
#mountainsurvival
#animalawe 3
#poisonres 50
#poorleader
#nametype 104
#forestshape 2487 -- Amber Wizard with extra nature magic, reinvig and regen
#end


---- Amber Wizard Lord (forest form)


#newmonster 2487
#spr1 "./Warhammer_Empire/Wizard Lord Amber.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Amber2.tga"
#name "Amber Wizard Lord"
#descr "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Amber Wizard Lords are even more reclusive and wild than their brothers in the Order and will often go years without any human contact whatsoever. To attain the rank of Lord, an Amber Wizard must confront one of the giant bears of the Great Forest, stare down the beast and form a permament bond with its primitive mind. From that day forth they are as one, mage and beast tearing through the enemy ranks in perfect destructive harmony. All Amber Wizards gain power when in the forests of the wild."
#hp 55 (+10)
#size 4
#prot 5
#mor 16 (+1)
#mr 17 (+1)
#enc 3
#mounted
#str 16 (+2)
#att 13 (+1)
#def 13 (+1)
#prec 13 (+1)
#mapmove 2
#ap 18
#gcost 240
#rcost 1
#armor "Furs"
#weapon "Thorn Spear"
#weapon "Claw"
#ambidextrous 4
#weapon 417 -- bear bite
#weapon 236 -- bear claw
#magicskill 6 3
#magicskill 1 1
#magicskill 3 1
#magicboost 6 1
#forestsurvival
#mountainsurvival
#animalawe 5 (+2)
#poisonres 50
#poorleader
#nametype 104
#plainshape 2445 -- ordinary Amber Wizard Lord
#regeneration 10
#reinvigoration 2
#end



---- Gold Wizard Lord

#newmonster 2485
#spr1 "./Warhammer_Empire/Wizard Lord Gold.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Gold2.tga"
#name "Gold Wizard Lord"
#descr "The Wizards of the Gold Order study the Lore of Metal or Alchemy, the Second Lore of Magic, the wind of Chamon. The symbol of the Second Lore is a soaring eagle and the colour of the Order's garb is yellow. The energies of Chamon are heavy and are drawn to pool around metal. Gold Wizards often bear traces of their experiments in alchemy and transmutation, chemical stains and scorch marks, but also garb of fine quality and a great deal of jewellery. Gold Wizard Lords are particularly powerful members of society, as they have mastered many methods of transmutation and inevitably amassed a small personal fortune. The usage of vitriol and acid spells is restricted within the Gold order to Lords as this powerful magic is considered too dangerous for rank and file members. Gold Mages require twice as much gold per month as other mages."
#hp 12
#size 3
#prot 0
#mor 13
#mr 16
#enc 3
#str 10
#att 10
#def 10
#prec 12
#mapmove 2
#ap 22
#gcost 480
#rcost 1
#mounted
#armor "Robes"
#weapon "Pyros"
#magicskill 0 2
#magicskill 3 3
#magicskill 2 2
#fireres 50
#poisonres 50
#poorleader
#nametype 104
#older -10
#forgebonus 15
#end


---- Bright Wizard Lord

#newmonster 2449
#spr1 "./Warhammer_Empire/Wizard Lord Bright.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Bright2.tga"
#name "Bright Wizard Lord"
#descr "The Wizards of the Bright Order study the Lore of Fire or Pyromancy, the Seventh Lore of Magic, the wind of Aqshy. The symbol of the Seventh Lore is the Key of Secrets and the colour of the Order's garb is red or orange. Bright Wizards typically have wild red hair and arm themselves for battle, for the energies of Aqshy are ideally suited to destruction. It is impossible for a member of the Bright College to attain the title of Wizard Lord without considerable battlefield experience. A Bright Wizard Lord is capable not only of unleashing devastating magic, but also leading men in battle, spearheading assaults and cutting a swathe through the foe with his flaming sword."
#hp 15
#size 3
#prot 0
#mor 14
#mr 16
#enc 3
#str 11
#att 12
#def 12
#prec 13
#mapmove 2
#ap 22
#gcost 240
#rcost 1
#mounted
#armor "Ring Mail Cuirass"
#weapon "Fire Brand"
#magicskill 0 3
#magicskill 3 1
#magicskill 5 1
#onebattlespell "Phoenix Power"
#firepower 2
#fireres 100
#fireshield 8
#okleader
#nametype 104
#older -20
#end


---- Amethyst Wizard Lord

#newmonster 2448
#spr1 "./Warhammer_Empire/Wizard Lord Amethyst.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Amethyst2.tga"
#name "Amethyst Wizard Lord"
#descr "The Wizards of the Amethyst Order study the Lore of Death, sometimes called Necromancy, the Sixth Lore of Magic, the wind of Shyish. The symbol of the Sixth Lore is the scythe and the colour of the Order's garb is dark purple or black. Pale skinned and gaunt, Amethyst Wizards are shunned by most folk, associated with death and decay, but the need for knowledge of this darkest Lore of magic is great. A Wizard Lord of the Amethyst College is a figure of great fear and mystery, as the energies of Shyish seem to permeate their very being. The merest touch of a Lord's scythe can cause instant death and even worse, those slain are likely to continue to serve the Lord in undeath. Despite this, these grim men are known to be fierce enemies of all manner of undead."
#hp 12
#size 3
#prot 0
#mor 14
#mr 16
#enc 3
#str 10
#att 11
#def 11
#prec 10
#mapmove 2
#ap 22
#gcost 240
#rcost 1
#armor "Robes"
#weapon "Soul Scythe"
#magicskill 5 3
#magicskill 4 2
#magicskill 1 1
#researchbonus 4
#noleader
#mounted
#nametype 104
#fear 0
#older -10
#end


---- Celestial Wizard Lord

#newmonster 2447
#spr1 "./Warhammer_Empire/Wizard Lord Celestial.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Celestial2.tga"
#name "Celestial Wizard Lord"
#descr "The Wizards of the Celestial Order study the Lore of the Heavens, or Astromancy, the Fourth Lore of Magic, the Wind of Azyr. The symbol of the Fourth Lore is the Comet of Power and the colour of the Order's garb is blue. The energies of Azyr gather in the heavens, distorting the light of celestial bodies. Celestial Wizards spend much of their time in observatories, mapping and researching these distortions, seeking to predict future events. A Celestial Wizard Lord has an almost unparalleled knowledge of the heavens and through observation and calculation can provide startlingly accurate predictions of future events. While their knowledge and advice are often sought, they are also known for their ability to direct devastating strikes from the heavens, in the form of blasts of lightning or even hurtling chunks of celestial firmament itself."
#hp 11
#size 3
#prot 0
#mor 12
#mr 16
#enc 3
#str 9
#att 9
#def 9
#prec 13
#mapmove 2
#ap 22
#gcost 240
#mounted
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#noleader
#shockres 100
#researchbonus 6
#nobadevents 20
#magicskill 4 2
#magicskill 1 2
#magicskill 3 1
#custommagic 2304 100
#noleader
#nametype 104
#older -10
#end


---- Grey Wizard Lord

#newmonster 2446
#spr1 "./Warhammer_Empire/Wizard Lord Grey.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Grey2.tga"
#name "Grey Wizard Lord"
#descr "The Wizards of the Grey Order study the Lore of Shadow, Fifth Lore of Magic, the Wind of Ulgu. The symbol of the Fifth Lore is the Sword of Judgement and the colour of the Order's garb is grey. Of all the Orders they are the most secretive and are greatly feared by common men, for it is known they watch all from the shadows and wander the breadth of the land. A Wizard Lord of the Grey College is a master of stealth, misdirection and the shadows with the patience and focus to strike when least expected. Mounted on steeds rumoured to be descended from High Elven breeds and enchanted with Shadow Magic, they may move unseen through the lands and across battlefields at impossible speeds. Many a grave foe has fallen unseen by the hand of a Shadow Lord."
#hp 13
#size 3
#prot 0
#mor 13
#mr 16
#enc 3
#str 11
#att 12
#def 12
#prec 12
#mapmove 3
#ap 30
#flying
#gcost 240
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#noleader
#darkvision 100
#darkpower 4
#stealthy 25
#spy
#assassin
#illusion
#shockres 50
#stormpower 1
#magicskill 1 2
#magicskill 5 1
#magicskill 4 1
#custommagic 6144 100
#nametype 104
#older -10
#mounted
#end


---- Light Wizard Lord

#newmonster 2441
#spr1 "./Warhammer_Empire/Wizard Lord Light.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Light2.tga"
#name "Light Wizard Lord"
#descr "The Wizards of the Light Order, known often as the Hierophants, or Wise Order, study the Lore of Light, the First Lore, the wind of Hysh. The symbols of the First Lore are many, but chief amongst them is the Serpent of Light and the colour of the Order's robes is white. The wind of Hysh is the purest amongst the Lores, though it is also the most effusive and difficult to master. Because of this, comparatively few Light Wizards ever earn the title of Wizard Lord. Those that do are true masters of the arcane who have begun to understand the nature of magic itself and can bend Light energy itself to reproduce facets of the other Lores. This focus on demanding study leaves the Lords physically weak, but at the head of a Communion of Light, they are powerful indeed."
#hp 9
#size 3
#prot 0
#mor 12
#mr 17
#enc 3
#str 9
#att 9
#def 9
#prec 10
#mapmove 3
#ap 22
#gcost 240
#rcost 1
#armor "Robes"
#weapon "Quarterstaff"
#weapon "Mirror of Hysh"
#magicskill 4 3
#magicskill 0 1
#magicskill 3 1
#magicskill 6 1
#noleader
#nametype 104
#researchbonus 6
#mounted
#healer 20
#end


---- Jade Wizard Lord

#newmonster 2442
#spr1 "./Warhammer_Empire/Wizard Lord Jade.tga"
#spr2 "./Warhammer_Empire/Wizard Lord Jade2.tga"
#name "Jade Wizard Lord"
#descr "The Wizards of the Jade Order study the Lore of Life, the Third Lore, the wind of Ghyran. The symbol of the Third Lore is the spiralling coil of life and the colour of the Order's robes is green. The magical energies of Ghyran precipitate like rain upon the earth and is drawn up into plants of all forms. Jade Wizard Lords have cultivated a profound understanding of the cycle of life and are able to draw on all aspects of the natural world. Often turning their abilities to the healing of both the people and the land, they have been recognised as miracle workers by the Sigmarite faith. Jade Wizard Lords ride Elven steeds said to have been bred from Avelorn stock originally transplanted by Teclis himself."
#hp 11
#size 3
#prot 0
#mor 13
#mr 16
#enc 3
#str 10
#att 11
#def 12
#prec 10
#mapmove 4
#ap 28
#gcost 240
#rcost 1
#armor "Robes"
#weapon "Sickle"
#magicskill 6 2
#magicskill 2 2
#magicskill 8 1
#custommagic 1280 100
#custommagic 1280 100
#noleader
#nametype 104
#mounted
#healer 60
#springpower
#entangle
#mountainsurvival
#forestsurvival
#swampsurvival
#holy
#end



-------- MAGIC SUMMONS


---- Burning Head (Combat summon)

#newmonster 2439
#spr1 "./Warhammer_Empire/Burning Head.tga"
#spr2 "./Warhammer_Empire/Burning Head2.tga"
#name "Burning Head"
#descr "A cackling shrieking head made of pure fire that hurtles into the ranks of the enemy like a fireball and burns any who attempt to strike it."
#hp 5
#size 1
#mor 50
#mr 15
#enc 0
#str 10
#att 10
#def 11
#ethereal
#prec 10
#mapmove 2
#ap 2
#flying
#gcost 0
#rcost 0
#weapon 216 -- fire
#fireres 100
#fireshield 5
#magicbeing
#blind
#heat 5
#speciallook 3
#end



-------- PRETENDERS


#newmonster 2478
#copystats 1340 -- Lord of War
#copyspr 1340
#restrictedgod 80
#end

#newmonster 2479
#copystats 1230 -- Forge Lord
#copyspr 1230
#restrictedgod 80
#end

#newmonster 2480
#copystats 215 -- Virtue
#copyspr 215
#restrictedgod 80
#end

#newmonster 2481
#copystats 607 -- Baphomet
#copyspr 607
#restrictedgod 80
#end

#newmonster 2482
#copystats 1370 -- Lady of springs
#copyspr 1370
#restrictedgod 80
#end




-------- SPELLS


#newspell
#copyspell "Bind Spine Devil"
#end

#newspell
#copyspell "Bind Storm Demon"
#end

#newspell
#copyspell "Hellfire"
#end

#newspell
#copyspell "Tune of Growth"
#end

#newspell
#copyspell "Bind Frost Fiend"
#end

#newspell
#copyspell "Carrion Centaur"
#end


#selectspell 699 -- Bind Spine Devil
#clear
#nreff 12
#damage 2471 -- Blazing Sun Knight
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 91 -- kill caster
#end

#selectspell 715 -- Bind Storm Demon
#clear
#nreff 14
#damage 2470 -- Inner Circle Reiksguard
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 91 -- kill caster
#end

#selectspell 714 -- Hellfire
#clear
#nreff 12
#damage 2474 -- Black Bear Knight
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 91 -- kill caster
#end

#selectspell 710 -- Bind Frost Fiend
#clear
#nreff 4
#damage 2599 -- Demigryph Knight
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 91 -- kill caster
#end

#selectspell 147 -- Tune of Growth
#clear
#nreff 12
#damage 2472 -- Knight Griffon
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 710 -- 4 demigryph knights
#end

#selectspell 149 -- Carrion Centaur
#clear
#nreff 12
#damage 2475 -- Gold Lion Knight
#researchlevel 0
#school -1
#effect 10001
#range 1
#restricted 80
#nextspell 91 -- kill caster
#end



---- Summon the Blazing Sun

#newspell
#name "Summon the Blazing Sun"
#description "Granted a substantial tribute and ceremonially summoned to aid the Empire, Grandmaster Brenst Aufflammen of the Order of the Blazing Sun and his retinue are yours to command. The Order is unusual in that it is dedicated to the foreign deity Myrmidia, though this strange god seems to have given the knights total protection against flames and heat."
#school 0
#restricted 80
#researchlevel 0
#path 0 1
#path 1 8
#pathlevel 0 1
#pathlevel 1 5
#effect 10021
#fatiguecost 0
#damage 2433
#nreff 1
#nextspell 699
#end



---- Summon the Black Bear

#newspell
#name "Summon the Black Bear"
#description "Granted a substantial tribute and ceremonially summoned to aid the Empire, Grandmaster Lucas Siver of the Order of the Black Bear and his retinue are yours to command. The Order is a particularly boisterous one that is constantly warring and stresses the physical strength and toughness this philosophy requires."
#school 0
#restricted 80
#researchlevel 0
#path 0 1
#path 1 8
#pathlevel 0 1
#pathlevel 1 5
#effect 10021
#fatiguecost 0
#damage 2438
#nreff 1
#nextspell 714
#end



---- Summon the Griffon

#newspell
#name "Summon the Griffon"
#description "Granted a substantial tribute and ceremonially summoned to aid the Empire, Grandmaster Hans Dueterberg of the Order of Knights Griffon and his retinue are yours to command. The Knights Griffon are the most well drilled and disciplined of all Orders, sworn to protect the Temple of Sigmar, now located in Altdorf. Founded by Magnus the Pious as a splinter of the Knights Panther, they are proud of their origin and are currently involved in a bitter rivalry with the Grand Order of the Reiksguard. The Knights Griffon are able to field some Brothers mounted on Demigryphs, whose talons can tear through armour with ease."
#school 0
#restricted 80
#researchlevel 0
#path 0 1
#path 1 8
#pathlevel 0 1
#pathlevel 1 6
#effect 10021
#fatiguecost 0
#damage 2440
#nreff 1
#nextspell 147
#end


---- Summon the Reiksguard

#newspell
#name "Summon the Reiksguard"
#description "Granted a substantial tribute and ceremonially summoned to aid the Empire, Captain of the Reiksguard Kurt Helborg and his retinue of Inner Circle knights are yours to command. The Reiksguard are the largest and most powerful Order and Captain Helborg is second only to the Emperor in military authority. The burnished armour of the Reiksguard gleams with light and their charge is an awesome site to behold."
#school 0
#restricted 80
#researchlevel 0
#path 0 1
#path 1 8
#pathlevel 0 1
#pathlevel 1 6
#effect 10021
#fatiguecost 0
#damage 2464
#nreff 1
#nextspell 715
#end




---- Summon the Gold Lion

#newspell
#name "Summon the Gold Lion"
#description "Granted a substantial tribute and ceremonially summoned to aid the Empire, Grandmaster Juergen Fruehauf and his retinue of Inner Circle Knights are yours to command. The Order of the Gold Lion were founded during the crusades in Araby and are experts in desert warfare who use Estalian steeds of great endurance and favour curved Arabian blades. Though they have recently suffered some misfortunes their young Grandmaster's energy has proven infectious and they are one of the most active Orders. They are famed for their great bravery and loyalty and are known to the common people as The Lionhearts."
#school 0
#restricted 80
#researchlevel 0
#path 0 1
#path 1 8
#pathlevel 0 1
#pathlevel 1 5
#effect 10021
#fatiguecost 0
#damage 2587
#nreff 1
#nextspell 149
#end



---- Contact Bright Wizard

--newspell
--name "Contact Bright Wizard"
--description "The Wizards of the Bright Order study the Lore of Fire or Pyromancy, the Seventh Lore of Magic, the wind of Aqshy. The symbol of the Seventh Lore is the Key of Secrets and the colour of the Order's garb is red or orange. Bright Wizards typically have wild red hair and arm themselves for battle, for the energies of Aqshy are ideally suited to destruction. On the battlefield they are peerless, unleashing magic beyond that which they would normally wield, fueled by the conflict."
--school 2
--restricted 80
--researchlevel 2
--path 0 0
--pathlevel 0 1
--effect 10021
--fatiguecost 400
--damage 2423
--nreff 1
--end


---- Contact Bright Wizard Lord

#newspell
#name "Contact Bright Wizard Lord"
#description "The Wizards of the Bright Order study the Lore of Fire or Pyromancy, the Seventh Lore of Magic, the wind of Aqshy. The symbol of the Seventh Lore is the Key of Secrets and the colour of the Order's garb is red or orange. Bright Wizards typically have wild red hair and arm themselves for battle, for the energies of Aqshy are ideally suited to destruction. A Bright Wizard Lord is a force of pure destruction on the battlefield, heaping flaming death upon his foes and leading the men of the Empire into the fray with his sword of fire."
#school 2
#restricted 80
#researchlevel 4
#path 0 0
#pathlevel 0 2
#effect 10021
#fatiguecost 1800
#damage 2449
#nreff 1
#end



---- Contact Grey Wizard

--newspell
--name "Contact Grey Wizard"
--description "The Wizards of the Grey Order study the Lore of Shadow, Fifth Lore of Magic, the Wind of Ulgu. The symbol of the Fifth Lore is the Sword of Judgement and the colour of the Order's garb is grey. Of all the Orders they are the most secretive and are greatly feared by common men, for it is known they watch all from the shadows and wander the breadth of the land. Their magic is that of illusion, misdirection and darkness, better suited to covert activity than pitched battle."
--school 4
--restricted 80
--researchlevel 2
--path 0 1
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2424
--nreff 1
--end


---- Contact Grey Wizard Lord

#newspell
#name "Contact Grey Wizard Lord"
#description "The Wizards of the Grey Order study the Lore of Shadow, Fifth Lore of Magic, the Wind of Ulgu. The symbol of the Fifth Lore is the Sword of Judgement and the colour of the Order's garb is grey. Of all the Orders they are the most secretive and are greatly feared by common men, for it is known they watch all from the shadows and wander the breadth of the land. A Grey Wizard Lord is capable of traversing great distances in a moment, remaining unseen by all until he wishes to be and striking with accuracy and power when least expected."
#school 4
#restricted 80
#researchlevel 4
#path 0 1
#path 1 5
#pathlevel 0 2
#pathlevel 1 1
#effect 10021
#fatiguecost 1900
#damage 2446
#nreff 1
#end



---- Contact Celestial Wizard

--newspell
--name "Contact Celestial Wizard"
--description "The Wizards of the Celestial Order study the Lore of the Heavens, or Astromancy, the Fourth Lore of Magic, the Wind of Azyr. The symbol of the Fourth Lore is the Comet of Power and the colour of the Order's garb is blue. The energies of Azyr gather in the heavens, distorting the light of celestial bodies. Celestial Wizards spend much of their time in observatories, mapping and researching these distortions, seeking to predict future events. When Celestial Wizards venture outside their college they wear ostentatious robes rivalling those of the Gold Order and carry precise instruments of calculation that they might more accurately call down punishment on the foes of the empire."
--school 5
--restricted 80
--researchlevel 2
--path 0 1
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2425
--nreff 1
--end



---- Contact Celestial Wizard Lord

#newspell
#name "Contact Celestial Wizard Lord"
#description "The Wizards of the Celestial Order study the Lore of the Heavens, or Astromancy, the Fourth Lore of Magic, the Wind of Azyr. The symbol of the Fourth Lore is the Comet of Power and the colour of the Order's garb is blue. The energies of Azyr gather in the heavens, distorting the light of celestial bodies. Celestial Wizards spend much of their time in observatories, mapping and researching these distortions, seeking to predict future events. A Celestial Wizard Lord can see events of the future with unnerving clarity, possesses a keen mind for observation and research, and in battle can call down the very wrath of the heavens."
#school 5
#restricted 80
#researchlevel 4
#path 0 1
#path 1 4
#pathlevel 0 2
#pathlevel 1 1
#effect 10021
#fatiguecost 2000
#damage 2447
#nreff 1
#end

---- Contact Amethyst Wizard

--newspell
--name "Contact Amethyst Wizard"
--description "The Wizards of the Amethyst Order study the Lore of Death, sometimes called Necromancy, the Sixth Lore of Magic, the wind of Shyish. The symbol of the Sixth Lore is the scythe and the colour of the Order's garb is dark purple or black. Typically pale skinned with Amethyst Wizards are shunned by most folk, associated with death and decay, but the need for knowledge of this darkest Lore of magic is great. Shyish is the hardest to see and understand of the eight winds and pursuit of their Lore leads members of the Order to spend a great deal of time poring over tomes of obscure or forgotten knowledge. While Amethyst Wizards are a potent force on the battlefield, capable of snuffing out life and undoing their foes, they are rarely willing to summon undead to their cause, knowing the dangers of this forbidden magic."
--school 1
--restricted 80
--researchlevel 2
--path 0 5
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2434
--nreff 1
--end


---- Contact Amethyst Wizard Lord

#newspell
#name "Contact Amethyst Wizard Lord"
#description "The Wizards of the Amethyst Order study the Lore of Death, sometimes called Necromancy, the Sixth Lore of Magic, the wind of Shyish. The symbol of the Sixth Lore is the scythe and the colour of the Order's garb is dark purple or black. Typically pale skinned with Amethyst Wizards are shunned by most folk, associated with death and decay, but the need for knowledge of this darkest Lore of magic is great. A Wizard Lord of the Amethyst College is a fear inspiring avatar of Shyish, capable of severing the souls of his foes and turning them into lifeless husks at his command."
#school 1
#restricted 80
#researchlevel 4
#path 0 5
#path 1 4
#pathlevel 0 2
#pathlevel 1 1
#effect 10021
#fatiguecost 2000
#damage 2448
#nreff 1
#end

---- Contact Light Wizard

--newspell
--name "Contact Light Wizard"
--description "The Wizards of the Light Order, known often as the Hierophants, or Wise Order, study the Lore of Light, the First Lore, the wind of Hysh. The symbols of the First Lore are many, but chief amongst them is the Serpent of Light and the colour of the Order's robes is white. The wind of Hysh is the purest amongst the Lores, though it is also the most effusive and difficult to master. Because of this, Light Wizards tend to work together in complex rituals and communions to stand the best chance of casting their spells. Light magic can heal and protect, but also sear and consume, particularly against unnatural enemies."
--school 1
--restricted 80
--researchlevel 2
--path 0 4
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2483
--nreff 1
--end


---- Contact Light Wizard Lord

#newspell
#name "Contact Light Wizard Lord"
#description "The Wizards of the Light Order, known often as the Hierophants, or Wise Order, study the Lore of Light, the First Lore, the wind of Hysh. The symbols of the First Lore are many, but chief amongst them is the Serpent of Light and the colour of the Order's robes is white. The wind of Hysh is the purest amongst the Lores, though it is also the most effusive and difficult to master. Light Wizard Lords are beacons of purifying power who often use communions of their fellow mages to direct pure Light magic into the facets of other Lores."
#school 1
#restricted 80
#researchlevel 4
#path 0 4
#pathlevel 0 3
#effect 10021
#fatiguecost 2000
#damage 2441
#nreff 1
#end


---- Contact Gold Wizard

--newspell
--name "Contact Gold Wizard"
--description "The Wizards of the Gold Order study the Lore of Metal or Alchemy, the Second Lore of Magic, the wind of Chamon. The symbol of the Second Lore is a soaring eagle and the colour of the Order's garb is yellow. The energies of Chamon are heavy and are drawn to pool around metal. Gold Wizards often bear traces of their experiments in alchemy and transmutation, chemical stains and scorch marks, but also garb of fine quality and a great deal of jewellery. Able to exert power over metal, the Gold order make powerful battlemages and away from the field of battle are experts in forging magical items, though not near so skilled as the Dwarfs. Gold Mages require twice as much gold per month as other mages."
--school 3 -- construction
--restricted 80
--researchlevel 2
--path 0 3
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2444
--nreff 1
--end


---- Contact Gold Wizard Lord

#newspell
#name "Contact Gold Wizard Lord"
#description "The Wizards of the Gold Order study the Lore of Metal or Alchemy, the Second Lore of Magic, the wind of Chamon. The symbol of the Second Lore is a soaring eagle and the colour of the Order's garb is yellow. The energies of Chamon are heavy and are drawn to pool around metal. Gold Wizard Lords are particularly powerful members of society, as they have mastered many methods of transmutation and inevitably amassed a small personal fortune. The usage of vitriol and acid spells is restricted within the Gold order to Lords as this powerful magic is considered too dangerous for rank and file members. Gold Mages require twice as much gold per month as other mages."
#school 3 -- construction
#restricted 80
#researchlevel 4
#path 0 3
#path 1 0
#pathlevel 0 2
#pathlevel 1 1
#effect 10021
#fatiguecost 2000
#damage 2485
#nreff 1
#end


---- Contact Amber Wizard

--newspell
--name "Contact Amber Wizard"
--description "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Members of the order can be easily recognised by their savage appearance. Adorned in furs, bones, feathers and other talismans, Amber wizards are superb woodsmen with a natural affinity for the beasts of the wild. Solitary individuals who live reclusive lives across the forests of the Empire, they are nonetheless quick to heed the call to arms against the foes of man."
--school 0 -- conjuration
--restricted 80
--researchlevel 2
--path 0 6
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2443
--nreff 1
--end


---- Contact Amber Wizard Lord

#newspell
#name "Contact Amber Wizard Lord"
#description "The Wizards of the Amber Order study the Lore of Beasts, the Eighth and final Lore of Magic, the wind of Ghur. The symbol of the Eighth Lore is the Arrow and the colour of the Order's garb is brown. The energies of Ghur are those of beasts and wild places most inimicable to man. Amber Wizard Lords are even more reclusive and wild than their brothers in the Order and will often go years without any human contact whatsoever. To attain the rank of Lord, an Amber Wizard must confront one of the giant bears of the Great Forest, stare down the beast and form a permament bond with its primitive mind. From that day forth they are as one, mage and beast tearing through the enemy ranks in perfect destructive harmony."
#school 0 -- conjuration
#restricted 80
#researchlevel 4
#path 0 6
#pathlevel 0 3
#effect 10021
#fatiguecost 2000
#damage 2445
#nreff 1
#end


---- Contact Jade Wizard

--newspell
--name "Contact Jade Wizard"
--description "The Wizards of the Jade Order study the Lore of Life, the Third Lore, the wind of Ghyran. The symbol of the Third Lore is the spiralling coil of life and the colour of the Order's robes is green. The magical energies of Ghyran precipitate like rain upon the earth and is drawn up into plants of all forms. Jade Wizards prefer the company of nature over civilisation, though they are not so isolationist as the Amber Order. Jade Wizards can command the elemental forces of nature itself, with some specialising in rain and storms, while others manipulate the very earth itself. They are also expert herbalists and healers outside of battle."
--school 4
--restricted 80
--researchlevel 2
--path 0 6
--pathlevel 0 1
--effect 10021
--fatiguecost 500
--damage 2484
--nreff 1
--end


---- Contact Jade Wizard Lord

#newspell
#name "Contact Jade Wizard"
#description "The Wizards of the Jade Order study the Lore of Life, the Third Lore, the wind of Ghyran. The symbol of the Third Lore is the spiralling coil of life and the colour of the Order's robes is green. The magical energies of Ghyran precipitate like rain upon the earth and is drawn up into plants of all forms. Jade Wizard Lords have cultivated a profound understanding of the cycle of life and are able to draw on all aspects of the natural world. Often turning their abilities to the prevention of natural disasters and healing of the people, they have been recognised as miracle workers by the Sigmarite faith and are sacred."
#school 4
#restricted 80
#researchlevel 4
#path 0 6
#path 1 2
#pathlevel 0 2
#pathlevel 1 1
#effect 10021
#fatiguecost 2000
#damage 2442
#nreff 1
#end



--- make a copy of healing song (144)

#newspell
#copyspell "Healing Song"
#end



---- Summon Burning Head

#selectspell 144
#clear
#name "Summon Burning Head"
#descr "Not used"
#school -1
#damage 2439
#effect 1
#path 0 0
#pathlevel 0 1
#end


---- Burning Head

#newspell
#copyspell "Fireball"
#name "The Burning Head"
#descr "His eyes burning with the fire of Aqshy, the Bright wizard gestures violently towards his foes, directing a screaming skull shaped apparition of scorching fire to hurtle into their midst."
#nextspell 144
#pathlevel 0 3
#restricted 80
#end



-------- SITES


#newsite 850
#name "Imperial Palace"
#path 8
#level 0
#rarity 5
#gems 1 1
#gems 6 1
#homemon 2457 -- Reik Foot
#end

#newsite 851
#name "Cathedral of Sigmar"
#path 8
#level 0
#rarity 5
#homecom 2428
#homemon 2461 -- flagellant
#end

#newsite 852
#name "Academy of Nuln"
#level 0
#rarity 5
#path 0
#homemon 2462
#gems 0 2
#gems 3 1
#end




-------- NATION



#selectnation 80
#clearnation
#clearsites
#name "Altdorf"
#epithet "Seat of the Emperor"
#era 2
#brief "The Empire is the largest and most powerful of the lands of men in the Old World, a mighty nation that stands as the bulwark against the many enemies of man. It is a land where magic, invention and the courage of mortal men rub shoulders, each an essential weapon in the war against the malign powers in the Warhammer world."

#descr "The Empire is the largest and most powerful of the lands of men in the Old World, a mighty nation that stands as the bulwark against the many enemies of man. It is a land where magic, invention and the courage of mortal men rub shoulders, each an essential weapon in the war against the malign powers in the Warhammer world. The men of the Empire have none of the supernatural strength nor brutal upbringing of the Warriors of Chaos, nor do they boast the numberless ranks of the vile Skaven, the savage resilience of the green-skinned Orcs or uncanny agility of the High Elves. Rather, the men of the Empire rely upon their steel-forged armour, the devices of war made at the Academy of Nuln and their unflinching faith in their warrior god, Sigmar. Altdorf is the seat of the Emperor, capital of the Empire and home the Colleges of Magic."
#summary "Race: Humans.
Military: Medium and heavy infantry with extremely heavy cavalry and dedicated missile units.
Magic: Colleges allow access to all non blood magic.
Priests: Strong."
#flag "./Warhammer_Empire/flag.tga"
#templepic 9
#startsite "Imperial Palace"
#startsite "Cathedral of Sigmar"
#startsite "Academy of Nuln"


--Sets what forts they will use.

#startfort 31 -- Great City (6)
#defaultfort 8 -- Citadel (4)
#mountainfort 42 -- Mountain City (5)
#swampfort 42 -- Mountain City (5)
#forestfort 32 -- Ramparts (3)




------- Add soldiers

#addrecunit 2455 -- Free Infantry
#addrecunit 2454 -- Archer
#addrecunit 2450 -- State Spearman
#addrecunit 2451 -- State Halberdier
#addrecunit 2452 -- State Swordsman
#addrecunit 2453 -- State Crossbow
--addrecunit 2462 -- Marksman
--addrecunit 2461 -- Flagellant
#addrecunit 2456 -- Greatsword
--addrecunit 2457 -- Reik Foot
#addrecunit 2460 -- Nobleborn
#addrecunit 2459 -- Order Knight (No lance)
#addrecunit 2458 -- Order Knight (Lance)
--addrecunit 2466 -- War Wagon


--addrecunit 2470 -- Inner Circle Reiksguard Knight
--addrecunit 2471 -- IC Griffon
--addrecunit 2472 -- IC Blazing Sun
--addrecunit 2473
--addrecunit 2474
--addrecunit 2475
--addrecunit 2476
--addrecunit 2599 -- demigryph knight



------- Add leaders

#addreccom "Scout"
#addreccom 2421 -- State Captain
#addreccom 2426 -- General
#addreccom 2427 -- Initiate of Sigmar
#addreccom 2429 -- Warrior Priest of Sigmar
#addreccom 2588 -- Witch Hunter
--addreccom 2428 -- Arch-Lector of Sigmar
#addreccom 2423 -- Bright Wizard
#addreccom 2424 -- Grey Wizard
#addreccom 2425 -- Celestial Wizard
#addreccom 2434 -- Amethyst Wizard
#addreccom 2483 -- Light Wizard
#addreccom 2484 -- Jade Wizard
#addreccom 2444 -- Gold Wizard
#addreccom 2443 -- Amber Wizard
#addreccom 2430 -- Tribute to Order
#addreccom 2422 -- Greater Tribute to Order
--addreccom 2433 -- Grandmaster Blazing Sun
--addreccom 2446 -- grey WL
--addreccom 2447 -- celestial WL
--addreccom 2448 -- amethyst WL
--addreccom 2449 -- bright WL
--addreccom 2441 -- Light WL
--addreccom 2442 -- Jade WL
--addreccom 2444 -- Gold Wizard
--addreccom 2485 -- Gold WL
--addreccom 2443 -- Amber Wizard
--addreccom 2445 -- Amber WL
--addreccom 2590 -- noble on griffon


----- HEROES


#multihero1 2590 -- noble on griffon


------- Province Defence

--Sets the units to be used in province defense.


#defcom1 2436 -- State Captain
#defcom2 2429 -- Warrior Priest

#defunit1 2454 -- Archer
#defunit1b 2451 -- State Halberdier
#defunit2 2450 -- State Spearman
#defunit2b 2453 -- State Crossbowman


--Sets how many of the units to appear per 10 points.

#defmult1 10
#defmult1b 10
#defmult2 10
#defmult2b 10


------ Hero Settings



#idealcold 0
#color 0 0 150

#startcom 2436 - non summoning state captain
#startunittype1 2450 -- spearmen
#startunitnbrs1 10
#startunittype2 2451 -- halberdiers
#startunitnbrs2 10
#startscout "Scout"
#end
