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No. | Technology | research_points | cost_per_round | Requires | Effects | Enables |
1 |
Military Tier 1 Sea Marauder's Tools Whether fighting at sea or on land, the longship Marauders are the most seasoned veterans of the Norscan tribes. |
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2 |
Military Tier 1 War Tools Weapons and armour are not the only apparatus of war – so too are the tools used to forge them. |
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3 |
Military Tier 2 Axemaker's Stone Sharper throwing-axes forged in larger numbers mean more dismemberment and decapitation on the battlefield. |
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Missile damage: +15% for all Marauders Missile units (faction_to_force_own_unseen) |
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4 |
Military Tier 2 Bladeworker's Hammer Without their aptly-formed instruments of death, the Northmen would be much less effective killers. |
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5 |
Military Tier 2 Corpulent Sails When the Marauders’ eagerness for despoilment is nurtured, vast distances can be covered between raids. |
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6 |
Military Tier 2 Longer Hulls Sailing into the unknown is always easier with more space for supplies. |
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Immunity to High Seas attrition (all forces) |
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7 |
Military Tier 2 Metalworker's Anvil A piece of armour is no harder than the anvil upon which it is fashioned. |
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8 |
Military Tier 2 Stronger Oars “Once you’ve rowed the breadth of the Middle Sea a few times, relentless slaughter does little to tire you…” |
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9 |
Military Tier 3 Butcher's Captives Give a captive a sword and he becomes an expendable sparring partner. |
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Melee defence: +5 for all Marauder units (faction_to_force_own_unseen) |
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10 |
Military Tier 3 Champions of War Every new war brings the Marauders bloody, gore-drenched glory in battle, whether in victory or in death. |
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Unit experience: +2 for all Marauder unit recruits (faction_to_character_own_unseen) |
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11 |
Military Tier 3 Crafter's Barding With the right armour, a Marauder’s mare can trample several enemy lines before taking significant damage. |
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Melee defence: +5 for all Marauder Chariot & Marauder Cavalry units (faction_to_force_own_unseen) |
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12 |
Military Tier 3 Horsemaster's Clinchers The correct expertise and equipment enables the Marauders' swift, blood-fed steeds to be ridden at their greatest speeds. |
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Speed: +10 for all Marauder Chariot & Marauder Cavalry units (faction_to_force_own_unseen) |
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13 |
Military Tier 4 Marauders of the West The opulent, pompous kingdoms of men and Dwarfs sit on a vast wealth that waits to be taken. |
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Increased sacking income: +50% from Bretonnian, Southern Kingdoms & Dwarf settlements (faction_to_faction_own_unseen) |
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14 |
Military Tier 4 Monster Hunter For those who dwell in the shadow of Chaos, monster hunting is a most savage pleasure. |
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Unlocks level 1 Monster Hunts (building_to_faction_own) |
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15 |
Military Tier 4 Raiders of the East To the east lies lands ripe for plundering – the treasuries and loot piles of Empire-men, Vampires, and Greenskins. |
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Increased sacking income: +50% from Empire, Vampire Count & Greenskin settlements (faction_to_faction_own_unseen) |
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16 |
Military Tier 5 Blood-Fuelled Hunger For some abominations of the north, a mere whiff of blood is enough to lose all restraint. |
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Weapon strength: +10% for all Skin Wolf, Norscan Ice Wolves & Norscan Warhound units (faction_to_force_own_unseen) |
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17 |
Military Tier 5 Chaos Surge Nowhere else but under the shadow of Chaos are such brutish and degenerate killers nurtured and bred. |
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Recruitment cost: -5% for all Norscan Troll, Norscan Ice Troll & Fimir Warrior units (faction_to_force_own_unseen) |
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18 |
Military Tier 5 Demise of Tilea The peaceful principalities of the southernmost men need to be shown the true savagery of the north! |
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Missile resistance: 10% when fighting against Tilea (all forces) Leadership: +5 when fighting against Tilea (all forces) |
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19 |
Military Tier 5 Destruction of Bretonnia Svengar’s defeat at L’Anguille was an age ago - the Bretonnian Dukes shall soon fall! |
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Leadership: +5 when fighting against Bretonnia (all forces) Double experience gain for units when fighting against Bretonnia (faction_to_force_own_unseen) |
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20 |
Military Tier 5 One with Beasts A hunter without knowledge of his quarry is like a warrior without knowledge of his enemy. |
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Unlocks level 2 Monster Hunts (building_to_faction_own) |
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21 |
Military Tier 5 Ravaging of the Dwarfs Entrenched in their Holds, the stunties fiercely protect their lucrative mines, offering both a good fight and valuable plunder. |
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Leadership: +10 during subterranean intercept battles (all forces) Weapon strength: +10% when fighting against Dwarfs (all forces) |
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22 |
Military Tier 5 Razing of the Empire The soft men of the Empire think themselves the pinnacle of civilisation – time to bring them down a notch! |
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Melee attack: +5 when fighting against the Empire (all forces) Upkeep: -10% for Marauder units (all forces) |
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23 |
Military Tier 5 Ruination of the Vampire Counts Clogging up the land with soulless vessels, the Vampires and their necromantic allies are a scourge to be eradicated. |
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Double experience gain for units when fighting against Vampire Counts (faction_to_force_own_unseen) Attrition: -25% casualties suffered due to Vampiric Corruption attrition (all forces) |
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24 |
Military Tier 5 Slaughtering of the Greenskins The Greenskins’ love for war almost matches that of the Norscan tribes – let savagery be met with savagery! |
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Missile damage: +15% when fighting against Greenskin tribes (faction_to_force_own_unseen) Immunity to Barren Wasteland attrition (all forces) |
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25 |
Military Tier 6 Baying to Morrslieb The eerie green glow of the Dark Moon calls out all manner of feral monstrosities from the Norscan wilderness. |
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Recruitment cost: -10% for all Skin Wolf, Norscan Ice Wolves & Norscan Warhound units (faction_to_force_own_unseen) |
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26 |
Military Tier 6 Ice-Blooded Strength Prolonged exposure to the dark energies of the bitter, frozen north creates the toughest and most monstrous freaks. |
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Recruitment cost: -10% for all Norscan Troll, Norscan Ice Troll & Fimir Warrior units (faction_to_force_own_unseen) |
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27 |
Military Tier 6 Master of Beasts “To kill the beast, you must think like the beast." |
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Unlocks level 3 Monster Hunts (building_to_faction_own) |
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28 |
Military Tier 6 Secrets of Gork & Mork The primitive Greenskin gods are hard to make sense of, but their mystical secrets are valuable to any warmonger. |
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Winds of Magic power reserve: +20 (all forces) Income from post-battle loot: +50% (faction_to_character_own_unseen) |
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29 |
Military Tier 6 Secrets of Grain & Grape The lavish lands of Bretonnia’s capital provide powerful steeds, fertile lands, and tradable resources in abundance. |
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Charge bonus: +15% for cavalry units (all forces) Growth: +25 (all provinces) |
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30 |
Military Tier 6 Secrets of Mining & Machinery The closely-guarded knowledge of Dwarf construction and resource excavation techniques will be mysterious no longer! |
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Construction time: -1 for Province Capital/Settlement buildings (all regions) Income from all buildings: +50% (factionwide) |
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31 |
Military Tier 6 Secrets of Necromancy The Vampires and Undead, while despicable, are masters of subterfuge and know the secrets of mortal convalescence. |
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Casualty replenishment rate: +20% (all forces) Skin Wolf Werekin [[img:icon_hero]][[/img]]Hero capacity: +2 (faction_to_faction_own_unseen) |
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32 |
Military Tier 6 Secrets of Steel & Magic Despoil the Empire’s heartland, rip the Colleges of Magic from their foundations – only then will their secrets be revealed. |
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Enemy siege holdout time: -3 (faction_to_character_own_unseen) Weapon strength: +25% (all forces) |
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33 |
Military Tier 6 Secrets of War & Coin Whether it is material wealth, or just good ideas, all manner of assets can be stolen from organised men. |
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Upkeep: -20% for land units (all forces) Research rate: +10% (faction_to_faction_own_unseen) |
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