There was a margin of inaccuracy built into reinforcement arrival times based on the level differences between the Lords involved in a Battle. This effect was minor and added confusion, so it has been removed.
Previously, all ranged units had an innate (hidden) reload time reduction baked into their base stats ranging (roughly) between -7% and -15%. This variance led to several issues: some as simple as base reload times appearing as decimal values in the UI (rather than nice, round numbers) to complex problems with how additional reload time reductions were calculated, how stacking reload-reduction effects scale under different circumstances (often scaling DPS exponentially), and how other gameplay systems play off the value.
No one now knows when Humanity first entered the Old World or from whence they truly came, though the most ancient records of the Dwarfs tell the steady movement of Humans over the Worlds Edge Mountains over a period of several centuries, sometimes fleeing more powerful tribes of Men, other times fleeing the rampaging hordes of Greenskins. Other sources say that Humanity spread north from the southern continents, and made the first true communities along the coast of the Tilean Sea and the Black Gulf. Some of these tribes have migrated so far afield that they've even colonized the territories of what is today the Darklands and the rolling plains of the Eastern Steppes, a frigid land bordering closely to the Northern Waste.
Hierarchy. There are no forms of Government amongst the barbarians of the north. Indeed, the very nature of nations, law and order goes against and sometimes outright contradicts the nature of Chaos itself. As such, the only forms of unity amongst these barbarian raiders are their oaths of allegiance to powerful Champions, blood ties to their own Tribes and a strict military hierarchy dominated by the concept of strength. Most if not all the barbarians of the northern waste had started out life as a member of a Tribe or Clan amongst the peoples of the Norse, Kurgan and Hung. These Northmen societies are usually comprised of many different cultures, traditions and their own respective versions of the Chaos Gods. Nonetheless, each of these Tribes usually follow the same type of social structure based upon the strongest ruling over all.
On one side of his nature, Khorne is the embodiment of honor and courage, and those who have put their faith in Khorne are just as likely to be honorable warriors as blood crazed killers, and often times it is that they are both at the same time. The Warriors of Khorne, though gore maddened berserkers all, take no artful approach to killing, for such indulgent displays serve only to empower Slaanesh, the honorless adversary of Khorne amongst the company of the gods. This is also due to the warrior code of the devotees of Khorne, who believe it is the solemn right of every warrior to die an honorable death in battle with sword and axe in hand. Khorne is the second eldest and perhaps the mightiest of the Gods of Chaos.
Whatever its make, Chaos Armour provides a level of personal protection matched only by the Gromril armor of the Dwarfs. Arrows clatter harmlessly against the dark metal, halberds shatter in two when hammered against the sabatons and gorgets of the Chaos Warriors, and even the finest warhammers can make naught but a mild dent when struck against the armor of Chaos. Such is its strength that only weapons of Arcane origins stand a chance of penetrating this hellish plate. Ornate and weirdly wrought, it is forged from unknown materials that seem to writhe and change before a foeman's very eyes. Reflecting in its colors and ornamentation the patron god of its wearer, many Northmen warriors often affix their sets with crude and barbaric talismans that recall the traditions of their own tribes. Many a regiment of Chaos Warriors have gone into battle enshrouded in great cloaks of bearskin and wolf, wearing necklaces fixed with wolf teeth and the fangs of yet other beasts that are better not to mention. At times, it pleases the Dark Gods to grant these warriors a hellish unity with their armor, transforming it into a second skin that cannot be removed. Such warriors are regarded as blessed by their compatriots, for they have now fully committed themselves to the warrior's path, becoming true lords of battle. Those who endure this fate silently rage against what they have become, and throw themselves into battle with the fury of a berserker, desperately seeking death and a release from their prison.
The followers of Tzeentch are often capable warriors in their own right, but it is in their capacity for maleficent spellcraft and masterful manipulation that they truly excel. The greatest amongst their number are amongst the most mutated of all the followers of Chaos, armed with devastatingly powerful magical weaponry and mighty armor etched endlessly with runes of protection and aid, and are amongst the most terrifying of the servants of Chaos. Though in spite of the great power to be granted by the veneration of the Great Conspirator, there are few tribes in the North who would take him as their sole patron. This is particularly true of Norsca, where many prefer the bloody honor of Khorne's path. However, the worship of Tzeentch is relatively more common amongst the Kurgan tribes, who place great importance upon the evolving nature of the world. Regardless, by and large, the Raven God is perhaps the least called upon deity of the bleak northlands. The natural Northern antipathy and distrust for magic is likely also a contributing factor. However, whatever they lack in numbers they make up for in cunning. For beyond any faculty of magic or martial might, the servants of Tzeentch are feared chiefly for their impressive cunning. Many times has a warband of Northmen dedicated to Tzeentch overcome a foe of greater strength through means of espionage and subterfuge, causing disruptions that divide the enemy, allowing the savages to cut them down and make of them offerings to their abhorrent master.
Jealous of the mutant's skin, its guts conspire to break free from its body. In a long and painful process, the body turns itself inside out so that the creature wear its organs on the outside. It has a -4 penalty to Constitution and it can no longer wear normal armor (only Chaos Armour). In addition any critical hit made against it inflicts double damage (roll the damage dice four times).
Demons aren't creatures of the material plane. They require a constant influx of magic energy to manifest and maintain their form outside the Realm of Chaos. Experienced sorcerers can provide this magic output for a small number of them, however to summon Greater Demons, or legions of demons, far more powerful methods are necessary. Sorcerers usually develop complex arcane plans involving certain contours of hill and valley to funnel the Winds of Magic in unexpected ways, to later cage and harness them with devious machines. This plans are as powerful as they are dangerous and reckless because wood and stone cannot easily contain raw magic, leading to catastrophic results most of the times. If successful though, great portals are formed, letting the armies of Chaos march on the material world as long as they remain open.
The cult also has its worshippers among the lower classes, who use its practices to find some form of relief from their harsh, degrading lives. Some festivals and holy days, particularly those with a message of release and letting go of restraint, push into what some could consider blasphemous ground, where Slaanesh holds sway. Cultists take advantage of these times to recruit new followers with promises of delights and decadence. Witch Hunters and priests of the sanctioned cults keep a close eye on these festivals to ensure that they do not lead followers astray.
Hundreds of years later, Sigvald the Magnificent marches to war at the head of an army of admiring followers. Any who the Prince deems to be ugly, crude or irritating he has put to the blade, sometimes eradicating whole cities on a whim.
The first of the Chaos worshippers to feel the touch of Nurgle's insectoid messengers were the Chaos warriors that garrisoned Brass Keep. Having fought their way deep into the Empire at the vanguard of Undra Kul's invasion, the Repugnauts had already made a name for themselves by committing acts of bloody desecration in the name of Nurgle wherever they went. They were part of the besieging army that assailed the titanic Brass Keep, for the fortress had changed hands many times over the years, and had proved an indomitable bulwark for both the Empire and its enemies.
Description: Legend has it that Dwarf herdsmen brought down this itching, crepuscular rash from the mountains. Maddening, painful and embarrassing, this sickness tends to gather about the thighs, groin and torso. Transmitted by touch, this highly infectious rash is quite a social stigma. Sometimes associated with goats, and other livestock, folk medicine recommends shaving the afflicted area and painting it with turpentine.
Description: This dangerous disease causes painful swellings upon the lips, tongue and gums. When these burst usually whilst sneezing foul tasting and infectious pus sprays out, sometimes up to 1,5m away. A high fever induceshallucinations and a terrible thirst in the victim, who must be doused in water and kept cool at all costs. People in the grip of the madness have gone on violent rampages, made shocking admissions and caused dangerous scandals. Folk cures include strapping sufferers to a stout board and forcing either grog with vinegar and lime juice or a live frog down their gullet.
Reaper-Scythe. Melee Weapon Attack: +12 to hit, reach 3m, one target. Hit: 16 (3d6 + 6) slashing damage plus 11 (2d10) necrotic damage.A living creature must succeed on a Constitution saving throw (DC=16) or start bleeding, suffering 1d8 bleeding damage at the end of each of its turns. This effect can stack multiple times. A successful Wisdom (Medicine) check (DC=15), or re-gaining 10 hit points can close one bleeding wound. 2b1af7f3a8