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'''Havoc Warriors''' are a faction from the Age of Fantasy universe.
{{OPR-Faction
{{OPR-Faction
|Faction=Havoc Warriors
|Faction=Havoc Warriors
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|Games=[[Age of Fantasy]],<br>[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],<br>[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
|Games=[[Age of Fantasy]],<br>[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]],<br>[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
|Species=Human
|Species=Human
|Version=2.50}}
|Version=3.1.0
}}
The '''Havoc Warriors''' are fanatical followers of the Havoc Gods, and their numbers consist of everything from skilled warriors adorned in heavy armour, to berserkers with only their faith and fury to protect them, supported by hordes of mutants and daemons. Their strange and varied warbands strike fear into the hearts of their foes.
 
Many different people have been driven to embrace the worship of Havoc, often seeking salvation from death, whether by enemies, disease, or any number of other causes. Scattered and driven into hiding after their Gods were sealed, the Havoc Warriors have returned in the wake of the Great Rift.
 
==Background Story==
==Background Story==
The Havoc Warriors are comprised of the most fanatical warriors from the northern tribes, guided by the almighty hands of the havoc gods. Amongst their ranks one can find anything from barbarians to daemons, all of them ready to destroy all other races and factions relentlessly.
Human tribes were slow to settle the Northland. Their numbers were always few, and they relied more on hunting than farming. Gradually, the [[Human Empire]] began to expand northward, even into the previously remote tribal lands. Some northern tribes were conquered, but many others joined willingly as allies, seeking to benefit from peace, trade, and infrastructure.
 
The Northlands were seen as frontier territory by the Human Empire. Some roads were built, and a few soldiers were sent north, but in the end, little changed for Northerners as the soldiers were too few to prevent raids from neighbours, and few traders bothered to come north along the roads. Instead, outcasts and criminals would often flee north in order to hide from the law, making the Northlands more dangerous than they had ever been.
 
The arrival of the Havoc Gods in Tyria caused a great deal of instability, as many began to worship these new Gods. The Empire recalled many of their troops to defend their Capital and nearby regions, hoping to put down any rebellions there, abandoning the northern tribes, and leaving them to deal with the Daemons on their own.
 
By the time that the Havoc Wars had begun in full, most of the northern tribes had either united under Havoc or were wiped out by those who did. Some just hoped to be spared, others sought revenge against the Empire, some hoped that Havoc might offer them better lives. The warriors of these tribes crushed the northern Dwarves before turning south. The followers of Havoc, or Havoc Warriors, drove deep into the Empire, pillaging as they went.
 
When the Havoc Gods were sealed away, the Daemons and their mortal followers were soon routed, and the surviving Havoc Warriors fled north. Still weakened by war, the Empire and its allies were not able to fully occupy the Northlands. Instead, they built a series of forts along its border in order to defend their lands. Though scattered and weakened, the Havoc Warriors remained, fighting amongst themselves for what little food and wealth they could scavenge, as well as anyone foolish enough to venture into their land without military protection.
 
The opening of the Great Rift was greeted with celebration in the Northlands as the Havoc Warriors regained their magic and their gods. Now, the tribes are looking south with new energy, plundering their weakened neighbours, and waiting for the chance to strike into the heart of Tyria once more.
 
How will you bring glory to your god?
 
=== Havoc Disciples ===
The Havoc Disciples are those who have embraced a particular Havoc God. Each god bestows unique boons and powers onto their followers. As a result, their warbands are specialized, shaped to reflect the whims of their god.


Thanks to their extremely violent and effective line troops they have one of the most powerful armies in Tyria. They rely on brute force and aggressive magic to take out their enemies and bring a variety of terrifying beasts and monsters to boot.
Forsaken by the Empire, the northern tribes were approached by different gods who offered a chance at survival in exchange for worship. Each god empowered their respective followers, reforging them according to their will. After their defeat in the Havoc Wars, the Disciples were severed from their former patrons, but with the Rift’s opening, they are eager to renew their pacts after many years spent in bitter exile.


The northern tribes used to be split into many little factions warring endlessly against each other. Seeing their potential as mighty yet susceptible warriors, the havoc gods slowly began to infest their sorcerers’ minds with promises of great power, at the modest cost of spilling blood.
The arrival of the Havoc Gods in Tyria caused a great deal of instability, as some began to worship these new Gods. The Empire recalled many of their troops to defend their Capital and nearby regions, hoping to put down any rebellions there, whilst the northern tribes were abandoned and left to deal with any dangers on their own.


This way the havoc gods were able to form their own grand army, and are now taking over Tyria one province at a time…
The Havoc Gods’ eyes soon turned to this forsaken province, seeking potential converts and champions. Each Havoc God sought to sway promising individuals and powerful tribes to their influence, granting their favourites various boons in exchange for worship.


=== Disciples ===
The God of War offered strength, allowing its Disciples to triumph over their foes. Change granted knowledge and powerful magic. Plague offered renewed vitality to those taken by disease. While Lust offered redemption and power to those cast out by the Empire.
Havoc Warriors worship a variety of Havoc gods, which bless them with horrific traits to help them in battle. These disciples sometimes fight together to complement each other’s strength and spread chaos across all of Tyria.


Disciples of War are extremely aggressive and focus on melee combat. All they want is to get into the enemy’s face and stomp them to the ground.
These gifts offered renewed hope and life amongst the desperate tribes whom the Empire had abandoned. Those who accepted the pact were granted powerful boons by their patrons, who reforged them in their image. These Havoc Disciples repaid their gifts with a fanatical loyalty, willing to devote their lives to the god who had chosen them. Each tribe defined themselves according to their worship, establishing themselves through their devotion and worship of their particular patron. By the time the Havoc Wars had begun in full, the remaining northern tribes had utterly changed, each one fully embracing one or more of the Havoc Gods.


Disciples of Change are accompanied by terrifying and savage birdmen. They are blessed with a magical aura which makes them difficult to hit at range.
When the Havoc Gods were captured, their most fanatical followers were suddenly severed from their life’s purpose. Some fought to their deaths, eager to give their lives to avenge their god. Others fled north, scattered and weakened, but persisting. They maintained a long vigil,  inflicting what revenge they could while awaiting the return of their particular patron. Without direction or hope however, many fell into despair. Petty conflicts began to break out between bands dedicated to different gods, as they sought to lay blame for defeat upon each other.


Disciples of Plague focus on poisoned weapons and are tougher than their brethren. Because of their pestilence other disciples tend to avoid them.
Then, the Great Rift opened and liberated their Gods into Tyria. Havoc Disciples find themselves with renewed hope, eager to prove their loyalty to their old patrons. Yet, the bitterness of defeat and rivalries remain, as many remember their years in hiding, and they are no longer the unified force that once rampaged through the land.


Disciples of Lust are blessed with high mobility and can unleash flurries of attacks. Their strategy is to pin down their enemies and overwhelm them.
How will your devotion guide you?


== Play Style ==
== Play Style ==
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==See Also==
==See Also==


* [[Havoc Warriors Tactics]]
*[[Havoc Warriors Tactics]]
*[[Havoc Warriors Skirmish Tactics]]
*[[Havoc Warriors Skirmish Tactics]]
*[[Havoc Warriors Miniatures]]
*[[Havoc Warriors Miniatures]]
*[[Havoc Warriors Quickplay Armies]]
*[[Havoc Warriors Quickplay Armies]]
*[[Havoc Warriors Skirmish Quickplay Armies]]
*[[Havoc Warriors Skirmish Quickplay Armies]]
*[[Age of Fantasy]]
*[[Age of Fantasy]]
*[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
*[[Age of Fantasy Regiments|Age of Fantasy: Regiments]]
*[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]
*[[Age of Fantasy Skirmish|Age of Fantasy: Skirmish]]


[[Category:Age of Fantasy]]
{{Faction-Links
|Faction = Havoc Warriors
|Links =  [[Havoc Warriors|Overview]] - [[Havoc Warriors Tactics|Tactics]] - [[Havoc Warriors Skirmish Tactics|Skirmish Tactics]] - [[Havoc Warriors Miniatures|Miniatures]] - [[Havoc Warriors Quickplay Armies|Quickplay Armies]] - [[Havoc Warriors Skirmish Quickplay Armies|Skirmish Quickplay Armies]]
}}
{{AoF-Factions}}
 
[[Category:Age of Fantasy Factions]]
[[Category:Age of Fantasy Factions]]
[[Category:Havoc Warriors]]
[[Category:Havoc Warriors]]

Latest revision as of 14:10, 6 January 2024

Havoc Warriors
Setting: Age of Fantasy
Games: Age of Fantasy,
Age of Fantasy: Skirmish,
Age of Fantasy: Regiments
Species: Human
Version: v3.1.0

The Havoc Warriors are fanatical followers of the Havoc Gods, and their numbers consist of everything from skilled warriors adorned in heavy armour, to berserkers with only their faith and fury to protect them, supported by hordes of mutants and daemons. Their strange and varied warbands strike fear into the hearts of their foes.

Many different people have been driven to embrace the worship of Havoc, often seeking salvation from death, whether by enemies, disease, or any number of other causes. Scattered and driven into hiding after their Gods were sealed, the Havoc Warriors have returned in the wake of the Great Rift.

Background Story

Human tribes were slow to settle the Northland. Their numbers were always few, and they relied more on hunting than farming. Gradually, the Human Empire began to expand northward, even into the previously remote tribal lands. Some northern tribes were conquered, but many others joined willingly as allies, seeking to benefit from peace, trade, and infrastructure.

The Northlands were seen as frontier territory by the Human Empire. Some roads were built, and a few soldiers were sent north, but in the end, little changed for Northerners as the soldiers were too few to prevent raids from neighbours, and few traders bothered to come north along the roads. Instead, outcasts and criminals would often flee north in order to hide from the law, making the Northlands more dangerous than they had ever been.

The arrival of the Havoc Gods in Tyria caused a great deal of instability, as many began to worship these new Gods. The Empire recalled many of their troops to defend their Capital and nearby regions, hoping to put down any rebellions there, abandoning the northern tribes, and leaving them to deal with the Daemons on their own.

By the time that the Havoc Wars had begun in full, most of the northern tribes had either united under Havoc or were wiped out by those who did. Some just hoped to be spared, others sought revenge against the Empire, some hoped that Havoc might offer them better lives. The warriors of these tribes crushed the northern Dwarves before turning south. The followers of Havoc, or Havoc Warriors, drove deep into the Empire, pillaging as they went.

When the Havoc Gods were sealed away, the Daemons and their mortal followers were soon routed, and the surviving Havoc Warriors fled north. Still weakened by war, the Empire and its allies were not able to fully occupy the Northlands. Instead, they built a series of forts along its border in order to defend their lands. Though scattered and weakened, the Havoc Warriors remained, fighting amongst themselves for what little food and wealth they could scavenge, as well as anyone foolish enough to venture into their land without military protection.

The opening of the Great Rift was greeted with celebration in the Northlands as the Havoc Warriors regained their magic and their gods. Now, the tribes are looking south with new energy, plundering their weakened neighbours, and waiting for the chance to strike into the heart of Tyria once more.

How will you bring glory to your god?

Havoc Disciples

The Havoc Disciples are those who have embraced a particular Havoc God. Each god bestows unique boons and powers onto their followers. As a result, their warbands are specialized, shaped to reflect the whims of their god.

Forsaken by the Empire, the northern tribes were approached by different gods who offered a chance at survival in exchange for worship. Each god empowered their respective followers, reforging them according to their will. After their defeat in the Havoc Wars, the Disciples were severed from their former patrons, but with the Rift’s opening, they are eager to renew their pacts after many years spent in bitter exile.

The arrival of the Havoc Gods in Tyria caused a great deal of instability, as some began to worship these new Gods. The Empire recalled many of their troops to defend their Capital and nearby regions, hoping to put down any rebellions there, whilst the northern tribes were abandoned and left to deal with any dangers on their own.

The Havoc Gods’ eyes soon turned to this forsaken province, seeking potential converts and champions. Each Havoc God sought to sway promising individuals and powerful tribes to their influence, granting their favourites various boons in exchange for worship.

The God of War offered strength, allowing its Disciples to triumph over their foes. Change granted knowledge and powerful magic. Plague offered renewed vitality to those taken by disease. While Lust offered redemption and power to those cast out by the Empire.

These gifts offered renewed hope and life amongst the desperate tribes whom the Empire had abandoned. Those who accepted the pact were granted powerful boons by their patrons, who reforged them in their image. These Havoc Disciples repaid their gifts with a fanatical loyalty, willing to devote their lives to the god who had chosen them. Each tribe defined themselves according to their worship, establishing themselves through their devotion and worship of their particular patron. By the time the Havoc Wars had begun in full, the remaining northern tribes had utterly changed, each one fully embracing one or more of the Havoc Gods.

When the Havoc Gods were captured, their most fanatical followers were suddenly severed from their life’s purpose. Some fought to their deaths, eager to give their lives to avenge their god. Others fled north, scattered and weakened, but persisting. They maintained a long vigil, inflicting what revenge they could while awaiting the return of their particular patron. Without direction or hope however, many fell into despair. Petty conflicts began to break out between bands dedicated to different gods, as they sought to lay blame for defeat upon each other.

Then, the Great Rift opened and liberated their Gods into Tyria. Havoc Disciples find themselves with renewed hope, eager to prove their loyalty to their old patrons. Yet, the bitterness of defeat and rivalries remain, as many remember their years in hiding, and they are no longer the unified force that once rampaged through the land.

How will your devotion guide you?

Play Style

Note: This section needs more content. You can help the wiki by expanding it.

See Also:

Similar To

Havoc Warriors

  • Warhammer Fantasy: Warriors of Chaos
  • Age of Sigmar: Slaves to Darkness
  • Kings of War: Varangur, Northern Alliance

Disciples of War

  • Warhammer Fantasy: Khorne
  • Age of Sigmar: Blades of Khorne

Disciples of Change

  • Warhammer Fantasy: Tzeentch
  • Age of Sigmar: Disciples of Tzeentch

Disciples of Plague

  • Warhammer Fantasy: Nurgle
  • Age of Sigmar: Maggotkin of Nurgle

Disciples of Lust

  • Warhammer Fantasy: Slaanesh
  • Age of Sigmar: Hedonites of Slaanesh

Miniatures

Note: This section needs more content. You can help the wiki by expanding it.

See Also: Havoc Warriors Miniatures

See Also

Havoc Warriors
Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies
Age of Fantasy factions
Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens
Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - Havoc War Clans - Havoc Warriors
High Elves - Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen
Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves