The Hunter & The Beast is the latest Lords Pack for TOTAL WAR™: WARHAMMER® II. Discover two rival Legendary Lords from the world of Warhammer the fantasy battle game, each with their own objectives, mechanics, units and ways of playing that you can use in the Eye of the Vortex and Mortal Empires campaigns, as well as in custom and multiplayer battles.
Fearless, charismatic and daring: these are just some of the qualities attributed to Markus Wulfhart, Emperor Karl Franz's jagdsmarshall. Accompanied by his group of fearsome trackers, scouts, hunters and outstanding marksmen, who better to roam the sweltering jungles of Lustria to establish himself and expand the Empire's interests? And if big game turns up right in his sights, all the better...
But the jungle never sleeps. Nakai the Vagabond, revered by the Kroxigors of the first hatching, is a living legend among the Lizardmen. Roaming the jungles of Lustria since the destruction of his hometown, Tlanxla, in the Great Catastrophe, he goes wherever the Great Purpose sends him.
Once again, Lustria finds itself prey to invaders. Nakai will gather the sacred Kroxigors and bring the Saurians out of the dread of their eternal sleep: such is the wish of the Ancients!
Game mechanics unique to the faction
Mandate of the Emperor
As Markus Wulfhart expands imperial interests in Lustria, his status with the Emperor grows. As a result, he received a wider range of advanced imperial units to support his expedition. As he expands the territory he captures, his building options diversify. In the Eye of the Vortex campaign, Markus ends up facing the Spirit of the Jungle himself, Nakai the Wanderer, to decide who will control the Lustrian jungles.
The progress of Wulfhart's campaign is measured by how effectively he fulfils the Emperor's Mandate. Expansion, successful military operations and other campaign activities increase his reputation, which is counted in the Emperor's Mandate bar.
The Emperor's Mandate also dictates the quality of units available to Wulfhart through the Imperial Supply system, which allows him to recruit and receive better units from time to time. As the Mandate bar fills up, bonuses are unlocked to improve these units and enable new buildings to be constructed.
In the Eye of the Vortex campaign, filling the Emperor's Mandate bar will force Nakai the Vagabond to launch a final challenge to Markus Wulfhart; a battle to the death that will go down in legend!
Hostility
The lands beyond the Empire are hostile to man and Wulfhart's actions there will not go unnoticed. Defeating the local populations improves Wulfhart's reputation with the Empire and increases his supply of new troops, but will also enrage the reptilian multitudes native to Lustria...
Wulfhart's hostility reflects Lustria's current level of retaliation against his military activities. Aggressive activities, such as military actions and raids, can also increase hostility by five levels. Conversely, a more passive approach to the campaign will reduce hostility.
Each level of hostility brings a negative effect to Wulfhart's campaign but represents his aggression against the Lizardmen. As he moves up the hostility levels, reinforcements are sent more frequently via the Imperial supply system. The strength of these reinforcements always depends on the Emperor's Mandate bar.
When hostility reaches its peak, a tactical force of Lizardmen is sent in to eliminate Wulfhart. Wulfhart will experience a sudden drop in Imperial supplies and will have to survive a continuous assault for a number of turns until the hostility bar resets.
Wulfhart fighters
The four largest fighters ever to exist are scattered across Lustria. Wulfhart can try to find them in order to obtain their services and help the expedition succeed, and develop the unique attributes of each of them while discovering the exhilarating story of their exploits.
Wulfhart can seek out the four hunters in the jungles of Lustria by completing special missions. Each hunter has a personal story that is revealed through unique missions. Success in these missions will grant them new traits and powerful skills.
Hunters don't have to follow the completion of the Wulfhart Vortex campaign, but they do bring great benefits to the Jagdsmarshall Expedition.
Markus Wulfhart
In combat, Wulfhart is a ranged warrior with a powerful piercing bow that inflicts extra damage on large units. With Vanguard Deployment, Prowl, a 360° incendiary bow and immunity to psychology, he richly deserves his reputation as the ultimate monster hunter.
True to his reputation, Markus Wulfhart can withstand ambushes and has a greater chance of success when setting one up himself. He also benefits from a significant reduction in the cost of maintaining the hunters and archers in his army.
Hunter general (Lord)
Following Wulfhart's example, his hunter generals also have Vanguard Deployment, Prowl, a 360° incendiary bow and are immune to psychology, as well as inflicting extra damage against large units. Their Incendiary Arrow skills make them a perfect match for Flaming Sorcerers and they grant reload rate bonuses to other Imperial projectile units.
Archers
The mainstay of Wulfhart's fighter groups, these Imperial archers are cheap, plentiful and quick-firing, raining arrows down on enemy formations. Their loose formation allows them to exchange fire with ranged units to their advantage.
Deathjacks (Archers - Renom Regiments)
These elite archers can also use Prowl, Ambush Fire and Vanguard Deployment, allowing them to strike quickly while remaining out of sight. If they are well hidden, they can continue firing without risking discovery or retaliation from a distance.
Hunter:
Only the best archers can claim the rank of hunter. Well-trained and versatile, they can use Vanguard Deployment and Prowl, shoot while moving, have a longer range than standard archers, are more accurate and inflict extra damage on large units.
White wolves (Hunters - Renom Regiment)
Few fight white wolves and survive to tell the tale. These elite hunters have both archery and melee skills, making them extremely versatile. In addition to their hunter attributes, they can also encourage close allies and are immune to psychology.
War chariot
These armoured mobile chariots carry six gunners, each armed with an Escort rifle that deals piercing damage. Slower than standard projectile-launching cavalry but far more resistant, they can fire while moving in all directions before repositioning themselves to fire exactly where needed. In a pinch, they can also be used as tanks and charge at lighter or weakened enemy units.
War chariot (Mortar)
These mobile artillery units can carry less ammunition than standard mortars, but make up for this by always moving ahead of melee warriors, repositioning themselves when they feel threatened to establish a new fire base and start bombarding the enemy again.
The Black Lions (War Chariots - Hellfire Repeater Cannon - Renom Regiment)
The last unit in the Expedition's arsenal, the Black Lion is a light but devastating mobile artillery unit. Despite a shorter range than the Feu d'Enfer Repeater Cannons, this unit can bombard approaching troops until the last second, then reposition itself to avoid being caught in the melee.
Nakai the Vagabond (Spirit of the Jungle)
Unique faction mechanics
New horde mechanics
Nakai's faction, the Spirit of the Jungle, offers a unique variation on the traditional game of the horde. Once in camp mode, each army in its faction can develop the infrastructure of its colony as much as a standard colony. This infrastructure remains when the horde moves and can continue to be developed during future periods in camp. If a horde is wiped out in battle, all its infrastructure disappears along with the army.
However, only Nakai's personal horde can unlock units for recruitment. The other hordes in his faction can in turn recruit the types of units unlocked by Nakai, thanks to the global recruitment option. These 'minor' hordes still have their own infrastructure and construction chains, but some are used to reduce the overall recruitment time rather than unlocking units.
Defence of the Great Design
The Great Purpose of the Ancients rests on a delicate balance. Many seek to overthrow it, but no-one defends it as fervently as Nakai the Vagabond.
Nakai begins the game with a vassal faction called the Defenders of the Great Design: the guardians of the illustrious Temple Cities. When a Nakai army captures a region, it can donate it to the Defenders. If such a gift is made, Nakai must choose which Elder to dedicate the temple in that region to.
As more temples are dedicated to a particular Elder, Nakai and his faction will receive more powerful rewards.
These temples generate a unique resource called the Favour of the Ancients. Nakai can extend this Favour to access Blessed Hatching units or recruit Lords of higher rank.
Hot-blooded invaders
Greedy hot-blooded invaders seek to plunder the temple cities of Lustria in order to enrich themselves. These invaders lurk in the jungles: you need to find them in order to unleash the reptilian fury against them and stay the course of the Great Design!
In the Eye of the Vortex campaign, Nakai must fight to keep Lustria in the rightful hands of the Lizardmen. The Empire has established several colonies, each encroaching on the jungle. They must be neutralised!
Four extremely dangerous hunters are organising the efforts of the Sang-chaud. Hunt them down and lure out their leader, then eliminate them in an ultimate confrontation of epic proportions!
Unique rituals
Nakai has a selection of new rites focused on its units, faction mechanics and campaign objective.
New characters and units
Nakai the Vagabond
With his high armour, health, melee attack and weapon power, Nakai is an exceptional fighter, well-suited to continuous melee. He also grants melee defence bonuses and reduces the recruitment and maintenance costs of the Kroxigors and sacred Kroxigors in his army. Nakai also has a number of new battle support skills, consolidating his central role in combat:
- Miasma of Despair: speed, stamina, debuff from area of command effect
- Primal Roar: increases Nakai's physical resistance and melee attack, and grants Rage to his allies
- Golden tributes: perfect stamina for allies within range
Ancient kroxigors
These heavy-armoured anti-infantry experts are designed in the image of Nakai himself and are perfectly suited to sustained close combat.
Bestial Fear Saurian
If you think Carnosaurs are the pinnacle of Lustrian predators, you're barking up the wrong tree. With formidable weapon power and thick armour, these versatile giants are immense bulwarks of fang and fury, elite killers and melee monsters prone to Rage.
Fear Saurians (Howdah)
Slightly more domesticated than their wild counterparts, but no less capable, these colossal beasts leap into battle ridden by Skink skirmishers and never give up. Combining terrifying melee power with four giant blowpipes and eight skinks wielding poisoned javelins, this is the ultimate all-round unit.
The Lustrian Crusher (Howdah Dread Saurian - Renom Regiment)
With rank nine stats, Encourage and a passive aura that reduces enemy command, the Lustrian Crusher is a single-unit army and comes at a high price.
Sacred Kroxigors
This monstrous infantry is versatile and ruthless, making it a versatile force. Endowed with great weapon power and magical attacks, they can engulf a wider variety of enemies than standard Kroxigors.
Huatl Cohort (Sacred Kroxigors - Renom Regiment)
The Huatl Cohort is a high-ranking monstrous infantry unit. Relying on the skills of Sacred Kroxigors with armour-piercing attacks and extra physical strength, they combine well with Skinks and Saurus Warriors in battle.
Razordon hunting pack
Filling the air with the strains of deadly, armour-piercing fire, Razordon hunting packs are powerful, mobile infantry hunters.
Amaxon Barbells (Razordons - Renom Regiment)
Inflicting poisonous damage and heavily protected against missiles, these Razordons are stunners and make outstanding skirmishers."
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