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Arkhosia is a D&D empire made up of dragons, dragonborn and kobolds that canonically stretched across multiple worlds. So, naturally, my mind turned towards exploring the idea of what might happen if they opened up a portal to the Warhammer Fantasy world in the Border Kingdoms, and started testing the waters to see if this world is worth adding to their collection. Problem is, that requires figuring out what they can bring to the table in terms of fighting. So, since I'm already stoned outta my mind, I figured, hey, where else to ask but the internet's home of Warhammer, D&D and exploring batshit crazy ideas?
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>>93193136
Depends on how susceptible they are to chaos.
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>>93193136
So, here's what little I do have figured out for this "expeditionary force":

1) They are Resistant to Chaos, but not Immune. Comparable to Warhammer Dragons or Ogres, all dragon-kin can *choose* to embrace Chaos, but are resistant to being forcibly bound into its service.

2) The very different magical traditions of the Arkhosians grant them stability in exchange for power. A rough idea is that Arkhosian spellcasters can neither Miscast nor attain Irresistible Force; their spells don't fall apart as disastrously as native warlocks, but they can't make them as super-charged either.

3) Being an expeditionary force, the army is largely made up of different dragonborn specialist units backed by kobold auxiliaries and domesticated drakes & behemoths (dinosaurs). Eldritch war machines and dragons are in the minority; a full-scale Arkhosian army *could* be made up entirely of dragons, but that's far too broken to field in Warhammer.

3) Ranged firepower comes largely from spells and experimental "industrialized magic" artillery, ranging from "Skaven Weapon Teams" type mini-mortars to full-fledged canons and bombards.

4) Morale (Leadership) is quite high across the board; dragonborn are proud warrior race guys, kobolds take a great deal of zeal from serving alongside their draconic creators, and dragons are... well, dragons.

5) Dragonborn are very good at fighting in melee. Your basic trooper probably has something like WS 4, S 4, T 4, I 3 and A 1. Elite units and characters just increase from there.

6) Kobolds suck at melee, but are good at ranged combat. Exceptions to this rule are typically either characters or specialists - kobold assassins who rely on poisioned weapons + killing blow to compensate for shitty Strength, for example.

7) This is the "small and elite" sort of army. You've got good troops, but you pay for what you get, and adding in dragons or going crazy with the fantasy dinosaurs will rack up that points cost quick.

That's all so far.
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>>93193136
Lizard Mary Sues get raped and eaten by Beastmen

Next
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>>93193136
They end up as yet another empire vying for conquest and survival among others.
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>>93193136
What's the strongest dragon they have available to them?
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>>93195407
1 why are they resistant? They arent the same aa dragons from whf and they have never seen chaos, how are they immune?

2 do they bring their own magic rules? If so hiw are the rules of their universe integrate to the whf universe? If not they have to follow whf rules.

Also whf has guns how do your mary sues hamdle being shot?
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>>93204250
Either Bahamut or Tiamat if you include deities, and if not then probably an ancient mithril dragon (Level 31 Dragon Solo Skirmisher)
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>>93204524
I don't see why the gods shouldn't come over.



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