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===Special NEERDS!=== In the same year the very first of what would later on fall under the label of "[[Specialist Games]]" (anything not Warhammer or Tolkien) was released; [[Man O' War]]. Warhammer Fantasy setting, but rather than commanding an army the players were heads of an armada on the high seas! 1993 also saw the release of the final 2e Talisman expansion, Talisman: Dragons. It added new characters, locations, spells, and items, all themed with dragons, into the game. In 1994 the third edition of Talisman was released, adding miniatures, experience points, alterations to the board, and the biggest change of all; it was set in Warhammer Fantasy. Later that year, White Dwarf contained mini expansions to the game while the first true expansion, City Of Adventure, reintroduced the city board as well as a forest. Dungeon of Doom came next, adding the dungeon and a mountain. The year also saw the launch of Second edition Epic, still consisting of two games. The first was a re-release of Space Marine that had Space Marines, Orks, and Eldar. The second game was Titan Legions which had the same factions. In 1995 Dragon's Tower expanded Talisman 3e as an alternative end goal as players climbed a tower and killed a dragon (duh). It came with another White Dwarf expansion. In 1996 [[Necromunda]] was released. Priestley was inspired by his meetings with the creator of Judge Dredd during the days of Games Workshop licensing the IP, and used it to resurrect the forgotten RPG aspect of Rogue Trader. Fifth edition Fantasy was released in 1996 as well, along with its magic expansion which rebalanced and simplified the magic system and included all three 4e expansions. Cards remained available to buy, although all the Winds of Magic-based magic spells were included in the core rules (meaning you still had 20 more spells you had to buy cards for). Of particular note is the Slann finally being fleshed out, creating the [[Lizardmen]] army with the starter being Bretonnia VS Lizardmen. Campaigns were released which were heavily involved in the lore; [[The Grudge Of Drong]] featured a conflict between Elves and Dwarfs which lead to the [[War of the Beard]], Tears Of Isha involved the bitter war between the High and Dark Elves, Idol Of Gork was the first time that Orcs were truly Orcy as known today with the introduction of [[Gork]] and [[Mork]] (or was it Mork and Gork?), Circle of Blood as the [[Vampire Counts]] (then still one army with the [[Tomb Kings|Mummies]]) VS Bretonnians as the first introduction of the [[Abhorash|Blood Dragons]], and Perilous Quest as a war between the Bretonnians and [[Wood Elves (Warhammer Fantasy)|Wood Elves]] during their introduction to the lore. Each campaign came with multiple endings decided by player involvement (becoming the precursor to Warhammer events and one of GW's biggest fuckups), paper scenery which defined the architectural styles of the featured races from then on (although this was sadly the last time these races got scenery before everything simply became Empire and Chaos), and a campaign book summarizing the story. At some point it was determined that the stock army lists weren't enough, and so "Army Books" (for Warhammer) and "Codex Books" (for 40Kl, later simply "Codex:(faction)") began to come out, each bringing new models and rules into the game. The last round of these for 40K (''Codex: Tyranids'' in particular) tended to make the army ridiculously overpowered and make everyone ''else'' want a new Codex to rectify the balance. Perhaps the ultimate example of ''Second Edition'' philosophy was the last book, ''Codex: Assassins'', which consisted of nothing but four hideously powerful special characters. These included [[Culexus|this asshole]] who caused the psychology effect ''Terror'' to all psykers, regardless of anything, meaning Greater Daemons and Hive Tyrants would occasionally shit themselves and run for the hills when faced with a normal-sized human. [[Image:Haet trees.jpg|thumb|FUCK TREES]] One notable aspect of this period was that Games Workshop hated trees, and would thus include several million cards in every boxed set if given the slightest provocation; the core sets for ''Warhammer'' and ''Warhammer 40,000'' both received an update governing the magic / psychic system which consisted solely of cards and templates (which were card). Some entire games (''Doom of the Eldar'', ''Battle for Armageddon'', ''[[Horus_Heresy#The_Board_Game|Horus Heresy]]'') came out in this period which consisted of nothing but a board and lots of high-density card counters to lose down the back of the sofa or inside the dog. [[Gorkamorka]] came out in 1997, and was Priestley's answer to Mad Max meets 40k, featuring Orks in different groups crashed on a desolate planet using vehicular weapons to slaughter each other. Third edition Epic was released as well as a single game with simplified rules, but it was a financial failure after barely moving any units in six months and was recalled. This is unfortunate because [[Jervis Johnson]] and [[Andy Chambers]] consider it the greatest game they ever made. Most of the planned models were never released. [[Mordheim]], the Fantasy version of Necromunda set in the ruins of an Empire city where all factions are scrambling for control was released in 1998. The last Specialist Game was [[Battlefleet Gothic]], essentially Man O'War in space using massive battleships. And did no one think of [[Blood Bowl]]? <gallery> Image:Talisman 3e.jpg Image:5e Fantasy.png Image:Grudge of Drong Cover.jpg </gallery>
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