Today I'll be talking about another faction, this time the ruthless, ethnocentric, yet still awesome Atlantis Guild. This bunch is one of the more original flavor ideas to come into play, combining Roman and Byzantine themes and influences with an interesting aesthetic, magical killbots, and wizards that kill you with mind bullets. Their whole shtick is expanding and maintaining the gloriously oppressive Empire of Atlantis as founded by
His empire ran off Magestone, a crazy-powerful magical ore halfway 50's sci-fi fissile materials and videogame power-ups. In raw form, it's dangerous, radioactive and ridiculously prone to turning anything higher than plants into a comprehensive overview of the standard fantasy bestiary. Processed, it can do all sorts of kickass stuff, from guns that shoot lightning to large-scale anti-gravity to powering and controlling all sorts of magical constructs. After Tezla finally keeled over, the ruling wizards splintered into three main factions centered around a specific type of magic. Eventually getting sick of both Grandmother Willow horsecrap and dealing with every Spencer's customer cliché rolled together, the Wizarding School of Mind-bullets and Sweet Killbots chucked the Elementals and Necromancers out, creating the Wizard Cold War and just asking for trouble.
Then somebody figured out guns and all hell broke loose.
The figures can be loosely sorted into three major categories
Guardsmen: The legions of Rome, with loads of cost-effective mooks with basic arms, supported by all sorts of zap guns and led by dudes with magic-powered turkey-carvers from hell. While fairly prosaic by the game's standards, they tend to be efficient and pretty badass. Later expansions added scuba divers, sweet magitek bug calvary, and Somali Pirates of The Caribbean. Never really got a 'generic' unique but later on got some nice named Heroes. They also got loads of dual-faction elites, including the frighteningly powerful Knights Immortal with deathguns in Uprising.
Magi: Your usual dude in a bathrobe, trading wizard hats for hairstyles right out of Babylon 5. They can totally wreck enemy lines while ignoring terrain with brain-blasts. They're fairly fragile, but get around that with all sorts of magic tricks, though magic immune units can totally ruin their day. Got a fair collection of powerful generic uniques, with later expansions adding different magic gimmicks and mini-Jedi.
Golems: While every original major faction got a 'signature' golem starting off, the Guild got several right out of the gate. Varying from decent heavy infantry to lumberjack robots of buzzsaw death to walking howitzers, the Golems of Atlantis would be joined by harpoon golems, flamethrower golems, steampunk waifu golems, and all sorts of clanking awesomeness. Got lots of generic uniques, usually at least one per expansion.
Up until 2.0 rolled around, the Atlantis Guild also benefited from getting a giant sphinx-tank multi-dial figure, a chariot, and two 'Master Adversary' high-end uniques (meant for the Dungeons spinoff, but very effective in normal games and Conquest). It was always a bit odd that they never got a titan-class figure, but they made up a lot of the losses by having tons of dual-faction figures and getting a lot of quality models overall. Fluff-wise, this is still one of the best 'original flavor' factions I've encountered in gaming, combining historical imperialist themes with the best of magitek madness and creating a wonderful visual flavor.
It's telling that while 'classic' Guild characters are almost universally ambitious, ruthless, and amoral, the open-ended 'head-canon' the game encouraged gave us all sorts of noble-but-pragmatic heroes (plus the actual canon Raydan Marz) so we could play this stuff without feeling evil. People liked to play these guys that much.
Anyway, All Your Clicky Base Are Belong To Us!