Sunday, October 12, 2014

Undead Scourge Profile

*No part of this profile is mine. Credit to Blizzard, the wonderful artists whose pictures I used, and anyone else I might have forgotten to mention. 
Undead Scourge

Located at the very top of the world, the Scourge is the main Undead faction of Azeroth, and for a time its greatest threat to life. Comprised of walking corpses, animated monstrosities, Death Worshippers and all manner of turned beast, the Scourge of this time period stands poised to create a true Death Word. In this world there will be no feeling, no emotion or passion, no strife or conflict only silent legions and the overpowering will of one warlord, the Lich King.
Originally the Undead Scourge was created by daemons using a captured Orc Warlord, Ner’zhul, in order to destabilize Lordaeron prior to their invasion. In order to do this Ner’zhul, now rechristened the “Lich King” and turned into a creature infinitely greater then a Orc,  was to spread a great plague, turning the undead against the living. In this he succeeded wonderfully and the arrogant daemons of the Burning Legion happily cast aside the undead, convinced of their own superiority. They were wrong. The Undead not only sabotaged the Burning Legion’s campaign but later helped drive them from Azeroth.  Now turning to the planet’s native population the Scourge sought total domination of all creation- mind, body, and soul at once!
To fight the Scourge is to fight a foe that grows with every fallen soldier, continually using an opponent’s faction’s own strengths against them. If the slaughter exceeds the rate of growth from fallen soldiers the Scourge can calmly resurrect ancient dead from tens of thousands of years ago, or else spread a terrible plague with a 100% mortality rate among enemies to speed up the rate of growth. Aerial monsters, sewn-together monstrosities, and magic users of all sorts show that the Scourge is not only prepared to fight quantitatively , but qualitatively as well.

Magic
Unlike most forms of fantasy, Warcraft divides its sources and uses of magic into several categories that are mostly all completely disconnected and unrelated to each other.


This means its effects and reactions to other forms of magic will create an inconsistent bend. So remember, these are NOT categories of flavors, types, or lores of the same form of magic.


As a rule magic in Warcraft is medium-inclusion, but diluted in power. That means that in Warcraft, magic users are while not common can be comfortably called “uncommon”. Even for the low numbers Warcraft generally uses you can clearly see dozens or more in each army, and in game magic users command a respectable presence. The Scourge has many magic users, to the point where the reader will find them interspersed throughout the profile at times, instead of all merged in their separate categories.   Magically enhanced weapons, armor, items and artifacts, though not common, are nevertheless a feature to be seen on WC battlefields with some frequency.

However Warcraft magic is diluted,with many spells only affecting a single person at once, and with most non-singular spells affecting a half to a dozen max.Powerful mages may well affect dozens at a time, with very, very rare examples of hundreds existing usually only in heroic, legendary characters. WC magic users can boost their potency slightly via trinkets, enhancement, “charging up” spells in lore or through power transfusion. “Charging up” refers to the process where the magic user conserves his or her power for a while, abstaining from casting, before unleashing a spell that might affect 2-3 times the number it would affect.
Power Transfusion refers to the process where a number of magic users channel their power into one, usually extremely experienced or skilled, magic user to greatly boost his power. In the War of the Ancients Trilogy these enhanced magic users could reliably hit dozens of foes at once. This ability however comes with many drawbacks, for the channeling wizards become exhausted very quickly and are all clumped together, making for a very tempting target.
*Note I am only showcasing magics most often seen among the Scourge that are not self-evident in description. For example, obviously frost magic unleashes ice-based spells, while fire incinerates ect. For determining power specifics refer back to the above information at all times.
ARCANE MAGIC



Baine had watched both friend and foe perish from arcane magic attacks far too often to feel anything but fury at what he beheld. The people caught in the blast had been blown apart inside, as magic distorted and reformed them down to the last drop of blood. The buildings, too, were remade from the inside. So great had the blast been that Baine knew that every creature, every blade of grass, every handful of soil was now rendered dead and worse than dead.
— Jaina Proudmoore: Tides of War

Arcane magic is simply raw magical energy scattered across Azeroth. There is very little to describe it; without any known source other than it originating from the void. Arcane magic seems to be somehow present throughout the entirety of the material plane, channeled into the Well of Eternity from the fabric of the great dark beyond by the Titans.

Arcane magic combines multiple different forms of other types of magic, and it can be used notably as a compulsion to force the elemental into obeying a mage's command. Essentially while a Druid or Shaman asks, the Mage takes and is actually much faster about it too. The effects of arcane magic include teleportation, invisibility, polymorphing, searing arcane blasts, illusions, conjuring and much more. By far Arcane is the most diverse field of magic.  As one can expect Mages have the quickest spellcasting here, requiring only the simplest of gestures and incarnations.
FEL MAGIC


Fel magic is corrupted Arcane magic that has been transformed into something far more malevolent. The magic itself is inherently corruptive but powerful, which is why many refuse to use it. The Warlocks (some of the few users of it) are considered irredeemable individuals and wholly corrupted. However, these strong minded individuals are perhaps one of least likely to fall to corruption, despite using it constantly.  Fel Magic produces the most horrifying effects of magical attacks, including draining souls, ripping targets apart, blasting them with unholy fire or siphoning magic/life out of them.

While some practitioners of Fel magic use both Fel and shadow energies (and the two are often difficult to distinguish), in general Fel magic is more dramatic, usually associated with Demons rather than void entities. Unlike shadow energy, it’s also blatantly destructive and flesh-twisting or able to ravage. Unlike other magic, which can have constructive or utilitarian uses like teleporting, Fel magic is purely destructive. Only incarnations and gestures are required to utilize this form of magic.


SHADOW MAGIC


Serpentine tentacles of black energy snaked around the throats of several dozen of those in the Legion’s forefront. The demons dropped their weapons and shields and tried to tear the tentacles free, but before they could do that, the tentacles burned through their necks, going through flesh and bone with little trouble…and eventually decapitating every one of Illidan’s targets.
—War of the Ancients, Well of Eternity pg 188


In the aftermath of the First War, a bishop named Natalie Selene began to explore the Fel magic that the Orc Neophytes used. Originally seeking to unravel the works of necromancers to better fight them, she soon grew fascinated with why these energies existed at all—why she saw these energies ebb and flow in the world around her. She eventually came to the theory that the world can't exist on just light and dark- there needed to be some sort of balance between them, a shadow.  To Natalie, and to the practitioners of Shadow magic, the dark energy of the shadowy arts was just as vital as the practice of the Light—it was all part and parcel of the balance of reality itself. It is through Shadow magic that a wide array of diverse effects can be unleashed, from mind control, life/soul drain, fear, to simple destruction. Shadow Magic is also more naturally receptive to the Undead, and can be directed to heal or even raise the dead. Perhaps this is why there is a major Forsaken church, The Cult of the Forgotten Shadow that advocates its worship.

Shadow Magic is not the anti-thesis of Light. Rather it’s regarded as part of a cycle by its practitioners, like Ying and Yang. It’s NOT regarded as the “Darkness” that followers of the Light believe they must defeat. Indeed though followers of the Light look upon the shadow with suspicion they still accept it. It is as the Naaru say “Without the Void there can be no Light”.


                                 Necromancy


Necromancy appears as a sub-variant of Shadow Magic, and indeed Warcraft history has shown that masters of Shadow Magic are often masters of, or at least knowledgeable in, this field with examples ranging  from the Forsaken to the Iron Horde’s Shadowmoon Clan. The most famous Necromancers in Warcraft lore are, of course, the Scourge who use necromancy to power their armies.


Necromantic magic has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the creatures have been destroyed.





-Saronite: 

Possibly the most powerful metal here, this metal was formed from the blood of the Old God Yogg-Saron and found only in Northrend . Such is its power that in a canon quest it effortlessly deflected a blow from a magically enhanced Arcanite axe, was not effected at all by nature or the elements attacking it, and absorbed and reflected by a strike by the Holy Light, which is made  to counter such evil things as Saronite In another quest a Horde Master Blacksmith, used to working with the many bizzare metalloids of the world, struggled to find a way to make it bend. And it is evil for most that mine it or wear it go mad, for Dark Whispers that ultimately drive towards insanity   In fact the metal bleeds blood all the time and whispers to its owner, to highlight just how evil it is. Only the undead can wield it without penalty, and for that reason the Scourge use it everywhere, with even basic units bearing saronite upgrades at times.  
Saronite is only more impressive when one considers its non-impressive properties. It weighs ¼ the weight of steel yet, as the above mentioned information shows, is far stronger then steel. It gives its wielders natural magic resistance to even spells seen as the antithesis of the undead (the Light) struggle against it. Most potently when forged into a weapon this metal is capable of destroying souls, and for that reason every single Saronite weapon can be considered a magical weapon, capable of destroying corporal and non (ghosts) with impunity. If Saronite were to come into direct contact with a regular sword or armor, the latter would be far more likely to break thanks to Saronite's magical nature, explaining scenes in the Death Knight manga where Thrassalian essentially carves his way through a army wearing plate mail. This is particularly significant as the Scourge overuses the metal and everything from war machines to the basic footsoldiers of the Scourge can be found equipped with Saronite weaponry and armor. Though not the having the near universal presence among the elites, many skelatons, Nerubians and ghouls could be found with Saronite weaponry.
Ghouls (Giests )

Mobility: 4
Training: 2
Max Range: Leaping (10 meters)
Preferred Range: Melee
Ghouls are, along with skelatons, the  basic infantry of the Scourge, used in masse to assault enemy positions. In appearance they are sort of a cross between a skeleton warrior and a zombie, having more flesh then the latter but not the former, and usually move in a hunched back form. In general they attack with their rending claws and teeth, though some are smart enough to use weapons.
Most Ghouls are stupid, being animalistic cannibals. However they can be trained to build buildings and mine resources. In addition there is a few that are capable of great intelligence and cunning, along with the use of weaponry. Perhaps  the most important ghoul ability is called “cannibalize” in which the ghoul feasts on enemy corpses, using dark magic to rapidly regenerate their own wounded body.
Giests are a variant of the ghoul that comes from hanged criminals. This somehow stretches out their limbs and allows them impressive agility, giving them the ability to leap up to 7 meters in the air or towards enemy lines. At times the Scourge has also tried to improve upon the ghoul design, infusing maddening inducing saronite plate to their bones or their claws for extra power.
Loadout:
Offensive: For the most part claws and teeth, though ghouls are a bit stronger than normal humans. At times the Scourge has experimented with their design, making them taller, giving them more natural weapons, implanting the plague inside them or the aforementioned saronite improvement.  They are excellent leapers, able to leap a many meters to their prey.
Defensive: Ghouls are naturally durable, and can be hacked repeatedly, lose limbs and run through with little loss. Usually they have to be hacked into pieces or have their brain destroyed. Their skin is naturally though too, and can turn aside a glancing sword strike.
Zombies

Mobility: 2-3
Training: 0-1
Max Range: Those with bows might fire a couple dozen meters
Preferred Range: Melee
Zombies are the classic undead variant famous in franchises such as The Walking Dead, Resident Evil or Romero’s series. They are flesh eaters, driven by the need to consume living flesh to satiate their never-ending hunger. Slow and methodical (or most variants) the greatest speed they can maintain is a limping jog.
Scourge zombies are generally inflicted with the plague of the undeath, making their bites both lethal and a conversion to those unable to get treatment. Even being around the zombies is likely to be hazardous to one’s health. It appears that both ghouls and zombies can be raised through standard necromancer spells or plagues, but that ghouls are further along the progression chart, having been dead longer.
Most zombies attack only with claw and fang, however as mentioned they carry the potent touch of the Plague of the Undeath, making them deadly to be around. However many can also use weapons effectively, if mindlessly, with the lore explanation being that so much training and repetition drilled into them made the act instinctual. Thus a Elven archer can still let his arrow fly expertly undead, though it wouldn’t be smart in much else.
Plague eruptors are the latest experiment of the Lich King, designed to spread horror and chaos across the world of the living. These walking corpses have quickly earned a reputation as the most destructive of the Scourge army: hyper-violent, incredibly strong, and deceptively fast. The most terrifying weapons in the eruptors' arsenal are the myriad pulsing nodules that dominate their rotting skin. It is from these nodules that the undead plague festers and bursts, insuring that wherever the eruptors go, they quickly spread the Lich King's apocalyptic contagion.

LOADOUT
OFFENSIVE: Teeth and claws for the most part. Any weapons that it would have used prior to the infection can be used, though these would be utilized very slowly and methodically. The plague that they carry make any attacks infectious.
DEFENSIVE: Zombies can lose multiple limbs and still keep coming, and for the most part require fire or headshots to put down.


Skeletons

Mobility: 2-3
Training: 3-4
Max Range: 300 meters +
Preferred Range: Melee
Skeletons are arguably the most numerous type of Scourge infantry, being raised directly on the battlefields, from graveyards, or virtually any dead corpse.  The age of those raised can be just a few hours ago to several hundred years old.  Many skelatons are said to be mindless however others retain full intelligence but none of their will, meaning they are capable, utterly loyal fighters. However as a downside to this heightened durability and inability to rebel,  skeletons move and react slower in general then the living.
Given all that it comes to no surprise that skeletons are incredibly diverse in their variety. There are skeletons of every race and variant, ranging from the standard human sword-n-shield combo of the footmen (an often raised variant, given the commonality of Humans), large axe-wielding undead Orc Grunts to even strong tribal quilboars. The warrior, melee variant is by far the most common, and is frequently found on the front lines by the Scourge.
Yet archers, with Saronite –tipped arrows, are another important variant, and indeed the Scourge absorbed many of these after the destruction of the High Elf Heartland. From mass slayings in Dalaran many Skelatal Mages were added, and though they (with exception of Liches, part of a separate profile) generally lack in power compared to mortals, they can nonetheless use basic elemental or necromancer spells
LOADOUT:
Skelaton Warrriors can be armed with various weapons befitting their former lives, including spears, bows, swords, axes, hammers and more. Bone Golems, a powerfully build sub-variant,  have deadly scythes built in that can cut through the strongest infantry armor with ease. Skelaton archers utilize Saronite tipped arrows, which when use offensively allows them to attack not only the target’s physical body but its soul too.  Skeletal Mages are not as powerful as they were in life, but can fire small fireballs, frost novas, arcane missiles, life-draining shadow bolts ect. Basically the most basic spells that lore mages can do. A few can utilize slightly more powerful attacks, like small  waves of flames or low-level necromancy of more skelatons.
Defense: Whatever they wore before  being resurrected. As The Alliance/Horde forms prominent contingents of the Scourge, expect chainmail, plate, and leather among archers. Some skeletal mages can cast basic spells to aid in their defense. All Skeletons are of course supernaturally durable and have to have their heads removed or hacked into pieces.
===ADDITIONAL FACTORS==
As one can imagine, great diversity exists among these undead sub-variants. Ranging from Skelatons of Giants to those of small wolverine-like Wolvar.
Nerubians

Mobility: 4-5
Training: 4
Max Range: Capable of dragging down those flying dozens or even a couple hundred meters in the air
Preferred Range: ^^
Role: Burrowing Invaders, Anti-air
Nerubians are a race of spiders that were conquered by the Lich King shortly before he rose to try and conquer the world. Though a small portion of the race still survives to wage unending war against their greatest foe, now the vast majority of this race has been resurrected and serves the Lich King unquestionably. They exist in an odd sort of duality as both specialists and front-line troops.
Nerubians come in several different variants. There are swift  dwarf-sized flying types that dart from the skies to tear ground units with fang and claw. Spiderlings are smaller still, barely up to the knee but very fast and agile. They erupt from eggs and even the bodies of slain Nerubians to outnumber and rend apart enemies, sometimes armed with claws that excel in penetrating armor. However by far the most common variant is the Crypt Fiend.
This spider utilizes and summons swarms of fast eating locust-like insects for ranged combat, ordering them to return once the enemy is dead. They can also use their thoraxes to spin webs and shoot them out Spiderman style, entangling and immobilizing foes. If used against flying foes this sticky substance weighs them down and adheres to their wings, causing them to crash from the sky. They can then be set upon  and torn apart by the Scourge’s ground forces. In this way the Scourge has a counter to the powerful gyrocopters of the Alliance, many variants of the Red Dragonflight, and other flying creatures. Obviously this probably wouldn’t work on something massive, like the largest dragons or gunships, but it’s nevertheless a potent answer that the Scourge has to flyers.
LOADOUT
Offensive: Against ground foes the Crypt Fiend deploys swarms of fast eating insects(spiders, locusts, scarabs ect)  to swarm over the foe at range, and have claws and spiky legs for closer quarters. Many variants of these  insects carry lethal poison in them.  It also has the option to utilize webs at range, primarily as a anti-flying deterrent, to entangle, slow, immobilize, even crush . These webs can be strong enough that even strong humanoid warriors cannot break out without help and when affixed to wings the sticky substance causes them to get weighed down, have trouble moving, and ultimately for the flyer to crash to the ground.    Rarely, one of them might know minor life stealing shadow spells or basic necromancy. The Flying and spiderling variants use claws and teeth generally, however at least one variant of flyers was evolved to spit fire at long distances.  Some might possess Saronite armaments.
Thick, stickywebbing trapped several of the fiercer corpses, holding them helpless until snapping mandibles
lopped off heads or stiletto-sharp legs impaled and eviscerated them.”pg. 356, Arthas : Rise of the Lich King
Defense: Hard, Iron-like Insectoid Chitin, with some possessing Saronite armor. In addition to natural durability for being undead.

===ADDITIONAL FACOTRS===
Nerubians are burrowers, and can both lie in ambush before erupting to kill or even create underground tunnels to dig under enemy defenses.  Note the Heroic variants of the Nerubians shall be detailed in another profile.


===LINE BREAKERS===
Vyrkul/Vargul

Mobility: 4-5
Training: 6-7
Max Range: Bow
Preferred Range: Melee
 Standing about 9-10 feet tall and being extremely muscular, the Vyrkul are an uncompromising warrior society where every day is full of combat training, war and the hunt. So great and terrible is the drive to succeed, to prepare for a fight, that even failure after a hundred years of success will bring the same punishment as someone who failed from the beginning.
Those few who succeed are a highly elite force, led by those chosen as the Lich King’s champions and bodyguards. In recent years they have come to worship the Lich King as their “God of Death” and serve him utterly.
Given that they are twice the size of a man and many times their strength, Vyrkul are potent frontline warriors, particularly when draped in plate mail. Yet warriors are not the only variant the Vyrkul deploy. At range they unleash man sized harpoons and javelins and shoot with huge bows, along with more exotic elemental, daemonic, arcane or necromantic magic.


As Vyrkul are living beings to a undead master, Vyrkul continue their service in dead as Vurkul. They are impaled with various weapons and injected with foul substances, turning them into a terrible undead beserker whose retained intelligence only adds to the horror of what they have become. For a few, those who exceed in all tasks, they might become Ymirjarl, the elite bodyguards of the Lich King.
LOADOUIT
Offensive: Large spears, axes and swords. Throwing harpoons,nets,  axes and arrows can be used at range. Vyrkul in general are very potent melee fighters, as they train all their lives for nothing but and engage in vicious gladiator bouts.  Spells used by the shamans or seers of their tribe can range from basic life-sucking shadow magic to soul-searing fel fire, elemental spells, sleep, frost spells and yes necromancy.Examples of these include calling down Molten Rain over a small area,  Worgs- giant wolf-likfe dogs- are known to accompany their masters. Such is the bond that some Cyrkul shamans can turn into wolf spirits. Most of these spells are bound into runes.
Varghul are slower but stronger and more vengeful in combat then the Vyrkul. The Ymirjar are master warriors, known for going into beserk fury in combat.  Their warriors can infuse their blades with the unholy cold of Frostborn. Magic users exist among the Ymirjar as well, and uniquely they have witch doctors capable of shrinking foes.

Defense: Usually some type of mail or leather armor. Some have basic magic spells to help with their protection.
Abomination

Training: 1-2
Mobility: 2-3
Max Range: 30-20 yards
Preferred Range: Melee
The Abomination is afoul undead variant created by sewing together multiple body parts and then animating that into a living, somehow sentient, being. Though not bright by any standards, Abominations are nevertheless thinking beings of mass destruction, built with an iron drive to slay the living.
Standing 2-3 times taller then a man, Abominations are powerful, durable, linebreakers thanks to the sheer amount of flesh enemies must hack apart to kill the creature. Meanwhile the multitudes of cleaves, hooks and blades- wielded by 3-5 arms- attempt to hack them aprt with incredible strength and ferocity. Infection runs rampant as the Plague of the Undeath seethes in this creature.

Offensive: Chains, barbs, hooks, and swords. At 20-30 meters it can one of these chains to violently hook a foe and yank them forward. As the abomination voids the Plague of the Undeath from it, being around it greatly increases the risk of infection. A few can actually explode outwards in a gaseous explosion if near death, inflicting immense damange of enemies nearby, or spit up poison or acid. A few might have Saronite upgrades.
Defense: The Abomination is extremely durable thanks to its size, typical undead traits, and the sheer amount of flesh that must be hacked apart to kill them.
===Additional  Factors===
Abominations are very cost reductive in that chopped up corpses (even those already dead) or limbs can simply be gathered, stitched together and then animated by necromancers. Frankenstein style.  However they do apparently need embalming fluid to power these.


===Rapid Relief===
*Note on Calvary: Though Scourge cavalry does exist in low numbers, the Scourge does not make heavy use of it despite frequently fighting heavy cavalry users. Instead they invest in tough, durable linebreakers and masses
Corrupted Creatures of the Scourge
Mobility: Varies

Training: 0-2
Max Range: Melee (mostly)
Preferred Range:^^^
Via its spread of the plague the Scourge has corrupted and reanimated many creatures to use at its disposal. These include snow leopards, bears, giant bats, rats, cats and even giant piles of sentient ooze. The latter creatures are living blogs of slime that is extremely hard to conventionally kill.  Most mundane weapons just sink into it, and given the chance it will pull sentient beings into it as well. Those beings pulled into it will dissolve in seconds.
Plagued Hounds are usually similar to Undead Abominations in that they are the stitched-together corpses of various dogs merged into one unholy combination. Standing larger than a man these creatures are easily strong enough to tear one apart. Smaller, regular dogs have also been infested and raised too.
Wendigos are a powerful race that was enslaved by the Lich King’s will early on. Exceptionally rare, this race weighs 1,200 pounds and stands 7 feet tall. While normally solitary thanks to the Scourge  mind control their aggressiveness has been heightened, and they are likewise strong enough to rip a man into pieces. Finally the Scourge does make use of undead Hippogryph, Gryphon, and Horse mounts. Quilboar have infected battle boars to send at people.
LOADOUT
Offensive: Usually bites and attacks by these creatures can be considered infected, and can spread that plague easily. Other special abilities exist for these animals of course, like the ability of ooze to absorb something into them, or bat’s sonic cry.
Defensive: Other than standard zombie traits (requiring a lot of blows to kill), little.
===ADDITIONAL FACTORS==
Those units in the first paragraph are not attatched to the Scourge army or commanded by Scourge leadership, but aren't hostile to them. Instead they make the terrain that the enemy must fight in very dangerous as these animals are completely against the non-Scourge.


Ensalved Tribal Races of the Scourge

Mobility: Varies
Training: 3-4
Max Range: Melee (mostly)
Preferred Range:^^^
In its existence, the Scourge has enslaved various tribal races across the world, in addition to the already mentioned Vrykul. These include the water-dwelling Murghul, who are armed with primitive spears and tridents and now haunt the beaches of Northrend. In Lordaeron the hyena-like Gnolls have been slain and resurrected, to war  with the nearby Forsaken with primitive balls and chain, cleaves and crossbow.  But three  groups stand out above all others; the Quilboar, Ice Trolls and the Worgen.
The Quilbaor are a tribal race of pig-men of Kalimdor that was enslaved via a Scourge plot to establish a foothold on that continent. Though most tribes remained free, those of the Death Head were bound to the Scourge’s will. For the most part this race was armed with primitive shadow, elemental, and even arcane spells, though necromancy was also prevalent among them.

The ambitious Ice Troll Warlord Drakkuru betrayed his people, and thus brought some undead trolls into the Scourge’s mist. These were known for using bats as mounts, hurling down javelins from on top of this creature while the bat itself used sonic blasts. Others rode grounded velociraptors into battle.  While the majority of the force is stronger than average zombies, they also include hex-using magicians to supplement the force.  
Finally the Worgen group known as the Wolfcult was brought into the Scourge. Led by the Shade of Arugal, a powerful Gilnean court wizard, the Worgen population included most of the infested Grizzly Hills settlement population.  These Worgen could maintain human forms fully conscious and approving of the beastial form that lies underneath, though unlike the Alliance Worgen could not fully control themselves once unleashed.
Offensive:  Swords, shields, troll throwing axes and other such basic weapons, often with the possible outcome of infection if hit by it. The Worgen of course were beastial creatures that used claw and fang to rip apart. Among the Quilboar tribes there are some shamans and holy men capable of using spells. There are those with frost spells, soul draining shadow, movement draining spells, fire spells and of course necromancy  to summon a few zombies or skelatons . Death and Decay is one example of a shadow spell, which rapidly drains the foe’s life force to turn him into a dead, decayed husk. The Lava totem shoots lava balls at nearby foes until destroyed.  Among the Trolls there is evidence of more hexcraft, such as fear, low level blood magic as well as minor ice spells.


Defensive: Standard Zombie-like durability. A few have some spells to cast, like bone armor or an unholy shield. Others can use basic healing spells for low grade regeneration. Elemental totems can increase nearby friend’s resistance to enemy magic.
===ADDITIONAL FACTORS===
Those bitten by a Scourge-aligned Worgen and infected in such a manner fall under Scourge control. This caused massive issues in the Grizzly Hills, where pretty much the entire native population of Humans fell under Worgen control and these waged a guerilla war campaign against the Alliance and Horde.
Gargoyles

Mobility: 7
Training: 2-3
Max Range: 300-500 meters
Preferred Range: ^^
Brought from the frozen north by the armies of the Lich King, these strange, wiry flyers have rough, crystalline hides which protect them from all manner of attacks. Gargoyles make effective scouts and can be deadly if left to rain attacks from the air, but they have a very obvious weakness. Most of them have to go through long periods resting as stone to maintain the energy they need to carry their heavy bodies through the air.  In times of great peril, gargoyles also land and condense their crystalline hides into the stone-like surface to make themselves nearly impervious to any forms of attacks. Though they are unable to attack in this state, they can take time to regenerate their wounds and replenish their energies.
Primarily these exist as Scourge anti-air fighters and ground strafers. As the conflict with the High Elves shows they are capable of rapidly changing between forms on a whim, with their formidable armor, already heavily resistant to dragonlances and arrows in regular form, becoming almost outright impervious in stone form. Even spells just bounce off them in these states.
Offensive: Most gargoyles attack with teeth and claws, along with a ranged attack that seems to utilize a corrupted form of natural magic to drain life from foes or else otherwise blow up upon contact. Others seem to attack with an electrocution type spell, spit acid or else are plagued and help spread the Plague of the Undeath. Also grabbing enemy ground units, lifting them up high in the air and dropping them remains a favored way to deal with them.
Defensive: While normally the Gargoyle’s skin is quite diffictult to penetrate, in its stone form it becomes near impervious to everything but powerful, heavy weaponry or potent magical weapons. Magical spells, arrows, and the like all bounce off.
“The bat creature cried out in pain. Belo’vir grasped one of its wing arms and raised his free hand, which was wreathed in glame. As he did , the skin of the monster hardened, and winth the next instant the entire creature had turned to stone.
Belo’vir stood briefly motionless, perplexed as the battle waged around him. “- Warcraft  Blood of the Highborne

===ADDITIONAL FACOTRS===
Gargoyles are utilized in an incredibly diverse number of ways including ambushers, guardians, anti-air, harriers, harassment, and sentries. However they do need to rest a great deal to maintain energy to lift their forms, and to that end they spend a great deal of time as statues.
Proto Dragon Riders

Mobility: 8
Training: 5-6
Max Range: 200-300 meters
Preferred Range:^^^
The proto-dragons were the early version of dragons before they evolved into the regular dragons that they are known today. Proto-drakes are generally bestial and display none of the great intelligence and wisdom of true dragons, though some in prehistoric Azeroth were capable of rational thought and broken speech, such as those who would become the Dragon Aspects. Proto-dragon whelps grow at an incredibly rate and can devour nearly twice their weight in raw meat per day.
The Vrykul, and most particularly the tribe known as “Dragonflayer” have managed to tame this creature and use them as a war mount. They used them as flying mounts in the Howling Fjord and other parts of Northrend, and can be seen doing so in their constant siege of Valgarde. In addition other tribes in Icecrown and Storm Peaks also made heavy usage of them, including infested, plagued variants. Like with Vyrkul in the event these creatures die they can be resurrected as an undead Proto-Dragon!
LOADOUT:
Offensive: Fireballs and firebreathing generally. Some variants use ice-breath while others are plagued to spread disease upon death. All have teeth, claws, weight and tail for melee. Usually the Vyrkul rider carries harpoons to throw at enemies. These may be chained, allowing Proto-dragon riders to pull others off their mounts or even jump towards them.
Defense: Dragonscales present tough armor to bypass however is noticeably less durable than larger Frost Wyrm.
===ADDITIONAL FACTORS===
At least some of the plagued variants would spread the Plague of the Undeath in death.

===Shock and Awe===
Frost Wyrm

Mobility: 7
Training: 6-7
Max Range: 300-500 meters
Preferred Range: ^^
In ages past dragons used to fly to Northrend to die.  As the area that  came to be known to Northrend was their original homeland, perhaps they wanted to see their homeland one last time before they died. Regardless when the Lich King came around he took advantage of these massive graveyards, at least some of which held up to ten thousand individuals, and used it as a source with which to raise dragons.
They have no memories of their previous lives nor of the world beyond death. They are intelligent beings, quite capable of strategy, tactics, and deception, but they have no understanding of their past dragon heritage. Frost wyrms have a cold-based breath weapon that can shatter entire buildings. They are also quite fond of devouring their hapless enemies whole. Ner’zhul’s vicious frost wyrms hold the frosts of Northrend within their skeletal hearts.
For the most part Frost Wyrms come from the Blue Dragon stock, as ages ago that stock was the one who received the greatest decimation. However other dragon stocks can be found, particularly of the Black Dragonflight, and come with their own separate powers. In large numbers Frost Wyrms are a truly dominating force, and against the Scarlet Crusade just a few of them effectively shut down all major ground resistance.  
LOADOUT
Offensive: By inhaling a great deal of air, frost wyrms can expel blasts of freezing cold so extreme, that they pull all the moisture from the air around a building and freezes it solid. In other lesser blasts of the same type Frost Wyrms attack units, either freezing them solid and shattering them or else greatly slowing their movement. Some frost wyrms are skilled enough to fire single AOE “iceballs” that freeze units in a given area, or call down Blizzards which rain down ice-shards over a small area. Others have a inkning of shadow magic and thus can use drain life. Rare Ember/MagmaWyrms, reanimated Red or Black Dragonflight respectively, attack with fire or magmaballs respectively.  Dragon  wings are strong enough that at close range they can buffet enemies away with hurricane force winds.  Finally in CQC they have deadly claws, a tooth filled maw, and large bludgeoning tail.


Defense: Undead, so have undead traits about being able to live with certain parts of their body destroyed. Their size also gives them an innate durability advantage. Though Alliance/Horde/Argent Crusade have managed to kill these creatures with enough ease, it is often via heavy artillery like cannons or machine guns.
===ADDITIONAL FACTORS===
Though not every dragon in those graveyards have been reanimated, the Scourge nevertheless has a huge number of them available at disposal. A small outpost in Dragonblight for example had killed dozens (with specially designed weapons) over its few days of existence and did not put a dent into the horde. They appear throughout Northrend.


Monsters of the Scourge
Mobility: 7
Training: 0-2
Max Range: Spell
Preferred Range: ^^
In this section are 4 different monstorous creatures that can be used by the Scourge as battlefield devastation. The first described, the Flesh Giant, is also the most numerous.
From Wrath of the Lich King Bestiary:

“The same dark sorcery used to command the Scourge's powerful abominations is utilized to even greater effect in the harsh and distant realm of Northrend. Here the Lich King has focused his malefic powers on flesh giants: nightmarish creatures that make abominations look tame by comparison. Scourge minions assemble flesh giants and abominations in a similar manner, piecing them together out of body parts from numerous corpses. Unlike abominations, though, the "spare parts" used to create flesh giants are harvested from multiple types of fearsome Northrend giants.These living battering rams employ tremendous brute strength in carrying out the inexorable will of their loathsome master. Those who oppose the flesh giants take their lives into their own hands... and risk a fate even worse than death.” They are relatively common, and towards the end of the war the Scourge was pumping them out in great hordes.

Flesh Beasts are massive upgrades of the abomination, being stitched together from multiple corpses in the same fashion. They seem to be equipped with far more tricks then the abominations however, and loaded with terrible plagues, slime and acidic bile. They stand at about 42 feet tall according to concept art.  

Flesh titans are the most powerful constructs of the Scourge. Built from the corpses of storm giants and the flesh of women and children stitched together. It is said that their souls are fused together — eternally bound within that foul prison of flesh. What little knowledge there is points to the flesh titans as being far more intelligent than other constructs and possessing deadly electrical powers. Finally there is the Bone Wraith. This creature seems to be sewn together from the parts of many different skeletons and then animated, with Lord Marrowar being sewn together from the corpses of a thousand adventurers. They appear as a mixture of part skeleton and part sentient cyclone, and are primarily melee shock troops.


Offensive: Flesh Giant: Though few might know some type of spell (particularly if they come from Storm Giant stock, allowing them electricity) and they are capable of hurling massive boulders, for the most part flesh giants attack with teeth and claws and feet (stomp!). Their size and  weight makes the prospect of facing them in melee a bold enterprise.  If the Scourge feels like being nasty they can overload these behemoths with plague, turning them into a plague vector, give them a pus filled arm with which to shoot out poison or give them corrosive vomit . These Giants can go beserk for greater melee destruction. Might come equipped with a giant  axe, hammer, or club.
Flesh Beasts are likewise capable of throwing their weight around quite literally, and come with viscious claws. More than that that creatures have been seen are shown to be walking disease vectors, spraying enough plague in their immediate area that it becomes hard to breathe. Any air they inhale (which they don’t need) is then belched out highly infected.  Flesh Titans are even more massive than giants, and can utilize electricity to a far greater degree, electrifying multiple foes at once with chain lightning or else firing giant balls of it! Bone Wraiths are melee fighters wielding giant axes into battle. However they have so many bones and some magical power to use frost spells in their immediate vicinity, or else surround themselves with a shredding bone storm.  


Defensive: all of them are without question durable, given their undead nature meaning less requirement on vital organs (and the difficulty of most foes in reaching those organs!) . Imagine the durability of the Abomination maximized here.

===ADDITIONAL FACTORS===
All variants are essentially formed from sewn together dismembered corpses, meaning that even corpses deliberately ripped out to prevent enemy reuse (as is common in some Fantasies) would not stop the Scourge from getting use out of them. Only fire can do that.
Though Flesh Giants are relatively common, Flesh Beasts are quite rare with the other two only existing in a few circumstances. 
Meat Wagon

Mobility: 7
Training:  (Manned Vehicle)  
Max Range: 300-500 meters
Preferred Range: ^^
One of the strangest and most dire tools utilized by the Scourge is the dreaded meat wagon. This rickety contraption is used to collect and store recently slain corpses from the field of battle. At any time, corpses can be pulled from the meat wagon and raised into undead warriors. When upgraded, the meat wagon can also fling diseased corpses at enemy units with its crude catapult device. An invaluable support vehicle for the Scourge, the meat wagon strikes fear and woe into the hearts of even the most resolute defender.
In more recent wars the Scourge seems to have also included a sub-variant that fires rocks or more explosive projectiles, however the infectious meat wagon nevertheless remains a powerful battlefield instrument against the living. Every projectile spreads poisonous gas and plague, as well as fear at having projectiles of what were once friends thrown at the enemy and then resurrected. The Scourge catapult moves at speeds of 20 mph.


Offensive: Throws diseased bodies and parts at the enemy, or else concentrated containers of the plague of the undeath. Though this does not seem to do damage against the already dead, its poisonous to breathe in for the living, and serves to spread the plague among defenders. Some variants might throw more mundane explosive devices or rocks, and Saronite Bombs have been invented by the Scourge. These are powerful bombs presumably carrying the traits seen in the Saronite section, and stolen variants were used, in lore, to blow holes in Icecrown’s foundation.  
Defense: Vehicle, made of metal and sometimes saronite.
===ADDITIONAL FACTORS===
Meat Wagons allow for convenient storage of bodies for putrification, morale hits and later reanimation.
===Specialist Support===
Cult of the Damned/Necromancers

Mobility: 4
Training: 3-5
Max Range: Plague
Preferred Range:Spell
Role : Magical Support, Necromancy
From Wowpedia
“After the Lich King Ner'zhul defeated Azjol-Nerub in the War of the Spider, and gained control of Northrend, he turned his attention south, to Kil'jaeden's chosen targets: Quel'thalas and Lordaeron. Though he was trapped bodiless and confined to the Frozen Throne, he could reach out telepathically across great distances to those seeking power and knowledge of necromancy - his first minions, and the beginnings of the Cult of the Damned.
Chief among the men and women who heard the Lich King's call was Kel'Thuzad, archmagus of Dalaran. Forsaking his position as senior member of the Kirin Tor, Dalaran's ruling council, Kel'Thuzad traveled alone to Northrend. The vast Nerubian ruins left decimated by the War of the Spider confirmed his desire to ally with the Lich King. His arrival was expected, and he offered his soul to Ner'zhul. In exchange for loyalty and obedience, Kel'Thuzad was promised immortality and power, but he remained a mortal human for his appointed task: the organization of the Cult of the Damned, which would set the stage for the Scourge's conquest of Lordaeron. The Archmagus was old, but still very charismatic, a useful trait for amassing more and more of Lordaeron's easily-swayed citizens under the shadow of the Lich King.
For three years Kel'Thuzad worked, preaching his new religion to the masses, promising them immortality and an ideal society free of all the burdens the existing one forced upon its citizenry. Many of Lordaeron's overworked laborers and disenfranchised masses were taken in by this charismatic individual, and willingly sold themselves into service to the Lich King. Kel'Thuzad also used his fortunes and those of his fellow Cult members to taint and corrupt men in positions of power, bringing them into the Cult through favors and gifts. Eventually, many of Lordaeron's northern towns were completely under the control of the Cult of the Damned, and it became time for the Lich King to act.”

Plague cauldrons, artifacts which would spread the Blight Plague over wide areas, were created and placed by the Cult of the Damned in the cities they controlled, beginning in the northernmost reaches of the kingdom of Lordaeron. They poisoned wells, spread diseased grain, and generally went all out to infect as many as possible. The plague spread quickly, wiping out the towns' populations and raising them as Scourge. Though this was a horror for an unsuspecting citizen, for a Cultist, undeath was a welcome reward.
When the Burning Legion was defeated at the Battle of Mount Hyjal, the Alliance and Horde were not the only winners. The Cult of the Damned considered the demons’ defeat a victory for the Scourge as well. The Lich King was finally freed from the Legion's control, and could begin furthering his own plans using his powerful death knight, Arthas Menethil. This Death Knight later merged with the Lich King, becoming the powerful figure seen today. “
The Cult of the Damned continues to serve and indeed has grown even larger, having a influence in Northrend, the Eastern Kingdoms and to a lesser extent Kalimdor. In battle they supply both light magical support and necromancy, constantly resurrecting and sending new hordes of undead into the fray. They are absolutely dedicated to spreading the plague everywhere they go, and this caused significant problems to the Alliance/Horde war effort in Northrend.
LOADOUT:  

Offensive:  In general life-draining shadow magic, fire, ice, plague spells (that spread the Plague of the Undeath) and  some of the best might have mental spells, like fear inducing psionics, torturous pain spells or a spell that violently flays the mind. Thanks to their former tutelage under daemons, these can include daemonic spells like Seed of Corruption, which magically implants a daemonic seed in a target that drains them over a brief period of time before exploding outward. Curses can reduce  the chance that attacks hit,  hobble the enemy,  sap willpower  or cause extraordinary pain. They aren’t afraid to sacrifice themselves either for the cause, with some spells causing explosions of volatile plague magic all around (physical explosions that double as infectious)or else surrender their will to turn into giant hulking zombies. Though many are mages, many also are swordsmen or similar melee fighters and can amplify their swords with shadow  or plague magic. A few can summon Voidwalkers, ogre sized beings of shadow capable of ripping a Centaur in half  in lore as well as casting a variety of torment and shadow spells. Unholy Auras or Banners can boost the attack or regeneration of the Scourge in an area within a couple meters.  They can control the Undead’s very precise movements via the Eye of Dominion.
Certain Shadowmages can become one with the shadow, greatly increasing the potency of their shadow spells and durability against enemy attacks. Of course, as necromancers the majority of this cult will excel at raising the dead, being capable of rapidly pumping out small hordes. These can include even, over much time, massive creatures like flesh titans and frost wyrms, though Valky’rs are usually required for champion resurrection (i.e. Death Knight).Skelatons that fall can be reconstituted if need be, which presented a major difficulty in the Horde-Alliance advance to Icecrown. If there is not enough parts for a full body then the Scourge can sew them together to create monstrosities such as abominations , bone golems or even wraiths, or even just animate a small pile.  One such example of the latter is a magically enchaned swarm of flying skeleton heads.   It is for this reason fire, acid and the Holy Light is often deployed against dead bodies . However even if the body is completely destroyed they may be brought back as an shade (save the Holy Light option, which puts the spirit beyond the reach of the Scourge). Also in Andorhal a machine was deployed that could rapidly and magically reassemble piles of skelatons- in pieces- into mini armies. Only by using grenades were the Alliance/Horde adventurers  able to blow past these skelatons to destroy the Animus machines.
Defensive: Some can drain life from enemies to themselves  or heal allies with shadow magic. Others might have shadow  or bone shields to diffuse a limited amount of damage.  Dark Blessing infuses allies with the ability to attack faster and hit harder. Though not necessarily defense in Icemist it is shown that the Cult possesses suits that exude corruption and blight.
===ADDITIONAL FACTORS===
The Cult of the Damned is a full-fledged organization and has many assassins, mages, necromancers, bruisers ect. Members can be found of every Azeroth race, though humans are perhaps the most common.


Banshees

Mobility: 7 ( Can  fly)
Training: 5-7
Max Range: Spell
Preferred Range:Possession


When the Burning Legion and the kaldorei clashed in the War of the Ancients, 10,000 years ago, many night elf women fell. Their brutal murders returned them as banshees, and for millennia they wandered the world in lamentation, losing ever more of their dwindling sanity. Eventually, the Lich King, Ner'zhul, learned of their existence and recruited them into the Scourge. Banshees fought in the Third War alongside other undead, and when Arthas attacked Quel'Thalas, he found that he could make banshees of high elves as well.
Banshees are undead spirits, many of them from high elves who were taken and enslaved by the Lich King after his conquest of Quel'Thalas. While under Ner'zhul's control the banshees were kept just aware enough so that they could experience the pain, desperation and anguish of their existence, and were then filled with a desire to spread that pain among the living. Most known for their chilling and deafening screams, banshees can also cast a number of curses.\
In battle Banshees serve both a stealth and a specialist role. Their debilitating curses and unholy spells can sap the life of defenders, while wails and cries can stun enemies and silence magic users temporarily. However the most effective use of their talents is possession, for through such means they can convert powerful champions to the Scourge’s side, or infiltrate enemy ranks.Though in game possession is a one-time event, in lore banshees are shown freely entering and leaving bodies once they are done with them.
“She had cried out before, as he had tortured her. But that was only her own pain, her own
despair. This was so much more. Torment, agony, yes, but more than that, a hatred so profound
as to be almost pure. She heard other cries of pain mingling with hers, saw elves dropping to
their knees clutching ears that began to bleed. Their voices and their spells were stopped,
changed from words of magic to incoherent cries of raw grief and startled pain. Some of them
fell, their armor shattering and breaking off of them in jagged shards; their very bones breaking
beneath their flesh” –Arthas: Rise of the Lich King. Banshee cry pg. 294
LOADOUT
Offensive: Various spells and curses. The most basic of which lowers a unit’s effectiveness in combat, causing them to miss or misfire all the more often. Banshee Wails and Screeches can stun and silence enemies, temporarily preventing them from attacking or casting spells.As shown in Ghostlands, any special healing property such is quick regeneration is disrupted while the cry is carried out. Some may even kill depending on proximity of the enemy. More than that these screeches actually classify as a sonic attack, so in the short range they can be fatal.  Some can cast life-draining shadow magic attacks.

Suddenly there was a flurry of motion, accompanied by anguished cries. Like the ghosts of birds,
the blurs dipped and dove, harrying the monstrosities who paused in their pursuit of Arthas to bat
and roar at the spectral figures, who suddenly seemed to dive right inside the creatures.
The slimy, white, maggoty things froze, and then abruptly turned their attention to the shambling
ghouls that were attacking Arthas. A grin spread across the death knight’s pale face. The
banshees. He had thought Sylvanas too lost in her hatred to come to his aid, or worse, like so
many of his warriors, turned to become a pawn of his enemies. But it would seem that the former
ranger-general’s irritation with him was spent.
With the aid of the banshee-possessed abominations, the tide quickly turned, and a few moments
later Arthas stood, weaving with a sudden weakness over a pile of corpses that were truly dead.
The abominations turned on one another and hacked themselves to grisly bits. Arthas wondered
if even their creators could have sewn back what was left of them. As they fell to the earth, the
spirits that had possessed them darted free.” –Arthas: Rise of the Lich King. Pg 334
Banshees can also possess their foes, taking complete control of the body and gaining any powers/spells/abilities associated with. However in game this cannot be done on heroes or particularly strong foes, which shows that those with great enough resistance or willpower can fight it off.
Defensive: Usually incorporeal, so magic would be needed to kill them.  Anti-Magic shells can be cost on the banshee or an ally unit, and they protect against anything but the most powerful spells or sustained barrages.
===ADDITIONAL FACTORS===
Most if not all Banshees appear to be of Elven women.
Shades

Mobility: 7 ( Can  fly)
Training: 3
Max Range: 100s of meters
Preferred Range:spell
Role: Spies, Some spell
Shades are among the most powerful undead creatures created by the plague, second only to those massive powers formed through divine intervention or heroic activity. These creatures are fanatically loyal to Ner'zhul and are created from his most devout and capable followers. Only the truest patriots of the Cult of the Damned are worthy of this great honor. Even after death, their loyalty is absolute. They are unquestioned in their realm, and are one of the greatest spy force Azeroth has ever seen. Together with their abilities of fighting and sorcery, shades are a potent force in Ner'zhul's legions of the Scourge.
Shades can move completely unnoticed. While operating under this ability, the shade is not noticed or thought of as unusual; it appears to be someone familiar and accepted to all those around it. Even the most unusual actions will seem “reasonable,” and the individuals around the shade rationalize away unusual actions or strange conversations.
Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Ner'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. This ritual occurs in a place known as the Sacrificial Pit, where the focused energies of the Lich King and his necromancers are at their most powerful.
Yet shades can also lend some spellpower to the fight, knowing some shadow spells. In addition Wraiths can be used directly on the battlefield. Wraiths are angry and violent spirits, long for a return to mortal life and vent their jealous rage on living creatures. They can be used directly on the battlefield, tearing at enemies with incorporeal hands. Yet also they can be attached to Nexi or Zigguruat defense towers, and thus can be magically unleashed by these towers en masse to attack nearby enemies.
LOADOUT
Offensive : Most Shades are not meant to fight, but those that do can utilize shadow magic spells, draining life force from the enemy. In combination with their stealth this might allow them to assassinate effectively. At least one variant in Naxaramas could open a portal that would allow a handful of enslaved daemons to run through. Both Wraiths and Shades however can attack and rip foes apart with incorporal claws.
Defensive:  It’s incorporal, and thus magic needed to hit it. Many Shades are also invisible and thus need wards to detect.
===ADDITIONAL FACTORS===
Shades are the Scourge’s ultimate infiltrators and spies, and in general are sent out in all directions for this purpose. Some can serve as detectors and see through magic like invisibility and illusions.
Valk’yr

Mobility: 7 ( Can  fly)
Training: 8
Max Range: Spell
Preferred Range:Possession
Role: Necromancer Elite


Warrior Maidens of old, the Val’kyr are described as the best fighters of their generation, honored beyond measure by the Vyrkul. The Lich King too honored them by resurrecting these maidens and then binding them to his will. Now they serve as lieutenants and necromancers, resurrecting the dead and serving as wardens over the other-worldly shadow realm.
It is they who determine the fate of the Vyrkul, turning the worthy contestants into Ymirjar and the unworthy into Vargul. Though as later Forsaken they could only resurrect human corpses, it should be noted that as servents of the Lich King they had no problem resurrecting any race, and could even resurrect champions of the Scourge directly in battle (Death Knights, Vyrkul f as examples).  It is in this role that Valk’yr serve in battle, staying behind the lines to help send hordes of newly risen undead and revived champions at the enemy.
Yet in addition the Valk’yr are also powerful warriors, being some of the best to ever live in Vyrkul society. They are mages capable of directly leeching life from foes, ripping souls from bodies or even smiting them with holy magic!
LOADOUT
Offensive:  In combat they are melee masters who generally attack with spears, whose touch is also life draining. In addition they can use a pleuphoria of shadow damaging spells, able to blast foes with fire, soul-ripping spells or even use holy powers against the enemy (though, given that the Valk’yr are undead, this is painful for them according to Blizzard Creativie Development). But in most particular use are their necromancy skills. A Greater Valk’yr can resurrect an entire battlefield as shown by the later Forsaken battlefield of Andorhal, while lesser can still bring back multiple skelatons at once. The eight of the Forsaken can raise hundreds a day, and the Lich King has far more Vakl’yr.  Both can revive Scourge champions that are fallen, though the in game cooldown and the fact that they cannot spam revive them suggests that this might depend upon the condition of the body or the remaining magical power of the Valk’yr in question. Past a certain point only the Lich King could bring such a broken being back, and over time.
Defensive:  Count as flying, ethereal creatures. Some can manipulate shadow energy to provide a form of shielding.
===ADDITIONAL FACTORS===
Valk’yr are chosen from female Vyrkul and thus those among that sub-section who achieve a degree of skill might well become Valk’yr upon death. The fate of those Recently diseased that are resurrected seem to vary if the Forsaken storyline is anything to go by. Those with strong will might become servants with a degree of will or even Death Knights (for the LK) but those with weak turn to shambling zombies or ghouls.

Darkfallen

Mobility: 5
Training: 5-7
Max Range: Battlefield
Preferred Range: Spell
When  Kael’thalas travelled with Illidan Stormrage in his failed expedition to destroy the Lich King, the vast majority of his army was purged and destroyed. Noticing the tenacity, magical talent, and skill of the Blood Elves sent against him, the Lich King resurrected his hated foes and bound them to his service. They were made vampyric but not vampyric in the traditional sense. Rather instead of feeding off blood they fed directly off of life force and pain via magical means.
The Darkfallen serve as the Lich King’s tacticians, messengers, and some of the magical support. The leaders, the San’Layn, were once the nobility of the Blood Elves, and now serve as such in death. A handful of  individuals they serve as overlords of large masses of the Scourge, and are rather masterful mages. Their powers have improved that they can command many, even anti-Scourge humans, over great distances with telepathy.
For Tribal groups they are shown as being regulated to ambassadors, where their smooth Elvish tongue helped them weasel  their way into
Offensive: The Darkfallen are great sorcerers and necromancers, utilizing waves of spells, resurrection and control of the dead, mental attacks and particularly life/soul draining shadow magic. The latter is vampiric, and drains life force from the enemy to them.  They can use this to power themselves in melee combat, becoming far more powerful and having their blwos literally rip the life force from their enemies.
Defense: Saronite Plate armor and magical shielding spells.  


Obsidian Destroyers

Mobility: 4
Training: 9
Max Range: Battlefield
Preferred Range:Spell
 Rare to the point of legendary status the Obsidian Destroyer is a last remnant of a captured people, enslaved by an ancient destroyed empire. In a time before the existence of even the Elves the Aqir conquered and subjugated a Tol’vir nation in Northrend, turning its immortal people into slaves. For 16,000 years they were kept subjugated by the Aqir turned Nerubians, forced into servitude (being titan constructs, they were far less resistive then fleshy races). When the Scourge came and consumed the Nerubians this race was then forced to fight for them.
Now known as Obsidian Statues the tol'vir were often used as figureheads at the forefront of many Undead armies after the Third War, inspiring awe and fear in the enemy ranks. Obsidian Statues however were also able to break free of the obsidian stone that holds them and fly into battle, swallowing magic to feed their insatiable hunger as they move between battles and rain destruction down upon their foes.
The role of the two forms varies in battle. The statue provides powerful healing and magical recharge to the Scourge army it’s attached too, while the flying Destroyer seeks to utterly annihilate the Scourge’s foes below. Consider that this creature is a giant statue of such size that, as Cataclysm shows us, it literally stood over an ancient coliseum and this will provide a measure to its true size.  However in particular it’s an answer to enemy magic users, being nearly completely immune to magic.
LOADOUT
Offensive: Statue form: None. Destroyer Form: Shoots energy bolts with AOE damage like artillery, and can devour enemy magic within a given area, healing the Destroyer while weakening mages and destroying many summoned units (daemons, some undead ect).  Any positive enhancements or the like  on the enemy can be easily destroyed by this creature.


Defense: It’s a large, flying, obsidian stone statue that is also nearly immune to magic.  
===ADDITIONAL FACTORS===
In statue form this vessel serves as healing to most Scourge and mana reimbursement to magic users, staying in the rear to do so. This vessel is very rare, and in fact didn’t appear in the recent Scourge war at all. According to the developers only a few still exist in the deepest retches of the fallen kingdom of the Nerubians.
Nerubian Crypt Lords and Vizers

Mobility: 5
Training: 6-7
Max Range: Spell
Preferred Range: Spell


These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. Though the nerubians fell before the wrath of the Lich King during the fabled War of the Spider, the insidious crypt lords were swayed over to the Lich King's ranks and granted considerable power and the immortality of undeath. Now the giant, thundering beasts serve as the Lich King's mightiest warriors and the guardians of the Scourge’s holdings in Northrend
Meanwhile Vizers are the former advisors of the Crypt Lords, who have now emerged in many cases to take power. Though many are among the still living Nerubian resistance movement, many others have been “recruited” into the Scourge, serving as yet more magical support.
Typically both variants serve as sub-commanders of the Scourge, in some cases even serving as shock troops depending on how common they are. They will at times appearing together, with the Crypt Lord leading from the front while the Vizier attacks from the rear. Though neither variant is particularly happy about their service to the Lich King, they nevertheless serve unquestionably.


LOADOUT
Offensive : Crypt Lords can call upon swarms of locust to rip flesh from bone, actually helping to rejuvenate the Crypt Lord as they do so via magical means. They also blind those caught in the swarm, preventing magic users and the like from effectively casting. Crypt Lords can also summon giant carrion beetles who attack foes with viscious mandibles. These typically are spawned from corpses. Via slamming their claws into the ground Crypt Lords can summon up massive spikes to impale enemies. Some Crypt Lords know basic necromancy or mental attack spells. In melee they attack with impaling claws and their own giant mandibles.
Viziers are capable of greater displays of magic. In addition to some fire and shadow spells, they specialize in psionic or mental, attacking the willpower of the enemy or attempting to flay his mind.  They can also summon swarms of insects like the crypt lord.
Defensive: Both have some natural insect carapace, however the Crypt Lord’s is far more durable and larger than the Viziers.  In fact Heroes of the Storm say that a Crypt Lord’s armor can easily deflect swords, arrows and even siege weaponry at times.
===ADDITIONAL FACTORS===
As leaders, both units are to be considered rare.
Lich

Mobility: 4
Training: 6-7
Max Range: Battlefield
Preferred Range:Spell
Liches are among the most powerful spellcasters and allies of the undead Scourge, serving their master with evil intent and great power. Often, they command armies as generals, surrogates for the Lich King himself. They are deeply entwined with the cold power of the grave. As a rule, these creatures are power-hungry, devious, and vicious. They utilize their great intellect and dark powers not only to serve the Lich King, but also to defeat each other in subtle political machinations, gaining strength and renown from each opponent's death. A lich resembles a skeleton with a chill blue glow emanating from within its bones. Liches often dress in flowing robes. These creatures are fond of pageantry and deception; they will often dress in the robes of a king or priest and expect their followers to call them by powerful-sounding names.
In a similar manner to Lord Voldemort of Harry Potter the Lich can be killed and still come back later on, courtesy of a magically enchanted container called a  Phylactery. As long as a lich's phylactery remains intact and undamaged, a destroyed lich can generate a new body and return to undeath.These containers must be destroyed if one is to hope on permanently killing a lich- which isn’t an easy prospect. Liches are master mages, capable of wielding impressive shadow, ice and necromantic magic.
Liches come from various sources. Many have come from the Cult of the Damned, like Scourge majordomo Kel’Thuzard, yet others trace their origins from the first and second war, from the warlocks, shamans and even prototype Death Knights of the time. They are all, without exception, bound and utterly loyal to the Lich King.
Offensive: Liches are masters of Ice Magic, and can utilize everything from simple ice bolts to blizzards against the enemy.  They can empower allies with unholy buffs that make them far stronger in combat and more durable too. Mental spells such as control of the undead and making nearby enemies running away in fear are too among the Lich’s abilities. Likewise shadowspells can also be used.
Defensive: Liches can take life energy from their followers, sacrificing them for magic and safety. They might also cast Frost Armor on themselves, encasing their armor in a thick slab of ice that makes it very difficult for enemies to penetrate through.
===ADDITIONAL FACTORS===
Like the Crypt Lord, only a few have achieved this vaunted position and thus they can be considered rare.

Buildings: In W3 Scourge buildings are able to be summoned into existence via acolytes performing certain rituals. These buildings however are not “magicked” into existence. Rather, as Wrath of the Lich King shows us, they are physically build in Icecrown which means they are then teleported from Icecrown to ____.


Though the Scourge has no problem creating and raising undead on campaign, even with creatures such as abominations, bases provide places where mad scientists can research, creatures can be created with more privacy and perhaps efficiently, and a permanent presence can be established on the ground. These are defended by Ziggurauts who carry within them a number of wraiths. Also in Icecrown the Scourge was said to have magical crystals that would inflict suffering, despair and horror once the enemy got close enough, which would cause lesser men’s will to crumble.  When an enemy draws near they are unleashed to rip them apart. In addition the Vyrkul add their own Harpoon Guns, which are manned turrets fire giant harpoons at encroaching enemies, which are big enough and fire rapid enough to take down Alliance frigates. They are said to fire with extreme accuracy and some are even automated.
https://www.youtube.com/watch?v=KqGiOV8Dofg
However with the onset of Wow Scourge bases seem to have been compartmentalized and ground bases appear less than before. Now Scourge bases are based more heavily around the flying, mobile fortress known as the Nexi.


Necropolis

Mobility….Can fly
Training : Inanimate Building
Max Range: Campaign
Preferred Range^^^
Role : Mobile Command Center, (smaller variant) plague bomber
This category refers to two separate units who, though similar in design, are quite different in size and purpose.
The  first example refers to a massive building/vessel that serves as a floating, mobile, Scourge base. Here is where the leadership often stays, where armament and the plague is stored, and of course where massive Scourge numbers are quickly transported. Recon devices, mad scientist laboratories, flying gargoyle roosts, stored siege devices and teleporters- with direct acces to the ground- are also carried. Though only a handful are in Scourge services, these flying vessels are instrumental in coordinating, planning and launching a campaign.
Smaller helicopter sized plague  spreaders however are more common and simple in purpose. These exist solely to spread the Plague of the Undeath everywhere and to spread along the landscape, corrupting and polluting it and turning it into Blight. . That which is underneath them dies.


===Loadout: ===
Though the plague spreader would naturally be harmful to what is directly below, it has very little actual AA abilities. Nor does the Nexus, barring any defenses those on board might have. However bases on W3 its possible they might have wraith defenses, like the zigguraut. In addition, according to the WOW comic, they can hang mystical crystals from their underside that bosots the potency of all Scourge magic within the immediate vicinity.
Defense: The plague spreader has thick metal, possibly saronite, but if its slow moving engines are clogged it crashes to the ground. The Necropolis would be far harder to destroy however if the comic is any indication some of them rely on magical crystals to keep it afloat which, if destroyed, causes it to crash. The mage Jaina Proudmoore also took a smaller variant down via pure magical might (freezing the whole building solid, and then knocking it out of the sky with a huge bolt of fire). Thrall, a master shaman, blasted one with lightning and then used the winds to hurl it to the ground.
That said when these things crash the undead on board usually survive pretty easily, given their nature.

===Additional Factors===
Only a handful full-sized Necropolises are  known in existence, but Scourge are building more. Plague Spreaders are far more common.
= Death Knights =

Role: Death Dealers
Max Range: Bow
Preferred RangeMelee
Training:6-7
From the Official site “Frost sharpens their strikes; blood fortifies their bodies; and undeath allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel.”

Though the Ork Horde once had corrupted Death Knights in the Second War, the modern Death Knight are former minions of the Undead Scourge, corrupted and controlled by the Lich King, Arthas. Originally comprised mainly of Human and Elven champions the Lich King did not discriminate in terms of fighting capability and would raise any powerful champion that fell before him or his army. There they would be forced to serve him and commit unspeakable atrocities in his name.

Unlike for the Alliance or Horde, the Scourge Death Knights probably number in their thousands and he is recruiting more all the time. Essentially any race was susceptible to the Lich King’s liking. The Lich King showed little prejudice in death in terms of race, only marital status. Thus you can see members of virtually any race in the Horde or Alliance among their ranks, barring the recently joined Pandaren.  Humans and Elves almost certainly have the highest numbers of Death Knights, given the destruction of Lordaeron and Quel’thalas respectively.


The Lich King forbids the Death Knights focus on anything but death and murder. Indeed it’s an actual addiction, with each and every Death Knight driven by the need to kill and torture on a regular basis. Its their only substance; they do not sleep, do not eat or drink.  To that end they fight and train constantly.





LOADOUT: The main weapon of the Death Knight is the runeblade.  It is through the runeblade that a Death Knight can wield his magical powers and it can be further modified for magical effects. These weapons not only have phenomenal ability to bypass armor, they can also leech attributes and power to the Death Knight wielder.  Such is the attatchment of the Death Knight to their runeblades that they wield it in the same way one would a limb, rather than as a tool.

Armor: Saronite Plate Armor: See “Materials” supplement section for how powerful saronite is. Furthermore the Death Knight is undead, meaning a inherent resistance to both injury and attacks on its life (as well as Holy spells being more effective on the DK), in fact allowing them to survive wounds that would kill other mortals. They are immune to any and all fear effects and highly resistant to pain.


= SPECIALIZATIONS =
As Death Knights are by their nature the elite of the elite (the Lich King has rigorous tests to root out weaklings) the reverse is going to be true from the other profiles; expect Death Knights to know most of everything below.

NECROMANCY / UNHOLY SUMMONS
Unholy Death Knights specialize in plagues and necromancy. In general they can raise more, stronger undead up to and including flying gargoyles as well as unleash greater, longer lasting plagues. They can physically increase their strength and that of an ally, sending them into a berserk frenzy.
C:\Users\display\Desktop\DW Fiction\Armies\KINGDOM CONQUEST\Army battles profile   Alliance Part 2_files\12_HulkingAbomination.jpg
Death Knights are natural necromancers. They can raise bodies to form their undead goons in the form of durable zombie like beings known as ghouls. These reanimated corpses can be mindless or sentient as the manga shows. The life force of these minions can be drained at any time to heal the Death Knight. The greatest death knight example, Arthas pre-lich king, could raise armies of thousands however most Death knights are probably not up to his caliber . Furthermore they can attempt to take control of other undead, even those bound by theanother group (so Alliance Death Knights against Scourge undead for example), which would depend on willpower of the Death Knight and the target. Unholy Blight surrounds the Death Knight with stinging insects that, upon contact, gives the enemy “frost fever” and “Blood Plague” diseases. During such attacks their life force starts getting sucked out of them while they suffer from hypothermia. Necrotic Strike stops the target from being healed and greatly slows down their ability to cast spells by clouding the mind.

Death Knights are plague bearers, able to spread disease either by touching or casting upon an enemy. In combat these plagues are very fast acting, rapidly spreading to foes near the Death Knight. The infamous Death Coil can work by sucking the life from a target, destroying it, or healing an undead ally. Strangulate or Asphyxiate crushes the throat of the enemy and Death and Decay corrupts the ground the Death Knight walks on so that harm will be done just by stepping on the ground around his/her personal space. Shadow tendrils can be summoned to grapple any nearby foes. Dark Simulacrum allows Death Knights to copy any one spell used by enemies for a limited period of time.
BLOOD: Blood attack types is defined as the ability to corrupt life energy to sustain oneself. It is very much similar to shadow damage, and in fact many of its spells or plagues (which in game are low-damaging but persistent type attacks). However sometimes the ability seems to be literal, as Death Knights have the ability to literally boil the blood of their enemies. They can manipulate their own blood to increase their stamina and make them more durable to attacks or even become immune to any stunning effects. Death Strike charges the Death Knight’s blade with terrible power that at the same time leeches life from an enemy.
Masters of manipulating blood and life force, these death knights are stronger, faster, possess attacks much more difficult to do and possess greater stamina than their counterparts elsewhere. Hell some of their attacks heal them! They can summon a parasite which gorges on enemy blood before healing allies. For defense they can summon a second rune weapon to fight around them or a wall of bones to serve as a sort of shield.


FROST: Not surprisingly Death Knights are masters of frost magic. Just by touching someone they can infect them with “frost fever” which while active continuously chills them to the point of hypothermia. “Mind Freeze” is essentially a more harmful brain freeze used on spellcasters which not surprisingly stops them from being able to spell cast (or presumably think well) while under duration. “Path of Frost” essentially means that wherever the Death knight walks ice forms, allowing him to yes walk on water (in lore the greatest example of this, Arthas, froze an entire river mouth). Horn of Winter increases the lethality of nearby party members. Death Siphon deals both frost and shadow damage and siphons the life force of the enemy into them. Shackles of Frost binds a target in magical frost chains, greatly reducing movement speed and presumably causing hypothermia. finally the very best of Death Knights can, if cut off from allies, surround themselves with a raging, coiling temporary blizzard that will gradually outright freeze anyone that tries to charge towards them.
Essentially masters of the ability to manipulate ice magic, being on par with frost mages. Frost attacks cannot do any harm to them, and the greatest feat of manipulating ice allows literal walls of them to be created, or enemies from afar blaster with penetrating icicles or frozen solid. They can further use this frost to either enhance their weapon power or armor. Unholy Aura, which also applies for unholy, increases the power of allied weapons in the immediate vicinity.


= ADDITIONAL FACTORS =
 Perhaps the most potent defense the Death Knight has is the ability to create an anti-magic zone around themselves or over a large 40 yard area over squad mates. Such anti-magic drastically lowers the lethality of all but the most overpowered enemy spells. Death Knights also have their auras to improve movement or attack speed.


Death Knight Glyphs: For the most part the Glyphs for the Death Knight deal with either making a spell more deadly, improving casting time for said spells, or increasing protection/healing for the Death Knight. One in particular, the Glyph of Anti-magic shell makes the Death Knight even more resistant to magical damage while active while Glyph of Icy Touch dispels a magical enhancements of a enemy target. Another, Glypth of Death Coil, allows the Death Knight to put protective barriers around allies. Some Glyphs don’t just enhance direct abilities. Glyph of the Army of the Dead makes it so this power can summon a plethora of undead minions, including hulking abominations.




===Heroes & Leadership==
Lich King 

Max Range: Bow
Preferred RangeMelee
Training: 8
Role: Overlord
Mobility: 5
In the beginning the Lich King was created using the enslaved spirit of the Orcish Shaman Ner’zhul, broken by the Daemon Lord Kil’Jaden. He was then bound to a frozen husk, a frozen throne on the top of Northrend to serve a new plan in compensation for a failure of an old.Kil’Jaden needed a new army to conquest Azeroth.  This new army could not be allowed to fall prey to the same petty rivalries and infighting that had plagued the Horde. It would have to be merciless and single-minded in its mission. Thus the Scourge was created.
The Lich King’s first task was to create an army, and to do so he used his powerful will to immediately mind control and take over creatures leagues around Icecrown. He deployed his plague across Northrend and waged war with the Ancient Nerubians, eventually bringing down their empire after a difficult fight. After resurrecting them, he spread out summons to budding Necromancers around the world, bringing them into his domain. He commanded these necromancers to infiltrate the lands they lived in, in preparation for what was to come. When ready the plague was unleashed, devastating the entirety of northern Lordaeron.
As the ranks of the undead swept across Lordaeron, King Terenas' only son, Prince Arthas Menethil, took up the fight against the undead. As was the Lich King's intention all along, Arthas succeeded in killing Kel'Thuzad, but even so, the undead ranks swelled with every soldier that fell defending the land. Frustrated and stymied by the seemingly unstoppable enemy, Arthas took increasingly extreme steps to drive them out. He eventually ordered the slaughter of everyone in Stratholme, to prevent Mal'Ganis – a dreadlord in the Lich King’s employ- from adding its citizens (most of which had contracted the plague) to his army of the dead. Arthas failed to trap Mal'Ganis, who escaped to Northrend. Arthas's comrades warned him that he was losing his hold on his humanity.
Arthas' fear and resolve proved to be his ultimate undoing. He tracked the plague's source to Northrend, intending to end its threat forever by killing its supposed leader Mal'Ganis. He stumbled across his long-time friend, Muradin Bronzebeard, brother to the dwarven King Magni, and the dwarf led him to a legendary weapon they hoped would help them combat the Scourge. Instead, Prince Arthas himself fell prey to the Lich King's tremendous power. Believing that it would help him save his people, Arthas took up the cursed runeblade, Frostmourne. Though the sword did grant him great power, the cost was high: Muradin lay dead (or so Arthas believed), and Arthas began to lose his soul, transformed into the first and greatest of the Lich King's death knights. Arthas finally exacted revenge upon Mal'Ganis, removing one of the Lich King's more dangerous jailers and completing the unholy transformation. With his soul cast aside and his sanity shattered, Arthas led the Scourge against his own kingdom — Lordaeron. Arthas started with the murder of his own father, King Terenas, and crushed Lordaeron with his newfound unholy strength.

However Arthas wasn’t done. In order to resurrect Kel’thuzard into a Lich Arthas assaulted the High Elven kingdom of Quel’Thalas. After a brutal war of attrition he crushed the High Elves, resurrected their leader Sylvannas as a minion, and corrupted their fountain of power, the Sunwell. With the magical energies absorbed he was then able to resurrect Kel’thuzad,  to allow the new Lich to summon the Burning Legion to the mortal plane. However in order to do so he first had to quash the mortal city of Dalaran and repel its defenders for the ritual to be completed. This was done after much exhaustive effort and the reward given was the stripping of the dead from the Lich King’s command, to be given to the Dreadlords. However this the Lich King had forseen….
During the Legion's invasion of Ashenvale, Illidan Stormrage was released from his barrow prison after ten thousand years of captivity. Realizing Illidan's addiction to magic, and having utilized the Skull of Gul'dan himself years earlier, the Lich King dispatched Arthas toKalimdor. There, Arthas covertly told Illidan about the powers of the Skull of Gul'dan. Unable to resist such power, Illidan took up the skull and harnessed its vast energies. By doing so, Illidan developed demonic features and vastly magnified power. Illidan, exactly as the Lich King had planned, then proceeded to kill Tichondrius and liberate Felwood. Without Tichondrius’s support, Archimonde was much weaker in the assault on Mt. Hyjall, allowing for Legion defeat.
With the Lich King’s urging Arthas forced out the remnants of the DreadLords, seizing control once again in Lordaeron. However by now Kil’Jaden had begun to suspect Ner’zhul’sbetrayal, and elicited Illidan to try and destroy him, using Dalaran and ancient magical ley lines to power a massive spell at Icecrown to destroy it. This he nearly succeeded in, only being barely stopped by his brother Malfurion, who feared he would wreck the world in doing so.
This temporarily weakened the Lich King’s power, allowing for Sylvannas to break free with a sizable force of Forsaken. In desperation, and knowing that Illidan would try again, the Lich King Ordered Arthas to come to Icecrown to defend him. After a journey through the mountains, fighting off still living Nerubians and servants of the Old Gods alike, Arthas made it to Icecrown- right as Illidan did. The battle was brutal, with Illidan’s coalition force throwing everything they had at him. However in the end Arthas emerged victorious, dealing Illidan a near fatal wound. He then merged with the Lich King and became one of the most powerful beings on Azeroth.

After the merger, the Lich King sat dormant for several years while storms raged across Northrend and his minions constructed Icecrown Citadel around the Frozen Throne. While the Lich King dreamt, the various personas in his mind - the death knight Arthas Menethil, the orc shaman Ner'zhul, and Matthias Lehner, the personification of the remnants of Arthas' humanity - fought for influence and control over the entity.
Matthias tried to reason with Arthas, but Arthas silenced him by running him through with Frostmourne. Ner'zhul was delighted by this, declaring that he and Arthas were now free to merge into a single glorious being. Arthas rejected this offer, stating that once he had the power of the Lich King, no one would tell him what to do again. He impaled the stunned Ner'zhul with Frostmourne, becoming the dominant personality of the Lich King and ending the dream.


Offensive: Frostmourne is the Lich King’s most powerful weapon, a blade that can carve through even magically enhanced weapons with ease and combined with the Lich King’s skill as a fighter makes for a awesome combination. Only a few blades, such as holy weapons, can hope to withstand a hit from this runeblade. But more than just a powerful combat weapon, it possesses the power to drain the very soul of anyone that it comes in contact with, including the wearer. This act gives back life to the Lich King, serving as a leech effect of sorts. Every person/thing Arthas kills with Frostmourne gives him additional strength and energy, as he gains their soul and would be able to add that person to his army, or even take some of their powers. In Swords Rest scenario of the Halls of Reflection dungeon Arthas has shown the ability to actually call upon the Spirits of the Sword – of which there are thousands- and force them to fight for him.
The Lich King can be considered a master of plague, shadow, frost, and necromancy. With plagues he can actually control their spread via his mind, and early Plague of the Undeath infestations were simply because he willed the disease into certain villages.  In particular in regards to shadow he can drain someone’s soul from them or split it in half, causing the half that fell to the Lich King to attack the free half. In regards to Frost he can freeze a small sea together to create a bridge to reach an island,send out snowstorms across the land or summon multi-story ice walls.  For necromancy he can resurrect those tens of thousands of years old creatures, control vast armies in their millions, and his very presence causes the dead to rise.

Telepathy is another great power of the Lich King, and early on he used it to enslave many beasts and primitive races around Icecrown, though more advanced societies like Nerubians were immune. While he is strong his telepathic domination is such that none can break free . He can see and speak to his minions in the field via this telepathy.  He also at least has knowledge of, and possibly the ability to manipulate still, Shaman magic.
Defense: Magically enhanced plate armor, helmet, chainmail and protective spells. He can also regenerate wounds in seconds.


Special: Chief Minions : As bodyguards Arthas keeps Falric and Marwyn, two captains from his days as Prince of Lordaeron. These lieutenants now serve as bodyguards, utilizing hopelessness, suffering, horror and despair to destroy the will of enemy attackers.  His loyal mount Invincible is a flying horse that Arthas can summon into existence at will. Finally there is Sindragosa, a mighty consort of the Dragon Aspect Magylos. This Dragon, which Arthas can rise, is , is a master of Ice Magic and can obliterate a whole army of escaped slaves in one gasp.
===X-Factors===
Adaptive Creativity: 72/100: The Lich King has employed innovative solutions, particularly when Ner’Zhul was dominant, that manipulated both allies and enemies to follow his will.
Tactics: 60/100:  On one hand the Lich King has orchestrated some pretty clever moves, however in recent years many of his plans have met with little success. Whether this is his own fault or whether it shows the potency of the Horde/Alliance, I am unable to say.
Strategy: 52/100: His forces took a huge beating in Wrath of the Lich King as the Lich King apparently planned. His ultimate goal there was to convert the adventurers/champions to his side and then become far more formidable. To do this he sacrificed many commanders and units. Regardless if the reader thinks this is a good idea or not based on the worth of WC adventurers, his plans failed horribly. W3 Lich King however can and did use far better planning.
Intuition: 80/100: The second half of the Lich King Personality, Ner'zhul, possesses spectacularly gifted pre-cognition and had foreseen most of the events of World of Warcraft years before they occurred.
Audacity: 79/100: The only time the Lich King has backed down is when directly threatened by something completely destructive to his existence (holy magic, Forsaken’s New Plague) .

Psychological Warfare: 72/100 – Everything from this man's demeanor to speech is designed to put fear in his enemy's heart, and he frequently engages in taunting  and ridiculing his foes, in order to lead them to anger or dishearten them. In the conquest of Quel’Thalas he deliberately paraded the Elves’s greatest general, Syvlannas, in front of them as a forced minion to both hurt their spirits and hers.  He has enticed betrayal among the ranks of many of his foes before.
Discipline: 78/100 – As the Lich king he really does not lose his cool, even when ambushed. In fact he has deliberately cut out his ability to feel most emotions, allowing him to be calm even in some of the direst circumstances.
Inspiration: 97/100: Almost all of his army is mindlessly obedient zombies, and betrayal from the inside without outside help is inconceivable. Even the more reluctant members of his army will fight to the (un)death without hesitation, for they have no choice in the matter.
Corruption: 99/100: Wants to destroy all life and raise it into the undeath, under his control.


Kel’Thuzad  

Max Range: Bow
Preferred RangeMelee
Training: 7
Mobility: 4
Role: Strategic Commander
Ke’Thuzad is the majordomo of the Scourge and leader of the Cult of the Damned, however before that he was a leader of the Kirin Tor, being one of the six most powerful wizards. Unfortunately he desire to cheat death caused the Kirin Tor to cast him out and the whispers of the Lich King drove him to the Icy realm of Northrend where, after some initial reluctance, he was brought into the fold.
“The Lich King was pleased with his latest conscript. He promised Kel'Thuzad immortality and great power in exchange for his loyalty and obedience. Eager for dark knowledge and power, Kel'Thuzad accepted his first great mission: to go into the world of men and found a new religion that would worship the Lich King as a god.
To help the archmage accomplish his mission, Ner'zhul left Kel'Thuzad's humanity intact. The aged yet still charismatic wizard was charged with using his powers of illusion and persuasion to lull the downtrodden, disenfranchised masses of Lordaeron into a state of trust and belief. Then, once he had their attention, he would offer them a new vision of what society could be - and a new figurehead to call their king.
Kel'Thuzad returned to Lordaeron in disguise, and over the span of three years, he used his fortune and intellect to gather a clandestine brotherhood of like-minded men and women. The brotherhood, which he called the Cult of the Damned, promised its acolytes social equality and eternal life on Azeroth in exchange for their service and obedience to Ner'zhul. As the months passed, Kel'Thuzad found many eager volunteers for his new cult amongst the tired, overburdened laborers of Lordaeron. It was surprisingly easy for Kel'Thuzad to achieve his goal: namely, to transfer the citizens' faith in the Holy Light into belief in Ner'zhul's dark shadow. As the Cult of the Damned grew in size and influence, Kel'Thuzad made sure to hide its workings from the authorities of Lordaeron.
With Kel'Thuzad's success in Lordaeron, the Lich King made the final preparations for his assault against human civilization. Placing his plague-energies into a number of portable artifacts called plague-cauldrons, Ner'zhul ordered Kel'Thuzad to transport the cauldrons to Lordaeron, where they would be hidden within various cult-controlled villages. The cauldrons, protected by the loyal cultists, would then act as plague-generators, sending the plague seeping out across the unsuspecting farmlands and cities of northern Lordaeron.
The Lich King's plan worked perfectly. Many of Lordaeron's northern villages were contaminated almost immediately. Just as in Northrend, the citizens who contracted the plague died and arose as the Lich King's willing slaves. The cultists under Kel'Thuzad were eager to die and be raised again in their dark lord's service. They exulted in the prospect of immortality through undeath. As the plague spread, more and more feral zombies arose in the northlands. Kel'Thuzad looked upon the Lich King's growing army and named it the Scourge, for soon it would march upon the gates of Lordaeron and scour humanity from the face of the world.”
Kel’Thuzad was hunted down and killed by Arthas, however this was planned by both Kel’Thuzad and the Lich King in advance, as part of a ploy to corrupt him. For that reason Kel’Thuzad bore Arthas no ill will, and even became the closest thing to a friend Arthas had among the Scourge. When the Lich King’s power briefly broke following Illidian’s initial assault on Icecrown, he stayed behind to hold back the tide of Sylvannas and resurgent dreadlords.


LOADOUT
OFFENSIVE: Kel’Thuzard is an archmage, meaning he is a master of arcane magic. Since then he has also learned frost, shadow, and plague magic . Virtually anything any other magic user here can achieve (save the Lich King) he can. He is also a master necromancer near the Lich King in level.
DEFENSIVE:  Has defensive magic spells in addition to the rule that he can only be permanently destroyed if his phylactery. He is one of those Liches smart enough to hide it.
Chief Minions: Lady Deathwhisper: Lady Deathwhisper is the Chief Overseer of the Cult of the Damned and as such Kel’Thuzard’s second in command. She is a incredibly powerful Lich skilled particularly at necromancy and mentally dominating her foes.
Annennar the Coldbringer: “The lich Amnennar and his forces participated in the Scourge's assault on Mount Hyjal during the Third War. Afterward, the Lich King instructed his servant to remain in Kalimdor and expand the Scourge's influence, and so Amnennar began plans to create a base from which to strike at Orgrimmar and Theramore. To that end, Amnennar has set his sights on recruiting the recently displaced and desperate quilboar people, promising them power over death so they can repel invaders in their lands.”
Finally he has a group named “The Four Horsemen”.  The most powerful death knights within Naxxramas are the four horsemen. They represent the pinnacle of Kel'Thuzad's guard. The first, Thane Korth'azz, holds the power of flame. The next, Lady Blaumeux, calls forth the power of shadows, drawing the souls of the living into the voracious embrace. Sir Zeliek, a paladin in life, so strong in his faith, that even in undeath, the power of the light still heeds his call, smiting his foes in battle. The final death knight, Lord Mograine, was the finest warrior that the death knights had ever seen. However, after the events of Azeroth, he vanished without a trace. Kel'Thuzad has appointed Baron Rivendare in his place

X-Factors:
Adaptive Creativity: 61/100 Kel’Thuzard is a creative opponent and it was through his means that the plague was spread so effectively in Northrend.
Tactics: 60/100: Orchestrated the successful spread of the Plague in Lordaeron, however other than that he doesn’t really have many known conflicts won.
Strategy: 68/10: Though meticulous planning he infiltrated, subverted and then destroyed much of Lordaeron over a period of months. Before the actual Scourge armies arrived.
Intuition: 70/100: Has some foresight, gifted to him by his master.
Audacity: 81/100: Has no qualms with risking his troops, or even himself, for his master.
Psychological Warfare: 74/100: Kel’Thuzad deserves high marks here for setting up an organization that then infiltrated Lordaeron with ease. In the latest Scourge war they had initiates among both Horde and Alliance, causing some havoc.
Experience: 65/100:
Discipline: 70/100
Inspiration: 93/100: See Lich King. Only because the Undead literally cannot disobey their leaders.
Corruption: 94/100: Shares Lich King’s goals, but at shows genuine affection for his cat, Mr. Bigglesworth.


Anub’arak

Max Range: Bow
Preferred Range: Melee
Training: 6
Mobility: 6
Role: Tactical Commander
"I was king of this empire once, long ago. In life I stood as champion. In death I returned as conqueror. Now I protect the kingdom once more. Ironic, yes?"
Anub’arak was once king of Azol’Nerub before being killed by the Lich King and then forced to destroy it. He now stands as a Stalwart ally of the Lich King, one of his most powerful servants and leader of the Nerubians . His most notable role in recent times was acting as Arthas’s guide and escort throughout Northrend when the latter had to race to beat Illidan to the Frozen Throne.
In order to reach the throne quickly, Anub’arak suggested traveling underneath in the tunnels of Azol’Nerub, which at the time were not fully conquered. There they fought remnants of a Dwarven expedition, still living Nerubians and hostile undead. Yet the worst foe perhaps was the faceless ones and their Forgotten One diety, which Arthas and Anub’arak only barely managed to defeat. Surfacing, this short cut allowed Arthas to tie Illidian in their quest to Frozen Throne, cumulating in a battle that resulted in the Night Elf’s defeat.  
LOADOUT
Offensive: See Crypt Lord, except he also is a necromancer and a master of frost magic.
Defensive: See Crypt Lord.
===ADDITIONAL FACTORS==
Of all the Scourge, Anub’arak resents his position the most and longs for death.
====X-Factors===
^^Note: These X-factors apply not to Anub’arak specifically, but Nerubians in general.
Adaptive Creativity: 59/100: Though masters of ambush, Nerubians are, like their Aqir brethren, a horde faction that relies on great numbers.
Tactics: 65/100: Great at burrowing ambushes, hit and run, and negating flyers. They were successfully able to stall and even nearly defeat the Lich King in his early days, forcing him to require Dreadlord intervention.
Strategy: 55/100:
Intuition: 50/100:
Audacity: 87/100: Actually wants to die, and has no problems expending either himself or troops in vast numbers.
Psychological Warfare: 46/100: Scary to look at, but other then that does not seem to utilize psychological manipulation at all.
Experience: 78/100:
Discipline: 74/100: Like all undead, he remains cool under pressure since death no longer scares him. However encountering a Forgotten One in Northrend did scare him however.
Inspiration: (See Lich King)
Corruption: 88/100: Anub'arak fully resents what he has become and caries out his duties reluctantly but with no hesitation. He does not hold the degree of malice that the rest of the Scourge heroes do.


Shade of Arugal

Max Range: Spell
Preferred Range: Melee
Training: 4
Mobility: 5
Role: Tactical Commander/Worgen converter
The Shade of Arugal is the ghost of a Dalaran wizard who was infamously called upon to defeat the Scourge in Gilneas. Through ancient research and mysterious research he succeeded, calling upon hordes of beastial Worgen to route the Scourge. However these Worgen then turned upon the Gilneans, killing many and infecting more. Driven mad by grief Arugal locked himself in Shadowfang Keep where he performed terrible experiments. In typical Azerothian villain fashion, he was then killed by Adventurers.
Fast forward a couple years the Lich King was looking for a new trick to employ against the Alliance/Horde. He did his research and discovered Arugal, sending Darkfallen to resurrect him. He was sent into Grizzly Hills to convert the native population there, succeeding in part due to desperation to escape the various threats of that realm (Scourge, Alliance-Horde conflict, Trolls ect) . Those that didn’t willingly convert he killed or raised into the Undeath. Thereafter he waged a vicious guerrilla campaign against first the Horde and then the Alliance .
Offensive: Arugal is a shadow mage and thus can cast spells from that aspect of magic. Uniquely he can summon Worgen to his location or forcibly transform the enemy into Worgen, whereupon he can then mentally dominate them to his will.
Defense: Has basic shield spells, and can temporarily remove himself from existence (however cannot attack in this instance).
===ADDITIONAL FACTORS===
Whereas the Cult of the Damned seeks to spread the undeath, Arugal tries to spread the Worgen curse. Though in Grizzly Hills all his victims were willing, he has shown the ability to forcibly convert and control Worgen before.


King Ymiron

Max Range: Melee
Preferred RangeMelee
Training: 8
Mobility: 5
Role: Tactical Commander
King Ymiron was once a great king of the Vyrkul in the years after the Titans left, and after the curse of flesh afflicted the Vyrkul.  His first act is to declare that aberrant children, evidently precursors to humans, be destroyed to preserve the Vrykul racial purity. It was this brutal act that led to the birth of the Human race, for some parents disobeyed and hid the children in distant lands.  He then conquered and ruled the Northern Wastes for many decades.
Ymiron was put into a magic sleep before he died, along with many elite vrykul warriors, to be awakened at some point in the future. His wife, Queen Angerboda, attempted to awaken him so they might serve the vrykul's new death god together. Though adventurers killed the queen before the ritual was completed, the Lich King stepped in to save his new servant. He regained consciousness to find that his wife had been murdered, his lands besieged by enemies. He has cast off his mortality and demands vengeance, eager to show the terrible resolve of an awakened giant.
Offensive:  Ymiron is a powerful warrior who is able to use shadow magic and necromancy to bolster his melee.
Defensive: Plate Armor.


Blood Queen Lanathel (and Blood Council)

Max Range: Bow
Preferred RangeMelee
Training: 6
Role: Strategic Commander
Following the destruction of their homeland, the determined blood elves began to regroup and rebuild. It was during this time that the battle-hardened warrior Lana'thel stumbled upon Quel'Delar, and soon afterward the greatest opportunity to use the blade presented itself: Prince Kael'thas  raised an army and combined forces with Illidan Stormrage, who led them north to Icecrown on a mission to destroy the Lich King. Lana'thel readily followed her prince with one thought in mind—revenge against the Scourge—but only tragedy awaited her.
In the icy hills of Northrend, Arthas ultimately defeated Illidan and Kael'thas, and the expedition's few survivors were scattered across the frozen wastes. One by one the Lich King sought out those who had challenged him, and Lana'thel found herself cornered. Using Quel'Delar, she struck at him with all her might... but Frostmourne's evil powers overwhelmed her. Through his blade, the Lich King chose Lana'thel to serve him in undeath as blood-queen of the San'layn, a group responsible for overseeing the Scourge's operations across Azeroth.
She is aided by her Blood Council, three Darkfallen Blood Elves who serve as her lieutenants and bodyguards.
Offensive: She is a master of blood and shadow magic. Like vampires they can take over the will and control enemies. In Northrend this actually allowed one of the princes to infiltrate deep into Alliance High Command.  
Defensive: Shield spells. Any Blood she takes in heals here.  


Dar’Khan Drathir

Max Range: Spell
Preferred Range: Spell
Training: 5
Mobility: 5
Role: Tactical Commander/Schemer


As a magister of Quel'Thalas, Dar'Khan used the Sunwell to help construct the cities, shape the land, and attain whatever the high elves desired. He was sent to aid Priestess Liadrin in uncovering the mystery behind a runestone malfunction, though was captured and slated for torture. Beaten and exhausted, Dar'Khan struggled to free the group, though eventually succeeded in mustering the energy for a teleportation spell. The experience was the start of a friendship between himself, Liadrin, Galell, and future Regent Lord Lor'themar Theron, all of whom had survived the ordeal together.
Dar'Khan was a highly ambitious and egotistical elf, feeling he was never duly rewarded for his deeds. He greatly coveted the position of Grand Magister of Quel'Thalas, though was unable to attain it. Lack of recognition for his part in high elf society coupled with his own egotistical nature, pushed him down a dark path and he began to secretly develop his own magics, as well as an obsession with the Sunwell. Frustrated by a lack of progress, Dar'Khan was elated when Prince Arthas reached out to aid him, and pledged his loyalty to the despoiler of Lordaeron.
Manipulated and strengthened by his "Blessed Lord", it was his friendship with Lor'themar that allowed Dar'Khan to help Arthas and his army slip through the Thalassian defenses, slaughtering his own comrades in the process, all the while believing that Arthas was helping him to fulfil his desire for the Sunwell's power. Dar'Khan was tasked with binding the Sunwell, to ensure Ban'dinoriel could not protect the kingdom from the undead onslaught. Dar'Khan left for the Sunwell Plateau, and murdered several members of the Convocation of Silvermoon; though the first kill was difficult, he came to revel in the carnage as his murders became more frequent. Dar'Khan succeeded in his mission, though could not help but have a "taste" of the power that awaited him.
Soon after Dar’khan attempted his first betrayal of Arthas, but was predictably killed and then brought back into the service of the Lich King. He was then sent to find the magical source of
Following years of fruitless searching he finally neared his goal, detecting the Sunwell's presence near a peasant girl named Anveena Teague, who had also drawn attention from members of the blue dragonflight. Dar'Khan, now skilled in necromancy and commanding Scourge forces, attempted to capture her and ascertain the power's whereabouts. After failed attempts at her home and again in Tarren Mill, he finally came to the realization that she was, in fact, an Avatar of the Sunwell's power in humanoid form. Kidnapping her in Alterac Mountains and spiriting her to the ruined lands of Quel'Thalas, now known as the Ghostlands, he confronted her with the truth of her existence.
Dar'Khan then attempted to cast a spell which would allow him to absorb the energies from her, to attempt to become more powerful than the Lich King, however with the aid of her allies, Anveena manifested the Sunwell's power and wielded it against him. More lich than a living being (no doubt because of Arthas killing him years earlier), he made a final desperate attempt to drain the energy from her directly, but was unable to withstand its brilliance and was burned away.
Against all odds, Dar'Khan had somehow survived his pulverization at the hands of Anveena, and was once again reanimated as a puppet of the Scourge. The Lich King, intrigued by the possibility of Light-wielding warriors who adhered to no particular moral code, had tasked Drathir with luring out members of the new Blood Knight Order to be slain and raised into undeath. Dar'Khan, delighting in the notion of forcing Lady Liadrin to attack her beloved Silvermoon, left a number of clues regarding the delivery of magical stones to focus scrutiny on Dawnstar Spire and draw out an adequate number of knights. Posing as a man named "Thadirr," Dar'Khan ambushed the elves with an undead horde at his back, though Lor'themar had seen through his deceit and arrived with Astalor Bloodsworn and the royal guard to kill him. The tide turned further when Halduron Brightwing and his rangers relieved the battle, though Dar'Khan set Theron ablaze and prepared to flee. However, the Blood Knights healed the regent lord's wounds, and Lor'themar fired an arrow enchanted with a fragment of the Stone of Spark straight into Drathir's head, which caused the former magister to crumble into dust.
He was then brought back by the Scourge again to command their forces in Ghostlands, but was hunted down and killed by adventurers.


Offensive: Dar’khan is actually a brilliant mage, skilled in necromancy and the arcane, and can keep up even with Blue Dragons in magical duels.
Defensive: Shield spells. Also notable he had died many times and somehow keeps getting resurrected back. Said deaths include being decapitated by adventurers, a enchanted arrow for the skull, complete disintegration, fire, being shot and being run through with Frostmourne.

===X-Factors ===

Adaptive Creativity: 74/100: Dar’khan is a very creative individual, and this shows in his various plans and schemes. When dragons threatened to intervene he disguised himself as a rich human lord and reached out to a vengeful dwarf mercenary, who hated dragons for killing his family, and hired him. He later developed chains to sap their magic and even summoned a massive Fel Hound to dispose of them. He distracted Sylvannas with a monologue while stealthily reanimating a gargoyle around her. He pulls stunts like these throughout his appearences.
Tactics: 66/100: In the short run his plans are actually well-thought out, accounting for multiple variables and against a diverse amount of foes. Dar’khan clearly has a fine mastery of planning and, at least in the short run, his plans usually work. Another example is how he orchestrated the betrayal and sabotage of key High Elf defenses when the Scourge invaded .However….
Strategy: 44/100: In  the long run, thanks to his huge arrogance and underestimation of enemies, his plans all fail. Sometimes they take a while but invariably he fails.
Intuition: 63/100: Decent at predicting the moves of others.
Psychological Warfare: 66/100:
Experience: 64/100: Though he has a Elven life and thus has lived for many decades, his combat experience is somewhat limited to training to become a admittedly good mage and recent adventures with the Scourge.
Discipline: 75/100:
Audacity:  80/100:On one hand he is extremely hesitant about risking his own life however on the other, when it comes to scale of ambitions, he will betray his own people, even attempt betrayal of Arthas (twice) to achieve godhood.
Inspiration: (tied to Scourge overall inspiration, his troops have no will)
Corruption: 96/100: Has no qualms with betrayal and even the murder of most of his entire race in the pursuit of power. He is even greedy and bold enough to attempt to betray Arthas, though that fails horribly. At least, however, he will attempt to kill you quickly.


===Army X-Factors====

Morale: 99/100: In general this force is mindless and has a warped concept of death thanks to the Lich King owning their souls. The living members of this force are usually quite eager to die for in doing so they can “ascend” to the undeath, and none are afraid of it anymore. The dead will fight mindlessly to the complete bitter end without consideration for their own beings, and even the death of the Lich King won’t change that, just causing them instead to mindlessly assault the enemy.
Army Intimidation: 68/100: With terrifying creatures like flesh beasts and abominations, as well as the fact the foe they are facing is the living dead, the Scourge scores pretty high in the intimidation section. Many foes are going to be wary fighting them which is going to turn to extreme reluctance as former friends and family join the ranks of the Scourge.
Discipline: 83/100: When necromancers and the like are alive the Scourge performs admirably, almost mindlessly in cohesion. However upon Necromancer death things start to break down.
Espionage: 54/100:  Thanks to the Cult of the Damned, the Scourge scores high marks here with infiltration. Darkfallen ambassadors have been known to convince others to join their cause while at other times they have managed to telepathically dominate enemies, even enemy generals.  
Cohesion: 83/100: For the most part, it is litertally impossible for the Lich King’s lieutenants to disobey him. Even if they hate him, like Sylvannas did, they cannot disobey  or manage anything other then a rude comment from time to time. However if the Lich King becomes weak for some reason, it is then possible for successful betrayal.


Logistics: 73/100: Undead require no food, water ect. However some monsters do require embalming fluid, and the living/ghouls do need to eat something! For this reason undead chefs do exist.
Blockade: 58/100: This is mostly due to the sabotage nature of the Cult of te Damned (and its unleashed plagues, usually hidden in enemy foodstuffs) and  the impressive number of Frostwyrms. The latter’s raids caused grief to the Alliance in Northrend when they intercepted and tore apart flying machines carrying surprise.
Reinforcement Rate: Very High: The Scoruge undoubtedly has access to millions of troops, being able to resurrect creatures above ten thousand years old! In addition their Plague of the Undeath, Worgen Curse, and mental domination allows for rapid “recruitment” and growth of their forces.
Reason for Battle: Quite simply, the Scourge fights to kill everything. They want to end all life so that their master, the Lich King, can have unrivalled rule over all. This desire results in even the mindless have a hatred of the living that will lead them to kill even without direction. Even the defectors of the Lich King, such as the Forsaken, are often shown to manifest this trait, courtesy of their Scourge days.
===Additional Factors===

== = SCOURGE GENERAL STRATEGY = ==

The Scourge is a horde faction, relying on great, overpowering numbers of troops to overwhelm the enemy. Yet, thanks in part to their daemonic origins the Scourge makes substantial use of magically potent plagues to quickly and efficiently kill and reanimate the dead. OPENING SETUP: In regards to long range reconnaissance, Scourge can send out giant, mystical eyemachines to scry the land from afar, or use invisible Shades capable of being detected only by magic as scouts. The eye can shroud itself from detectors and has limited necromancy to see its work done. If the eye is lacking then gargoyles, dragons and other flying creations can serve in such capacity. It is at this stage that the Lich King and a few of his force gifted with prophecy will receive visions of the future, using those to get both a vague and general sense of who they are fighting.

For infiltration the Scourge uses the Cult of the Damned and the Darkfallen, two groups which both have proven records of infiltrating their enemies. In Azeroth members of the Cult of the Damned can be found on every continent, and include members of most races. Darkfallen can use mind control to gain selective control of the enemy’s command. Possession can be used by banshees to infiltrate enemy command.

It is at this stage that the Scourge will likely deploy the Plague of the Undeath. They will seed enemy water supplies, food stocks (such as grain) and rarely use a gaseous variant to spread the contagion. Those who catch it usually die in two days or less (some sources say mere hours) and can then be reanimated remotely by Scourge necromancers. Chaos is sown as whole provinces are depleted of men. It is in this way that the Scourge quickly gathers an army for the battle ahead. 

FOREIGN RELATIONS: The Scourge is inherently antithetical to life and, for the most part, interacts in the already described manner to new factions. To emphasize, they will seek their utter annihilation and incorporation. This might include destruction via overwhelming force, the plague, or even guile. For example with the Quilboars the Scourge—in order to establish a foothold on Kalimdor—infiltrated and subverted one of the tribes to gain servants. The Cult of the Damned can act as a facilitator in all things. If they encounter an independent undead faction such as the Forsaken they will attempt to dominate it and its members.

INITIAL STRATEGY: Either after or simultaneous to spreading the plague, the Scourge will attempt to completely destroy the enemy. Large waves of the Undead are sent to overwhelm in an endless barrage of attacks. The air is filled with gargoyles, Nerubians and Dragons constantly raining down death on the enemy. Magical abilities such as Necromancy are employed whenever available by Scourge magic users. Death Knights usually serve to spearhead these attacks and deploy their tactical expertise on the battlefield. 
ADAPTATIONS: The Scourge is more than willing to use the infrastructure, tactics and units of anything absorbed to achieve victory. For example with their Frost Dragons, they will unleash great carnage from the sky. With the Nerubians they can tunnel entire armies into battle or build underground highways for fast maneuvering in campaign. Scourge scientists are frequently trying to invent new creatures and weapons-such as improved versions of the plague to use against their foes. However on the whole the Scourge is limited to what they have or what they acquire over the course of a campaign, rather than (for the most part) independent invention or adaption. 
WITHDRAWAL: The Scourge does not retreat under almost all circumstances. Even if independent commanders are threatened they will stay, fighting to the death, rather than incurring their master’s wrath. Thus, usually, it requires the total destruction of the Scourge force on the battlefield to get them to leave. The exception here is when the Lich King himself is threatened, and if his life is in danger Arthas will retreat if necessary. Rarely a retreat might be ordered if Arthas senses he will need that force for a future battle, though as Arthas places very little value on his masses or even most commanders, this is indeed rare. Usually his lieutenants are encouraged to fail and die rather than fail and live.




Blight: As the Scourge moves across the landscape, they kill the poison and kill the earth. Not only does this effectively serve as a natural Scorched Earth policy, this blighted land can be built upon and the Scourge gains both substance and minor regeneration while on it.
Tunnel Warfare: Thanks to the Nerubians the Scourge can create great tunnels  via giant underground worms and even launch vast underground assaults.  The Nerubians are  excellent at guerilla warfare and hit and run tactics, and used this to temporarily halt the Lich King’s advance back when they were alive. They can be used tactically, and in Zul’Darrak the Nerubians pinned the Argent Crusade between two armies via rapid tunnel assaults. According to lore their tunnels run most of Northrend and at least some of them are large enough to allow entire armies to easily run through.  In the event of a Siege they can collapse walls by underming them.
Scourgestones: Thanks to Scourgestones, which every Scourge unit is given on creation, Scourge commanders known the exact location and movement of all their units regardless of how far away they are.

“Sir,” said Falric, and something in the tone of his voice made Arthas turn. “You’d…better take
a look at this.”
Arthas followed the man’s gaze and his heart sank. Empty crates…bearing the mark of
Andorhal…
Hoping against hope that he was wrong, Arthas asked in a voice that shook slightly, “What did
those crates contain?”
One of the Hearthglen men looked at him, puzzled. “Just a grain shipment from Andorhal.
There’s no need to worry, milord. It’s already been distributed among the villagers. We’ve had
plenty of bread.”
That was the smell—not the typical smell of baking bread, but slightly off, slightly too sweet—
and then Arthas understood. He staggered, just a little, as the enormity of the situation, the true
scope of its horror, burst over him. The grain had been distributed…and suddenly there was a
vast army of the undead….
“Oh, no,” he whispered. They stared at him and he tried again to speak, his voice still shaking.
But this time, not with horror, but with fury.
The plague was never meant to simply kill his people. No, no, it was much darker, much more
twisted than that. It was meant to turn them into—
Even as the thought formed, the man who had answered Arthas’s question about the crate bent
over double. Several others followed suit. A strange green glow limned their bodies, pulsing and
growing stronger. They clutched their stomachs and fell to the earth, blood erupting from their
mouths, saturating their shirts. One of them stretched out a hand to him, imploring for healing.
Instead, Arthas, repulsed, recoiled in horror, staring as the man writhed in pain and died in a
matter of seconds.
What had he done? The man had begged for healing, but Arthas had not even lifted a hand. But
could this even be healed, Arthas wondered as he stared at the corpse. Could the Light even—
“Merciful Light!” Falric cried. “The bread—”
Arthas started at the shout, coming out of his guilty trance. Bread—the staff of life—wholesome
and nourishing—had now become worse than lethal. Arthas opened his mouth to cry out, to warn
his men, but his tongue was like clay in his mouth.
The plague embedded into the grain acted even before the shocked prince could find words.
The dead man’s eyes opened. He lurched upright into a seated position.
And that was how Kel’Thuzad had created an undead army in so astonishingly short a time.” Pg 164, Arthas: Rise of the Lich King
Plague of the Undeath: The Plague of the Undeath is the Scourge’s single most powerful weapon against the living. Designed to kill off the living utterly, this plague not only is lethal in a matter of hours (capable of wiping out whole towns in three days)  or even potentially minutes depending on the dosage but it also corrupts and destroys the land itself. Any and all who die are turned into the undead, to be commanded at will by Necromancers. All souls slain by this illness pass to the Lich King. To a degree its airborne, though will disperse if exposed too much to open air without a more substantiate source. As one means of the dispering the plague the Scourge employs Plague Dissemblers which spread it on the ground much in the same way airplanes deploy pesticide. At least one version that is handheld, that can be hurled into enemy ranks, exists.
Other means of spreading include infecting food and water supplies however if nothing else the Lich King can command the plague to spread, even controlling it to cross miles of barren tundra, through his will alone! In small quantities the plague will appear in grain or water as undetectable from normal water or grain, presenting no discoloration, odor, or other telltale signs initially.  No non-magical cures exist, and even the Alliance/Horde could only to cure early stages, not later ones. To date the only, single example of the Plague’s control ever being broken was when the Naaru- beings made entirely of the Holy Light- personally intervened.
Though it should be noted the Plague was originally designed primarily to wipe out humans, it was modified for the Scourge invasion for other sentient creatures. Against non-sentient it doesn't usually kill but it does turn them into disease vectors that can infect unwary sentients.

Be wary, child, of Plaguelands plain...
Be mindful, child, of the infected grain...
For if throat is parched and of infected water sip...
Forever your soul will be in cursed Scourge grip.
So heed this warning, child, and if far from mother stray...
Let light from home's hearth guide you back your way.
- It is noted in Highborne that the Scourge do not appear to utilize formations, relying instead of massed forces of undead with various different troop types interspersed inside these hordes.  Though chaotic in this way they may prove difficult to adapt to by armies with more cohesion, as they struggle to move around troop types that counter all the Scourge’s.
Weaknesses: The leadership of the Scourge is somewhat difficult to fathom at times, and in recent years have made a number of poor decisions against the enemy . Enemies may disrupt control of the Scourge by killing the Necromancers, however it should be noted that a Valky'r or the Lich King himself, if nearby, could possibly resurrect undead to full potency. The Valky'r do sometimes make mistakes as the Forsaken quest-line shows, leading to madness and mindlessness, while the Lich King if nearby can pretty much do so flawlessly. Other necromancers resurrecting spellcasters may get a very basic spellcaster that can shoot projectiles or just a zombie.
Red Dragonflight

Threat Level(in regards to Scourge) : Minor-Moderate (by itself)
--Notable Wars: War against the Lich King
--Status: Weakened Dragonfligth.
Composition: Red dragons, drakes and different types of dragons at different sizes. They also have a grounded base of durable draconic bodyguards. This Dragonflgiht specializes in fire and life based magic.
History: As the Red Dragonflight specializes in life and the Scourge is all about death, it’s no wonder these two factions had conflict. In particular, in Dragonblight, the Scourge assaulted their strongholds looking to raise more dragons to utilize in fights against both Horde and Alliance . These achieved early success and many new dragons were added to the Scourge. However this campaign ended when Horde/Alliance specialists were brought in to sap the Scourge’s effort.  The red dragonflight, with aid by the others, would be utilized in a supporting role in other places of Northrend, however they were mostly distracted by their war with Magylos.
Implications: The Scourge has experience against dragons  and their followers, and indeed enjoys the prospect of fighting them, for they provide usable corpses for the Scourge’s armies.
Argent Crusade  and the Ebon Blade

Threat Level(in regards to Scourge) : High
--Notable Wars: War against the Lich King
--Status: Ongoing (at this profile’s juncture)
Composition: Holy warriors everywhere, with the faction being based upon service to the Holy Light . They also maintain a large section of Cavarly, airforce, and rapid-fire turrets. However their greatest advantage is being a neutral faction that the Alliance/Horde can rally upon.  The Ebon Blade is an organization founded by ex- Death Knights who are more than willing to use the Scourge’s own tactics against them.
History: Founded by Tyrion Fordring and Darion Morgraine in the aftermath of the Battle of Light’s Hope Chapel, this crusade was on the forefront of most battles against the Lich King, mainly because the Alliance/Horde spent half their time fighting each other!  They served as a neutral force that the Alliance/Horde could rally around and coordinate with, and it was for that  reason that in the assault of Icecrown the Argent Crusade played the most prominent role.
Implications: The Scourge has experience fighting a Crusade of massed light users, which is the antithesis of the undead and specializes against them. They also have experience against broad, coalition forces as well as powerful technology (Argent Crusade Turrets were advanced).
The Horde

Threat Level(in regards to Scourge) : High
--Notable Wars: War against the Lich King
--Status: Ongoing (at this profile’s juncture)
Composition: …..Huge coalition group. To start with the foremost race, the Orcs are known for their powerful melee fighters, shaman/warlock traditions, and militancy. Trolls can regenerate whole limbs and carry with them hex and ancient magical powers. Tauren are powerful beastmen of the plains who have numerous warriors, shamans and druids. The Forsaken are the archfoes of the Scourge, being former Scourge themselves and probably the most dedicated anti-Scourge of the Horde. They utilize deadly plagues with near 100% lethality to both living and dead. Finally the vengeful Blood Elves seek to kill the Lich King with powerful magecraft and a holy order of paladins.
Though not part of the Horde at this juncture, they did make heavy use of Goblins who used rockets, grenades, tanks and aircraft, adding them to the Horde.
History: Most of the history of the Scourge in regards to the Horde has already been described. The Scourge sacked Quel’Thalas and helped drive the early New Horde across the sea to Kalimdor. They enslaved Sylvannas in the most cruel way and, as the Lich King was temporarily weakened, had to deal with her now free. When the Lich King awoke recently he attacked both Alliance and Horde at once, confident he could take them both and that their champions would join his force, creating something unbeatable. To an extent he was right, thanks to Horde-Alliance sparring throughout the conflict and getting distracted by other fights.
Implications:See Composition. The Horde does also provide experience, through the Forsaken, of fighting another undead force.
The  Alliance

Threat Level(in regards to Scourge) : High
--Notable Wars: War against the Lich King
--Status: Ongoing (at this profile’s juncture)
Composition: ….Second Huge coalition group. Humans brought with them –plenty of magi, paladins, priests, knights and heavily armored footmen. Dwarves had tanks , rifles and gyrocopters to bring to the table. Gnomes had even more exotic tech, the ability to invent Dues Ex Machinas with frightening regularity, and airplanes. Night Elves were archers, druids , and made easy friends with the wildlife.  While due to Cult of the Damned obstruction (one of their more successful plots) the Draenei didn’t participate as much, they had legions of paladin holy warriors.
History: Like the Scourge-Horde, much of their intersecting history has been detailed. Lordaoron was thoroughly plagued thanks to the Cult of the Damned, and then destroyed by Arthas. This proved to be a deathblow to the early Alliance, along with the destruction of Quel’thalas, however this early Alliance lacked the unity and power of the second. The fight with the second Alliance would prove to be an extremely difficult prospect thanks this power boost, however the Scourge was aided by the Horde attacking the Alliance whenever possible.
Implications: See Composition. Another important implication is the Scourge knows how effective facing a divided opposition can be.


Illidan's Forces

Threat Level:  High (at the time)
Notable Wars: Frozen Throne Conflict
Current Status: Defunct
Composition: The Blood Elvs under Kael’thalas, though later defecting, were one of the most important. They utilized powerful magic and were capable of utilizing great machines to actually suck it from the lands. In addition Ballistas, archers, and swordsmen could be found in their ranks. The Naga under Lady Vashj like their cousins mostly stayed near water sources and brought along with them hydras for battle. Enslaved Daemons and fel Orcs formed the frontline of this expedition, while Broken Draenei were both the slave and assassin force.
Essentially a new coalition of old foes that can all be found elsewhere, however in addition Illidan also enslaved netherwing dragons and giants, and maintained elite cadres of daemon hunters.
History:
Arthas fight met Illidan when the Burning Legion invaded Kalimdor, and it was Arthas who provided a tip off that led to the death of the Dreadlord Tichondrius at Illidan’s hands. This orchestrated in a long series of events that led to Illidan becoming  a servant of  Burning Legion Lord Kil’jaden, who sent him to destroy the Lich King. He nearly succeeded, however in a climactic battle at the very foots of Icecrown itself Arthas succeeded in defeating Illidan and nearly totally destroying his force.
Implications:
The Illidari Alliance provides more experience with a vast coalition, and experience with powerful magic users in the Blood Elves.
Drakkari Troll Empire

Threat Level: Minor-Moderate
Notable Wars: War Against the Lich King
Status: Defunct
Composition: Troll Axe throwing besekerkers, magical voodoo priests and animalistic spirits, raptors and more. Towards the end of the war they killed their own gods and called force divine avatars of these gods.
History: The Ice Troll Empire of Zul’Darrak was a ancient empire  by the time of Scourge emergence, having already existed for over 10,000 years. At first the Drakkari, recognizing the power of the Scourge, did everything they could to avoid conflict with them . However the Scourge cared little for their wishes and invaded anyway, eager to add vast quantities of undead to their legions. Desperate to save their kingdom from collapse, the trolls of Zul'Drak have turned on their ancient gods. The wild deities are now considered a source of untapped power, their potent blood providing the means to repel the Lich King's minions, who have overtaken parts of the troll nation. However it drew the ire of both the ancient Zandalari tribe and the Alliance/Horde/Argent Crusade, who put the Drakkari nation down.
Implications: The Scourge has fought a race of viscious hit and run beserkers that is perfectly willing to kill and sacrifice their own gods, gaining immense power as a result. Even this only slowed the Scourge invasion down; it did not stop it on its own.

Others: Though the Scourge did have some conflict with the Burning Legion and the Old Gods, I do not feel neither experience is vast enough to make a whole profile.  For the Burning Legion they do have minor experience working alongside daemons, and at a certain point when the undead were split Arthas was forced to fight against his own former subjects, who were commanded by Dreadlords. For the Old Gods Arthas did at one point through hordes of faceless ones and even- allegedly- a Old God directly, however knowledge of conflict after that is limited. That said the Scourge harvests Old God created Saronite with impunity, and have proven immune to their mental and madness inducing effects based on the few individuals they have captured.
Minor Foes
Nerubians
The Nerubians were the first major opponent of the Scourge, waging war from a tunnel system that spanned most of the continent of Northrend. For a while they frustrated the Lich King however he eventually prevailed through attrition, flooding their tunnels and capital with undead and then resurrecting the vast majority of the Nerubian race to serve him.  They provided the Scourge not only with Nerubians, but experience against foes with tunneling hit and run tactics, great war machines in the form of obsidian destroyers, and vast hordes of insects.
Tribal Races of Northrend:

The races that inhabited Northrend were many, ranging from great Storm Giants to wolverine men Wolvar, Walrus Tuskarr and frog-like Oracles. The Scourge fought them all, seeking to assimilate them all. In doing so the Scourge had little problems overall, for these races could hardly pose much a threat on their own. However they often called upon Alliance/Horde members to their defense, and that alone is why the Scourge did not succeed.
Scarlet Crusade

The Scarlet Crusade is a fanatical organization of paladins and priests, made up of the survivors of Lordaeron, that sought the utter destruction of the Scourge. To that end they showed little distinction between the Scourge and the Forsaken, which cause problems with the burgeoning Horde. Eventually their fanaticism led them to engage any non-infected Human or non-Humans in general who werenot part of the Crusade, viewing them as Scourge sympathizers or, in the case of other races, as "polluting" the Human's world. Horrified at how fanatical they had become, the last reasonable members left the order to join the new Argent Dawn group. This group would cause more harm than good for the anti-Scourge coalition.


Victory Gains:

Given the Scourge’s necromancer nature it’s not surprising that the dead are all enlisted to join their ranks, and thanks to this method they gain in numbers, variety and heroes quickly. The Lich King can also use telepathic dominance to bring races into his horde, too.  The Scourge includes a number of mad scientists, ever willing to incorporate new and foul devices into the Scourge, to improve plagues or already existing units. They will swiftly adopt into the Scourge any infrastructure, technology, or magic (that they are capable of using) of their enemies.

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