


She can also be built with one of two styles of gladiatrix blade – either a curved dagger or a double-bladed spear – allowing for loads of variety in your murderous aelves. Twirling her barbed whip around herself, this elegant and intimidating figure comes with a choice of two heads – one wearing a mask in the style of the Sisters of Slaughter, and one bare head. This multipart plastic kit builds one High Gladiatrix, a pit-fighting Hero for Daughters of Khaine armies. The Gladiatrix's every movement is a paean to the Bloody-Handed God, her every kill equal parts execution and performance art, intended for a screaming audience – and screaming foes. Striding at the head of their sisters’ advance, these paragons of combat ride the wave of fanaticism that spreads through a war coven, channelling it into acts of gruesome murder.


My goal though is to have as little as possible in Blueprint, as with C++ I can debug it better and make sure all systems work as intended. This is because Blueprint is much faster to create then c++ and perfect for prototypes. As of now about 1/3 of the game is in Blueprint (like in the image) and the rest in C++. So far I think it works in that sense, as most bugs are most likely going to be fixed when I update the systems fully. The plan was originally to simply use this as a test stage for the systems I want to use in an open-world game. I’m really bad at writing and need to redo the character sprites. I want to update this project further, though I don’t plan on adding to much more.
