Kings of War Uncharted Empires

July 21, 2017 | Author: quickfuze | Category: Unrest, Armed Conflict, Violence, Nature
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Short Description

Kings of War Uncharted Empire provides lists for using the now defunct Warhammer Fantasy Armies in Kings of War...

Description

An Army Supplement Book for ®

Uncharted empires

A Kings of WAr Army supplement BooK 1

Uncharted empires

Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . 4

The League of Rhordia . . . . . . . . . . . . . . . 30

New Special Rules . . . . . . . . . . . . . . . . . . . . 5

The Trident Realm of Neritica . . . . . . . . . 38

A Call to Arms . . . . . . . . . . . . . . . . . . . . . . . 6

The Empire of Dust . . . . . . . . . . . . . . . . . . 44

The Brotherhood . . . . . . . . . . . . . . . . . . . . . 8

Night-stalker Armies . . . . . . . . . . . . . . . . 52

Salamander Armies . . . . . . . . . . . . . . . . . . .14

Ratkin Armies . . . . . . . . . . . . . . . . . . . . . . 58

The Herd . . . . . . . . . . . . . . . . . . . . . . . . . . 22

The Varangur . . . . . . . . . . . . . . . . . . . . . . 64

Credits Kings of War Game Design

Special Thanks

Alessio Cavatore

The Kings of War Rules Committee would like to thank the large community of Mantic gamers whose invaluable help made this book possible. We would like to extend our special thanks to the following play testers for all their hard work:

Uncharted Empires Army Lists and Additional Rules Development Chris Morris, Daniel King, Matt Gilbert, Nick Williams, Sami Mahmoud

Adam Langsdorf, Adam Storey, Alex Logan, Amy Stamper, Andrew Bettney, Bartjan van Kolck, Ben Kochskamper, Ben Rantall, Beth Hill, Bill Foreman, Boothy, Carl Newbould, Carlos Blasco Ruiperez, Cory Winger, Dan Dourney, David Baker, David Overholt, Ed Hamacek, Erica Sensenbach, Fyrax, Gavin Gossett, Godhead, Gordon O’Reilly, Graeme Baldwin, Heather Kniss, Iain Skinner, James Atkinson, James Carpenter, Jason Moorman, Javier Tormo Sanz, Jeff Beaver, Jeremy Gosset, Jez Gurney, John Dowbakin, Jonathan Faulkes, Johnathan Slivkoff, Jon Carter, Jonny Watson, Joseph Page, Kara Brown, Karl Booth, Keith Ambrose, Kevin White, lord_blackfang, Marcus Reid, Matt Blight, Matt Kolb, Michael C Carter, Nicholas Carpenter, njaegara, Panda Fries, Pete Jones, Peter Cooper, Peter Williams, Philip Scicluna, Ruben Martínez Hernande, Rob Allen, Russell Grima, Sam Rounsevell, Scott Harris, Sebastian Bales, Seth Deaton, Sharad Vora, Simon Chatterly, Steve Deppe, Sue Foreman, Toin van Kolck, Tom Alexander, Trevor Younghusband, Tyler Brown, Vincenzo Idone Cassone.

Background Material Matt Gilbert

Additional Background Material Chris Morris, Daniel King, Sami Mahmoud

Editing Greg D Smith, Matt Gilbert

Playtesting Kings of War Rules Committee, The Mantic Community

Miniatures Fireforge Games, Mantic Games, Warlord Games

Art Alan Lathwell, Heath Foley, Juan Diego Dianderas, Luigi Terzi, Michael Rechlin, Phil Moss, Roberto Cirillo, Shen Fei Chan, Yann Hoarau

Graphic Design Dylan Owen, Kev Brett

Mantic, Dungeon Saga, Kings of War, and all associated characters, names, places and things are TM and © Mantic Entertainment Ltd 2015. All rights in the design, text, graphics, and other material in this publication and its selection or arrangement is copyright of Mantic Entertainment Ltd., or has been granted for use by other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction is prohibited. Colours and contents may vary from those shown. Photography not to scale.

Photography Ben Sandum

Mantic Games, 193 Hempshill Lane, Bulwell, Nottingham, NG6 8PF, UK

www.manticgames.com

2

Uncharted empires

3

Uncharted empires

introduCtion

Behind the massive walls of Therennia Adar, deep down in the twilight gloom of the city streets there is a door. It is a nondescript, unremarkable wooden door, passed daily by the feet of thousands as they go about their daily lives. The door has no key, no handle that can be seen by those who do not know its secret – their eyes slide past as they walk on, unseeing.

of black ink made from the blood of hydras, scratches its way endlessly over a fantastically detailed map of the entire world. Since time forgotten, the quill has faithfully recorded the ever changing shape of the world; the rise and fall of empires, the kingdoms and borders that shift and merge and come and go. The fate of entire civilisations and the decisive events and battles that have dominated history have all been steadily and dispassionately recorded by this unerring cartographer.

Yet behind this unexceptional door, protected by spells woven by Valandor himself almost one thousand years ago, is a vast room, lit by glittering mirrors that cunningly re-cast soft light from the heavens far above. Tiered wooden shelves surround the central chamber, heavy with the dusty books and grimoires of the learned elven races. In studies and lecture rooms off the main hall, students and teachers absorb the knowledge recorded by their ancestors while scholars continue to chronicle the history of the world and the secrets it contains.

As an observer you can ask the map to redraw itself to show the world as it was at any time. It is possible to watch the fate of nations unfold as they have struggled to survive to the present day. The destiny of the noble races and their influence on the surface of the world is clear but perhaps more intriguing is to study the minor players or those that fall between the cracks of history. The authority of the noble races and the impact of the major forces of darkness are common knowledge. But to study the map is to understand the subtle influence that the so called minor peoples have had on the shaping of the world and the ripples of their interactions down the ages and into the future. You can also see the places you never knew existed. The world is much bigger than many people believe.

At the centre of the central hall is an immense table made of a single piece of polished hardwood, carved with astonishing skill by the hands of ancient elven artisans. On the table lies a massive animal hide, taken from Y’Roon Thunderfoot, the long dead king of the mammoths. As fascinating as they may be, the table and the enormous piece of leather draped across it are not what will capture the imagination however. A giant quill, filled with a limitless supply

*** Uncharted Empires is a supplement for Kings of War and introduces 9 new armies to the game. From the depths of the oceans, to the peaks of The Three Kings, Uncharted Empires gives players all the background and army list entries they need to help write the history of Mantica for these minor players. And as you carve your new empires and explore the areas as yet uncharted by many, deep in Therennia Adar, on a vast living map, everything you do will be recorded.

4

Uncharted empires

neW speCiAl rules

Some of the units in this supplement require some additional special rules. These may be used by different units in more than one army. Those presented on this page are general special rules and may be re-used later in future armies and supplements. Some armies or units will have unique special rules that only apply to them and those will be detailed specifically where applicable.

This unit may be deployed anywhere on the table outside your opponents deployment zone and not within 3” of an objective counter or loot counter.

Rallying! (n) Often, soldiers feel more confident of victory or find extra resolve in the presence of religious talismans, large hordes of their fellow warriors or their favoured champions.

Advanced Deployment

Friendly, non-allied units within 6” of this unit have +n to their Waver and Rout Nerve values. This is cumulative, with a maximum total of +2 if multiple units with Rallying! are in range.

Mystical portals, ancient stone markers or sacred totems. These artefacts may denote a territory, serve as a warning to those who would trespass or may simply spell doom for anyone unfortunate enough to stumble upon one.

For example, if a unit with an Nerve stat of 13/15 is within 6” of a unit with Rallying! (1), its Nerve stat is 14/16. If it moves out of the 6” range, its Nerve stat is 13/15 again.

Units with this rule must be deployed immediately after players have chosen sides, but before any other units are deployed. If both players have one or more units with this rule then the player who chose the table side sets theirs up first.

Only the Rout value of Fearless units is affected by Rallying!

5

Uncharted empires

A CAll

to

Arms

The rusting cleaver chopped down

The Brotherhood were hard pressed. The

and Charles wasn’t quite fast enough

walls of St Victor Dupont, the bastion

to avoid it completely. Spinning to his

closest to the Abyss, rang with the shouts,

left he stumbled against a makeshift

screams and terror of the battle that

wooden firestep and that was possibly

had lasted all day. Too many brothers

what saved his life. The wicked looking

had fallen already but the filthy vermin

weapon caught him a glancing blow to

had paid dearly with each assault that

his pauldron, leaving a vicious looking

was repulsed. Easing life back into his

gouge in the metal and his right arm

tingling arm, Charles looked sadly down

numb. Years of ceaseless combat against

at what was once Sir Girard, his skull

the agents of despair had honed Charles’

now crushed inside a crumpled sallet

combat instincts to near super-human

that had offered no protection from a

levels. Without thinking, his left arm

monstrous blow. Sir Girard had been an

had already buried his short sword up

irascible man, dour and with few real

to the hilt into the stomach of the vile

friends within the order, but he had been

brute which now slumped over him with

a superior warrior and his passing left

foetid breath and dimming eyes. He’d

a large hole in the outpost’s defences.

been twisting the blade as it punctured

A great shout went up and Charles

the massive ratkin warrior and now ripped it free. Always twist the blade. He remembered the instructions being drilled

looked up to see dozens of hideous ratmen crawling through the crenels at the far end of the eastern parapet. The last of the

into the Initiates during his training.

knights who had been defending the wall

Those that didn’t heed the lesson risked

there were now being mercilessly hacked

a desperate struggle to free their sword

to pieces and more of the scum were

from sucking flesh. Those that didn’t

scaling the walls to join in the massacre.

heed the lesson were likely now dead.

Charles sprinted through the north eastern

Charles grunted with effort and shoved

tower, bellowing at his men to move aside.

the bulk of the ratkin brute off the

Sir Philippe too had reacted to the danger

ledge with his good arm and down into

and was rushing with his men to the

the courtyard below. It landed with a

threat from the opposite direction. Charles

sickening slap onto the muddy ground.

grabbed two knights on his way through

Ploughshares, those from the nearby

without stopping to see who they were.

villages that had retreated behind the

It didn’t matter. All his men were highly

safety of the stronghold’s walls, ensured

skilled and knew how to kill efficiently.

the beast was never going to rise again.

The Brotherhood counter-attack ran into

You could never be too careful.

a nauseating miasma of gas and flies.

6

Uncharted empires

Disorganised by their frenzied bloodletting

earned it but there would be no time for

of the defenders, the ratkin Blight crumpled

relaxation or respite. The Brotherhood’s

as the two assaulting parties hammered

dead would need to be buried, the ratkin

into them from each side, seemingly

bodies burnt and replacements and new

unaffected by the mephitic cloud around

recruits requested. Before dawn, the knights

them. This was no time for elegant sword

of the Abyssal Hunt would track down

play or measured, tactical duelling. This

and eliminate any ratkin survivors and

was butchers’ work and the blades of the

news would need to be sent back to the

knights chopped and stabbed, piercing

Chamber of another probing assault by

through fur matted with pus, smashing

The Scourge. They were becoming more

bone, spattering gore across the ancient

frequent with each passing year it seemed.

stonework. As the dark, noxious blood of the ratmen began to run though the machicolations to pour onto the vermin swarming at the foot of the walls, the Villein bowmen on the south battlement picked off the last of the beasts climbing over the wall with unerring accuracy. Bodkins designed to pierce the toughest armour slammed into flesh with a sound like blades hitting a butcher’s block, and the corrupted bodies of The Blight were thrown back onto the milling throng below. ***

A cry sounded from the western wall. Frowning, he left his musings and strode to where the sentry was pointing. Looking out over the killing ground beneath him, his eyes skimmed over the blood soaked earth and up the treacherous declivity beyond. At the top of the ridge and silhouetted against the backdrop of a darkening orange sky, thousands of pairs of baleful red eyes gazed back malevolently from the vast ratkin horde that stretched as far as the eye could see. Charles Prideux, Exemplar Forsaker of

With the defeat of the Blight offensive,

The Brotherhood, gripped the crumbling

the ratkin army had faltered and panic

merlon, knuckles white. He closed his

had spread. The Brotherhood had watched

eyes and calmed his breathing, steeling

from the walls as the nervous horde, its

himself against the challenge ahead.

numbers severely diminished, began to break up and dissolve into the dwindling light. Autumn was coming and as the sun dropped there was a distinct chill in the

“Brothers,” he roared, his voice carrying across the bastion strong and unwavering. “To arms!”

air. Charles leaned on the wall, looking out over the carnage below supressing a shiver, but permitted himself a small smile as a ragged cheer broke out from the exhausted men in the courtyard below. The defenders of St Victor Dupont had

7

Uncharted empires

the Brotherhood

The original name of the peoples and kingdom of the Brotherhood are lost to all but the most informed of scholars, discarded in the wake of the Time of Ice. Theirs was one of many kingdoms swallowed by the Infant Sea’s rapid expansion following the vanquish of Winter. As the Brotherhood returned from the north following her defeat by Valandor, they were met by the bedraggled survivors of their kingdom fleeing the devastation. All that remains today is the mouldering ruins atop the Forsaken Isles.

The Brotherhood Special Rules Alignment: Good Noble Heroes Some units in this list have the Valiant Special Rule. This is identical to the Rallying! (1) special rule, except only Villeins can benefit from it.

As the forces of the alliance returned southwards, Valandor realised the full implications of Winter’s demise. Desperately he halted and prepared to try and prevent the impending flooding as the ice melted. The Brotherhood’s ancestors knew that their own lands were under threat, and so a great many of them also stopped the long march south and stayed to aid Valandor. As the last desperate remnants of Winter’s forces sought to bring him down, the Brotherhood prepared to sell their lives dearly so that Valandor could concentrate on the great magic he would need.

themselves to ensuring that such evil would never rise again to threaten such catastrophe. Settling north of Basilea, the Brotherhood established a forbidding fortress facing the Abyss, and thus began the Eternal Watch of a proud and resolute people over the heart of evil. The Knights of the Brotherhood swore great oaths dedicating their lives to one purpose: hunting down and destroying the agents of the Wicked Ones wherever they could find them. Those knights whose armour had been ensorcelled by Valandor became the Order of Redemption, taking on the burden of fighting the fiercest enemies as penance for the failure of the forces of good in fully protecting the world from Winter’s aftermath.

Valandor bound water magic into many of the knights’ armour, and called upon great beasts and spirits of water to aid them, showing the sorcerers how to control them. Leaving the Brotherhood, and those from the other armies that had also remained, he set off to try and prevent the global disaster and was never seen by those warriors again. Although Valandor’s magic and armies were ultimately successful at annihilating Winter’s forces, he was unable to prevent worldwide destruction, and the Brotherhood’s kingdom was one of many that disappeared beneath the waves that later formed the Infant Sea. The small part of the population that was able to escape made their way northwards and ultimately united with the surviving army.

Over time, as knights from the Order of Redemption fell in battle, their suits of armour were installed into the heart of the Brotherhood’s fortress, the amphitheatrelike hall known as the Council Chamber. The Captains’ Council sits on the stage and the knights up on the surrounding benches. Every knight has an equal right to put their opinion before the Captains’ Council, regardless of rank or experience. The central seat on the stage is left empty, to represent Valandor, under the belief that the righteous decisions made in the hall are guided by his noble spirit, a sacred tradition still observed today.

Desperate for purpose as a faltering civilisation, the remainder of the Brotherhood dedicated

8

Uncharted empires Valandor’s vain sacrifice to try and save their homeland was already considered an act of great nobility by the Brotherhood. His actions were perceived as an act of martyrdom and following in his footsteps became a subject of almost religious devotion. Between battles and training, many knights are often found in meditation and contemplation in the Council Chamber. On one fateful day, on completing his period of reflection, one knight felt an unwavering compulsion to lay his hand on one of the blessed suits of ensorcelled armour, an act that had previously been unthinkable. In a flash of searing blue light, a portion of the water magic was bestowed upon the knight, and he became the first new recruit into the Order of Redemption. Over the years other knights have felt the same calling to touch a vacant Armour of the Tides, and the Order of Redemption has established itself as the mightiest and noblest of the Brotherhood’s warriors.

darkness. Being one of the first lines of defence against Abyssal forces moving south, they cannot afford to relax the Eternal Watch lest they be swept to extinction by Orcs, Abyssal Dwarfs, or even the dread Abyssals themselves. Military training of some degree is compulsory for even the lowest peasant, and everyone is required to maintain at least basic weapons to defend their lands and farms or supplement the armed forces. Thus the Brotherhood can put a wide spectrum of soldiers into the field, noble knights, standing soldiers to support the knights, and peasant militia for when forces are stretched thin – alongside the mystical water creatures it can summon to the field. Although much of their activity takes place in the shadow of the Abyss, bands of the Brotherhood roam far and wide, lending aid to any who face the forces of darkness. As time has passed, the Basileans’ relationship with the Brotherhood has been one of cold, or even arrogant, indifference. Whilst “misunderstandings” have on occasion been settled on the field of battle, the proximity of the Abyss has so far proved a strong enough incentive to avoid open warfare between the two kingdoms.

Brotherhood society exists on a permanent war footing, with every member of society fulfilling a function to support their unending quest to thwart the forces of

9

Uncharted empires

Order of the Brotherhood on Foot Unit Size

Villein Martyrs

Sp Me Ra De Att

Infantry

Infantry

Unit Size

Ne Pts

Troop (10)

5

4+



4+

10

–/11

Regiment (20)

5

4+



4+

12

–/15 115

Horde (40)

5

4+



4+

25

–/22 190

Troop (10)

5

3+



5+

10 11/13 115

Regiment (20)

5

3+



5+

12 15/17 150

Sp Me Ra De Att

Ne Pts 80

Special

Special Headstrong, Valiant

Regeneration (6+)

Options

Some villeins are in such awe of the knights that they have formed a cult devoted to them. They collect relics either discarded by knights, or from the remains of fallen heroes. The most blessed of martyrs gain access to a small measure of the water-magic that empowers the Order of Redemption.

• Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))

Some knights fight on foot, shoulder-to-shoulder with the villeins in the thick of melee. Those that choose to fight with the broadsword and possess the necessary talent and fearlessness go on to join the Order of the Abyssal Hunt.

Unit Size

Villein Plowshares* Unit Size

Villein Spearmen

Sp Me Ra De Att

Infantry

Sp Me Ra De Att

Ne Pts

Infantry

Troop (10)

5

4+



4+

10

Ne Pts

Regiment (20)

5

4+



4+

15 12/14 110

Horde (40)

5

4+



4+

30 19/21 180

Regiment (20)

5

5+



3+

12 12/14 85

Horde (40)

5

5+



3+

25 19/21 140

Legion (60)

5

5+



3+

30 25/27 205

8/10

75

Special Phalanx

Special

Villein Bowmen

Crushing Strength (1)

In dire circumstances the Brotherhood may be required to put as many able-bodied fighters into the field as possible, particularly when their own territory is threatened. These villein march to war armed with scythes, pitchforks, halberds and similar weapons.

Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

6+

5+

3+

8

8/10

Regiment (20)

5

6+

5+

3+

10 12/14 115

85

Horde (40)

5

6+

5+

3+

20 19/21 190

Special Bows, Phalanx, Piercing(1), Reload!

Swain’s Villein Rangers [1]

Infantry

Unit Size

Ne Pts

Troop (10)

Sp Me Ra De Att 5

4+

4+

3+

10 13/15 185

Special Bows, Elite, Inspiring (Villeins only), Piercing (1), Stealthy, Vanguard

The ranger Swain is a hardened veteran leading a band of merry, some would say “crazy” rangers. These legendary fighters can survive out in the wild around the Abyss for weeks or months on end, providing excellent intelligence and supporting sorites by Brotherhood strike forces.

All able-bodied members of society are trained infantry. The Brotherhood operates a rotation system of service so that these most productive members of society spend several months fighting and several months using their practical skills to provide food and other essentials, weapons, and the bodkin arrows that are a feature of Brotherhood armies.

Water Elementals Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

4+



5+

9

–/14 150

Horde (6)

7

4+



5+

18

–/17 220

Special Crushing Strength (1), Pathfinder, Regeneration (5+), Shambling

Unbridled spirits, Water Elementals are entities of raw energy, bound together by the magic of the Devoted and the will of the Green Lady. Taking the form of sentient tidal waves, their fury is unmatched on the battlefield.

10

Uncharted empires

Order of the Brotherhood Unit Size

Sp Me Ra De Att

Cavalry Ne Pts

Order of Redemption* Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (10)

8

3+



5+

16 15/17 205

Troop (5)

8

3+



5+

10 12/14 170

Horde (20)

8

3+



5+

32 22/24 345

Regiment (10)

8

3+



5+

20 15/17 260

Special

Special

Headstrong, Thunderous Charge (2), Valiant

Headstrong, Inspiring, Regeneration (5+), Thunderous Charge (2)

The Order of the Brotherhood forms the bulk of kingdom’s fighting force.

Order of the Abyssal Hunt Unit Size

Sp Me Ra De Att

Cavalry Ne Pts

Troop (5)

8

3+



4+

9

Regiment (10)

8

3+



4+

18 15/18 220

12/15 145

Order of the Forsaken

Special Crushing Strength (1), Fury, Thunderous Charge (1), Valiant, Vicious (against Monsters only)

The knights of the Order of the Abyssal Hunt specialise in hunting down the great monsters that plague the world of Mantica. They fight from horseback, wielding great swords and hammers with unparalleled skill.

Villein Initiates Unit Size

8

4+



5+

16 13/15 165

Horde (20)

8

4+



5+

32 20/22 280

Special Thunderous Charge (2)

Soldiers that show sufficient skill-at-arms and courage join the ranks of the Initiates, where they train to become fully-fledged knights.

Villein Reconnoiterers Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

4+



4+

7

Regiment (10)

9

4+



4+

14 12/14 150

Unit Size

Sp Me Ra De Att

Regiment (3)

10

3+



5+

9

Ne Pts

Horde (6)

10

3+



5+

18 15/17 265

12/14 170

Special

Ne Pts

Regiment (10)

Large Cavalry

Fly, Headstrong, Thunderous Charge (2), Valiant

Cavalry

Sp Me Ra De Att

The Order of Redemption consists of those knights that have reached the level of devotion that allows them to wear the Armour of Tides, granting them powerful abilities and making them the mightiest warriors the Brotherhood can put in the field.

9/11 100

Special Nimble, Thunderous Charge (1)

Initiates that fall short of the standard required to become full knights can still put their training to effective use, these swift cavalry units are used most often on the wings of a battle line, and to pursue and cut down enemies that are retreating from the battlefield.

11

The Order of the Forsaken are knights that have learnt to work with various winged beasts that inhabit Mantica, sometimes through diplomacy, sometimes through force of will. As well as lending their valuable skills to Brotherhood forces in battle, they keep watch over the Forsaken Isles, guardians of what remains of the Brotherhood’s old kingdom.

Uncharted empires

Villein Siege Artillery Unit Size 1

Sp Me Ra De Att 5



5+

4+

Villein Ballista

War Engine 1

Ne Pts 8/10

Unit Size

80

1

War Engine

Sp Me Ra De Att 5



5+

4+

1

Ne Pts 8/10

55

Special

Special

Blast (D6+2), Indirect, Piercing (3), Reload!

Blast(D3+2), Piercing(3), Reload!

The most ancient of Human war engines, the catapult is mostly used in sieges.

A torsion-powered giant crossbow, whose bolts can easily skewer several enemy warriors.

Forsaken Beast Unit Size 1

Sp Me Ra De Att 6

4+

Monster

Crushing Strength (2)

Unit Size

Ne Pts

Options

1

7

4+



5+

8



5+

8

Ne Pts 15/17 125

Special

Greater Water Elemental Sp Me Ra De Att

Monster

–/18 190

Special Crushing Strength (2), Pathfinder, Regeneration (5+), Shambling

When the need is very great, the Devoted may unite to summon a Greater Elemental to battle. These towering behemoths loom large over the battlefield like aqueous giants.

• Breath Attack (10) (+15 pts) • Ensnare (+30 pts) • Vicious (+15 pts) • Regenerate (5+) (+30 pts)

Many monsters have made their homes amongst the sunken ruins of the Brotherhood’s old kingdom. The Brothers of the Forsaken are able to strike bargains with, or tame, these mighty beasts and bring them to war.

12

Uncharted empires

Exemplar of the Brotherhood Unit Size 1

Exemplar Redeemer

Sp Me Ra De Att 5

3+



5+

3

Hero (Inf)

Unit Size

Ne Pts

1

11/13 70

Options • Mount on a Brotherhood Warhorse (increase Speed to 8, gain Thunderous Charge (1), change to Hero (Cav)) (+20 pts)

Even amongst the knights of the Brotherhood there are those that stand out as exceptional warriors. The Exemplar’s of the Order of the Brotherhood are those knights who have begun the path towards qualifying for one of the other elite orders of knights.

1

Hero (Inf) Sp Me Ra De Att 5

5+



4+

1

8

3+



5+

5

Ne Pts 13/15 170

Special

Crushing Strength (1), Headstrong, Individual, Valiant

Unit Size

Sp Me Ra De Att

Crushing Strength (1), Headstrong, Individual, Inspiring, Thunderous Charge (2), Regeneration (5+)

Special

Devoted

Hero (Cav)

The Exemplars of the Order of Redemption are the greatest knights of the Brotherhood’s ranks, drawing on the water magic that imbues them to produce legendary feats of arms, and inspiring those around them to efforts they thought beyond their abilities.

Exemplar Adjutant Unit Size 1

Hero (Inf)

Sp Me Ra De Att 5

5+



4+

1

Ne Pts 10/12 55

Special Headstrong, Individual, Inspiring

Ne Pts 11/13 60

Options • Mount on a barded horse (increase Speed to 8 and Defence to 5+, change to Hero (Cav)) (+20 pts)

Special Heal (2), Individual

Options • Increase Heal to (4) (+20 pts) • Gain Lightning Bolt (3) (+20 pts) • Gain Wind Blast (5) (+30 pts) • Gain Surge (5) (+30 pts) • Mount on a horse (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Exemplar Adjutant’s carry banners depicting great victories over the Forces of the Abyss, which act as rallying points and symbols of defiance when the Brotherhood forces are sorely-pressed.

A small number of women are born with a connection to the water-magic that defines the Brotherhood. They devote their lives to mastering divination as a means to predict where the dark forces of the Abyss might sally out into the world. They also bring their other powers to bear on the battlefield.

Exemplar Hunter Unit Size 1

Hero (Inf)

Sp Me Ra De Att 5

3+



4+

4

Ne Pts 12/14 90

Special Crushing Strength (2), Fury, Individual, Inspiring, Vicious (against Monsters only)

Exemplar Forsaker

Options

Unit Size

• Mount on a Brotherhood Warhorse, increasing Speed to 8 and gaining Thunderous Charge (1) (+30 pts)

1

Not all the Brotherhood’s most powerful warriors have the necessary mind-set to be recognised as worthy of elevation to the Order of Redemption. Many of these aggressive and bellicose warriors end up as the premier monster-slayers amongst the Order of the Abyssal Hunt.

Hero (Mon)

Sp Me Ra De Att 10

3+



5+

7

Ne Pts 15/17 200

Special Crushing Strength (1), Fly, Headstrong, Inspiring, Thunderous Charge (2)

The most skilled of the Exemplars of the Order of the Forsaken fly into battle on great monsters, scattering enemy units and hunting down their leaders to demoralise the forces of evil.

13

Uncharted empires

sAlAmAnder Armies

The Infant Sea drowned the world and entire civilisations. The basin now claimed by an ocean was once a fertile place, full of vast rain-forests and rich cropland. A few islands are all that remain of once-mighty mountains and volcanic ranges, their peaks providing isolated pockets of land. On some, weather-worn statues and crumbled temples are all that remain of the people that once lived there. On a handful of others, an ancient nation struggles to survive and find its place in a world shaped anew. Before the Time of Ice, during the semblance of normality that followed the God War, the reptilian Clan Lords forged themselves a sprawling and prosperous empire, deep in the lush jungles and bountiful plains of the central equatorial belt. The reptilians spread to the seas where, against all odds, they excelled as a seafaring force and grew a feared and powerful navy. Several independent cities inevitably arose, each ruled by one of the Clans and bankrolled by the richest merchants. While the different sub-species lived together in relative harmony in the cities, they concentrated in numbers in their favoured climes. The Salamanders favoured the deserts, hot springs and volcanic islands; the Arkosaurs and Tyranopods bathed in the oceans and warmth of the jungles; herds of giant sauropods roamed the plains and packs and small tribes of Ghekos and snakemen built a thriving ecosystem. One Clan Lord eventually rose above them all and was to become their greatest and most influential ruler, her name revered across all of time. Today she is celebrated as the saviour of her race. Kthorlaq the Deliverer was the oldest hatchling, born to the Clan of Fire, in a clutch of precious royal eggs. The casing of the egg which bore her was larger, paler and smoother than the others and would have stood out just for these differences;

Salamander Army Special Rules Alignment: Good Flames of Kthorlaq All units in this list have Crushing Strength (1), unless specified otherwise. Also, all infantry models in this list are on 25x25mm bases, unless specified otherwise.

but it was the dark red swirling pattern that writhed down one side of the shell that had the clutch-mothers both excited and terrified in equal measure. It was a sign they said. An omen. This one would be different. Kthorlaq was big, much bigger than her clutch-mates and she was preternaturally intelligent and strong. She showed a maturity and wisdom beyond her years and the scholars and wise-ones found their student soon outstripped them, her capacity and thirst for knowledge insatiable. She excelled in political debate, showed great commercial acumen and was a master of the art of fire magic. She was also seertouched and often spoke of a time when the Clans would be reborn in the shadows of the three kings of fire. Her rise to power as the leader of the dominant Clan was as auspicious as it was timely. Within months of Kthorlaq taking up her new post the world was thrown into chaos. The skies darkened and flickered with streaks of coruscating lighting. The seas heaved and roiled and the air began to chill. As crops, livestock and prey dwindled and withered, the weak and vulnerable began to die. The seas shrank and a terrible cold swept across the land, poisoning the earth and leaching the life from world. From the north and the east the great glaciers came, driving all before their

14

Uncharted empires implacable advance. Riding at the vanguard of the walls of ice were hordes of foul and unspeakable things intent on destroying all in their path. Winter was waging her war on the world. The mage-priests and battle captains fell back under the onslaught. Few escaped the carnage and those that did continued their flight into the west. With her people beset by hunger, cold and the advancing armies of Winter, Kthorlaq ordered the mass evacuation from the cities and surrounding lands. Many stayed behind in defiance of the encroaching doom, selling their lives dearly to give their people time to flee. A titanic battle was fought outside the gates of the great temple city of Haelthorn as the fourteen reptilian cohorts that had stayed behind fought back Winter’s ravenous legions. The cohorts inevitably succumbed but their noble sacrifice had bought Kthorlaq the time she needed to make good the escape. Tens of thousands died in the great journey as the hordes of Winter pursued them into the west. Yet more perished as they crossed

the frozen seas and the great mountain ranges of Abkhazla. Eventually, exhausted and nearing the end of their endurance, three great smoking peaks rose into the skies before them. Kthorlaq declared that this was to be their haven. This was the place she had seen in her visions all her life. Here were the kings of fire and they would offer their protection. The threads of truth are hopelessly tangled in the fanciful tapestry of myth and legend, but the reptilians claim that Kthorlaq gave herself to The Three Kings; her mind, body and soul. They speak of how, summoning her most powerful magic, she created a vast shield between the fiery summits of the kings, a crackling vortex made of her very essence. The Reptilians grieved for their loss while all the time cowering behind the barrier that held firm against the onslaught of ice and beast. Decades past and as the echoes of Kthorlaq’s voice faded from the ears of the mage-priests so the barrier began to fail. Just as they feared the shield would finally collapse, with disaster pressing on all sides, Valandor the Great smote Winter down. Her death cries echoed around the

15

Uncharted empires world and her power was scattered across the face of the earth in a ripple of baleful energy. Her minions perished as the wave surged through them and slammed into Kthorlaq’s shield, finally shattering it. The magical backwash as the energies collided arced into the Reptilians in the upper reaches of The Three Kings. The Salamanders, naturally drawn to the thermal vents, bore the brunt of the feedback. As the great glaciers shrunk back and massive slabs of ice calved away into the rising waters at the foot of the kings, the Salamanders were stricken with wracking spasms as their chemistry was changed, and they writhed in agony as their bodies metamorphosed. Those that were unaffected cowered in fear as their friends and cousins were altered before them. The afflicted had been cursed and legend says that Winter and Kthorlaq continue their eternal war, trapped forever in the bodies of the Salamanders. They and their descendants must walk the earth in mortal need of the heat and fire which keeps Winter’s deathly chill from their hearts. The reptilians today are an ancient civilisation reborn. From their strongholds on the volcanic islands in the Infant Sea, their society has slowly integrated itself into the new world around them. Gleaming new temple-cities have been raised by both the Arkosaurs and Salamanders, the two most prominent surviving races, and they are once more masters of the waves with a small but superior navy that is the scourge of pirates and rogue privateers. They are warriors at heart and rarely fight for personal gain but to rid the world of evil. Warbands often choose to travel and offer their services abroad and it’s not uncommon to see them battling alongside the forces of nature with whom they find an affinity for balance and harmony; protecting the world as Kthorlaq once protected them. Other, rarer individuals seek to find their way in the world as adventurers, aiming to settle their own personal scores with the wickedness found in the darkest places of the world.

The Reptilians today Arkosaurs

The Arkosaurs have filled the roles of merchants, builders and administrators in the new homelands. They also provide the bulk of the man-power for the small but highly skilled navy that patrols the shipping lanes and waters around The Three Kings. Outside of the merchant classes, Arkosaurs are rarely seen in the outside world and try to minimise the time they spend in foreign ports before returning to the sea. Those that have seen them report lithe green or blue skinned individuals, with sly features and cunning yellow eyes.

Salamanders

To the casual observer, salamanders appear to being strongly reptilian. While they have an amphibian genetic heritage, thousands of years spent living and working alongside the other reptilian species has shaped the evolution of their appearance into the hard-scaled, tough and muscular physical presence common among other reptilian races. Once warmbloodied, the curse of Winter was to instil a chill in their hearts so that they are now almost entirely reptiles themselves, being cold-blooded like their peers. The curse is deep though, and while the fires of Kthorlaq smoulder inside them, fighting the death-chill, salamanders must take time to recharge their internal fires. The youngest can survive for many months or in rare cases years without rest and the sustenance required, and these form the core of the salamander army or venture far afield, fighting alongside the forces of nature. As they grow older, their skin toughens and starts to grey, armoured scales deepening their red hues. The time they can spend away from sources of fire and heat diminishes with aging. While they can absorb heat from any source, the richest and purest fuel is that that comes from the summits of The Three Kings. Salamanders need to return regularly to their island homes to bask in the heat and fire of the volcanic craters and forge their weapons and armour anew from the lava that flows from their depths. With old age, the pilgrimages end and the salamanders remain in the fire pits of the kings where they slowly die, their

16

Uncharted empires flames extinguished and their bodies melting into the magma in a process which has deep spiritual significance for them. On land, the salamanders form the main fighting arm of the reborn reptilian civilisation. They see it as their sworn duty to be the protectors of their people and the oppressed of the world, following the example and sacrifice made by the greatest of their kind, Kthorlaq. While they utilize other races in their armies to fulfil various battlefield roles, it is the salamanders that are the core of any reptilian army. Some young, adventurous salamanders join the Arkosaur navy to add muscle to the fighting crews on-board but most ships will have no more than a dozen such individuals; captains are wary of these boisterous youths and fire has never been a sailor’s friend but their fighting prowess and usefulness is grudgingly acknowledged. They are rogues and it is not unheard of for some to slip away looking for further personal adventure if life on the oceans becomes too monotonous for their fiery characters.

Ordeal of Fire Some individuals that have proved themselves in battle against the forces of evil will put themselves forwards for the

judgement known as the Ordeal of Fire. Not all survive this secretive ritual, conducted by the mage-priests deep in the magma filled chambers of The Three Kings. Those that re-emerge do so with eyes and skin glowing from an intense inner fire. They have shortened their lifespan in order to be able to serve away from the homelands for extended periods of time, taking the fight to the darkness in the world. These supercharged veterans are often seen leading the younger salamander warriors on foreign battlefields, taking command of them when fighting alongside their allies.

Ghekkotah

The Ghekkotah are a diminutive subspecies of the salamander line and similar in appearance to the now extinct Gheko race. They remained unscathed as the magical backwash transformed the salamanders and so retain their warm-blooded bodies. They are very social creatures and often operate in large family groups when hunting or farming. They are fiercely loyal and are more than prepared to offer their skills to the salamander army in times of war. They are rarely seen in the great cities of the homelands, preferring the jungles and plains at the bases of The Three Kings.

17

Uncharted empires

Salamander Primes Unit Size

Salamander Unblooded

Infantry

Sp Me Ra De Att

Ne Pts

Unit Size

Troop (10)

5

4+



5+

10 10/12 100

Troop (10)

5

4+



4+

10

Regiment (20)

5

4+



5+

12 14/16 140

Regiment (20)

5

4+



4+

12 13/15 115

Horde (40)

5

4+



5+

25 21/23 230

Horde (40)

5

4+



4+

25 20/22 190

Pathfinder

Options • Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (2))

The Salamanders are an ancient race of reptilian fire-people, whose scaly red hides protect them from enemy weaponry as well as grant them a fearsome appearance. Their blood burns with great heat, manifesting in billowing vapours that exude from their fanged mouths, and channelling through their crude weapons, which sear and burn as well as they cut and crush. Those in the prime of life fight for their homelands and for the forces of nature.

Unit Size

Ceremonial Guard Unit Size

Sp Me Ra De Att 4+



5+

10 10/12 110

Regiment (20)

5

4+



5+

15 14/16 160

Phalanx

When not watching over the Clan Palaces and Temples in the cities, these warriors are sent to fight on the front line on rotation to keep their skills and instincts sharp.

Corsairs

Ne Pts

3+



5+

10

–/13 120

Unit Size

Regiment (20)

5

3+



5+

12

–/17 170

Troop (10)

Infantry Sp Me Ra De Att 5

4+

5+

Options

Special

• Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (2))

Piercing (1), Pistols, Vanguard

Unit Size

4+

Ne Pts

10 10/12 115

Small bands of corsairs sometimes hone their skills away from the navy and fight with the Salamander land forces where they are employed as advanced skirmishers. While it is rare (although not unheard of) for female Salamanders to fight in the army, female corsairs are a much more common sight.

Ghekkotah Hunters*

Infantry

Sp Me Ra De Att

Ne Pts

5

5

These battle-hardened veterans know their time on the world is near an end but still wish to fight and lend their experience in training the younger generation. They are not as agile as they once were but make up for it in their combat experience and fearlessness.

Infantry

Troop (10)

Troop (10)

Ghekkotah Warriors

80

Special

Infantry Sp Me Ra De Att

Ne Pts 9/11

As their internal fires develop and their blood sizzles with the energy of new life, young hot-headed Salamanders often join the army early to cut their teeth, and scales, on the forces of darkness.

Special

Ancients

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

8/10

Troop (10)

70

Infantry

Sp Me Ra De Att 7

5+

5+

3+

8

Ne Pts 10/12 100

Troop (10)

6

5+



3+

15

Regiment (20)

6

5+



3+

20 12/14 100

Special

Horde (40)

6

5+



3+

30 19/21 165

Blowpipes (treat as thrown weapons), Nimble, Pathfinder, Vicious, 20x20mm bases

Special

This unit does not have Crushing Strength (1)

Vicious, 20x20mm bases

Options

This unit does not have Crushing Strength (1)

Social beings, often seen in large groups with many family members working together. The Ghekkotah village chiefs often gather their younger warriors together for military training alongside the armies of the Salamanders. This is especially true when the homelands are threatened and the Ghekkotah leave the protection of their jungle homes in defence of their land.

• Chamelon Cloak (gains the Stealthy special rule) (+10 pts) • Swap Blowpipes for Bows (+20 pts)

Hunting packs that have worked together for years, supplying the villages with food from the plains. They cannot be spared in large numbers but small groups that are comfortable operating away from the lines while harassing the enemy flanks are not an uncommon sight on the battlefield.

18

Uncharted empires

Kaisenor Lancers Unit Size

Ember Sprites*

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

4+



4+

9

Regiment (10)

8

4+



4+

18 14/16 170

Unit Size

11/13 110

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

5

5+



3+

6

10/12 80

Horde (6)

5

5+



3+

12 13/15 125

Special

Special

Thunderous Charge (1)

Breath Attack (Att), Height 0, Vicious

Ridden by lightly armoured Salamanders, the Kaisenor Raptors are sleek, agile predators whose instinctive manoeuvring in formation at speed makes them excellent cavalry mounts.

This unit does not have Crushing Strength (1)

Tyrants Unit Size

These mischievous proto-elementals are spawned and summoned to battle by the Mage-Priests from the bubbling fire pits of The Three Kings.

Ghekkotah Skyraiders*

Large Infantry Sp Me Ra De Att

Ne Pts

Regiment (3)

5

4+



5+

9

12/15 135

Horde (6)

5

4+



5+

18 15/18 210

Special

Large Cavalry

Unit Size

Sp Me Ra De Att

Regiment (3)

10

4+

4+

3+

6

Ne Pts

Horde (6)

10

4+

4+

3+

12 15/17 200

12/14 130

Special

Brutal, Crushing Strength (2), Fury

Blowpipes(treat as thrown weapons), Fly, Vicious

Large, heavily muscled brutes that were nearly made extinct during the war with Winter but a few survived the great exodus and their numbers are steadily increasing.

This unit does not have Crushing Strength (1)

Fire Elementals Unit Size

Large Infantry

Sp Me Ra De Att

The Skyraiders soar high above the plains on cawing jrooka, advanced scouts for the smaller bands of hunters searching for food. They are also capable of swooping down and taking out larger prey themselves and these skills can be a useful asset to the Salamander commanders.

Ne Pts

Regiment (3)

6

4+



5+

9

–/14 130

Horde (6)

6

4+



5+

18

–/17 200

Ancients on Rhinosaurs Unit Size

Special Crushing Strength (2), Pathfinder, Shambling

Fire elementals are entities of sizzling, scorching energy, bound together by the magic of the Mage-Priests. Taking the form of warriors of fire and lava, their fury on the battlefield is fearsome to behold.

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

3+



5+

9

–/15 180

Horde (6)

7

3+



5+

18

–/18 275

Special Brutal, Crushing Strength (2), Thunderous Charge (2)

Ancient Salamanders are granted the honour of thundering to battle on near unstoppable Rhinosaurs.

19

Uncharted empires

Greater Fire Elemental Unit Size 1

Sp Me Ra De Att 6

4+



5+

8

Monster

Lekelidon

Ne Pts

Unit Size

–/18 160

1

Monster

Sp Me Ra De Att 6

5+

3+

Special

Special

Breath Attack (6), Crushing Strength (4), Pathfinder, Shambling

Firebolt, Height 2, Piercing (1)

In times of great need, the Mage-Priests may unite to summon a Greater Fire Elemental to battle. These molten behemoths loom large over the battlefield, leaving a trail of smouldering destruction in their wake.

4+

Ne Pts

5

11/13 95

A giant spitting lizard with a temper, prodded into battle by Salamander handlers. In the wild, these beasts lie in wait and then take their prey down from distance.

Komodon

Monster

Unit Size

Ne Pts

1

Sp Me Ra De Att 5

5+

5+

4+

3

11/13 125

Special 36" Range, Blast (D3), Piercing (2), Vicious

A living, moving artillery, able to spit gobs of poisonous bile over great distances or into combat.

Clan Lord Unit Size 1

Hero (Inf)

Sp Me Ra De Att 5

3+



5+

5

Ne Pts 13/15 140

Special

Fire Drake

Monster

Unit Size

Ne Pts

1

Sp Me Ra De Att 7

4+



5+

8

Breath (16), Thunderous Charge (1)

The lithe, tempestuous fire drakes spend most of their time coiled around searing thermal vents. Some Mage-Priests, having studied and learnt the secrets of wrym-tongue, can entice the drakes to war in return for fresh meat, and worse.

Unit Size 1

Sp Me Ra De Att 6

4+

5+

6+

10

Options • Mount on Kaisenor Raptor Mount (increase Speed to 8, gain Thunderous Charge (1), change to Hero (Cav)) (+30 pts) • Gain Firebolt (using Ra 5+) (+15 pts)

14/16 190

Special

Ankylodon Battle Platform

Crushing Strength (2), Individual, Inspiring,

The clan lords are the supreme commanders of the Salamander armed forces, often leading from the front and by example.

Clan Lord on Fire Drake Unit Size

Monster

1

Hero (Mon)

Sp Me Ra De Att 7

3+



5+

8

Ne Pts 15/17 235

Ne Pts

Special

–/17 250

Breath (16), Crushing Strength (2), Inspiring, Thunderous Charge (1)

Special

Options

Base Size: 50x100mm, Blowpipes (treat as thrown weapons), Crushing Strength (4), Iron Resolve, Vicious (ranged attacks only)

• Wings (gain Fly and increase Speed to 10) (+45 pts)

Options • Swap Blowpipes for Firebolt for free

A giant heavily armoured beast, adept at smashing even the toughest foe (or fortification). Crewed by an eager swam of Ghekkotah armed with blowpipes.

Very few winged drakes remain and those that do can only be enticed to leave their fiery slumber by the most powerful and cunning individuals. The price for their service is only known to those brave enough to seek it.

20

Uncharted empires

Battle-Captain Unit Size 1

Sp Me Ra De Att 5

3+

Mage-Priest

Hero (Inf) –

5+

4

Ne Pts

Unit Size

11/13 75

1

Hero (Inf)

Sp Me Ra De Att 5

4+



Special

Special

Crushing Strength (2), Individual

Elite, Fireball (10), Individual

The trusted deputies of the clan lords and superior warriors and tacticians. Battle captains are often given command of large divisions of the army and the freedom to take the battle to the enemy as they see best.

Options

Battle-Captain on Rhinosaur Unit Size 1

Hero (Lrg Cav)

Sp Me Ra De Att 7

3+



5+

6

Ne Pts 13/15 135

5+

2

• Mount on Kaisenor Raptor Mount (increase Speed to 8, gain Thunderous Charge (1), change to Hero (Cav)) (+20 pts) • Gain Banechant (2) (+15 pts) • Gain Surge (8) (+35 pts) • Gain Heal (3) (+15 pts)

Revered throughout reptilian society, the magepriests are consulted on all matters of government, diplomacy and war. While most are Salamanders, there have been sightings of both Arkosaurs and Ghekkotah dressed in the robes of the mage.

Herald

Special Brutal, Crushing Strength (2), Thunderous Charge (2)

Not afraid to lead from the front, Battle Captains often wage the war against evil from the back of one of these tempestuous and savage beasts.

Ne Pts 10/12 90

Unit Size 1

Hero (Inf) Sp Me Ra De Att 5

4+



5+

1

Ne Pts 10/12 60

Special Individual, Inspiring

Options

Ghekkotah Clutch Warden Unit Size 1

Sp Me Ra De Att 7

4+

4+

4+

3

Hero (Inf) Ne Pts 10/12 85

• Mount on Kaisenor Raptor Mount (increase Speed to 8, gain Thunderous Charge (1), change to Hero (Cav)) (+20 pts)

The heralds call the cohorts to war with sonorous blasts from the sacred horns they carry reverently into battle. The sound of a herald’s call stirs the dying embers of faltering friends and puts fire back into their bellies.

Special Blowpipes (treat as thrown weapons), Individual, Inspiring (Ghekkotah only), Pathfinder, Vicious, 20x20mm base This unit does not have Crushing Strength (1),

Firebrand [1]

Options • Chamelon Cloak (gain the Stealthy special rule) (+20 pts)

Unit Size

Clutch Wardens are the biggest and bravest among their siblings and are tasked with the safety of the group.

Ghekkotah Skylord Unit Size 1

Hero (Large Cav)

Sp Me Ra De Att 10

3+

3+

4+

5

Ne Pts 11/13 130

Special Blowpipe (treat as thrown weapons), Fly, Inspiring (Ghekkotah only), Vicious This unit does not have Crushing Strength (1)

The true lords of the sky and masters of the hunt. These deeply respected elite hunters have formed an incredible bond with their sleek, elegant jrooka mounts

1

Hero (Inf)

Sp Me Ra De Att 5

3+

4+

4+

5

Ne Pts –/15 120

Special Individual, Inspiring (Corsairs only), Pistol, Piercing (1), Vanguard. While within 6" of Firebrand, friendly non-allied Corsair units are Fearless

Firebrand is a legendary Corsair, renowned for breath-taking feats of bravery, swashbuckling action, and daring escapades. The stories of her adventures go back for centuries however and Firebrand often vanishes for years at a time before resurfacing in some spectacularly explosive way. Her fantastically exciting life and phenomenal skill are what all other Corsairs aspire to. To have the enigmatic Firebrand fight alongside them is something they can rightly boast of in their old age. Whether Firebrand is the same person now as when the legend was born nobody knows. It’s highly likely that when an incumbent dies, another picks up the mantle to keep the mystique and adventure alive.

21

Uncharted empires

the herd

When the Mother world was young there lived one called Kyron who would be our Father. He was tall and strong and brave and had many friends amongst the beasts of the forests, mountains and plains. They ran together, played together, and hunted together. They were content. They were free. One day Kyron and his family were struck down by an unseen blow. Kyron fell to the ground in great pain and when he arose he became two people, one was brave and kind and the other cunning and cruel. They argued and bickered about what path to take, each having different ideas on what should happen to their animal friends as the Mother world cried in pain.

Dark Kyron lurked in the shadows and helped Garkan the Black forge the beasts we call orcs. He reached out and tore many of our ancestors apart, offering their lives to the smith for his forges and anvils. Garkan and Kyron also pulled apart the wild men, the elves and dwarfs, and he put both animal and man-thing together, imprisoned in strange minds and bodies. After 900 days, the darkness was born and unleashed upon the world. Good, Brave Kyron saw all that had occurred and knew what he must do. He watched from afar, rescuing the lost souls discarded by his brother and Garkan as of no use to their schemes. He gathered light

The Herd Special Rules Alignment: Neutral Call of the Wild All units in this list have the Pathfinder special rule, unless specified otherwise.

Hunting Animals Some individuals are accompanied by their hunting animals which can be set on to a target for quick hamstringing attacks. Away from the

battlefield, they are often used to bring down Jackersnipes, a large winged bi-pedal bird that is a staple of many beastmen’s diets. Mark a Hero that is accompanied by a Hunting Animal with an animal model. The Hero has a ranged attack with a range of 12” that can be used only once per game (remove the animal once it has been unleashed). This weapon can only be used against Heroes or Monsters, War Engines and Troops. The animal is neither brave nor stupid enough to attack any body of troops larger than that. When you send the animal to seek its prey, roll 5 dice to hit, regardless of the firer’s Attacks. The animal always hits on 4+, regardless of modifiers, and has the Piercing (1) rule. Then, for any point of damage caused, roll to hit and to damage again, as the animal has its way with the victims. Repeat this process again and again until you fail to score any damage, at which point the animal has been slain or has wandered off to lick the gore off its paws.

22

Uncharted empires

from all around him, from the earth and the sky, and he gave this light to us. Brave Kyron could not remake The Lost as they once were but he rebuilt their shattered lives and bodies and purified the evil in their hearts. We opened our eyes and we knew one another as brothers and sisters. In return, our father, Brave Kyron gave us to the Mother world, to protect her from the evil forged by Garkan. But Dark Kyron saw his brave half’s magic and cursed his brother’s new children. He led some of us away from the brightness. Our siblings ran too far and they did not see the light, instead they fled and joined the black, evil things that now infested the Mother world. Laughing, Dark Kyron also whispered mistrust into the hearts of the weak-minded humans. Men have resented our presence and distrusted our kind ever since but we do not seek their acceptance. Let them live in their filthy towns and cities, away from the bosom of our Mother.

They are blind to our purpose. Dark Kyron tried to run away but Brave Kyron chased him, flying high across the sky. You can still see them both today, still chasing each other in The Great Hunt. At night, Dark Kyron skulks in the sky, sometimes showing his face, at other times cowering and hiding. Our lost kin worship him in the darkness. In the day, Brave Kyron rises and chases away the shadows and once again shows us the light. We live to protect and serve the Mother. We are The Lost now Returned. We are the Centaurs, Fauns, Satyrs, Lycans, Minotaurs and more. Some are more beast than man, some more man than beast. We live in the forests, in the hills, the mountains and the rivers. We listen to the world and the world speaks through us. We are the heartbeat and voice of the Mother. We are The Herd.

23

Uncharted empires

Tribal Warriors Unit Size

Spirit Walkers

Infantry

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

6

4+



3+

15

–/12 100

Regiment (20)

6

4+



3+

20

–/16 140

Horde (40)

6

4+



3+

35

–/23 230

Troop (10)

6

4+



4+

10

85

Regiment (20)

6

4+



4+

12 13/15 120

Horde (40)

6

4+



4+

25 20/22 200

Sp Me Ra De Att

Ne Pts

Special

Special

Thunderous Charge (1)

Thunderous Charge (1)

Fauns, Satyrs and the like equipped with light armour, hand weapons and shields; these tribal warriors are mighty and brave. Given a choice they would rather live at peace with all around them. However, even the noble races are not content with what they have and The Herd must fight to protect the Mother from predation and plunder.

Fuelled by a concoction of sacred potions, their actions not quite their own, these warriors have established a spiritual bond with the honoured ancestors, those who fell in battle defending the land. Caring no longer for their own lives they will willingly sacrifice themselves in battle for The Herd.

Longhorns Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

6

3+



4+

10 10/12 100

Regiment (20)

6

3+



4+

12 14/16 145

Special Crushing Strength (1), Thunderous Charge (1), 25x25mm bases

Tribal Spears

The biggest and bulkiest of The Herd’s infantry, these beastmen are powerful and hard hitting with vast combat experience. Before leading The Herd into battle, the shamans will bless their arms and armour during solemn and ancient rituals.

Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

6

4+



4+

10

8/10

Regiment (20)

6

4+



4+

15 12/14 125

90

Horde (40)

6

4+



4+

30 19/21 205

Special Phalanx

Some tribespeople are less suited to the rigor of frontline combat but are still duty-bound to protect the tribes, families and world around them. The Herd know all too well how the humble spear can destroy the momentum of an assault and use it themselves in defence and counter-attack.

Hunters Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

6

5+

5+

3+

8

8/10

Regiment (20)

6

5+

5+

3+

10 12/14 105

75

Special Throwing Weapons, Vanguard

Options • Exchange Throwing Weapons for Bows for free

Tribal commanders greatly value the skills of these warriors who can glide silently through the land, stalking their unknowing prey. They are lightly armoured and use a variety of throwing weapons or bows to lethal effect.

24

Uncharted empires

Harpies

Infantry

Unit Size

Sp Me Ra De Att

Ne Pts

Troop (10)

10

9/11

4+



3+

8

90

Special Base Size: 25x25mm, Fly, Vicious

Bestial, bird-like creatures with the heads and upper torsos of woman, their connection to the Mother is flawed by a terrible hunger which they can barely keep under control. The Herd does what it can for them to protect them from themselves, feeling the connection bestowed upon them by the Father, Brave Kyron himself. Once embroiled in battle however, the Harpies will often be so overcome with frenzy that they sacrifice themselves while tearing the enemy apart all the while.

Guardian Brutes Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

6

4+



5+

12 12/15 150

Horde (6)

6

4+



5+

24 15/18 230

Special Crushing Strength (1), Fury, Thunderous Charge (2) This unit does not have the Pathfinder special rule

Lycans Unit Size

Large Infantry Sp Me Ra De Att

Ne Pts

Regiment (3)

9

3+



4+

9

12/14 160

Horde (6)

9

3+



4+

18 15/17 245

Special Crushing Strength (1), Nimble, Regenerate (5+)

Lycans are those of The Lost that Kyron rescued after Garkan’s experiments in merging man and wolf. The Werewolves were lost to darkness, becoming perverse and twisted things shut off from the Mother. Lycans are at one with nature and share a deep connection with the world. Their very life force is sustained by the Mother and nothing other than death itself can bring them down for long.

In times of peace, those known as the Guardians are typically solitary, territorial and reclusive individuals. Each innately knows the land for which they are tasked with protecting. When the threat is great, or when The Herd must gather to march to war, all manner of these powerful beastmen will band together, from Minotaurs to Owlbears and even more unusual forms. They form blocks of massive shock troops within The Herd’s front lines. As well as their natural savagery, they are often equipped with brutal weaponry and huge wooden shields. Others may have armoured hides, razor-sharp claws and powerful beaks which they use to rend their enemies. Not given easily to fear or defeat, where others would bow their heads the mighty guardian will bellow their defiance and smash their way back into the fray.

25

Uncharted empires

Centaur Longmanes Unit Size

Centaur Bray-Hunters

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

3+



4+

8

Regiment (10)

8

3+



4+

16 14/16 200

Unit Size

11/13 130

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

4+

5+

3+

6

11/13 105

Regiment (10)

8

4+

5+

3+

12 14/16 165

Special

Special

Crushing Strength (1), Thunderous Charge (1)

Bows, Nimble, Thunderous Charge (1)

These skilled fighters wield powerful weapons with astonishing flair and finesse. Centaurs are masters of the ambush, making full use of their arboreal homelands. Unfettered by clumsy armour and displaying wonderful balance and grace, Longmanes will often charge wildly through the trees while still maintaining their formation and momentum, a feat the cavalry in other armies could not hope to achieve.

Though not especially bright, Centaurs are naturally adapted for hunting, with their keen eyesight and impressive speed and stamina allowing them to stalk prey over long distances and bring them down with powerful bows. In battle, these skills make Bray-Hunters as formidable as any horsearcher in all Mantica.

Beast Pack*

Giant Eagles*

Cavalry

Large Cavalry

Unit Size

Sp Me Ra De Att

Ne Pts

Unit Size

Sp Me Ra De Att

Troop (5)

10

4+



3+

6

9/11

Regiment (3)

10

4+



4+

9

Regiment (10) 10

4+



3+

12 12/14 110

Horde (6)

10

4+



4+

18 13/15 200

70

Ne Pts 10/12 130

Special

Special

Nimble, Height 1, Vicious

Fly, Fury, Thunderous Charge (2)

Lions, Wolves, Brocks and other beasts of the wilds, they are of the Mother and they all share a kinship with The Herd. They will often aid them in hunting as well as in battle and occasionally will even allow themselves to be ridden by those they feel are worthy.

Mighty birds of the mountains, true kings of the skies. The shamans can call upon the services of the Giant Eagles to counter the aerial threats of the enemy and to destroy their unnatural engines of war.

26

Uncharted empires

Tribal Chariots Unit Size

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

9

3+

5+

4+

8

11/13 140

Horde (6)

9

3+

5+

4+

16 14/16 215

Special Base Size: 50x100mm, Bows, Thunderous Charge (2), This unit does not have the Pathfinder Special rule

Only the most powerful of Warriors and the most skilled of the Hunters will pair together to ride a Tribal Chariot. These chariot often have animal designs carved into them reminiscent of the tribal totems. While somewhat unwieldy, they still prove devastating in battle as they crash into the lines of The Herd’s enemies.

Brutox Unit Size 1

Monster Sp Me Ra De Att 8

4+



Stampede*

Ne Pts

4+ 1D6+8 16/19 220

Unit Size

Special

Horde (6)

Crushing Strength (2), Fury, Regenerate (5+), Strider, Thunderous Charge (2)

Large Cavalry

Sp Me Ra De Att 7

4+



4+

Ne Pts

30 18/22 260

Special

This unit does not have the Pathfinder special rule

Crushing Strength (1), Strider, Thunderous Charge (3)

Part giant or cyclops, these huge beasts tower over even the mighty Guardian Brutes and are indomitable in battle. While relying only on its hide for armour, it has a deep connection to the Mother and can regenerate all but the most grievous of wounds.

Droves of wild horses, cattle, steppe-rhino and even larger beasts can be goaded into war. Lacking true intelligence, they still have an instinct to fight to protect the Mother world. Willed by the shamans, a stampede thundering towards the enemy is a sight to behold!

Great Totem [1] Unit Size 1

Sp Me Ra De Att –



Chimera

War Engine –

5+



Unit Size

Ne Pts –/18

1

80

Monster Sp Me Ra De Att 7

3+



5+

7

Ne Pts 15/17 160

Special

Special

Crushing Strength (2), Vicious

Advanced Deployment, Base Size 75x75mm (cannot be increased by ‘exceptional base sizes’) Height 4, Inspiring, Rallying (2)

Options

Tall, wood-carved monuments that often depict the forms of animals and legendary tribal heroes. These tell stories of great import, recording the essence and history of The Herd. They symbolise the tribes’ beliefs and all tribespeople that see them are filled with pride and a deep spiritual connection to the ancestors that built them.

• Wings (gain Fly and increase Speed to 10) (+50)

A bizarre combination of animals makes this a truly ferocious beast. Like the brutes, Chimeras tend to live solitary lives but are most commonly found in caves and patrolling the hills and mountains of the world.

27

Uncharted empires

Great Chieftan Unit Size 1

Sp Me Ra De Att 6

3+

Great Chieftan on Tribal Chariot

Hero (Inf) –

5+

5

Ne Pts 12/14 140

Unit Size 1

Special Crushing Strength (1), Individual, Inspiring, Thunderous Charge (1),

Hero (Large Cav)

Sp Me Ra De Att 9

3+



5+

7

Ne Pts 14/16 190

Special Base Size: 50x100mm, Crushing Strength (1), Inspiring, Thunderous Charge (2),

Options • Bow (gaining Ra 4+) (+10 pts) • Hunting Animal (+10 pts)

This unit does not have the Pathfinder special rule

Raised from the ranks of the Longhorns, the Chieftain is both wise and mighty. They listen closely to their shamans and when needed to defend Mother they will lead the tribes of The Herd to war.

• Bow (gaining Ra 4+) (+10 pts)

Centaur Chief Unit Size 1

Hero (Cav)

Sp Me Ra De Att 8

3+



4+

4

Options While generally a Chieftain prefers to remain on foot close to their warriors and the earth, sometimes they will ride to battle on a powerful Tribal Chariot where they can better see the ebb and flow of the fight.

Ne Pts

Tracker

11/13 105

Special

Unit Size

Crushing Strength (2), Individual, Inspiring, Thunderous Charge (1)

1

Hero (Inf) Sp Me Ra De Att 6

4+

4+

4+

3

Ne Pts 10/12 70

Special

Options

Bow, Individual, Piercing (1), Stealthy, Vanguard

• Bow (gaining Ra 4+) (+10 pts) • Hunting Animal (+10 pts)

Options

Few among the Centaurs aspire to leadership or great deeds, but those who lead their herds are a breed apart. They will defend The Mother with their lives.

• Hunting Animal (+10 pts)

The best and most experienced of the hunters, they often operate by themselves, ranging ahead of the tribe and excel at what they do.

28

Uncharted empires

Shaman Unit Size 1

Tribal Totem Bearer

Hero (Inf) Sp Me Ra De Att 6

4+



4+

2

Ne Pts

Unit Size

11/13 95

1

Hero (Inf)

Sp Me Ra De Att 6

4+



4+

1

Ne Pts 9/11

50

Special

Special

Bane Chant (3), Individual, Inspiring, Thunderous Charge (1)

Individual, Inspiring, Thunderous Charge (1)

Options

• Hunting Animal (+10 pts) • Mount (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Options

• Heal (5) (+25 pts) • Wind Blast (5) (30 pts) • Mount (increase Speed to 9, change to Hero (Cav)) (+15 pts)

The shamans share the deepest connection to both the Mother and the Father and advise the Great Chieftain’s on all matters. They are granted great spiritual power to communicate to all animals and it is the shaman who can call the mighty Brutox, Chimera and others to war. In times of dire need the shamans from many tribes will gather to combine their skill and power to summon The Avatar of the Father.

1

Hero (Large Inf)

Sp Me Ra De Att 9

3+



5+

7

14/16 205

9

3+



5+

9

3+



5+

6

Ne Pts 13/16 140

Special

• Hunting Animal (+10 pts)

The biggest and bravest of the Guardians rise up to lead the others to battle. Strong and bullish, woe betide anyone, or anything, that gets in their way.

Hero (Mon)

Sp Me Ra De Att

6

Options

While the fallen Lykanis are twisted monstrosities the Lycan Alpha’s are noble and brave. They are fast and immensely powerful beings and their feral looking eyes glitter with a surprising intellect.

Avatar of the Father [1]

Sp Me Ra De Att

This unit does not have Pathfinder

Crushing Strength (2), Inspiring (Lycans only), Nimble, Regeneration (5+)

1

Unit Size

Hero (Large Inf)

Crushing Strength (1), Fury, Inspiring (Guardian Brutes only), Nimble, Thunderous Charge (2)

Ne Pts

Special

Unit Size

Guardian Champion 1

Lycan Alpha Unit Size

These are the honoured keepers of the tribal histories and, they take part in battles to ensure the same mistakes that have happened in the past are not repeated. One day if they are present to a momentous event they may carve anew onto one of the Great Totems to record the tale for future generations.

Ne Pts –/19 270

Special Crushing Strength (1), Elite, Iron Resolve, Thunderous Charge (3), Very Inspiring

Options • Heal (6) (+25 pts) • Wings (gain Fly and increase Speed to 10) (+50 pts)

Summoned by the shaman only in the most desperate of times, this manifestation is an avatar of Brave Kyron himself. It’s form can vary: one time a large hunting cat another perhaps a great bird of the sky; but always the godlike power and wisdom of it is self-evident, a palpable aura of humbling and compassionate spiritual power surrounding it.

29

Uncharted empires

the leAgue of rhordiA Basilea is the self-appointed successor to the old republic of Primovantor but that doesn’t mean that other realms do not claim the same. Whereas Basilea is geographically closer and has close contact with the Shining Ones, Rhordia claims that it is politically and culturally closer to the old republic, less corrupt by the new-fangled dedication to the Shining Ones and standing on its own two feet. The Rhordians acknowledge the presence of the Gods as were, while not being enslaved to either their darker or lighter aspects. Where Basilea relies on the fickle, often whimsical support of the Shining Ones and their celestial armies, Rhordia places its faith in science, reason, and gunpowder. It lacks the haughty arrogance of the Basileans, thereby enabling it to form alliances and closer friendships with other races like halflings and dwarfs. Free will and cultural progress are encouraged in the League, concepts that are anathema to the Basilean way of thinking. At the height of the God War, the former Celestian known as Eoswain waged a terrible and far reaching war with her own dark reflection. Her wicked side, now reborn as Zbortan, raged across the firmament and attempted to rain devastation upon the lands of the noble races while Eoswain battled to thwart her at every turn. The collateral damage from the titanic feuding between these two deities wrought terrible destruction upon the world below. The culmination of the struggle resulted in a cataclysmic impact in the area now known as the Ardovikian Plain as the pair plummeted from the heavens, locked in a deadly embrace, and slammed into the ground below. The shockwave scorched the land for scores of leagues in every direction as the gods’ conflict was buried in the heart of the world. Some say they are still there, locked away in an eternal struggle deep in

The League of Rhordia Special Rules Alignment: Neutral Supreme Command All units in this list with Inspiring have the Very Inspiring rule instead (already noted in their profile), including Inspiring granted by other means such as magic Artefacts.

the world’s fiery core: the minor tremors and quakes that are often felt in the plains are the echoes of the conflict raging still beneath the feet of mortals. The story of Eoswain and Zbortan, and its derivatives, survive today in Mantica mostly as myths and in children’s rhymes. In a small area of the Ardovikian Plain however, the story is still recalled and used as a moral against excessive belief and action. An extreme of anything the Rhordians believe, can be corrupting and damaging, even if the intentions seem good. Today, the Children of the Fall preach this mantra as a key part of their dogma. They yearn for a return to the golden age of stability, before the shattering of the mirror, and thus their churches worship the former Celestians, those that oversaw a world in balance. Following the impact, the survivors slowly pieced their shattered lives back together. As is the human way, centuries of toil and warfare rolled across the land as minor realms and kingdoms came and went. As elsewhere, settlements grew into towns, towns into cities, and religion and politics vied equally for reasons to quarrel with bordering states. Tensions reached

30

Uncharted empires breaking point resulting in an episode now known as the Reaping Time. Relations between five major city-states dissolved into open warfare. Alliances were forged and broken and a series of vicious and bloody battles stained the land with the lifeblood of brothers and friends alike. At the height of the conflict, the orcs came. Sweeping through the farmlands around the north-eastern cities, the orcs razed and destroyed everything in their path. Already broken from years of warfare and grief, the land and the people crumbled before the new, terrible menace. Two cities fell and the rest looked on in fear, knowing their fractured armies could not withstand the onslaught. At least not on their own, but together they stood a chance. From the City of Eowolf, one man spoke up. The chaplain Alobart Rhor, head of the church of the Children saw his people forgetting the lessons of the past. He browbeat the Dukes from the remaining cities together and forged an alliance against the new, common foe. For the next few years and by sheer force of will, Rhor lead the new alliance into a counter attack which blunted and then pushed back the orc assault, ultimately defeating it at the Battle of Halman’s Farm. Rhor himself was grievously and fatally wounded in the battle but lived to hear that the Dukes had agreed to forge a permanent alliance and work together to rebuild their lands and cities. The pact was signed a week after the battle and a council formed to govern the joint affairs of the new alliance. In memory of the man who had led them to victory and laid the foundations for its creation, the governing body became the Council or Rhor and the alliance itself known as the League of Rhordia. Since its creation, the League of Rhordia has rebuilt and grown prosperous but is still fairly self-contained. It has become a significant, if still small player in the realms of men. The individual city-states are still governed by their own nobility but the Dukes from each have a seat on the Council and rotate the chair every 8 years. In all states, the church of the Children is prominent and the chaplain of the Church has a seat

on the council, ensuring the Church plays its part in keeping the alliance together. Unlike the Basilean religion however which indoctrinates an introverted and hidebound mentality, the church of the Children encourages open debate and encourages advancements in science and technology. The Halfling Shires joined the League several decades after its inception. Originally the halflings were simply neighbouring trade partners providing mainly food and tools. However, several extremely harsh winters and then a devastating plague that swept up from the south into Rhordia saw the shires sheltering refugees and providing much needed aid. In return, the Dukes mooted the idea, and eventually agreed, to offer the shires a seat on the council and a place in the League. The halfling council seat is filled by election with the candidates coming from the various shire captains who form the shires’ administrative assembly.

The shires are now considered the main breadbasket of Rhordia and the loyalty, cunning and ingenuity of the halflings is highly valued by all League members. Many of the states now have growing halfling populations and their appearance is very common everywhere across the lands of the alliance. The League’s army is made up of professional human soldiers from the towns and cities with all states providing troops to a common standing army. Sometimes mercenaries are used – the common sell swords who will take coin from all the warring human realms. The College of Warcraft in Eowolf has seen a few, now legendary, halfling engineers pass through its doors. Halfling regiments and battalions form a strong and important contingent within the armies of the League of Rhordia when they march to war to defend their lands.

31

Uncharted empires

City Militia Unit Size

City Spear Militia

Infantry

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

5

4+



4+

10

Regiment (20)

5

4+



4+

15 13/15 120

Horde (40)

5

4+



4+

30 20/22 200

Troop (10)

5

4+



3+

10

70

Regiment (20)

5

4+



3+

12 13/15 100

Horde (40)

5

4+



3+

25 20/22 165

Sp Me Ra De Att

Ne Pts 9/11

85

Special

Special

Crushing Strength (1)

Phalanx

The league employs a professional standing army and takes the security of its citizens very seriously. The militias are well maintained and equipped and serve time in the army as part of their training.

The militia are trained in crowd control and formation fighting and these skills prove useful on the battlefield.

Halfling Spearlings Unit Size

Halfling Braves Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

4

5+



3+

15 12/14 90

Horde (40)

4

5+



3+

30 19/21 150

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

4

5+



4+

12 12/14 80

Horde (40)

4

5+



4+

25 19/21 130

Special Stealthy

Special Phalanx, Stealthy

Their diminutive stature and apparent vulnerability often makes halfling units a tempting target for roaming enemy cavalry. Such hot-headed bravado often ends poorly for the over-eager aggressors when confronted with a wall of glittering spear points.

The image of halflings as gentle, unconcerned folk, careless of the world around them is mostly unfounded. While they live in an idyllic and bucolic landscape, they are acutely aware of the dangers that surround them and the threat of raids and marauding war-bands of greenskins. To this end, the shires have a conscription program ensuring that they fulfil their obligations to the defence of the League.

Halfling Scouts Unit Size Troop (10)

Infantry

Sp Me Ra De Att 4

5+

5+

3+

8

Ne Pts 9/11

85

Special Bows, Nimble, Pathfinder, Stealthy

Halfling game-keepers and sometimes even expoachers make for excellent light skirmishers. Shooting pheasants is just like taking down an Abyssal fiend right?

Halfling Archers Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

4

6+

5+

3+

10 12/14 90

Horde (40)

4

6+

5+

3+

20 19/21 150

Special Bows, Stealthy

Many halflings take up archery for sport, and competitions between the villages of the shires to find the best marksmen are a popular summer attraction. The rivalry can be fierce and also the source of many smouldering grudges and family disputes.

32

Uncharted empires

Musket Block Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

5+

5+

3+

8

9/11 100

Regiment (20)

5

5+

5+

3+

10 13/15 135

Special Piercing(2), Reload!, Rifles

Crossbow Block Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

5+

5+

3+

8

9/11

Regiment (20)

5

5+

5+

3+

10 13/15 110

85

Special Crossbows, Piercing(1), Reload!

These weapons are starting to see more service in the League but are still not as prevalent as more traditional ranged weapons. Halfling involvement in their design in recent times has made them more reliable though and so commanders are more confident in taking them to the field. Halflings in general seem more comfortable with their traditional weaponry however.

The city militias and castle guards within the League favour the punch of a cross-bow over the bows employed by the halflings.

Halfling Ranger Cavalry Unit Size Troop (5)

Dogs of War* Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

4

4+



5+

15 13/15 165

Horde (40)

4

4+



5+

30 20/22 270

Ensnare, Phalanx

Unit Size

Ne Pts

5

3+



4+

10 10/12 95

Regiment (20)

5

3+



4+

12 14/16 135

Special Crushing Strength (1)

These professional soldiers are well drilled and experienced campaigners. The barons and dukes greatly value their loyal service.

Household Knights Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

3+



5+

8

Regiment (10)

8

3+



5+

16 14/16 195

4+

3+

7

Ne Pts 10/12 125

Special

Infantry

Sp Me Ra De Att

5+

Bows, Nimble

Most dukes pay for the services of these heavily armoured mercenaries to bolster their lines and ensure that the League is never caught unprepared.

Troop (10)

8

A very recent phenomenon that has originated from the summer archery fayres is the sight of the little folk scampering around the flanks of the enemy and taking pot-shots from atop their mounts.

Special

House Guard

Sp Me Ra De Att

Cavalry

11/13 125

Special Fury, Thunderous Charge (2)

The dukes and barons all have stables for the household cavalry and many of the knights are friends and trusted advisors.

33

Uncharted empires

Halfling Knights Unit Size

Honour Guard

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

7

4+



4+

8

Regiment (10)

7

4+



4+

16 13/15 140

Unit Size

10/12 90

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

3+



5+

12 13/15 180

Horde (6)

7

3+



5+

24 16/18 275

Special

Special

Nimble, Thunderous Charge (1)

Crushing Strength (1), Iron Resolve, Thunderous Charge (2),

While the humans supply the heavy chargers, so the halflings fill the role of light cavalry. Traditional horses are too big to be practical and so more appropriate mounts, such as ponies or even large goats, are often utilised although they are rarely mixed in the same units.

The majestic Aralez live out on the plains in small family groups. Often mistaken by the ignorant for chimera, these large dog-like beasts are well known for their unique ability to heal minor wounds by touch. Many adventurers, lost and exhausted in the wilderness, tell of an Aralez coming to them in their dreams and afterwards waking fully refreshed, their scrapes and bruises healed. An Aralez can be fiercely loyal and the champions of the League are honoured by the Dukes by being sent to claim one as their companion in a ritual known as Binding. Man and beast hunt and live together for seven days and after this time, if a bond is formed, the Aralez will serve at the champion’s side as their faithful steed until the death of one of the partners. An Aralez whose champion has died returns mournfully to the plains and lives out the remainder of its life in solitude, never seeking companionship from any other species ever again.

Halfling Volley Gun Unit Size 1

War Engine

Sp Me Ra De Att 4



5+

4+

15

Ne Pts 9/11

85

Special Elite while within 6" of a Halfling Master Engineer, Piercing (2), Range 24”, Reload!

Halfling engineering expertise is highly valued in the League and the Volley Gun is a great example of their ingenuity. All League war engines are crewed by both halfling engineer apprentices and human teams. The halflings bring the brains and the humans the brawn.

Halfling Howitzer Unit Size 1

Sp Me Ra De Att 4



5+

Halfling Iron Beast

War Engine 4+

1

Unit Size

Ne Pts 9/11

1

95

Monster

Sp Me Ra De Att 5

5+



Ne Pts

6+ D6+15 16/18 210

Special

Special

Base Size: 50x100mm, Breath Attack (8), Crushing Strength (2), Thunderous Charge (1)

Blast (D6+2), Piercing(2), Lob It! (please see the Jarrun Bombard in the dwarf army list), Reload! Blast (D6+3) while within 6" of a Halfling Master Engineer

Halflings engineers consider the dwarfen warsmiths to be the ultimate masters of science and technology and yearn to understand and replicate their work. The howitzer is a more recent addition to the League’s arsenal.

The day the halfling master engineer Percival Arbuckle saw a steel behemoth grinding its way towards him was the day he fell in love. His life’s work since that day has been to strive relentlessly to make his own and every one which leaves his workshop improves upon the last. A blind eye is turned to his eccentric extremes so long as his new battle-tanks keep rolling out the door.

34

Uncharted empires

Duke Unit Size 1

Duke on Winged Aralez

Hero (Inf) Sp Me Ra De Att 5

3+



5+

4

Ne Pts 12/14 100

Unit Size 1

Special Crushing Strength (1), Individual, Very Inspiring

The rulers of the city-states. These nobles sit on the council and between them ensure the smooth running of League. All make a commitment to stand alongside their subjects in times of war and none have ever been known to shirk this duty.

1

5

3+



5+

4

10/12 70

Unit Size 1

Crushing Strength (1), Individual, Very Inspiring (non-halfling units only)

The barons are responsible for governing the sub-divisions within the League and while they have some degree of autonomy, still take their orders and swear allegiance to their duke.

8

3+



5+

4

Ne Pts 10/12 100

Special Crushing Strength (2), Iron Resolve, Thunderous Charge (1), Very Inspiring (non-halfling units only)

All barons are granted the honour of attempting the Binding so that they may fight alongside the Honour Guard in battle.

Army Standard Bearer Unit Size 1

Hero (Inf)

Sp Me Ra De Att 5

5+



4+

1

Ne Pts 13/15 170

Hero (Mon)

Sp Me Ra De Att 10

3+



5+

7

Ne Pts 15/17 225

The oldest, wisest and most powerful of the Aralez watch over their packs as guardians and will only form a bond with those who wield similar power and responsibility.

Hero (Lrg Cav)

Sp Me Ra De Att

5

Special

• Mount on horse (increase Speed to 8, change to Hero (Cav)) (+15 pts)

1

5+

Crushing Strength (2), Fly, Heal (4), Iron Resolve, Thunderous Charge (1), Very Inspiring

Options

Unit Size



Duke on Ancient Winged Aralez

Ne Pts

Special

Baron on Aralez

3+

Rarely, Aralez are born winged and these individuals become the dominant leaders in the family packs. Binding with such an individual is incredibly tough and takes a great deal of endurance on both sides but the honour of succeeding and the lasting friendship that follows if successful is profound.

Hero (Inf) Sp Me Ra De Att

10

Special

• Mount on horse (increase Speed to 8, change to Hero (Cav)) (+20 pts)

Unit Size

Sp Me Ra De Att

Crushing Strength (2), Fly, Iron Resolve, Thunderous Charge (1), Very Inspiring

Options

Baron

Hero (Lrg Cav)

Ne Pts 9/11

50

Special Individual, Very Inspiring

Options • Mount on horse (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Every city-state, duke and baron have their own colours which are proudly borne to battle by a knight-ensign.

35

Uncharted empires

Wizard Unit Size 1

Wizard on Winged Aralez

Hero (Inf) Sp Me Ra De Att 5

4+



4+

1

Ne Pts 10/12 50

Unit Size 1

Special Fireball (6), Individual

Hero (Lrg Cav)

Sp Me Ra De Att 10

4+



4+

1

Ne Pts 10/12 85

Special

Options

Fireball(6), Fly, Iron Resolve, Thunderous Charge (1)

• Lightning Bolt (3) (+25 pts) • Heal (2) (+10 pts) • Bane Chant (2) (+15 pts) • Mount on horse (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Options • Lightning Bolt (3) (+25 pts) • Heal (2) (+10 pts) • Bane Chant (2) (+15 pts)

Science and technology have their place but magic is still very real in the world. Combining the various disciplines is accepted and encouraged in the colleges and universities and even some halfling engineers have been known to have a quiet word with a wizard about a special project or two.

Rarely, a wizard will ask his or her Duke for the honour of bonding with one of the majestic winged Aralez. From their lofty vantage point as they soar above the battlefield, the pair can best judge where their magical assistance can best be utilised.

36

Uncharted empires

Halfling Army Standard Bearer Unit Size 1

Halfling Master Sergeant

Sp Me Ra De Att 4

5+



4+

1

Hero (Inf)

Unit Size

Ne Pts

1

9/11

50

Sp Me Ra De Att 4

4+

4+

Options

Options • Mount (increase Speed to 8) (+15 pts)

The shires too have their coats of arms and carry them to war with immense pride.

• Bow (+10 pts) • Mount (increase Speed to 7 and gain Thunderous Charge (1), change to Hero (Cav)) (+15 pts)

Small, tough and loud. When the master sergeants are not keeping the ranks in line, they are roaming the shires, looking for new recruits.

Halfling Master Engineer

Hero (Inf)

Halfling Sorcerer

Unit Size

Ne Pts

Unit Size

Sp Me Ra De Att 4

5+

4+

4+

1

9/11

70

1

Special

5

4+



1

4+



4+

1

Ne Pts 9/11

55

• Lightning Bolt (3) (+25) • Mount (increase Speed to 8, change to Hero (Cav)) (+15 pts)

Halflings don’t often show a talent for channelling magic but those that do are welcomed as brothers in the colleges. They are a respected and valued asset for the League’s commanders.

Hero (Lrg Cav) 5+

4

Options

Master engineers often accompany their inventions on to the battlefield to see first-hand how well they perform. They are often seen making minor adjustments or scribbling furiously in their notebooks.

Sp Me Ra De Att

Sp Me Ra De Att

Individual, Stealthy, Wind Blast (7)

Many halflings love to tinker, making cunning tools from simple everyday items. Some are exceptional inventors and take their love of all things mechanical to the cities and the colleges where many have contributed to some fascinating innovations. Later in life they may retire back to their beloved homelands and in recent years some bizarre and experimental farming machines have been introduced although with very mixed results. Most halflings treat these returning wanderers as harmless eccentrics and aren’t quite ready to adopt any new-fangled contraptions just yet.

Battle Shrine [1]

Hero (Inf)

Special

Individual, Long Rifle, Piercing (2), Reload!, Stealthy, Very Inspiring (War Engines only)

1

Ne Pts 10/12 75

Special

Individual, Stealthy, Very Inspiring (halflings only)

Unit Size

4

Elite, Individual, Stealthy, Very Inspiring (halflings only)

Special

1

5+

Hero (Inf)

Ne Pts –/14 130

Special Base Size: 50x100mm, Lightning Bolt (5), Rallying (2)

The church of the Children does not shy from its spiritual and guiding duties and ensure they are always a focal point for the League’s soldiers to rally around. At times of great need, the church will allow one of the rare Battle Shrines to be taken to war. These combine innovative and experimental weaponry from the College of Warcraft with blessed standards and iconography.

37

Uncharted empires

the trident reAlm of neritiCA A wind starts in the west, blowing in the mountains and sighing gently onto the plains below, following the paths carved by once-mighty rivers. The wind squalls across the ocean, churning the surface into a boiling and deadly surf that crashes into the coasts of island chains. As the storm unleashes its fury, lands are flooded, ships and lives are lost. It streams over the land, a lofty spectator as it soars over clashing armies and blood-stained fields. It howls through the deserted remains of a city ruined by earthquakes and villages devastated by flooding. The wind, which has travelled so far and seen so much goes almost unnoticed by those below the surface of the waters of the world. The rivers, the seas, the oceans and the lakes – these are the domains of the Neriticans, the fishmen.

The Trident Realm Special Rules Alignment: Neutral Bait and Switch All units in this list have the Ensnare special rule, unless specified otherwise.

The great Kyron was friend to all beasts of the land, air and sea. When his dark side helped reform the beasts of the earth and sky, the Dark Smith had also turned his cruelty on those of the sea. Hideous magic and dark powers roiled the waters of the world and man and beast were fused in terrible pain. When The Lost were rescued by Brave Kyron, those of the sea fled to the dark depths of the oceans, sent away by their father to escape his brother’s evil curse. The beings that were now neither of land nor sea but a strange amalgam of both, hid themselves away in terror, not understanding what had become of them, lacking guidance. Over the centuries that followed, the fishmen slowly, cautiously, emerged from their submarine retreat and began to explore their new world and identity. Of the races on the land, the fishmen identified most with their fellow sufferers, the beastmen. Like them, the fishmen began to fracture into tribes and clans, sometimes divided by type, sometimes by necessity. They too watched The Great Hunt in the skies as Kyron stalked his wicked self across the stars by night and day. But the fishmen felt the effects of the chase more keenly as the ocean tides responded to the wandering gods. As with many races, the fishmen’s influence on the world since has waxed and waned.

38

Uncharted empires They are fiercely territorial and have clashed and sided with many land dwelling peoples, especially when their watery domain is encroached upon by the vile, filthy cities that are built on coasts and rivers. Their relative isolation and remoteness has given them a certain aloofness to the general woes and conflicts of the other races, but when their anger is roused, few can stand in the way of the hordes that pour forth from the ocean waters. They still feel the call in their hearts to protect the Mother world from the darkness from which they were rescued and this more than anything is what drives them to arms and to venture onto the land. The most common of the Neriticans to be seen above the surface are the Naiads. These lithe and graceful warriors are often seen fighting alongside the armies of the Mother herself and, far more rarely, with some human realms lucky enough to acquire their services. Deep under the seas and oceans, there currently exist three major kingdoms, each

ruled by a Neritican overlord or High King. The kingdoms were born from the forced breakup of a former larger empire when the war against Winter ended and the Infant Sea was created. This catastrophic event had far reaching consequences above and below the surface. The three new kingdoms may bicker and squabble amongst themselves but they have a unity of sorts and together form the Trident Realm. The Neriticans’ major allies are, predictably, those of the forces of nature and the beastmen with whom they share a common history and empathy. The armies of the fishmen will march to war whenever they feel threatened or the natural balance of the world is endangered. Orcs in particular have learnt to be wary of water. When the winds of war blow strong and sweep across the land, they stir the waters of the world and nervous eyes keep watch of the rising tide. Who knows what will emerge from the depths?

39

Uncharted empires

Naiad Ensnarers Unit Size

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11 100

Troop (10)

5

5+

4+

3+

8

12 13/15 140

Regiment (20)

5

5+

4+

3+

10 13/15 160

25 20/22 230

Special

Troop (10)

5

4+



3+

10

Regiment (20)

5

4+



3+

Horde (40)

5

4+



3+

Sp Me Ra De Att

Ne Pts 9/11 120

Harpoon-gun, Piercing (1), Pathfinder, Regeneration (4+)

Special Pathfinder, Regeneration (4+)

Flitting between alluringly beautiful and terrifyingly ferocious, Naiads draw power from the water. As long as they are near to the ocean, a river, or even an underground spring, they can regenerate the most grievous wounds.

Thuul Unit Size

Naiad Heartpiercers

Infantry

Infantry Sp Me Ra De Att

This unit does not have Ensnare

In cruel mockery of the seafarers who have long invaded their ocean realm, preying on sea creatures, Naiad Heartpiercers carry heavy harpoon-launchers. Blessed with incredible longevity, Naiads spend several lifetimes practising with these weapons, becoming preternaturally deadly shots.

Ne Pts

Troop (10)

5

3+



3+

15 10/12 105

Regiment (20)

5

3+



3+

20 14/16 140

These ferocious creatures are a bizarre blend of halfling and octopus. Only a fool would underestimate them however and there are the bodies of many fools now feeding the things that lurk in the depths.

Riverguard Unit Size

Placoderms

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Regiment (20)

4

4+



6+

15 13/15 175

Horde (40)

4

4+



6+

30 20/22 290

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

6

4+

5+

4+

10 10/12 120

Regiment (20)

6

4+

5+

4+

12 14/16 160

Special Fly (Speed remains as 6), Pathfinder. Throwing Weapons, Vicious This unit does not have Ensnare

Special Phalanx

Options

This unit does not have Ensnare

• Exchange shields for two-handed weapons for free (lower Defence to 3+, gain Crushing Strength (1))

Options • Exchange shields for two-handed weapons for free (lower Defence to 5+, gain Crushing Strength (1))

Heavily armoured fishmen warriors armed with tridents, pikes and tough, natural scale mail. These warriors often form the hard core of the Netitican battle lines.

Nokken Unit Size

The riverguard are the ever watchful amphibian sentinels for the Trident Realm. Their ability to leap beyond enemy lines and cause panic with their poisonous attacks is much prized by Neritican commanders.

Water Elementals Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

5

6+



3+

10

9/11 105

Regiment (20)

5

6+



3+

12 13/15 140

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

4+



5+

9

–/14 145

Horde (6)

7

4+



5+

18

–/17 220

Special

Special

Crushing Strength (1), Pathfinder, Regeneration (5+), Shambling

Breath (Att), Vanguard, Regeneration (5+)

This unit does not have Ensnare

This unit does not have Ensnare

Small, sly and elusive surf demons that lie in wait as innocent pools of standing water. They swarm around and pour themselves into their hapless victims who die a horrible, watery death.

Unbridled spirits, Water Elementals are entities of raw energy, bound together by the magic of the Neriticans and the will of the Trident Kings. Taking the form of sentient tidal waves, their fury is unmatched on the battlefield.

40

Uncharted empires

Depth Horrors Unit Size

Large Infantry

Sp Me Ra De Att

Tidal Swarm*

Ne Pts

Regiment (3)

6

3+



3+

9

Horde (6)

6

3+



3+

18 16/18 185

Unit Size

13/15 120

Special

Sp Me Ra De Att

Ne Pts

Regiment (3)

5

5+



2+

15

–/12

Horde (6)

5

5+



2+

30

–/15 115

75

Special

Crushing Strength (1)

Height 0, Nimble

In the dark, cold places beneath the waves, horrifying creatures lurk in a submarine world almost devoid of light. When summoned to fight for the Realm, these hideous creatures emerge from their caves and lurch blinking and hungry towards their next unfortunate meal.

Such is the awesome mastery and will of the Trident Kings that they hold sway over even the smallest of creatures and can command them to war.

Naiad Wyrmriders Unit Size

Gigas Unit Size

Large Infantry

Large Infantry Sp Me Ra De Att

Ne Pts

Regiment (3)

4

3+



4+

6

Horde (6)

4

3+



4+

12 14/16 190

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

8

3+



4+

9

12/14 155

Horde (6)

8

3+



4+

18 15/17 240

Special Crushing Strength (1), Pathfinder, Regeneration (4+), Thunderous Charge (1)

12/14 125

This unit does not have Ensnare

Special Big Shield, Crushing Strength (3), Height 1 This unit does not have Ensnare

The deadly pincer-like claws of these huge crustaceans can crush and slice through even the thickest plate armour while their own natural protection makes them a fearsome foe.

Riding upon supernatural sea serpents, Naiads add their spite and fury to the charge of their ferocious mounts. Though their powers are limited out of water, these great sea-wyrms are carried into battle on currents of magic for a limited time – which is usually all they need to smash asunder the enemy ranks.

41

Uncharted empires

Greater Water Elemental Unit Size 1

Monster

Coral Giant

Ne Pts

Unit Size

–/18 190

1

Sp Me Ra De Att 7

4+



5+

8

Monster

Sp Me Ra De Att 7

4+



Ne Pts

5+ 1D6+5 16/18 200

Special

Special

Crushing Strength (2), Regeneration (5+), Shambling

Brutal, Crushing Strength (3), Iron Resolve, Strider

This unit does not have Ensnare

A huge, living embodiment of the ocean and its defiance and might. The coral giant is a silent killer that smashes bone and flesh with its massive fists, pausing occasionally while its body knits back together before ploughing on once more along a relentless path of destruction.

When the need is very great, the Neriticans may summon a Greater Elemental to battle. These towering behemoths loom large over the battlefield like aqueous giants.

Kraken Unit Size 1

Monster Sp Me Ra De Att 7

4+



4+

Leviathan’s Bane

Ne Pts

12 15/17 230

Unit Size

Special

1

Crushing Strength (2), Regeneration (4+), Strider

The terrifying monster known as the kraken forms the basis of many of the myths and legends that strike fear into the seafaring folk of all the races of the world. When disturbed and angered, the biggest specimens can wrap themselves around the hull of even the largest warships and crush them into nothing but matchwood and flotsam.

Knucker Unit Size 1

9

4+



4+

Unit Size

These water-wyrms use their natural camouflage and stealth to slither unseen as they hunt their quarry. They are lightning fast predators and strike to kill with unerring accuracy, stunning their prey if not killing them outright.

1

6

3+

4+

5+

4

2

Ne Pts 10/12 95

Hero (Inf)

Sp Me Ra De Att 6

4+



4+

1

Ne Pts 9/11

60

Individual, Inspiring, Pathfinder, Regeneration (4+)

The large, marbled conch shells carried by these royal courtiers are used to convey messages in times of war as well as announcing the presence of Neritican royalty. The shells reverberate with a deep, sibilant and mournful tone that echoes across the battlefield.

Hero (Inf)

Sp Me Ra De Att

4+

Special

Nimble, Pathfinder, Thunderous Charge (3)

Unit Size

5+

Naiad Envoy 1

Naiad Centurion



Enraged by the callous slaughter of the ocean’s most magnificent creatures, Naiad Heartpiercers bring these massive harpoon guns to battle that can pierce even the thickest hide. Known to surface dwellers as Leviathan’s Bane, to the Naiad crew, they are the Leviathan’s Revenge.

13/15 145

Special

5

Blast (D3+1), Piercing (4), Reload!

Ne Pts

6

Sp Me Ra De Att

Special

Monster Sp Me Ra De Att

War Engine

Riverguard Captain

Ne Pts

Unit Size

11/13 110

1

Special Crushing Strength (1), Individual, Inspiring, Pathfinder, Regeneration (4+)

Hero (Inf)

Sp Me Ra De Att 6

3+



5+

4

Ne Pts 11/13 115

Special Crushing Strength (1), Fly (Speed remains as 6), Inspiring (Riverguard only), Pathfinder, Vicious

Options • Harpoon-gun (gain Piercing (1)) (+20 pts)

This unit does not have Ensnare

Despite their capricious nature, Naiads are very structured in the way they organise themselves for war. Naiad Centurions are trusted with command of a highly effective combined-arms company of Ensnarers, Heartpiercers and Wyrmriders.

The Captains of the Riverguard are given responsibility for whole river basins or lake systems. It is their duty to relay all news to their Neritican superiors and they are regularly visited by the royal envoys of the Trident Realm in order to make their reports.

42

Uncharted empires

Thuul Mythican Unit Size 1

Sp Me Ra De Att 5

3+



Naiad Wymrider Centurion

Hero (Inf) 4+

5

Ne Pts 10/12 75

Unit Size 1

Special Crushing Strength (1), Individual

Hero (Lrg Cav)

Sp Me Ra De Att 8

3+



5+

6

Ne Pts 13/15 150

Special Crushing Strength (1), Inspiring, Pathfinder, Regeneration (4+), Thunderous Charge (1)

Options • Lightning Bolt (3) (+20 pts) • Wind Blast (5) (+30 pts) • Surge (7) (+40 pts) • Bane Chant (2) (+15 pts)

This unit does not have Ensnare

These betentacled and slippery fiends are aggressive and surprisingly powerful given their size. Many individuals are also able to attune themselves to, and channel, the currents of raw magic that flow both above and below the surface.

Leading from the front alongside the Naiad cavalry, a sea-wyrm mount gives the Centurion a superior view of the battlefield to better coordinate her forces.

Siren[1] Unit Size 1

Hero (Inf) Sp Me Ra De Att 6

4+



3+

1

Ne Pts 12/14 140

Special Individual, Stealthy, Siren’s Call: This is a Wind Blast (8) spell, but moves the target unit towards the Siren rather than away (for example, if the Siren is in the enemy’s front arc then it will move forwards rather than backwards). Any enemy unit hit with the Wind Blast spell is automatically Disordered during its next turn. Units with the Shambling special rule cannot be targeted by Siren’s Call.

Placoderm Defender Unit Size 1

Hero (Inf)

Sp Me Ra De Att 4

3+



6+

6

Ne Pts 11/13 110

Special Individual, Inspiring (Placoderms only), Phalanx This unit does not have Ensnare

Options • Exchange shields for two-handed weapons for free (lower Defence to 5+, gain Crushing Strength (1))

The Siren was once a Naiad Stalker who rescued a half-elf sailor from a shipwreck off the treacherous eastern coastline of the Forsaken Isles. Against all odds, the two fell deeply in love. When her unlikely lover was murdered by a Twilight Kin slaver’s crew, the Siren’s vengeance was terrible. Since that day she has lived with an unfathomable grief and her haunting song as she pines for a love returned ripples across the ocean, luring unfortunates to their eventual doom when they do not live up to her warped and broken dreams.

Standing resplendent in gleaming scale mail, the Defenders are stoic champions that have a peerless skill and determination to hold back whole bodies of troops single-handedly.

Trident King [1] Unit Size 1

Hero (Lrg Cav)

Sp Me Ra De Att 8

4+



5+

Ne Pts

12 14/16 220

Special

Depth Horror Eternal Unit Size 1

Hero (Large Inf)

Sp Me Ra De Att 6

3+



3+

5

Ne Pts 14/16 120

Special Crushing Strength (2), Inspiring (Depth Horrors only), Nimble

Ugly, horrible brutes that haul themselves from their watery lairs to delight in the rich flavour of the fresh meat on offer in the strange, dry world above.

Base Size: 50x100mm, Breath (Att), Crushing Strength (1), Piercing (1), Thunderous Charge (1), Very Inspiring

Titans of the seas, the Trident Kings rule with an iron fist and a supreme will. Wearing one of the fabled masks of the medusa, the true appearance and identity of the kings is known to only a small number of trusted confidants and the immediate royal families. When waging war, they mount one of their incredibly elaborate giant clam chariots, pulled by a quartet of iridescent sea-wyrms.

43

Uncharted empires

the empire of dust

History does not record the origins of necromancy but its influence is indelibly etched in the chronicle of the world. There is compelling evidence however that its spread is entwined with the story of the ancient Ahmunites.

The Empire of Dust Special Rules Alignment: Evil Curse of Undeath

South of the Infant Sea, there is an expanse of arid desert that is truly vast, stretching along most of the lower seaboard. The mysterious and beguiling kingdom of Ophidia, sustained by its rich river valley, occupies much of the west - precious oases, desert cities and other, stranger kingdoms scattered across its interior. But beyond Ophidia, mysterious ruins, dead trees, and the bones of long extinct creatures are all that challenge the whispering sand for space. Straddling the Wastes of Ophidia and the wretched land further south lie the broken towns and cities of the once great empire of the Ahmunites. In the Time of Light, beyond the scorched and barren region now known as the Cracked Lands, a people migrated north. Driven from their own lands by years of drought and plague, they sought and found a new land, with rich soils and fresh, bountiful rivers. As they settled and slowly began to re-establish themselves, they begun to explore and trade with the other noble races. Relations and trade pacts were built between the elves to the west and kingdoms of men and dwarfs to the far east and north. The Ahmunites flourished, becoming an influential and important cog in the economic and political stability of the southern regions. It began as most things do. An idea corrupted and warped. The Ahmunites had long revered the dead, believing in an existence after the mortal vessel had served its purpose. They had dabbled a little in the art of necromancy and a vain fashion amongst the noble classes developed – raising their most loyal warriors to serve again in their undeath in a rite known incongruously as Purification.

All units in this list have the Lifeleech (1) special rule, unless specified otherwise.

Casket of the Damned The souls of the damned are released from their prison to drive the unit towards its foe. Mark a unit that has a casket with an appropriate model. Once per game, when this unit is targeted by a Surge spell, you may roll an additional 5 dice which count towards the total Surge result. This must be declared before rolling any dice for the spell. Remove any model used to represent the casket once it has been used.

The once fertile lands began to dry, and hot, arid winds howled from the south and as they blew, the whispers of the dead were heard in the ears of the black-hearted, sowing the seeds of destruction. The practice of Purification began to spread insidiously. More and more people were raised from their rest, slaves for the living. Protests or consent from families was ignored. Spurred on by their necromancer shills, the noble houses plunged ever deeper into the darkness and the central cities of the empire began to echo with the shambling and mournful groans of the dead. Souls and bodies were unwillingly forced back into service. Necropolises were found empty, sarcophagi split apart and children and adults alike feared the setting of the sun which heralded the terror of the night as the nobles and their private armies of the dead turned on each other. As the Ahmunite empire began to consume itself from within, the princes in the furthest northern sepats agreed to take their people and escape the madness. A mass

44

Uncharted empires exodus began as tens of thousands fled to the east, the remnants of culture transplanted to a new home. They settled around the mouth of the great river, now called Hokh-man, and forged themselves a new life. The princes were seen as the saviours of their subjects and were to be revered as the God-Kings of the people. The great journey had taken its toll and the young Ophidian realm was desperately vulnerable and short of man-power. Aghast at the decision they must take, the God-Kings finally decreed that once again necromancy must be used to return their people from the grave. But this time the motives were different – not selfish, not arrogant. Service to the new empire would be for altruistic reasons. Strict laws were established to control the learning and practice of the once dark art. As the fledgling empire grew and became the masters of undeath, the God-Kings cast their sad eyes south, to the people they had left behind and watched an ancient empire tear itself apart. The madness had to be stopped before it could spread any further, before the armies of the dead turned their baleful gazes to the wider world.

Gathering together their most trusted and masterful Magi, the God-Kings summoned the most powerful and spiteful of the demonic Djinn. Together, they unleashed a monstrous and lethal sand storm that engulfed the Ahmunite armies, flensing skin and flesh from bone and driving them back to the wastes. Plagues of insects, so vast they blotted out the sun, descended on the cities of the Ahmunites and devoured the living so thoroughly that as the swarm passed by, only bones remained. The Ahmunite people were driven back into their broken, crumbling cities and scoured from the face of the world. The Ophidian curse condemned an entire civilisation to an eternal torment of undeath, stripped bare for all to see as a terrible reminder to those who seek to abuse power and believe they can master both life and death. What was once a prosperous, sprawling empire of merchants, art, learning and science is now a shattered, bitter, hateful and smouldering lesson against hubris and conceit. An empire of dust.

45

Uncharted empires

Skeleton Warriors Unit Size

Skeleton Spearmen

Infantry

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

Troop (10)

5

5+



4+

10

–/12

65

Troop (10)

Sp Me Ra De Att 5

5+



4+

10

–/12

Ne Pts

Regiment (20)

5

5+



4+

12

–/16

90

Regiment (20)

5

5+



4+

15

–/16 105

Horde (40)

5

5+



4+

25

–/23 150

Horde (40)

5

5+



4+

30

–/23 175

75

Special

Special

Shambling

Phalanx, Shambling

Options

Options

• Casket of the Damned (+10 pts)

• Casket of the Damned (+10 pts)

Even in death, the Priests and Pharaohs can rely on the unwavering obedience of their people and their skeletons’ unquestionable esprit de corpse.

Ranks of glittering speartips were a common sight in the armies of the Ahmunites. These skeletal warriors still remember how to form a wall of lethal metal points.

Revenants Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+



5+

10

–/13

Regiment (20)

5

4+



5+

12

–/17 120

85

Horde (40)

5

4+



5+

25

–/24 200

Special Shambling

Options • Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (1)) • Casket of the Damned (+10 pts)

Revenants are the reanimated remains of elite fighters, belonging to Ahmunite guard regiments and other troops that were better equipped and trained than the average. This results in tougher, more skilled and more resilient undead warriors.

Skeleton Archers

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

6+

5+

3+

8

–/12

Regiment (20)

5

6+

5+

3+

10

–/16 100

75

Horde (40)

5

6+

5+

3+

20

–/23 165

Special Bows, Shambling

Options • Casket of the Damned (+10 pts)

The Ahmunite armies liked to darken the skies with a hail of death. Their archers have been raised from the grave with a modicum of their former skill.

Skeleton Crossbowmen

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Mummies

Infantry

Troop (10)

5

6+

5+

3+

8

–/12

85

Unit Size

Regiment (20)

5

6+

5+

3+

10

–/16 115

Troop (10)

Sp Me Ra De Att 5

4+



5+

10

–/14 120

Ne Pts

Horde (40)

5

6+

5+

3+

20

–/23 190

Regiment (20)

5

4+



5+

12

–/18 170

Special

Special

Crossbows, Piercing (1), Reload!, Shambling

Crushing Strength (2), Regeneration (5+), Shambling

Options

Options

• Casket of the Damned (+10 pts)

• Casket of the Damned (+10 pts)

Consider new-fangled and highly experimental by the Ahmunites, these dry, cracked and ancient weapons can still pack a lethal punch.

The embalmed corpses of these ancient Ahmunite princes from the southern deserts are slow but fearsome and immensely strong.

46

Uncharted empires

Skeleton Cavalry Unit Size

Skeleton Archer Cavalry

Cavalry

Sp Me Ra De Att

Ne Pts

Unit Size

Troop (5)

9

5+



4+

7

–/13

Troop (5)

9

6+

5+

3+

7

–/13

Regiment (10)

9

5+



4+

14

–/16 130

Regiment (10)

9

6+

5+

3+

14

–/16 145

85

Sp Me Ra De Att

Cavalry Ne Pts 95

Special

Special

Nimble, Shambling, Thunderous Charge (1)

Bows, Nimble, Shambling

Options

Options

• Casket of the Damned (+10 pts)

• Casket of the Damned (+10 pts)

Once the light cavalry of the Ahmunite armies, these desert horsemen and their steeds now serve the same function in death as they did in life.

Adept at sniping and hit and run attacks, the speed of these skeletal riders is as unnerving as their baleful glowing eyes.

Enslaved Guardians

Enslaved Guardians Archers

Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Large Infantry

Regiment (3)

6

4+



5+

9

–/14 160

Unit Size

Horde (6)

6

4+



5+

18

–/17 245

Regiment (3)

6

5+

5+

4+

9

–/14 160

Horde (6)

6

5+

5+

4+

18

–/17 245

Special Crushing Strength (2), Shambling, WindBlast (5)

Special

• Casket of the Damned (+10 pts)

Powerful desert spirits, these enslaved djinn are eternally bound by dark sorcery and encased in ancient runic armour.

Unit Size

Ne Pts

Crushing Strength (1), Heavy Crossbows, Piercing (2), Reload!, Shambling

Options

Swarm*

Sp Me Ra De Att

Options • Casket of the Damned (+10 pts)

The mystical power of the enslaved djinn allows these warriors to wield crossbows almost as large as siege weapons with disturbing ease.

Large Infantry Sp Me Ra De Att

Ne Pts

Regiment (3)

6

5+



2+

9

–/12

65

Horde (6)

6

5+



2+

18

–/15 100

Special Height 0, Shambling, Vanguard

Scavengers*

Large Infantry

Unit Size

Sp Me Ra De Att

Regiment (3)

10

5+



4+

9

Ne Pts

Horde (6)

10

5+



4+

18 13/15 135

10/12 90

Special

Desert beetles, locusts and other, even more unpleasant creatures, summoned in swarms and compelled by dark sorcery.

47

Fly, Lifeleech(2)

The arid and almost lifeless lands of the south offer only dusty, rotting scraps for carrion birds to viciously squabble and kill for.

Uncharted empires

Revenant Chariots Unit Size

Revenant Worm Riders

Large Cavalry

Sp Me Ra De Att

Ne Pts

Unit Size

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

4+

5+

4+

8

–/14 115

Regiment (3)

6

4+



5+

12

–/14 135

Horde (6)

7

4+

5+

4+

16

–/17 175

Horde (6)

6

4+



5+

24

–/17 210

Special

Special

Base Size: 50x100mm, Bows, Shambling, Thunderous Charge (2)

Crushing Strength (1), Thunderous Charge (1)

Options • Casket of the Damned (+10 pts)

Once used in both ceremonial roles and in times of conflict, these heavy chariots now only see service in the ranks of the empire’s army, thundering towards the enemy and bearing the revenants to war.

Scorpion Husk Unit Size 1

Sp Me Ra De Att 6

4+



5+

8

Capturing and riding the great desert sand worms was seen as great sport by the Ahmunite nobility and their champions were often bequeathed the finest specimens to reward loyalty and for competition. Even in death, these revenant warriors retain their former skills and worms are still captured and used today to carry them to battle.

Monster

Bone Giant

Ne Pts

Unit Size

–/14 145

1

Monster

Sp Me Ra De Att 7

4+



Ne Pts

5+ 1D6+6 -/19 190

Special

Special

Crushing Strength (2), Shambling, Vanguard, Vicious

Brutal, Crushing Strength (3), Shambling, Strider

The desiccated and broken exoskeletons of these huge and powerful desert beasts are a terrifying sight to behold as they scurry in darting motions across the sand. They often lie in wait, partially hidden in the dunes, ready to crush and stab the enemy with their fearsome pincers and venomous tails.

All manner of man and beast have become lost and wandered aimlessly to their deaths in the barren wastelands of the Cracked Lands and southern deserts. Hill giants rarely venture so far but their fate is the same as all others - eternal service in the unholy ranks of the empire.

Bone Dragon

Monster

Unit Size

Sp Me Ra De Att

Ne Pts

10

–/17 200

1

4+



4+

9

Reanimated Behemoth

Monster

Unit Size

Ne Pts

1

Sp Me Ra De Att 6

4+



6+

9

–/16 190

Special Base Size: 50x100mm, Crushing Strength (3), Shambling

Special Crushing Strength (3), Fly, Shambling

The long dead remains of great dragons, wyverns or wyrms. Their once majestic bodies now crackle with necromancy and the screams of lost souls can be heard as dry desert winds whip through their yellowing bones.

Options • Equip with a Light Balefire Catapult (Range 36", Indirect, Ra 5+, 1 Attack, Blast (D3+2), Piercing (1), Vicious (ranged attacks only)) (+20 pts)

Long dead beasts of burden or of war. There are even the bones of ancient giant lizards half buried in the dunes following a rumours second reptilian exodus to the world beyond the Cracked Lands. The massive frames of these long dead behemoths are wrapped in dark magic and sent forth to crush and smash those who defy the Pharaohs’ will.

48

Uncharted empires

Balefire Catapult Unit Size 1

Sp Me Ra De Att 5



5+

Monolith [1]

War Engine 4+

1

Ne Pts

Unit Size

–/11 100

1

War Engine

Sp Me Ra De Att –





5+



Ne Pts –/18

80

Special

Special

Blast (D6+2), Indirect, Piercing (2), Reload!, Shambling, Vicious

Advanced Deployment, Base Size: 75x75mm (cannot be increased by ‘exceptional base sizes’) Height 4, Inspiring

Certainly not precise or fast, the skeletons crewing these war machines are nevertheless more reliable than their living counterparts and totally relentless in their occupation.

Soul Snare [1] Unit Size 1

War Engine

Sp Me Ra De Att 5





4+



Ne Pts –/15 150

Special Heal (4), Lightning Bolt (6), Reload!, Stealthy

While within 6" of the Monolith, friendly, non-allied units add+2 to their spells’ (n) values.

Ancient standing stones, expertly tapered and decorated with secret meanings are scattered throughout the desert lands of the south. The elven scholars have tried to study them from afar and believe they form some kind of power grid although their purpose and how they work remains unfathomable. In battle, the hieroglyphs on the sand-blasted stones glow with an inner fire, fuelling the spells of the empire’s necromancers.

The swirling, mystical energies of the Soul Snare float ominously above the ground radiating malevolence. The beguiling and evil miasma will strike out to rip the essence from the living and feed the soldiers of the empire with freshly captured souls.

49

Uncharted empires

Revenant Champion Unit Size 1

Sp Me Ra De Att 5

4+



5+

Revenant Champion on Worm Hero (Large Cav)

Hero (Inf) 4

Ne Pts –/14

85

Unit Size 1

Special Crushing Strength (1), Individual, Inspiring (Revenants only)

Often the leaders of a personal bodyguard or the head of a private army, these experienced fighters have been reanimated to continue their sworn duties into the afterlife.

Ahmunite Pharaoh 3+



6+



5+

7

Ne Pts –/14 135

Powerful and deadly warriors that sit astride a writhing and hungry sand worm. The champions survey the battlefield from their vantage point, looking for the choicest targets to attack and deliver the wrath of their Pharaoh upon the living.

Ne Pts

Ahmunite Pharaoh on Royal Chariot

–/16 155

Unit Size

Hero (Inf)

Sp Me Ra De Att 5

4+

Crushing Strength (1), Inspiring (Revenants only), Thunderous Charge (2)

• Mount (increase Speed to 8, change to Hero (Cav)) (+15 pts)

1

6

Special

Options

Unit Size

Sp Me Ra De Att

5

Special

1

Hero (Large Cav)

Sp Me Ra De Att 7

3+



5+

7

Ne Pts –/16 195

Crushing Strength (2), Individual, Inspiring, Regeneration (5+), Surge (8)

Special

Driven by a willpower that conquered death itself centuries past, these fallen nobles are almost unstoppable in their unquenchable wrath. Great is their ire and the vengeance they exact on those that are greedy and foolish enough to dare violate their majestic burial complexes.

Pulled by wraith-like skeletal horses, the Pharaoh’s chariot crushes the enemies of the empire under its wheels as the cursed ruler radiates their ruthless dominion over minions and foe alike.

Base Size: 50x100mm, Crushing Strength (2), Inspiring, Regeneration (5+), , Surge (8), Thunderous Charge (1)

50

Uncharted empires

Cursed High Priest Unit Size 1

Sp Me Ra De Att 5

5+



Idol of Shobik[1]

Hero (Inf) 4+

1

Ne Pts

Unit Size

–/13 120

1

Hero (Monster)

Sp Me Ra De Att 7

3+



6+

10

Ne Pts –/18 350

Special

Special

Individual, Inspiring, Surge (10)

Aura of Shobik (all friendly, non-allied units within 6” have the Iron Resolve special rule), Crushing Strength (4), Heal (6), Shambling, Strider, Very Inspiring,

Options • Heal(4) (+15 pts or swap for Surge (10) for free) • Wind Blast (5) (+30 pts) • Breath (12) and Vicious (+20 pts) • Mount on a horse, increasing Speed to 8 (+15 pts) and changing to Hero (Cav)

Politically powerful and devious, the high priests were often rumoured to be the real power behind the thrones of the Ahmunites. They share their masters’ bitterness and hatred of the living and seek revenge for the terrible curse put upon them.

Undead Army Standard Bearer Unit Size 1

Hero (Inf)

Sp Me Ra De Att 5

5+



Now one of the long forgotten deities, Shobik’s giant statues, lodestones for both worship and arcane magic, once stood proudly at the entrance to temple, palace and mausoleum alike. The cracked and pitted ruins of these idols still simmer with innate power and can be summoned to life by high priests chanting blasphemous texts from forbidden scrolls.

4+

1

Ne Pts –/13

50

Special Individual, Inspiring, Shambling

Options • Mount (increase Speed to 8, change to Hero (Cav)) (+15 pts)

Most undead are uninterested in honour and duty, but the sorcery that imbues the gory standards of their armies are a source of unliving energy that sustains the minions of the Pharaohs.

51

Uncharted empires

night-stAlKer Armies

The elven Conclave of Heaven was a secretive intellectual project devoted to the study of higher consciousness and the nature of divinity. The pinnacle of the conclave’s achievements came when it attracted the attentions of the young and seemingly curious Celestian known as Oskan. While contact was often brief and sporadic, Oskan seemed to display a bond with the elves and hinted at great changes soon to come with wonderful gifts bestowed upon the mortal world. Oskan began to teach the elven arch-mages how to travel the paths between worlds and walk in the footsteps of the gods, luring them ever further away from their bodies, testing their minds for his own amusement. One day, the entire conclave were invited deeper into the paths, beyond the mists of time, with Oskan leading and the elves displaying an almost childish glee to see the wonders of the galaxy and other, unimaginable planes of existence.

Night-stalker Army Special Rules Alignment: Evil Stolen Dreams All units in this list have the Mindthirst special rule, unless specified otherwise.

Trans-dimensional All units in this list have the Stealthy special rule, unless specified otherwise.

Mindthirst If this unit is within 12” of an enemy unit with the Inspiring or Very Inspiring special rule and is Routed, the opponent must re-roll that Nerve test. The second result stands. In addition, a Night-stalker army may not take the Inspiring Talisman magic artefact.

Then Elinathora smashed The Fenulian Mirror. Chaos erupted and sorcerous turmoil swept across the land and skies as the bodies of the Celestians were ripped in two. As Oskan’s body was split in twain, the backwash of cosmic energy shattered the bodies, minds and spirits of the conclave around him. Acting as a conduit for this devastating surge of raw power, the mortal bodies of the elves formed the epicentre of an explosion that utterly destroyed the city where the conclave had met. The souls of the entire population and all living creatures for miles in every direction were torn from the mortal plane and scattered across countless dimensions; the screams of the victims echoing across both time and space. Feeding greedily on the minds so cruelly sacrificed, Oskan, Father of Lies, was born. When Domivar created the Abyss with the axe of Oskan it created a rent not only in the earth but in the fabric of the universe too. The Abyss leaks realities from other

52

Uncharted empires dimensions and feeds them in return. Its dark energy in constant flux, the power of the Abyss will wax and wane over time. The Abyss and other sites like it across the world of Mantica are areas where reality has thinned and it is such places that draw the things from other dimensions to the mortal world. It’s here, behind these fragile barriers between realities, that unimaginable things gather and lurk, desperate to return to the world from which they were so horrifically torn. These are what remains of the beings ripped from the world as Oskan was born. These are the Night-stalkers. The Night-stalkers are the dreams, nightmares, fears and horrors of mortals become manifest. They lurk in the shadows and feed on the most powerful of mortal emotions such as fear, hatred and pride. As the strength of the Abyss swells and fades, so too do the armies of the stalkers, living in the minds of mortals as they sleep.

They take many forms – often perceived by different races in different ways depending on the superstitions and fears of a culture or individual. As in the life they were so cruelly ripped away from though, there are many different types of stalker, sometimes even remnants of memories and personality. Great forces of the stalkers band together when the Abyss pulsates with power and ghastly phantasms will sweep through the shadows of the mortal realm and the fear that precedes them is the very thing they need for nourishment. As the power of the Abyss wanes, the stalkers are no more dangerous than bad dreams and tales to frighten children. When an army marches to feast however, their feeding frenzy is a terror of death as they frantically try to occupy mortal, or even undead bodies, in a futile attempt to root themselves in something physical within Mantica once more.

53

Uncharted empires

Reapers Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



4+

20 11/14 155

Regiment (20)

5

3+



4+

25 15/18 220

Special Crushing Strength (1)

Armed with a bewildering array of wicked looking knives, limbs, claws and scythes, Reapers stalk the dreams of those who abhor wanton violence, torture or pain, hell-bent on delivering their worst fears.

Spectres Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

6

6+

4+

3+

8

10/13 100

Regiment (20)

6

6+

4+

3+

10 14/17 140

Special Firebolt, Pathfinder, Piercing(1)

Ghostly, skeletal and cowardly creatures. Spectres stay close together and lurk in the freezing air which eddies and swirls around them, lashing out with tendrils of white soul-sucking mist at the choicest and most vulnerable targets.

Doppelgangers Unit Size Regiment (20)

Infantry

Sp Me Ra De Att 5

5+



4+

Ne Pts

10 14/17 150

Special • When this unit attacks an enemy unit in melee, it may opt to use the enemy’s profile for its melee attacks instead of its own. If it does so then it uses the enemy unit’s Melee stat, Attacks stat and Crushing Strength value for that turn instead of its own. Any magical artefacts the enemy unit has are ignored. The Dopplegangers themselves may still use a magic artefact as normal if they have one (apply any bonuses granted after the decision on which stats to use).

Blood Worms

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Regiment (20)

5

4+



4+

15 11/14 120

Horde (40)

5

4+



4+

30 17/20 200

Legion (60)

5

4+



4+

40 23/26 290

Faceless, silent and yet spine-chillingly creepy. No matter how desperately the enemy fight, the Doppelgangers match them blow for blow, turning their own fear and panic against them.

Scarecrows Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Special

Regiment (20)

5

5+



3+

15

–/14

Lifeleech(2)

Horde (40)

5

5+



3+

30

–/21 130

Slithering and sliming their way over the ground, through windows and up walls; the glistening black and swollen bodies of the blood worms are fat with the lifeblood of their victims. Even giants have been brought down once enough worms have swarmed over them and sunk a multitude of teeth into their juicy flesh.

Legion (60)

5

5+



3+

40

–/27 190

80

Special Shambling

The zombie-like scarecrows are always right behind you, shuffling relentlessly and endlessly no matter how fast you run.

54

Uncharted empires

Phantoms

Infantry

Unit Size

Sp Me Ra De Att

Ne Pts

Troop (10)

10

4+



5+

10

–/12 130

Regiment (20) 10

4+



5+

12

–/16 185

Special Crushing Strength (1), Fly, Shambling

Phantasms that appear as cloaked, floating bodies. Their partially hooded heads reveal glimpses of the screaming and bloody skulls of people trapped between worlds.

Shadowhounds* Needle-fangs* Unit Size

Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

5

5+



3+

12

9/12

85

Horde (6)

5

5+



3+

24 13/16 120

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

4+



4+

10 10/13 130

Regiment (10)

9

4+



4+

20 14/17 200

Special Height 1, Nimble, Regeneration (5+), Thunderous Charge (1)

Special Height 0, Pathfinder, Vanguard

The slightest opening is enough to invite the presence of these foul beasts. They can pour through keyholes and under doors as they flow towards their food. Needle-fangs form a black tide of crawling, skittering, shapeless things and spiteful, hungry warp pixies.

Huge, black, twin headed canines, with gnashing jaws and fur matted with vile ectoplasm. Hunting in packs, those lucky to escape can still hear the howling in their heads long after they have awoken.

Nightmares*

Large Cavalry

Unit Size

Sp Me Ra De Att

Regiment (3)

10

3+



4+

9

Ne Pts 13/16 180

Special Crushing Strength (1), Fly, Thunderous Charge (1), Windblast (5) This unit is not Stealthy

Death incarnate, the Nightmares sit astride their ghastly mounts whose six demonic hooves burn with a cold blue fire. Nightmares and their steeds are borne across the mortal realms on invisible streams of evil, leaked from another plane and can summon icy winds to chill a body but keep the mind alive and fresh for later.

Butchers Unit Size

Large Infantry

Sp Me Ra De Att

Fiends Unit Size

Large Cavalry Sp Me Ra De Att

Ne Pts

Ne Pts

Regiment (3)

8

4+



4+

12 13/16 130

Horde (6)

8

4+



4+

24 17/20 200

Regiment (3)

6

4+



5+

9

–/15 145

Horde (6)

6

4+



5+

18

–/18 220

Special Crushing Strength (1), Vicious

Special Crushing Strength (2), Shambling

Butchers are uncompromising, unsubtle and brutally efficient killers. To many they appear as an horrific hybrid of ogre, golem and squid, with massive cleavers in their many hands covered in dripping gore.

55

Fiends prey on hatred and jealousy. Empowered by these powerful emotions, they are drawn to those who plot and scheme revenge and spin webs of lies. They are terrifying, arachnid-like monsters with venomous fangs and a chitinous armour that reflects no light.

Uncharted empires

Terror Unit Size 1

Monster Sp Me Ra De Att 6

3+



3+

15

Ne Pts –/20 255

Special Crushing Strength (1), Ensnare, Regeneration (4+), Shambling This unit is not Stealthy

Even the beasts of the ocean were ripped bodily from the world by Oskan’s deception. The plunging depths and trenches of the world’s seas were no refuge from the catastrophe. Terrors are grotesque masses of blubber, slime and indiscriminate parts of the kraken they might once have been.

Mind-screech

Monster

Unit Size

Ne Pts

1

Sp Me Ra De Att 5

6+

4+

4+

Screamer Unit Size

12 16/19 230

1

Special

Monster

Sp Me Ra De Att 4

6+



4+

3

Ne Pts 11/14 115

Firebolt, Height 2, Pathfinder, Piercing (3)

Special

Armour is of little use against the probing and invasive psychic attacks of this insidious and devious monstrosity. Victims fall to the ground screaming silently, their hands clasped to bleeding ears. Their comrades are powerless to help them... and then they feel it inside them too…

Like the Mind-screech, the Screamer attacks the senses but will strike out in a savage assault that overloads the targets nervous system, stunning them where they stand for others to leech from.

Shadow-Hulk Unit Size 1

Monster

Sp Me Ra De Att 5

3+

Height 2, Lightning Bolt (5)



4+

9

Ne Pts –/20 170

Special Crushing Strength (3), Strider This unit is not Stealthy

Titans of the ether, these former giant Cyclopes retain only a passing resemblance to their long forgotten mortal forms. Now they are covered in weeping sores, extra mouths, wicked spines and hands that have fused into fleshless lumps of solid bone.

Planar Apparition Unit Size 1

Monster

Sp Me Ra De Att 7

4+



4+

4

Ne Pts 13/15 165

Special Ensnare, Heal (7), Nimble, Pathfinder, Regeneration (4+)

Planar Apparitions cannot maintain their presence in a plane of reality for any real length of time. They appear to flicker in and out of existence making them very hard to see and destroy while all the time they are acting as erratic conduits for the dark energies of the shadow worlds beyond the Abyss.

Portal of Despair [1] Unit Size 1

War Engine

Sp Me Ra De Att –





5+



Ne Pts –/18

80

Special Base Size: 75x75mm (cannot be increased by ‘exceptional base sizes’) Advanced Deployment, Height 4 While within 9" of the Portal, enemy units have -1 to their Waver and Rout Nerve values in addition to any other modifiers that may apply.

Sometimes, when the powers of the Abyss are strong, the presence of the Night Stalkers rips a portal in the fabric of reality - a doorway between dimensions. The power of the Abyss is channelled through such rents that seethe and boil in the air, painful for mortals to see directly. At the edge of vision, the portal seems like a cage of glossy black and writhing serpents, screaming in perpetual agony. Purple lightning crackles and dances across the rent flickering out and feeding the Stalkers with dark energy.

56

Uncharted empires

Horror Unit Size 1

Void Lurker

Hero (Inf) Sp Me Ra De Att 7

6+



3+

1

Ne Pts

Unit Size

10/13 90

1

Hero (Mon)

Sp Me Ra De Att 10

3+



4+

Ne Pts

10 17/19 260

Special

Special

Individual, Surge (6)

Crushing Strength (2), Fly, Regeneration (5+), Thunderous Charge (1)

Options

This unit is not Stealthy

• Bane Chant (2) (+15)

These freakish and malformed beings were once a delegation of dwarfen stone priests that were on a diplomatic and academic exchange with the elven magic schools when catastrophe struck. Now only bearing a vague semblance to the esteemed and intelligent sorcerers they used to be, their warped and broken bodies channel the bitter winds of the shadow worlds.

Unspeakable and unimaginable things have lived in the dimensions between worlds for eternity. Some have an intelligence of sorts and understand enough to sense the rents in the fabric of the universe and know how to locate them. They attach themselves to Night Stalkers as they stream into the fascinating and bizarre reality where the mortals reside. There they coalesce into whatever mismatched and petrifying shape will best help sate their voracious appetites.

Dread-fiend Unit Size 1

Hero (Large Cav)

Sp Me Ra De Att 8

3+



4+

5

Ne Pts 14/17 120

Special Crushing Strength (2), Nimble, Vicious

Shade Unit Size 1

Hero (Inf) Sp Me Ra De Att 10

3+



5+

5

Ne Pts 11/13 145

The most Machiavellian of the political elite, the most powerful crime lords and those that weave lies and distrust are like beacons to the most powerful and wilful of the sinister and chilling Fiends. They wait in the shadows, watching and learning the weaknesses of their prey, slowly plaguing their thoughts and thriving on their fear of failure.

Special Crushing Strength (1), Fly, Individual

Phantoms that have fused while trying to consume one another to end their suffering. Shades are indeterminate forms that shift between fleeting glimpses of melted faces and a vapour of blood and flickering lights.

The Dream Hunter [1] Unit Size 1

Hero (Inf)

Sp Me Ra De Att 6

4+



4+

8

Ne Pts 14/17 200

Special Crushing Strength (1), Individual, Lifeleech (2)

Banshee Unit Size 1

Hero (Inf) Sp Me Ra De Att

Ne Pts

10

–/13 135

6+



4+

1

Special Fly, Individual, Windblast (7)

Options • Lightning Bolt (5) (+30 pts)

The shattered remains of the spirit and mind of an elven Mage-queen. A Banshee is a hideous ghost that glitters with supernatural hoarfrost. It will screech its rage and bitterness across battlefield in a terrible wail that can drive back the unwilling recipients with an almost physical force.

57

While within 9" of The Dream Hunter, all friendly, non-allied units have LifeLeech (1) or increase their Lifeleech value by 1 if they already have it.

The Dream Hunter rips the dreams and souls from those in Mantica’s reality to feed itself and the Night-stalkers around it. It has long been a bedtime story to scare little children of all cultures, going by many names, and it’s the children that still fear it the most in later life that grant the Hunter a way in. Fairy-tales are a key to the mind. A visitation from the Hunter is to dream of paralysis and the feeling of helplessness while your very essence is teased from the pores of your defenceless body. Those unfortunate to survive the experience awake mute, emotionless and dead to the world, outcasts from society.

Uncharted empires

rAtKin Armies

The fires of the Abyss burn fierce and strong, their baleful light casting malevolent shadows that flicker and chase across the sheer rock sides. Between the walls, and within the warren of chasms, mines, tunnels and caverns they imprison, the screams of the slaves echo through the endless night as the rest of their fleeting lives are played out in a never-ending nightmare of misery, brutality and pain. Many of these wretches are from far off lands, seized by roaming slave gangs and raiders, or are unlucky prisoners from battlefields far from the Abyss. Unlucky that they survived the fighting only to find a fate worse than death. Many more are born into slavery. Some are bred for it. Bharzak the Grim, overmaster of the GiftPiers of Zarak, wanted more. More work, more blood, more pain, more productivity, more sacrifice. More slaves. A seemingly endless supply simply wasn’t enough. Issuing a decree to double the number of pitiless creatures hurled into the pits to appease the wicked ones and working slaves to death with no rest, mercilessly flaying them to the bone with cruel barbed horsewhips still didn’t satisfy his insatiable insanity. Taking out his frustrations in an orgy of torture and hideous experimentation he butchered over a hundred dwarfen slaves until there was nothing recognisable left. In a rage he threw the last of the body parts before him into the darkest corner, good for nothing but food for the rats.

Ratkin Army Special Rules Alignment: Evil Pack Mentality Unless specified otherwise, all nonirregular, Hordes or Legions in this list have Rallying! (1).

Bharzak began to experiment. Consumed by his madness, he locked himself away while he worked on his project, rarely seen. Strange chittering screeches and agonised wails came from behind the locked doors of Bharzak’s laboratory. After a while, Bharzak was forgotten and a new overmaster took his place.

Rats.

Then one day, almost thirteen years since Bharzak had sealed himself away, the doors opened and Bharzak reappeared triumphant. As he emerged from his self-imposed exile, behind him streamed a vast pack of rats. But not rats as they had been. These were something new, something terrible – a horrifying hybrid of rats and other races: dwarf, human, elf, goblin. In their eyes there was a smouldering malignancy and their rapid, jerky movements were spinechilling and beyond natural. Bharzak had bred a new race of slaves, a race he named Gnorr. Ones that could do more: work harder, work longer and, with the trait of the race he most desired, breed more slaves in vast quantities.

Rats are everywhere. Rats are vicious, hard creatures that can survive in the harshest of conditions, living in filth and eating worse. They thrive in adversity. The darkest, most miserable places in the world are the domain of rats. If ever a race was destined for slavery, ideally suited for the despair and brutal life it offered, it was the vermin.

With the biggest brutes he had created, Bharzak reasserted his authority and quickly rose back to a position of power, even greater than before. Over the years that followed, the ratkin became a common place sight in the slave dens, and their endless supply saw them sacrificed, tortured, maimed, worked and discarded in inconceivable numbers. The ratkin

58

Uncharted empires were bred for oppression and were thus cruelly exploited. But they thrive in adversity. The darkest, most miserable places in the world are the domain of rats. The revolt and breakout was a maelstrom of blood, fur, teeth and gore. When they turned on their masters and creator, they showed no mercy. Thousands of Abyssal Dwarfs died as the vast pack boiled though the halls on its way deeper into the earth. Unknown to their overlords, the ratkin had been preparing for this moment for years. Miles and miles of new tunnels had been burrowed away from the Abyss, far away in an escape route that could expedite the flight of a new race. Somewhere they could form their own destiny and plot revenge on the wickedness that spawned them.

A century after the exodus, and reports of a new menace in the east are reaching the ears of the civilised lands. The rumours tell of an army of ratlike beasts, of arcane magics and bizarre contraptions all marching to war. Names have attached themselves to the rumours like moths to a flame: The Scourge, Underkin, The Swarm, Skitterfangs. The ratkin have learned from their masters. They have learnt about cruelty and suffering first-hand as they watched from the shadows as slaves. They saw the iron casters in their forges, blending machine, and flesh and magic to construct lethal artefacts of war. Now they want to show the world what they have learnt.

59

Uncharted empires

Blight Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Regiment (20)

6

4+



3+

15

–/14 120

Horde (40)

6

4+



3+

30

–/21 205

Special Ensnare, Stealthy

The Blight are foul, noxious beings, infected with all manner of hideous diseases. They are accompanied by a suffocating miasma of pestilence which often assaults the enemy before the Blight even arrive.

Warriors Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Regiment (20)

6

5+



4+

12 12/14 90

Horde (40)

6

5+



4+

25 19/21 155

Unit Size

Ne Pts

5+



2+

12 12/14 60

Horde (40)

6

5+



2+

25 19/21 100

Legion (60)

6

5+



2+

30 25/27 145

Ne Pts

Troop (10)

6

4+



4+

10

Regiment (20)

6

4+



4+

12 13/15 135

Scrawny, malnourished and the lowest of the low; when they are not cannon fodder for the enemy they are just fodder for the rest of the ratkin army. These destitute beings are a rag-tag collection of many races, all as broken and mindless as one another..

Horde (40)

6

4+



4+

25 20/22 230

Clawshots Unit Size

Spear Warriors

Infantry

Unit Size

Ne Pts

5+



4+

15 12/14 110

Horde (40)

6

5+



4+

30 19/21 185

Infantry

Sp Me Ra De Att

Troop (5)

6

5+

4+

4+

5

Ne Pts 8/10

90

The Clawshot rifle is an arcane, long-barrelled contraption beloved of individuals who prefer to strike the enemy from the safety of a hilltop (and behind a large pavise). It’s easier to run away downhill too.

Scurriers Unit Size Troop (10)

6

95

Base Size: 25x50mm, Long Rifles, Piercing (2) Reload!,

Yellow-Bellied

Regiment (20)

9/11

Special

Special

Sp Me Ra De Att

Sp Me Ra De Att

Shock Troops consist of those individuals who were born bigger, stronger, and meaner that their siblings.

Infantry

6

Unit Size

Crushing Strength (1), Elite, Vicious

Tunnel Slaves* Regiment (20)

Infantry

Special

The backbone of the ratkin warhost. The warriors form vast blocks of chittering steel and fur.

Sp Me Ra De Att

Shock Troops

Infantry

Sp Me Ra De Att 6

5+

4+

3+

8

Ne Pts 9/11 110

Special Nimble, Throwing Weapons, Vicious

Options • Exchange Throwing Weapons for Light Crossbows (treat as Bows) (+20 pts)

Special Phalanx

Large bristling units of spear wielding warriors are often seen defending the ratkin flanks from marauding cavalry.

Scurrier teams train and act as the army scouts. They are agile and adept at striking enemy weak points (from a distance…they wouldn’t like to get too close).

60

Uncharted empires

Hackpaws Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

4+



3+

8

9/11

Regiment (10)

9

4+



3+

16 12/14 145

95

Special Nimble, Thunderous Charge (1), Vicious

Scurrier teams will raid the fleabag pens of the goblin tribes they see as easy prey. The captured beasts are ridden back to the ratkin lairs where selected warriors train to ride the best of them. The rest are eaten.

Vermintide* Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

6

5+



3+

9

9/11

Horde (6)

6

5+



3+

18 12/14 90

60

Special Height 0, Nimble, Vicious

Weapon Team

Goaded by their handlers, multitudes of smaller vermin often accompany the armies of the ratkin; swarming round the enemy like a vicious, biting carpet of death.

Unit Size

War Engine

Sp Me Ra De Att

1

6





4+

10

Ne Pts 8/10

60

Special Breath Attack (Att), Nimble

Artillery Unit Size 1

War Engine Sp Me Ra De Att 6



5+

4+

2

Ne Pts 8/10

Options •Storm of Lead (gain Piercing (1)) (+20 pts)

All manner of looted Abyssal Dwarf weaponry, or even bizarre contraptions of the ratkin’s own cruel design are employed by those mad enough to see what happens when you pull the trigger.

90

Special Blast (D3+1), Indirect, Piercing (1), Reload!, Vicious

More conventional artillery with ammunition prepared especially by the Blight for spreading disorder and corruption among the enemy lines.

Shredder Unit Size 1

Sp Me Ra De Att 6



5+

4+

3

Ne Pts 8/10

90

Special

Brutes Unit Size

War Engine

Large Infantry Sp Me Ra De Att

This fiendish device is crewed by a team of crackpot ratkin “engineers”. A bizarre war engine which fires a cloud of spinning, poison-coated blades.

Ne Pts

Regiment (3)

6

4+



4+

9

Horde (6)

6

4+



4+

18 13/16 185

Blast(D3), Piercing(2), Reload!

10/13 115

Special Brutal, Crushing Strength (2), Fury, Regeneration(5+)

Brutes are bred for war. Hulking slabs of muscle, claw and fur, they are hard to stop once they get the scent of blood. Before going into battle, Brutes are injected with a horrifying cocktail of steroids and regeneration serums.

61

Uncharted empires

Death Engine Unit Size 1

Sp Me Ra De Att 6

4+



Monster

War Chief

Ne Pts

Unit Size

5+ 1D6+7 –/16 170

1

Hero (Inf)

Sp Me Ra De Att 6

3+



5+

5

Ne Pts 11/13 110

Special

Special

Base Size: 50x100mm, Crushing Strength (1), Rallying! (1), Thunderous Charge (1)

Crushing Strength (1), Individual, Inspiring

Options May take one of the following options:

• Exchange shield for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (2))

• Bloody Carnage: Crushing Strength increased to (2) and gains Vicious (+25 pts)

• Mount on fleabag (increase Speed to 9, change to Hero (Cav)) (+20 pts)

OR

These pack leaders patrol the battlefield barking (squeaking?) orders and mercilessly killing those who show cowardice in the face of the enemy. They are the most viscous and cunning of the ratkin and are both feared and revered in equal measure.

Options

• Vile Sorcery: (Firebolt [Ra 4+, Piercing (2)]) + 40 points)

Strange, rickety contraptions crewed by “volunteers”; no two are ever of the same design. A bizarre mix of arcane science and cunning sorcery, the Death Engine rumbles and grinds its way through the enemy ranks striking out with dark energies at those it cannot crush beneath its churning wheels and spinning blades.

Warlock Unit Size 1

Mutant Rat-fiend

Monster

Unit Size

Ne Pts

1

Sp Me Ra De Att 7

4+



4+

10

Crushing Strength (2), Regeneration (5+), Strider, Thunderous Charge (1), Vicious

A hideous abomination forged in the breeding pits of the ratkin’s underground lairs. Experimental and slightly unstable, the fearless Rat-fiend is unleashed upon the enemy in times of war; or just when it gets hungry.

Unit Size 1

6

4+



4+

4

5+



4+

1

9/11

90

Individual, Lightning Bolt (5) • Wind Blast (5) (+15 pts) • Bane-chant (3) (+20 pts) • Heal (3) (+15 pts) • Mount on fleabag (increase Speed to 9, change to Hero (Cav)) (+15 pts)

The warlocks study the dark arts – magic and sorcery from the depths of the Abyss. They are twisted, evil individuals but cunning and dangerous too.

Ne Pts –/12

6

Ne Pts

Special

Hero (Inf)

Sp Me Ra De Att

Sp Me Ra De Att

Options

–/17 200

Special

Blight Lord

Hero (Inf)

95

Special Crushing Strength (2), Ensnare, Individual, Inspiring (Blight only), Stealthy

Options • Bane-chant (3) (+20 pts)

Masters of plague and corruption, these foul, bloated monstrosities are deceptively agile and chant litanies of hatred to stir the pack into a wild, frenzied mob.

62

Uncharted empires

Enforcer Unit Size 1

Assassin

Hero (Inf) Sp Me Ra De Att 6

4+



4+

3

Ne Pts 9/11

Unit Size

45

1

Hero (Inf) Sp Me Ra De Att 6

3+

3+

4+

4

Ne Pts 10/12 100

Special

Special

Crushing Strength (1), Individual, Rallying! (1)

Crushing Strength (1), Individual, Piercing (1), Stealthy, Throwing Weapons, Vanguard, Vicious

Options

Most Assassins will have learned their basic skills serving as scouts in the Scurrier teams. Those who show promise are sent on near-impossible missions to further hone their lethal abilities.

• Mount on fleabag (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Bullies that march between the hordes and keep the rabble in line. Often, killing stragglers or those trying to sneak away proves to be an incredible motivational tool.

Swarm-crier Unit Size 1

Sp Me Ra De Att 6

5+

Demonspawn [1]

Hero (Inf) –

4+

1

Ne Pts 8/10

Unit Size

45

1

Hero (Mon)

Sp Me Ra De Att 6

3+



5+

Ne Pts

13 16/18 290

Special

Special

Individual, Inspiring

Crushing Strength (3), Inspiring, Lightning Bolt (5), Rallying! (2)

Options • Mount on fleabag (increase Speed to 9, change to Hero (Cav)) (+15 pts)

Options

Bones, dried skin, fur and skulls are all used in the construction of the ratkin’s war banners and totems. Carrying these trophies and decorated with the unfathomable runes of the underworld are blind, bloated albino rats that march alongside the pack screeching their hate.

The most powerful (and foolish) Warlocks know how to summon Demonspawn from the depths of the Abyss to march alongside the pack and terrorise their foe.

• Wings (increase Speed to 10 and gain Fly) (+50 pts)

63

Uncharted empires

the VArAngur

The warlike clans of the Varangur have been inhabitants of the far north of Mantica for thousands of years. While most men were drawn towards the Republic of Primovantor during the Age of Ice, the Varangur alone stood resolute in their great halls. Instead of fearing and retreating from the frigid cold, they embraced it, masters of the wild tundra and the slopes of Ice Mountains. The Varangur’s stubbornness was only surpassed by the dwarfs’ and it was this more than anything that compelled them to stay. They shunned the outside world and became insular and disconnected. They rejected the new gods and looked for something more.

The Varangur Special Rules Alignment: Evil Fanatical Devotion All clan warriors in this list have higher Nerve than normal. This is already included in their profiles.

Gift of Korgaan A unit with the Gift of Korgaan may choose to take one of the following options for +10 points: • Brand of the Warrior: The unit gains the Brutal special rule.

And something was watching, waiting. Something immeasurably old was stirred into life. Once-omnipotent eyes turned their gaze on the Varangur, looked into their souls, and found what they sought to return. But this was not a remnant of the former Celestians, those who were worshipped by the great realms of the elves, dwarfs and men of the south. This was an ancient and malevolent thing, a deity long neglected that had become nothing more than a forgotten imprint on the world. A memory of an immortal past; a mere fading shadow. Once pushed aside by the Celestians and discarded by the mortal races, it now reached out, a whisper in the ears of the priests and sorcerers of the Varangur, probing and exploring. Over time the shadow god grew bolder and the bond became stronger. Gods only survive if someone believes in them and it had found a new source of faith and mortal emotion on which to feed. The clans called their new god Korgaan. The basest mortal emotions are the most malleable, the easiest to control and provoke: hate, anger, jealousy and ambition. They are also powerful, if anarchic emotions and in the presence of conflict and war, both within and without, the source of Korgaan’s nourishment bloomed. The god began to weave the cords

• Guise of the Deceiver: The unit gains the Headstrong and Fury special rules. • Mask of the Reaper: The unit gains the Lifeleech (1) special rule.

that would bind it to the world ever tighter. Appearing to the clans in three different guises; Warrior, Reaper and Deceiver, it united them with a strengthened desire to wage war on the world, but divided them with a distrust of each other as they strove to seek approval from whichever face of Korgaan they followed. This primeval being, both fickle and cruel, began to craft a new culture in its image, and the Varangur started to venture out once more, south through the frozen wastes on great expeditions by land and sea, raiding the fringes of every great empire. Word spread, and coastal settlements feared the inevitable raids of these warlike and bloodthirsty savages. The clans began to thrive and their god swelled with power, wreaking havoc in the wake of the chaos Winter was sowing. After decades of ever more aggressive and violent raiding and pillaging, the High Consul of Primovantar ordered a great fleet

64

Uncharted empires to sail north and crush the Varangur once and for all. Mere days after the fleet set sail, the Winter War came to its cataclysmic end. Primovantar was destroyed by the birth of the Infant Sea which rushed in to drown the realms of men. The fleet was never seen again. As the Infant Sea engulfed the republic and the Age of Ice drew to an end, the world was in upheaval. Korgaan was using all its nascent power to protect its grip on the mortal realm as the world around took on its new shape and the clans’ faith was wavering. The god saw courage and confidence replaced by fear and uncertainty. It had woken into a new world, a world of new gods and rivalries and it would not give up its precarious foothold so easily. Its mortal followers must be absolute in their belief, purpose and worship. Korgaan led the clans to war against the armies of the Wicked Ones, the deceitful and insidious deities imprisoned in the hellfires of the Abyss. Crossing the treacherous Frozen Sea, a vast horde of clansmen cut a bloody swathe through the edge of the Ogre Lands and into the heart of the craggy, fiery peaks that ring the infernal scar of the Abyss. Driven by the omnipotent will of Korgaan, the fanatical clansmen pushed all the forces the Wicked Ones could muster right back to the edge of the Abyss itself. All but spent, the horde of the clans claimed victory over the power of the new gods and declared Korgaan to be the only true, complete god in Mantica. The Varangur retreated north, the survivors spreading the word of Korgaan and the time now known to the clans as The Reckoning.

debated. For now, the outside world sees a fractured society, with bloodthirsty disputes and skirmishes preventing any meaningful or long-term alliance that would threaten regional stability on a wider scale. The Shattered Clans, as they have become known to the outside world, seem mostly contained. For now. As the for Varangur themselves, those in Korgaan’s favour, the champions and trusted lieutenants of disorder, have strange and wonderful gifts bestowed upon them but those that cause displeasure are quickly cast aside. The clan warriors’ battle skills are constantly honed against each other and in minor raids and border clashes with both the realms and kingdoms to the south, other, scattered northern clans and, more recently, with the mysterious Northern Alliance. Wary of the revenge the Wicked Ones are surely plotting, the three-faced god bides its time, growing ever stronger as the clans begin their slow and insidious spread into the world, and preparing to revel in a maelstrom of havoc.

As Korgaan manipulates the lives of the Varangur, the threat they pose grows ever more real, like a sinister and malignant cancer lurking in the north. Many fear that another Reckoning may come and whether the Wicked Ones will again be the focus of the clans’ attention is hotly

65

Uncharted empires

Warband Unit Size

Thralls*

Infantry

Sp Me Ra De Att

Ne Pts

Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+



4+

10 10/12 75

Regiment (20)

5

5+



3+

12 12/15 75

Regiment (20)

5

4+



4+

12 14/16 110

Horde (40)

5

5+



3+

25 19/22 125

Horde (40)

5

4+



4+

25 21/23 180

Legion (60)

5

5+



3+

30 25/28 180

Options • Exchange shields for two-handed weapons for free (lower Defence to 3+, gain Crushing Strength (1))

Bands of raiders of various sizes comprised of a multitude of different men and women armed with an array of weaponry. The only consistency between each warband is their extreme resilience and hardiness which is an inherent trait of all the Varangur.

Reavers Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

6

4+



3+

20

–/14 140

Regiment (20)

6

4+



3+

25

–/18 200

Thralls are men and women forced into slavery and traded as a commodity between the various Clans. Thralls are treated as less than human, worse than animals. They are pushed into service in times of war as cannon fodder, or to be sacrificed in battle to appease Korgaan.

Night Raiders

Infantry

Unit Size

Ne Pts

Troop (10)

Sp Me Ra De Att 5

4+

4+

3+

8

11/13 125

Special Bows, Pathfinder, Stealthy, Vanguard

Options • Exchange Bows for Thrown Weapons (Axes) (gain Piercing (1)) (+15 pts)

Special Thunderous Charge (2), Vicious

Reavers were once Bloodsworn who donned the Mask of the Reaper, but were unable to contain the immense bloodlust bestowed upon them. Their minds torn asunder, Reavers enter an extreme state of psychosis, becoming wild, savage and debased beasts.

Donning blackened warpaint, but forgoing all armour, these warriors are masters at remaining unseen and stalking their prey. They move in complete silence and only after sneaking within a few feet of their enemies, do they unleash a barrage of axes and arrows before closing in for the final kill.

66

Uncharted empires

The Fallen Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

8

3+



5+

9

13/15 155

Horde (6)

8

3+



5+

18 16/18 240

Special Crushing Strength (1), Height 1, Iron Resolve, Nimble, Pathfinder

Bloodsworn Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+



5+

10 11/13 100

Regiment (20)

5

4+



5+

12 15/17 140

Horde (40)

5

4+



5+

25 22/24 230

During The Reckoning and at the behest of Korgaan, the Sons sought out and captured an entire colony of gargoyles. Brought back to his domain, Korgaan commanded the Sons to break open the tombs of the Var’Kyr, the first of Korgaan’s ancient and forgotten followers. After a sanguinary ritual, the gargoyles’ essence containing their powers of regeneration was infused into the long dead remains of these ancient warriors, granting them life once more. The Fallen are deadly warriors that fight in loose formations to better bring their hefty glaives to bear, being able to move at speeds that would make an elf appear laboured.

Special Crushing Strength (1), Gift of Korgaan

Options • Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (2))

The Bloodsworn are warriors who have made a blood sacrifice to Korgaan in exchange for unnatural strength and resilience, Wearing heavy armour and armed with even heavier weapons, They form the solid core of Varangur forces.

Sons of Korgaan Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



5+

15 12/14 155

Regiment (20)

5

3+



5+

20 16/18 220

Cave Trolls* Unit Size

Special Base Size: 25x25mm Crushing Strength (2), Gift of Korgaan

Large Infantry

Sp Me Ra De Att 5

4+



5+

9

Horde (6)

5

4+



5+

18 15/18 205

Options

Special

• Exchange shields for two-handed weapons for free (lower Defence to 4+, gain Crushing Strength (3))

Crushing Strength (3), Regeneration (5+)

The Sons of Korgaan are blessed by the god itself. These near-immortal soldiers are the most elite and ferocious fighters from within Varangur society. They, however, answer directly to Korgaan and it’s not unheard of for whole groups of Sons to disappear in the night, halfway through a raid, called away by Korgaan towards some unknown end.

Ne Pts

Regiment (3)

12/15 135

In the harshest of winters, even the hardy clans are driven into shelter deep in the mountains and over time, they have formed an unlikely alliance with the trolls that infest the dark caverns of the north. Closely related to the trolls which are often seen accompanying the likes of both Orcs and Goblins, cave trolls are slower and stronger than their cousins and this makes them adept at hunting and eating the larger creatures which inhabit the gloom. Under the influence of the clans, the trolls are Korgaan’s most recent followers.

67

Uncharted empires

Mounted Sons of Korgaan Unit Size

Sp Me Ra De Att

Horse Raiders

Cavalry Ne Pts

Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

3+



5+

10 13/15 165

Troop (5)

8

4+

5+

4+

7

11/13 115

Regiment (10)

8

3+



5+

20 16/18 250

Regiment (10)

8

4+

5+

4+

14 14/16 180

Special

Special

Crushing Strength (1), Gift of Korgaan, Thunderous Charge (2)

Nimble, Piercing (1), Throwing Weapons (Axes), Thunderous Charge (1),

Horses are prized possessions and only a few herds roam the northern plains and tundra. Most clansmen that ride a horse have captured them in battle from raiding the lands to the south. The champions of the Sons make for fearsome heavy knights that ride the largest, most battle hardened of all northern horse herds. The thundering hooves from a charge by the Sons can be felt through the ground for miles around.

Options

Tundra Wolves Unit Size Troop (5)

4+

While horse raiders do not traditionally take part in pitched battles, when they do, they excel at harrying supply trains and enemy outposts. When employed in battle they lie in wait for enemies to fall out of position and are superb at hit and run manoeuvres.

Direfang Riders

Cavalry

Sp Me Ra De Att 9

• Exchange thrown weapons for bows for free (lose Piercing (1))



4+

Ne Pts

Unit Size

10 11/13 110

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

6

4+



5+

15 13/15 165

Special

Horde (6)

6

4+



5+

30 16/18 250

Height 1, Nimble, Thunderous Charge (1)

Special

Packs of these beasts are commonly spread throughout the northern regions of Mantica. Their thick arctic fur is a prized possession among the Varangur, but many have also become semi-domesticated. The ultimate prize for any hunter are wolf pups, which, when trained, become ferocious guardians and invaluable hunting aides.

Crushing Strength (2), Gift of Korgaan, Strider

Only some of the clans of the Varangur have managed to tame Direfangs. These beasts are an ancient, primeval ancestor of the Gur Panthers which the forces of Basilea employ in battle. Where the panthers are sleek and graceful, the Direfangs are heavy-set but hugely powerful. They are savage killers, covered in a thick hide and dense white fur. Their claws can shear through plate like butter and their jaws are strong enough to crush the skulls of giants. Only the bravest, or sometimes craziest, of individuals will attempt to ride such beasts, though in truth they do little else than try and steer the creatures towards the enemy.

68

Uncharted empires

Devourer Unit Size 1

Sp Me Ra De Att 7

4+



4+

Monster

Cavern Dweller

Ne Pts

Unit Size 1

10 14/16 175

Monster

Sp Me Ra De Att 6

3+



Ne Pts

5+ 1D6+6 16/18 205

Special

Special

Crushing Strength (1), Nimble, Pathfinder, Stealthy, Strider, Thunderous Charge (1)

Crushing Strength (3), Regeneration (5+), Strider

Options • Noxious Mist (gain Breath (10) and Vicious on ranged attacks) (+15 pts)

Devourers are giant earth and rock-eating worms which inhabit the frozen north. Able to burrow underground and attack from unseen angles, these beasts are driven by Korgaan’s will to bypass enemy defences while remaining unseen to would be attackers.

Jabberwock Unit Size 1

Monster

Sp Me Ra De Att 7

Cavern Dwellers are but one of the horrors found within the expansive northern ice caves. These colossal creatures are able to slow their metabolisms and go years without food. They lurk motionless in the darkness, waiting for their prey to wander within their ensnaring reach. They are blind but their remaining senses are highly tuned. With the willing assistance of the cruel cave trolls, a clan may risk the dangers of capturing one of these ghastly beings to keep it chained up for years. Starving and half mad, it will then be goaded to battle where its voracious appetite is then unleashed upon the enemy.

4+



5+

4

Ne Pts 13/15 140

Special Brutal, Crushing Strength (2) * Feeding Frenzy - in addition to its basic 4 Attacks, this unit has a number of additional Attacks equal to the amount of damage already on the unit it is attacking in Melee at the start of the Melee phase.

Korgaan’s bitter hatred of all dragonkind is a terrible grudge that is rooted in the time before the Celestians. If any descendant of one of the former Great Drakes is foolish enough to stray within Korgaan’s reach, its fate is to become captured, tortured, twisted and deformed by Korgaan’s eternal spite. The resulting abominations are known as Jabberwocks. Each is different, mutated into ever more repulsive and mocking effigies of their former selves, stripped of their freedoms and bound to Korgaan’s malicious will.

Magus Conclave Unit Size 1

War Engine

Sp Me Ra De Att 5



4+

3+

2

Ne Pts 11/13 100

Special 36" Range, Blast (D3), Individual, Piercing 2

Options • Famulus (gains Elite special rule) (+10 pts)

Some lesser clan Magi are made to combine their power as a trio, each channelling a different facet of Korgaan’s will and together they can unleash powerful bolts of explosive energy over vast distances. The effort leaves them drained and all but defenceless. If a single Magus were to attempt to channel such a spell, the sheer power would tear them apart.

69

Uncharted empires

Cursed Son Unit Size 1

Sp Me Ra De Att 6

Chieftain

Hero (Inf) 3+



4+

7

Ne Pts

Unit Size

–/13 130

1

Hero (Inf)

Sp Me Ra De Att 5

3+



5+

5

Ne Pts 14/16 160

Special

Special

Base Size: 25x25mm, Crushing Strength (2), Individual, Vicious,

Base Size: 25x25mm, Crushing Strength (2), Elite, Gift of Korgaan, Individual, Inspiring

Very rarely, a Son of Korgaan succumbs to the power of the Mask of the Reaper. Caring nothing for their own safety, they rush headlong towards the enemy in a frenzied bloodlust.

Options

Magus Unit Size 1

Hero (Inf) Sp Me Ra De Att 5

5+



5+

1

• Mount (increase Speed to 8, change to Hero (Cav)) (+20 pts)

Chieftains are great warriors, loyal to Korgaan and blessed with the power of their god. They exert their immense influence over their clan, driving them to war and leading raids from the front.

Ne Pts 11/13 85

Chieftain on Direfang

Special

Unit Size

Individual, Lightning Bolt (4)

1

Options

Hero (Large Cav)

Sp Me Ra De Att 6

3+



5+

Ne Pts

10 15/17 220

Special

• Fireball (12) (+25 pts) • Bane Chant (2) (+15 pts) • Famulus (gains the Elite rule when casting a spell) (+15 pts) • Mount (increase Speed to 8, change to Hero (Cav)) (+15 pts)

Crushing Strength (3), Elite, Gift of Korgaan, Inspiring, Strider,

The clan Magi are the voice of Korgaan, After proving themselves in battle, those with the gift of magic are transformed, their minds melding with their deity. They speak for Korgaan and dictate his wishes to the rest of the Varangur.

Some chieftains will ride a ferocious Direfang as a mount. While slower and less manoeuvrable than a war horse, the Direfang is a brutal mass of muscle, teeth and claws and more than makes up for it any loss of speed with its devastating ability in battle,

70

Uncharted empires

Skald Unit Size 1

Sp Me Ra De Att 5

5+

4+

4+

1

Unit Size

Ne Pts

1

11/13 60

Sp Me Ra De Att 10

3+



6+

7

Ne Pts 15/17 260

Base Size: 25x25mm, Crushing Strength (2), Elite, Fly, Iron Resolve, Individual, Inspiring, Judgement, Lifeleech (1)

Individual, Inspiring, Piercing (1), Throwing Weapons (Axes)

Options

Judgement of Korgaan

• Mount (increase Speed to 8, change to Hero (Cav)) (+15 pts)

Skalds record the heroic feats of the Varangur during battle. Their very presence, and their bellicose rhetoric, drives the warriors of the clans against even the most monstrous of foes and impossible odds, in order to immortalise themselves in song.

King on Chimera 1

Hero (Inf)

Special

Special

Unit Size

Herja of the Fallen [1]

Hero (Inf)

Hero (Mon)

Sp Me Ra De Att 10

3+



5+

Ne Pts

10 18/20 310

Special Breath Attack (10), Crushing Strength (3), Elite, Fly, Gift of Korgaan, Inspiring

The mightiest of warriors, chieftains who have combined the might of multiple clans under their control through conquest and bloodshed will proclaim themselves a King. To prove their claim it is clan tradition that a king capture and tame a wild Chimera to ride in battle.

If Herja is included in your army, you may bestow this gift on an single non allied infantry unit, including heros(Inf) before the game starts. The first time this unit is routed, your opponent must roll 1D6; on a 4+ the unit is judged worthy and instead of being Routed, is healed by 1D6+3 damage instead. On any other result, the unit is Routed as normal. This Effect only works once per game, whether the unit is healed or not, and takes place after any Inspiring rerolls.

Herja was once the ruthless leader of the long dead Var’Kyr, the first followers of Korgaan from a time long since forgotten. During the ritual performed by the Sons, her remains were fused with the body and essence of Sor’ik’su, the bride of Ba’su’su and queen of his lofty serail. Captured during The Reckoning, her fierce will and resistance took an age to break and such power and resilience was an ideal match for Herja. Sor’ik’su’s spirit didn’t fracture and succumb completely and Herja was reborn as a true merging of two mighty individuals and with the potency and malevolence of both.

Cave Troll King [1] Unit Size 1

Hero (Large Inf)

Sp Me Ra De Att 5

3+



5+

7

Ne Pts 15/18 200

Special Big Shield, Breath (10), Crushing Strength (3), Nimble, Regeneration (5+), Very Inspiring (Cave Trolls Only)

It is rumoured that within the great northern caves, there exists a cavern so deep and large than an entire kingdom of trolls can be found dwelling there. Sometimes a great troll sporting a crude crown made of unidentifiable bones is sighted fighting alongside the clans. Whether this is actually a troll king, or just a troll that happens to be larger, smarter and more violent than the rest is a mystery that has never been solved.

71

TM

Journey into the Depths of Mantica www.manticgames.com

www.manticgames.com

The heat shimmer that ripples above the parched earth does little to mask the horrors that lie assembled before you. The cries of the carrion birds soaring above in the baking sky can be heard echoing among the rocks. The birds are opportunists. They do not choose sides. As your soldiers give their lives this day, whether it be for glory, for honour, their country or for loved ones, the birds will circle; their callous, hungry eyes seeing nothing but the food below. You put such thoughts out of your mind. You must focus on the task ahead. No plan survives contact with the enemy and the army you face is a howling, ravening horde of death that will test you to the limit. Today will be recorded in history but only one side will write it. Do you have the skill and courage to ensure it is you?

Welcome to Uncharted Empires, an Army Supplement book for Kings of War, the massed combat tabletop fantasy game set in the magical realm of Mantica. In this book, you are going to find: • Nine brand new Kings of War armies giving budding generals a whole host of new options and dastardly tricks to outfox and out-fight their opponents. • New special rules to further enrich your playing experience. • Lots of new background information on all the armies and the units within them. This is not a stand-alone game. A copy of Kings of War is required to use the contents of this book.

Go. The time is now. The birds are waiting to be fed.

© Mantic Entertainment 2015 Mantic, Kings of War and all associated characters, names, places and things are TM and ©

Product Code: MGKW07

www.manticgames.com

ISBN: 978-0-9931984-4-1

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