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TABLE OF CONTENTS

THE EMPIRE

INFANTRY
• Workers
• Swordsmen
• Crossbowmen
• Löwengard
• Cleric

DWARVES
• Crimsonbeard Guard
• Irongut Warriors
• Miners

ELVES
• Silver Spears
• Elven Longbowmen:

CAVALRY
• Knights
• Runeknights
• Dawnriders
• Gryphonriders

IMPERIAL SIEGE ARMAMENTS
• Engineer
• Cannon
• Rotary Cannon
• Volley Cart
• Trogdor
• TechKnight
• Rocketeers
• Dwarven War Machine

LARGE UNITS
• Storm Titan



ORKZ

INFANTRY
• Orkboyz
• Crossbow Orks
• Black Orks
• Berserkers

CREATURES
• Trolls
• Spider Rider
• Awesomeosaur
• Greater Demon

SUPPORT
• Catapult
• Ballista
• Ork Transport


UNDEAD

INFANTRY
• Skeleton Warriors
• Bone Archers
• Spirit Host

CAVALRY
• Corruptor Cavalry
• Dreadknights

CREATURES
• Angel of Death
• Corpse Grinder
• Rot Walker
• Carrion Bug
• Bone Beast
• Infernus
• Necrotitan

SUPPORT
• Glommox
• Doom Wailer Cannon

FALX

INFANTRY
• Falx Troopers
• Slayers
• Riflemen

CAVALRY
• Marauders
• Possessed Knights

SUPPORT
• Man-O-War
• Phoenix


MISCELLANEOUS

• Drakhirri
• Ancient Warriors
• Rogue Titan

EMPIRE

INFANTRY

Workers

Ever-vigilant, these lowly craftsmen help the Imperial army in times of war by building fortifications on the field, and repair broken equipment.

Stats:

Worker:
1d6-1 skill
5 inch movement
1d6-2 armor

Special:
• Can repair things, and build makeshift buildings. Since they're the lowest of troops ANY other unit or squad can use them for redshirting.
• The squad leader is no better, but he has Leadership to keep the squad in line.

Armed with simple tools: use rate 3, 1d6 damage, close combat.


Swordsmen

The main infantry of the Empire, while not outstanding, they are rather versatile warriors.

Stats:

Swordsman
1d6 skill
5 inch movement
4 armor

Officer
1d6+1 skill
5 inch movement
1d10 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor when parrying). The officer wears armor (+2 armor).




Crossbowmen

Imperial ranged troops.

Stats:

Crossbowman

1d6 skill
5 inch movement
4 armor

Officer

1d6+1 skill
5 inch movement
1d10 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).


Löwengard

Elite Imperial foot soldiers; usually used as retinue for commander or royalty.

Stats:

Löwengard

1d6+2 skill
6 inch movement
5 armor

Löwengard Captain

1d6+2 skill
6 inch movement
1d10+1 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
• If the hero has no action but the Löwengard has, they can redshirt willingly.

Armed with halberds (ur3, 1d6+2 damage, close range).


Battle Cleric

They're holy men who weave the winds of magik for healing purposes mostly, but they got other tricks too. Namely a huge flanged mace.

Stats:

1d6 skill
5 inch movement
4 armor
2 hit points

Special:
• Magik (clerical): clerics can use magik as heroes use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.

Armed with flails (ur3, 2d6 damage, close range)

DWARVES

Hailing from the Northern mountain range of Karak-Nar, the Dwarves are the most respected allies of the Empire.

Crimson Guard

Stats:

Crimson Guard

1d6 skill
5 inch movement
5 armor

Crimsonbeard Officer

1d6+1 skill
5 inch movement
1d10 armor

Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.


Armed with bearded axes (use 2, 1d6+1 damage, close combat) and heavy dwarven shields (use 2, 1d10 armor when parrying).


Irongut Warriors

The Irongut clan is the most ferocious of the dwarves.

Stats:

Irongut Warrior

1d6 skill
6 inch movement
4 armor

Irongut Officer

1d6+1 skill
6 inch movement
1d10 armor


Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Frenzy: When an Irongut scores a 6 on a skill check, he may choose to deliver a flurry of blows instead of a regular swing. He may roll twice for damage, and deals the combined amount of damage minus 2 to its opponent. This wears out the warrior though, giving him a minus 2 armor modifier for the following round.

Armed with double axes (use 2, 1d6+2 damage, close combat) and dwarven bucklers (use 2, 1d4 armor when parrying).


Miners

When a dwarf reaches a certain age, he decides to retire from fighting and do what a dwarf does best: digging for treasures. This doesn’t mean that they won’t use their picks to crack some skulls if needed, though.

Stats:

Miner:

1d6 Skill
5 inch Movement
4 Armor

Miner Officer

1d6+1 Skill
5 inch Movement
1d10 Armor

Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
• Burrow: The unit may choose to burrow themselves and move underground for double movement speed. Burrowing and resurfacing is one action.
• Mad Mead: The miners chug their favourite dwarven stout to enhance their fighting capabilities, giving them a plus 2 modifier for one turn. This ability can only be used once per battle.

Armed with Mining Picks (use 3, 1d6+2 damage, close combat) and Mugs of Ale.


ELVES

Hailing from the Eastern lands beyond the Evergreen Woods, the secretive elves ally themselves with the Empire if needed.

Silver Spears

These resilient warriors possess mighty fighting capabilities.

Stats:

Phalanx

1d6+1 skill
7 inch movement
5 armor

Phalanx Captain

1d6+2 skill
7 inch movement
1d10 armor

Special:
• Shield wall (1 action (the officers is enough); the squad gains automatic parries, small cover (+1 skill to hit them with ranged weapons) and a POP of 2. As a drawback, movement is reduced by 2 inches and can only counterattack).

Armed with mithril spears (use 3, 1d6+2 damage, close combat) and elven shields (use 2, 1d6 armor when parrying).


Elven Longbowmen

As all elves, the ones on Medivo are masters of the bow and arrow as well.

Stats

Longbowman

1d6+1 skill
7 inch movement
4 armor

Longbowman Captain

1d6+2 skill
7 inch movement
1d10 armor

Armed with elven longbows (use 3, 1d6+2 damage, 12 inch range).


CAVALRY

Knights

Cavalry is one of the most powerful land units; their charge can be surely devastating.

Stats:

Knight

1d6 skill
5 inch movement
4 armor

Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.

Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Runeknights

The most powerful knights who could manage to control the power of ancient runic magiks.

Stats:

Runeknight

1d10 skill
7 inch movement
2d6 armor
2 hit points

Special:
• Rune Magik: Activating rune powers is a quick/free action, but only one can be used per turn; runes can be used as response action. One rune power can only be used once in a battle.
Runes:
• Rune of the Swift Winds: gives 1d6 movement bonus for a turn.
• Rune of Shielding: gives 1d6 armor bonus against a strike. Can be used as a reaction.
• Rune of Smiting: 6 inch range. Deals 1d6 damage to an opponent. Damage ignores additional armour.

Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).


Dawnriders

Stats:

Dawnrider

1d6 skill
5 inch movement
4 armor

Dawnrider Champion

1d6+1 skill
6 inch movement
1d10 armor

Armed with lances (use 4, 2d6 damage, close combat/charge), elven longswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Gryphonriders

Stats:

Gryphonrider

1d6 skill
5 inch movement
4 armor

Gryphonrider Champion

1d6+1 skill
6 inch movement
1d10 armor

Gryphon

1d6 skill
12 inch movement
1d10 armor
2 hp
Attack:
Claw (use 2, CC, 1d6+1 damage)

Special:
• Flyer (can move through obstacles and enemy units)

Armed with lances (use 4, 2d6 damage, close combat/charge) and elven longswords (use 3, 1d6+2 damage, close combat).
IMPERIAL SIEGE ARMAMENTS

Engineers

Crafty fellows, always tinkering, and coming up with new inventions.

Stats:

1d6 skill
5 inch movement
4 armor

Special:
• Can repair machinery. If equipped with proper object, they can target a unit, giving a +1 skill mod to a ranged weapon operator.

Armed with guns (use 3, 1d6 damage, 6 inch range), and a random distance-measuring device(random object).

Speaking of machinery, whenever a skillfail occurs, roll for what type of failure. Depending on the roll it could be:
1: BOOM! The machine blows up, dealing 1d10 explosive damage in a 2 inch radius.
2-3: The machine is broken, and won't work until repaired.
4-5: The machine is jammed, the attack fails, but no reload is needed, however it can only fire at the next round.
6: Nothing happens, simply failed to attack.


Cannon

A straightforward but effective war machine, designed for mass destruction.

Stats:
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack:
use3, 12 inch range, 1d10 explosive damage. Needs one turn, 2 minifigs, and a cannonball to fire again.

The operators are regular minifigs, armed with random objects.


Rotary Cannon

A more complex design from the engineer's guild, it is rather devastating but also unpredictable.

Stats:
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack:
use 3, 10 inch range, 1d6 times 1d6 damage in a 2 inch line.
1 turn is needed for reload, operated by a minifig.


Volley Cart

Experimenting with delivering explosives to further distances, the guild created a primitive rocket rack.

Stats:
No Skill
Movement same as the minifig who tows it.
1d10 armor, 2 sp
Attack:
Rockets (ur 3, random range(3d6 inches), 1d10+1 explosive damage)


Trogdor

A reused dwarven schematic; automatized burninator.

Trogdor:

7 inch movement
2d10 armor
Attack: flame burst (ur 3, 6 inch range, 1d6+2 fire damage)

Trogdor Driver:
1d6 skill
5 inch movement
5 armor

Special:
• Grudge


TechKnight

Versatile combo of man and machine, it can change the tide of battle by itself.

Stats:

Techknight

1d10 skill
7 inch movement
2d6 armor
2 hp

Techknight can be upgraded with a heroic ego.

Special:
• Prostetic arm: can attach a slew of different weaponry to it. Attached weapons require -1 skill to strike with.
• No restrictions and penalties for unusual weapon combinations.

Armed with Runesword (ur 3, 1d6+2 damage, CC) and Handcannon (ur 3, 1d6+1 damage, 10 inch range). Can equip mkII rocketeer backpack (gains flyer and upgrades movement to 12 inches).

Automaton steed

1d6 skill
10 inch movement
1d10 armor
3 hp

Steel Horse+Gun horse (shortrange attack via miniguns in the nozzle).

Has a lance for the TK to wield (ur4, 2d6 damage, cc).


Rocketeers

Is it a bird? Is it a plane? Is it death soaring down from the skies with jetpacks? No one knows.

Stats:
1d6 skill
10 inch movement
1d6 armor
2 hit points

Special:
• Flyer (can move through obstacles and enemy units)

Armed with dual pistols (use 3, 6 inch range, 1d6 damage).


Dwarven Warmachine

Stats:
6 inch movement
2d10 armor
no skill
Attack:
catapult: use 3, 10 inch range, 1d10 explosive damage.

It is ‘manned’ by 2 dwarves.

CREATURES


Storm Titan

Hailing from the mountainous regions of Medivo, these noble giants aid the minifigs against their fight with evil.

Stats:
1d10 skill
6 inch movement
2d10 armor
3 hit points
2 actions

Special:
• Lightning-based feats: lightning bolts, electric fields, etc.
• Static Shield: can only be used as a response action, on success, it gives the Titan +1d6 armour and deals 1d6 electrical damage to all units near the Titan. It fades at the beginning of the next round.

Armed with Thundersword (use 3 (for the titan, tripled use for a normal minifig), 2d6 damage, close combat) and Great shield (use 3, 2d10 armor when parrying).


ORKS

INFANTRY

Orkboyz

Regular greenskin fighters, they’re the equivalent of Imperial Swordsmen.

Stats:

Orkboy

1d6 skill
5 inch movement
4 armor

Champiork:

1d6+1 skill
5 inch movement
1d10 armor
2 hit points

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 2 inches from each other.

Armed with ork choppas (use 2, 1d6 damage (1d6+1 for orkficer), close combat) and looted shields (use 2, 1d6 armor when parrying).


Crossbow Orks

Long-range skirmishers.

Stats:

Spearboy

1d6 skill
5 inch movement
4 armor

Orkficer

1d6+1 skill
5inch movement
1d10 armor


Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 2 inches from each other.

Armed with stolen crossbows (use 3, 1d6+1 damage, close long-range).


Black Orks

Elite ork infantry.

Stats:

Black Ork

1d6+1 skill
5 inch movement
5 armor

Orkficer

1d6+2 skill
5 inch movement
1d10 armor

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 2 inches from each other.

Armed axes (ur 3, 1d6+2 damage, close combat). Orkficer wears armor (+2 armor).


Berserkers

Bloodthirsty orks, usually the first in line who ran to the enemies.

Stats:

Berserker

1d6 skill
7 inch movement
4 armor

Orkficer

1d6+1 skill
6 inch movement
1d10 armor

Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 2 inches from each other.
• Frenzy: When a Berserker scores a 6 on a skill check, he may choose to deliver a flurry of blows instead of a regular swing. He may roll twice for damage, and deals the combined amount of damage minus 2 to its opponent. This wears out the warrior though, giving him a minus 2 armor modifier for the following round.

Armed with twin klaws (use 2, 1d6 damage, close combat).


CREATURES


Trolls

Trolls are big hulking greenskins, it is still a matter of dispute whether they are mutated orks, or a different race.

General stats for a Troll:
1d6 skill
7 inch movement
2d6 armor
2 hit points

Special:
• Regenerate: using it is an action. Use 3, the troll regains 1 hp on success. Dead trolls cannot regenerate.

Variants:

CannonTroll

Armed with stolen cannon (use 3, 12 inch range, 1d10 explosive damage; uses explosive shells, and he starts with 4; reloading requires 1 turn; on skill fail, use the malfunction chart above), and a Club (use 3 (6 for a minifig), 2d6 damage, close combat; can use it for sweeping attacks (+1 to use)).

Troll Juggernaut

Juggernauts represent the sheer strength and savage brutality of the orkish hordes. Only a few selected trolls can become juggernauts; and even some perish during the transformation process, which is painful and rather sadistic. However, those few who manage to endure all the pain and suffering would emerge as fearsome demigods of war.

Stats:

1d6+1 skill
4 inch movement
3d10 armor
3 hit points

Special:
• Agony Rush: the juggernaut may double his movement for one round, at the cost of 1 hp.
• Fear generator: all non-undead enemy units within a 3 inch radius of the juggernaut suffer -1 skill. Multiple fear generators do not stack.
• War Banner: friendly units within 2 inches of the juggernaut gain +1 skill.

Armed with Crusher Mace (use3, CC, 2d6+2 damage) and Jagged Blade (ur2, CC, 1d6+3 damage)


Spider Rider

A hideous cavern spider, which is ridden by a just as hideous ork warrior.

Stats:

Rider:

1d6 skill
5 inch movement
1d6-1 armor

Armed with polearm (use 4, 2d6 damage, close combat)

Special:
• Riding

Spider:

1d6 skill
12 inch movement
2d10 armor
3 hit points

Attacks:
Claw: Use 3, 1d6+2 damage, close combat, can use it twice per combat.
Bite: Use 2, 1d6 damage, close combat; poisons his opponent (poisoned units suffer 1d6-1 damage at the start of each round)

Special:
• Crawler: Can pass trough any sort of rough terrain and walls.
• Web: Use 2, 6 inch range; webs a target unit on hit. Webbed units cannot move and attack while webbed. It may attempt to free itself once per round.

Awesomeosaur

A lumbering herbivore trained by orks as a warbeast.

Stats:

1d6 skill
10 inch movement
2d10 armor
4 hit points

Attack:
Horns (use 3, 4d6 damage, close combat/charging)
Stomp (use 3, 1d6 damage in 4 inches, additionally knocks over minifigs).

Special:
• Can escort minifigs.


Greater Demon

A vile creature from the Abyss, summoned by the orkish rage and magiks.

Stats:

1d10 skill
7 inch movement
2d10 armor
4 hit points
2 actions per round

Attack:
Claw attack: use 3, 1d6+1 damage, cc range.

Special:
• Flight: It can use his mighty wings to pass through otherwise impassable terrain or other units.
• sorcerous magik feats (heroic feat, in essence); he has a +1 modifier due to the different eldritch gems etched on his fetid hide.

SUPPORT


Catapult

A simple yet effective catapult.

Stats:

No skill
Movement equal to the unit pushing it
1d10 armor

Attack:
use 3, 10 inch range, 1d6+2 damage. If the operator has a torch, he may use it to ignite the projectile, upgrading it to explosive damage (1d10 damage in a 2 inch radius)


Ballista

Stats:

No skill
Movement equal to the unit pushing it
1d10 armor

Attack:
use 3, 10 inch range, 2 times 1d6 explosive damage in a 4 inch radius.


Transport

Stolen dwarven design, to help escort orks through the hail of arrows and other unmanly ranged attacks which does yellow-bellied Imperials use.

Stats:
no skill
10 inch movement
2d10 armor

Can escort a full squad of minifigs. One of them must drive the transport.


UNDEAD

Skeletons are the main infantry for the unliving, as they are large in numbers, and easily reanimateable.


Skeleton Warriors

Stats:

Skeleton
1d6 skill
5 inch movement
4 armor

Special:
• Undying Resolve (immune to fear effects)

Armed with either spears or axes (use 3, 1d6+2 damage, close combat)


Bone Archers

Stats:

1d6 skill
5 inch movement
4 armor

Special:
• Undying Resolve (immune to fear effects)

Armed with bow and arrows (use 3, 1d6+1 damage, 10 inch range).


Spirit Host

A group of restless spirits, whom are led by a banshee.

Stats:

1d6 Skill
6 inch movement
1d6+1 armor

Armed with Spirit Weapons (use 2, 1d6 damage, close combat, damage ignores armor).


Special:
• Intangible: Whenever a Ghost rolls a critical for armor; prevent all damage that they would be dealt.
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.
• Undying Resolve (immune to fear effects)


CAVALRY


Corruptor Cavalry

Crazed minions of the deceased mad scientist Ezra, riding on bone horses.

Stats:

Corruptor

1d6 skill
5 inch movement
4 armor

Cult-leader

1d6+1 skill
5 inch movement
1d10 armor

Armed with toxo-cannons (use rate 3, 1d6+2 damage, 6 inch range, ignores armor, but doesn't affect mechanical).

Dreadknights

Stats:

Dreadknight

1d6 skill
5 inch movement
4 armor

Dreadknight Champion

1d6+1 skill
6 inch movement
1d10 armor

Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6+1 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).

Special:
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.


CREATURES


Angel of Death

Winged horrors of the abyss.

Stats:

1d6+2 skill
10 inch movement
1d10 armor
2 hit points

Special:
• Flyer, Cleaving attack (this works like a heroic feat; instead of attacking one, the AoD attacks all units in a 3 inch line on success)

Armed with giant halberds (use 4, 2d6 damage, close combat)


Corpse Grinder

The abomination 'model' referred to as Corpse Grinder, is another iconic undead unit. A shambling mass of dead sewn and forcedly stiched together, this patchwork monstrosity is the living force of nature.

Stats:

1d6 skill
6 inch mov
2d10 armor
4 hp
2 small cc weapons

Attacks:
Punch: ur 3, 1d6+2 damage
chainblade: same az punch but has a small range of 3 inches
Breath attack: ur 4, 2d6 damage in a 2 inch cone, can be used only in cc
Grab 'n' chomp: feat, on success he grabs and eats a minifig, restoring 1 hp.
All of these attacks have a 1 turn 'cooldown'. He has 2 actions per turn.

Special:
• Stench of evil: All living at least an inch near CG suffer 1d6 damage at the start of each turn.


Rot Walker

Rot Walker is an experimental abomination 'model'; the magnum opus of Ezra the Corrupted.

Stats:

1d6 skill
6 inch mov
2d6 armor
3 hp

Attacks:
Sawblade: use 3, 1d6+3 damage, cc range.
Syringe: use 3, 2d6 damage, can be used in either cc or 6 inch range. A unit that dies from a syringe blast (or impalement), turns into a volatile cocktail of venom and explodes, dealing 1d6 damage in 2 inches to all innocent bystanders.

Special:
• Stench of evil: All living at least an inch near the RW suffer 1d6 damage at the start of each turn.
• Rot Walker is immune to any types of poison.
• On death, it detonates, dealing 2d10 damage in a 3 inch radius.


Carrion Bug

A pestilent plague bringer that usually appears when it’s least expected.

Stats:

1d6 skill
6 inch movement
1d10 armor

Attack:
Suicide: instant action; no skill check, deals 3d10 damage in a 4 inch radius to all living units; the attack kills the CB itself.

Special:
• Burrow: The unit may choose to burrow itself and move underground for double movement speed. Burrowing and resurfacing is one action.


The Bone Beast

An emotionless being of terror, summoned from the Abyss.

Stats:

1d6+2 skill
8 inch movement
2d10 armor
3 hp
2 actions

Attacks:
Claw: ur3, 1d6+2 damage, cc. Each claw counts as one weapon, so yes, it can strike twice.
Coldfire: ur 4, 2d6 damage. Ignores any additional armor and parry. Costs 2 actions.

Special:
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.


Infernus

Despite it's sheer size and bulk, this towering creature of flame and rock is still considered to be a lesser demon. Nonetheless, it's still a huge threat to all who oppose the undead.

Stats:

1d10 skill
6 inch movement
2d10+2 armor
4 hit points

Attacks:
Bash/stomp attack: use 2, 1d6+2 damage, cc range
Stalagmite attack: the Infernus can chip off his spiky rock spires and hurl it as a makeshift 'javelin'. Use 3, 1d6+2 damage, 6 inch range. Has 3 'stalagmites'.
Fire breath: ur 4, 2d6 damage in a 2 inch cone, 6 inch range.

Special:
• IMMUNE TO FIRE


Necrotitan

A large hulking creature made of bones of giant creatures, which are then fused together with evil magiks and forged into shape.

Stats:

1d10 skill
6 inch movement
2d10 armor
3 hit points
2 actions

Armed with Deathforged Warsword (use 3 (for the titan, tripled use for a normal minifig), 2d6 damage, close combat) may use his metal plating to form a shield (use 3, 2d10 armor when parrying).

Special:
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.
• Undying Resolve (immune to fear effects)


SUPPORT


Glommox

The Glommox were the invention of the treacherous Red Majistik, Malekim, who used them as firing support for his evil intentions. After Malekim's fall, Warhead got his hands on the glommox, and thanks to his faithful minion Ezra who had found a way how to build additional ones, it has been a trademark unit of the undead ever since.

Stats:

1d6 skill
7 inch movement
1d10 armor
2 hit points

Attack:
Poison spread: use 3, 1d6+1 damage in 2 inch radius, 10 inch range. Units who remain on the infected area suffer 1d6 damage at the beginning of the following turn.


Doom Wailer Cannon

A grotesque fusion of living and unliving, mechanical and magikal, this living fury bellows mayhem from great distances on foes.

Stats:

1d6-1 skill, which can be substituted by operating units
Half of the total movement of the towing units (ie: 20/2=10 inches when pulled by two skeletal steeds)
4d6 armor
3 sp

Attack:
Doombolt (use 3, 20 inch range, 3d6 explosive damage in 3 inch radius)




FALX

INFANTRY


Troopers

Basic Falx warriors are the backbone of the army, equipped only with the most finely crafted halberds and clad in crimson and black body armor.

Stats:

Trooper

1d6 skill
5 inch movement
5 armor

Officer

1d6+1 skill
6 inch movement
1d10 armor

Special:
• Will of the Conqueror: Falx units are immune to fear, as there is nothing the Falx fear.
• Stubborn: Falx cannot leave close combat until either they, or their opponents are all defeated.

Armed with halberds (use 3, cc, 1d6+2 damage). The office wears armor (+2 armor)

Slayers

Elite Falx warriors, also known as Slayers, are battle-hardened fighters, who had survived many successful campaigns; their combat experience makes them even more deadly. They are armed with Dark Axes, powerful weapons that can tear a minifig in half with one swing.

Stats:

Slayer

1d6+1 skill
5 inch movement
5 armor

Slayer Champion

1d6+1 skill
6 inch movement
1d10 armor
Special:
• Will of the Conqueror: Falx units are immune to fear, as there is nothing the Falx fear.
• Stubborn: Falx cannot leave close combat until either they, or their opponents are all defeated.

Armed with Dark Axes (use 3, cc, 1d6+3 damage). All of them wear armor (+2 armor)


Riflemen

Falx Riflemen represent the ranged support for the invasion army. Their shots rarely miss and their relatively advanced rifles are nothing to sneeze at when compared to other counterparts.


Stats:

Rifleman

1d6 skill
5 inch movement
4 armor

Officer

1d6+1 skill
6 inch movement
1d10 armor

Special:
• Will of the Conqueror: Falx units are immune to fear, as there is nothing the Falx fear.

Armed with rifles (use 3, 10 inch range, 1d6+1 damage).


CAVALRY

Maraduers

Falx Marauder Cavalry are the fast attack, hit and run unit of the army. They are best at flanking enemies or striking down archery units.

Stats:

Maraduer

1d6 skill
5 inch movement
4 armor

Maraduer Champion

1d6+1 skill
6 inch movement
1d10 armor

Special:
• Will of the Conqueror: Falx units are immune to fear, as there is nothing the Falx fear.

Armed with halberds (use 3, cc, 1d6+2 damage), the officer wields a Dark Axe (use 3, cc, 1d6+3 damage). All of them wear armor (+2 armour).


Possessed Knights

The most powerful Falx units are the Possessed Knights. Augmented by forbidden magiks, these bloodthirsty, iron-clad warriors strike fear to the heart of the bravest souls.

Stats:

Knight

1d6 skill
5 inch movement
4 armor

Knight Champion
1d6+1 skill
6 inch movement
1d10 armor

Special:
• Will of the Conqueror: Falx units are immune to fear, as there is nothing the Falx fear.
• Fear generator (all non-undead units within a 3 inch radius of the BB suffer -1 skill). Multiple fear generators do not stack.

Armed with lances (use 4, 2d6 damage, close combat/charge), bastard swords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armor).

SUPPORT

Man-O-War

This twisted, three-legged Falx Construct provides the glorious army fire support.

Stats:

1d6 skill
8 inch movement
2d10 armor
3 sp

Attack:
Starburst cannons (use 3, 10 inch range, 1d6+2 damage in a 5 inch line for each cannon)
Legs deal 1d6+2 damage to those unfortunate of getting under them.

Special:
• Crawler: Can pass trough any sort of rough terrain and walls.


Phoenix

A soaring Falx construct, piloted by a daredevil pilot; it’s a swift and unpredictable flyer which swoops down and ignites foes.

Stats:

Pilot

1d6 skill
5 inch movement
4 armor

Special:
• Piloting

Phoenix

No skill
10 inch movement
1d10 armor
2 sp

Attack:
Flameblast (use 3, 6 inch range, 1d6+2 fire damage)

Special:
• Flyer (can move through obstacles and enemy units)


MISCELLANEOUS

Drakhirri

The Drakhirri are mercenary forces, who train themselves in martial swordfighting.

Stats:

Drakhirri warrior

1d6+2 skill
7 inch movement
5 armor

Drakhirri Champion

1d6+2 skill
7 inch movement
1d10+1 armor

Special:
• They can counterattack even if they've used their action in a previous turn, and can also block attacks with their weapons.

Armed with Drakhirri longblades (ur3, 1d6+2 damage, close range).


Ancient Warriors

The demigodly warriors who fought alongside Zahru, and were given magnificent powers by him. They still wander the lands, or guard ancient places.

Stats:

1d10 skill
7 inch movement
2d6 armor
2 hit points

Armed with Legendary Weapons (use 3, 2d6 damage, close range) and Ancient Shields (use 2, adds 1d6+2 extra armor).


Rogue Titan

Corrupt Titans who seek only their personal interests, and often tend to raid smaller villages and farms. Perfect mercenaries, if you can pay their price.

Stats:

1d10 skill
6 inch movement
2d10 armor
3 hit points
2 actions

Armed with Humongous Flail (use 3 (for the titan, tripled use for a normal minifig), 2d6 damage, close combat) and Great shield (use 3, 2d10 armor when parrying).
View count: 447

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