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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 OReilly, 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 Martnez 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

Uncharted empires

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 YRoon 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.

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!

Uncharted empires

A CAll

to

Arms

The rusting cleaver chopped down

The Brotherhood were hard pressed. The

and Charles wasnt 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. Hed

a large hole in the outposts 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 didnt 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 didnt

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 didnt matter. All his men were highly

safety of the strongholds 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.

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 Brotherhoods

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 butchers 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

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
Seas 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 Winters demise. Desperately
he halted and prepared to try and prevent
the impending flooding as the ice melted.
The Brotherhoods 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 Winters 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
Winters 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 Valandors magic
and armies were ultimately successful at
annihilating Winters forces, he was unable
to prevent worldwide destruction, and the
Brotherhoods 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
Brotherhoods 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

Uncharted empires
Valandors 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
Brotherhoods 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

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)

4+

4+

10

/11

Regiment (20)

4+

4+

12

/15 115

Horde (40)

4+

4+

25

/22 190

Troop (10)

3+

5+

10 11/13 115

Regiment (20)

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)

4+

4+

10

Ne Pts

Regiment (20)

4+

4+

15 12/14 110

Horde (40)

4+

4+

30 19/21 180

Regiment (20)

5+

3+

12 12/14 85

Horde (40)

5+

3+

25 19/21 140

Legion (60)

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)

6+

5+

3+

8/10

Regiment (20)

6+

5+

3+

10 12/14 115

85

Horde (40)

6+

5+

3+

20 19/21 190

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

Swains 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)

4+

5+

/14 150

Horde (6)

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)

3+

5+

16 15/17 205

Troop (5)

3+

5+

10 12/14 170

Horde (20)

3+

5+

32 22/24 345

Regiment (10)

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


kingdoms fighting force.

Order of the Abyssal Hunt


Unit Size

Sp Me Ra De Att

Cavalry
Ne Pts

Troop (5)

3+

4+

Regiment (10)

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

4+

5+

16 13/15 165

Horde (20)

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)

4+

4+

Regiment (10)

4+

4+

14 12/14 150

Unit Size

Sp Me Ra De Att

Regiment (3)

10

3+

5+

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 Brotherhoods
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

War Engine

Sp Me Ra De Att
5

5+

4+

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

4+

5+

5+

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 Brotherhoods 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+

Hero (Inf)

Unit Size

Ne Pts

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 Exemplars 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.

Hero (Inf)
Sp Me Ra De Att
5

5+

4+

3+

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 Brotherhoods 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+

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 Adjutants 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+

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)

Not all the Brotherhoods 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+

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 Winters 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 Kthorlaqs 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 Kthorlaqs
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 Winters 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 its 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 sailors 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)

4+

5+

10 10/12 100

Troop (10)

4+

4+

10

Regiment (20)

4+

5+

12 14/16 140

Regiment (20)

4+

4+

12 13/15 115

Horde (40)

4+

5+

25 21/23 230

Horde (40)

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)

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)

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

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+

Ne Pts
10/12 100

Troop (10)

5+

3+

15

Regiment (20)

5+

3+

20 12/14 100

Special

Horde (40)

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)

4+

4+

Regiment (10)

4+

4+

18 14/16 170

Unit Size

11/13 110

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

5+

3+

10/12 80

Horde (6)

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)

4+

5+

12/15 135

Horde (6)

4+

5+

18 15/18 210

Special

Large Cavalry

Unit Size

Sp Me Ra De Att

Regiment (3)

10

4+

4+

3+

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)

4+

5+

/14 130

Horde (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)

3+

5+

/15 180

Horde (6)

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+

Monster

Lekelidon

Ne Pts

Unit Size

/18 160

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

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

Sp Me Ra De Att
5

5+

5+

4+

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+

Ne Pts
13/15 140

Special

Fire Drake

Monster

Unit Size

Ne Pts

Sp Me Ra De Att
7

4+

5+

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

Hero (Mon)

Sp Me Ra De Att
7

3+

5+

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+

Ne Pts

Unit Size

11/13 75

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+

Ne Pts
13/15 135

5+

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+

Ne Pts
10/12 60

Special
Individual, Inspiring

Options

Ghekkotah Clutch Warden


Unit Size
1

Sp Me Ra De Att
7

4+

4+

4+

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 heralds 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+

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

Hero (Inf)

Sp Me Ra De Att
5

3+

4+

4+

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. Its 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 beastmens 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
firers 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 halfs magic
and cursed his brothers 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)

4+

3+

15

/12 100

Regiment (20)

4+

3+

20

/16 140

Horde (40)

4+

3+

35

/23 230

Troop (10)

4+

4+

10

85

Regiment (20)

4+

4+

12 13/15 120

Horde (40)

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)

3+

4+

10 10/12 100

Regiment (20)

3+

4+

12 14/16 145

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

Tribal Spears

The biggest and bulkiest of The Herds 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)

4+

4+

10

8/10

Regiment (20)

4+

4+

15 12/14 125

90

Horde (40)

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)

5+

5+

3+

8/10

Regiment (20)

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+

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)

4+

5+

12 12/15 150

Horde (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)

3+

4+

12/14 160

Horde (6)

3+

4+

18 15/17 245

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

Lycans are those of The Lost that Kyron


rescued after Garkans 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 Herds 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)

3+

4+

Regiment (10)

3+

4+

16 14/16 200

Unit Size

11/13 130

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

4+

5+

3+

11/13 105

Regiment (10)

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+

9/11

Regiment (3)

10

4+

4+

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)

3+

5+

4+

11/13 140

Horde (6)

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 Herds 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

80

Monster
Sp Me Ra De Att
7

3+

5+

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+

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+

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+

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)

Hero (Inf)
Sp Me Ra De Att
6

4+

4+

4+

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+

Ne Pts

Unit Size

11/13 95

Hero (Inf)

Sp Me Ra De Att
6

4+

4+

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 Chieftains 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.

Hero (Large Inf)

Sp Me Ra De Att
9

3+

5+

14/16 205

3+

5+

3+

5+

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

Options

While the fallen Lykanis are twisted monstrosities


the Lycan Alphas 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+)

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. Its 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
doesnt 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 worlds 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 childrens 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
Halmans 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 Leagues 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)

4+

4+

10

Regiment (20)

4+

4+

15 13/15 120

Horde (40)

4+

4+

30 20/22 200

Troop (10)

4+

3+

10

70

Regiment (20)

4+

3+

12 13/15 100

Horde (40)

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)

5+

3+

15 12/14 90

Horde (40)

5+

3+

30 19/21 150

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

5+

4+

12 12/14 80

Horde (40)

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+

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)

6+

5+

3+

10 12/14 90

Horde (40)

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+

3+

9/11 100

Regiment (20)

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+

3+

9/11

Regiment (20)

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+

5+

15 13/15 165

Horde (40)

4+

5+

30 20/22 270

Ensnare, Phalanx

Unit Size

Ne Pts

3+

4+

10 10/12 95

Regiment (20)

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)

3+

5+

Regiment (10)

3+

5+

16 14/16 195

4+

3+

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)

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)

4+

4+

Regiment (10)

4+

4+

16 13/15 140

Unit Size

10/12 90

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

3+

5+

12 13/15 180

Horde (6)

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 champions 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+

Unit Size

Ne Pts
9/11

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 Leagues 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 lifes
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+

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.

3+

5+

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.

3+

5+

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+

Ne Pts
13/15 170

Hero (Mon)

Sp Me Ra De Att
10

3+

5+

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

Special

Mount on horse (increase Speed to 8, change to Hero


(Cav)) (+15 pts)

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+

Ne Pts
10/12 50

Unit Size
1

Special
Fireball (6), Individual

Hero (Lrg Cav)

Sp Me Ra De Att
10

4+

4+

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+

Hero (Inf)

Unit Size

Ne Pts

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+

9/11

70

Special

4+

4+

4+

Ne Pts
9/11

55

Lightning Bolt (3) (+25)


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

Halflings dont 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 Leagues commanders.

Hero (Lrg Cav)


5+

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 arent 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)

Ne Pts
10/12 75

Special

Individual, Stealthy, Very Inspiring (halflings only)

Unit Size

Elite, Individual, Stealthy, Very Inspiring (halflings


only)

Special

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 Leagues
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 brothers 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 fishmens 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+

4+

3+

12 13/15 140

Regiment (20)

5+

4+

3+

10 13/15 160

25 20/22 230

Special

Troop (10)

4+

3+

10

Regiment (20)

4+

3+

Horde (40)

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)

3+

3+

15 10/12 105

Regiment (20)

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+

6+

15 13/15 175

Horde (40)

4+

6+

30 20/22 290

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

4+

5+

4+

10 10/12 120

Regiment (20)

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)

6+

3+

10

9/11 105

Regiment (20)

6+

3+

12 13/15 140

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

4+

5+

/14 145

Horde (6)

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)

3+

3+

Horde (6)

3+

3+

18 16/18 185

Unit Size

13/15 120

Special

Sp Me Ra De Att

Ne Pts

Regiment (3)

5+

2+

15

/12

Horde (6)

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)

3+

4+

Horde (6)

3+

4+

12 14/16 190

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

3+

4+

12/14 155

Horde (6)

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

Sp Me Ra De Att
7

4+

5+

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+

Leviathans Bane

Ne Pts

12 15/17 230

Unit Size

Special

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

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.

3+

4+

5+

Ne Pts
10/12 95

Hero (Inf)

Sp Me Ra De Att
6

4+

4+

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 oceans


most magnificent creatures, Naiad Heartpiercers
bring these massive harpoon guns to battle
that can pierce even the thickest hide. Known
to surface dwellers as Leviathans Bane, to the
Naiad crew, they are the Leviathans Revenge.

13/15 145

Special

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

Ne Pts

Sp Me Ra De Att

Special

Monster
Sp Me Ra De Att

War Engine

Riverguard Captain

Ne Pts

Unit Size

11/13 110

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

Hero (Inf)

Sp Me Ra De Att
6

3+

5+

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+

Ne Pts
10/12 75

Unit Size
1

Special
Crushing Strength (1), Individual

Hero (Lrg Cav)

Sp Me Ra De Att
8

3+

5+

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+

Ne Pts
12/14 140

Special
Individual, Stealthy, Sirens 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 enemys 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 Sirens Call.

Placoderm Defender
Unit Size
1

Hero (Inf)

Sp Me Ra De Att
4

3+

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 slavers crew, the Sirens 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+

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+

4+

10

/12

65

Troop (10)

Sp Me Ra De Att
5

5+

4+

10

/12

Ne Pts

Regiment (20)

5+

4+

12

/16

90

Regiment (20)

5+

4+

15

/16 105

Horde (40)

5+

4+

25

/23 150

Horde (40)

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)

4+

5+

10

/13

Regiment (20)

4+

5+

12

/17 120

85

Horde (40)

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)

6+

5+

3+

/12

Regiment (20)

6+

5+

3+

10

/16 100

75

Horde (40)

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)

6+

5+

3+

/12

85

Unit Size

Regiment (20)

6+

5+

3+

10

/16 115

Troop (10)

Sp Me Ra De Att
5

4+

5+

10

/14 120

Ne Pts

Horde (40)

6+

5+

3+

20

/23 190

Regiment (20)

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)

5+

4+

/13

Troop (5)

6+

5+

3+

/13

Regiment (10)

5+

4+

14

/16 130

Regiment (10)

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)

4+

5+

/14 160

Unit Size

Horde (6)

4+

5+

18

/17 245

Regiment (3)

5+

5+

4+

/14 160

Horde (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)

5+

2+

/12

65

Horde (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+

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)

4+

5+

4+

/14 115

Regiment (3)

4+

5+

12

/14 135

Horde (6)

4+

5+

4+

16

/17 175

Horde (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 empires army,
thundering towards the enemy and bearing the
revenants to war.

Scorpion Husk
Unit Size
1

Sp Me Ra De Att
6

4+

5+

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

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

4+

4+

Reanimated Behemoth

Monster

Unit Size

Ne Pts

Sp Me Ra De Att
6

4+

6+

/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+

Ne Pts

Unit Size

/11 100

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 empires 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+

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)

Special

Options

Unit Size

Sp Me Ra De Att

Special

Hero (Large Cav)

Sp Me Ra De Att
7

3+

5+

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 Pharaohs


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+

Ne Pts

Unit Size

/13 120

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, Shobiks


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+

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 conclaves 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 Oskans 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. Its 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)

3+

4+

20 11/14 155

Regiment (20)

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+

4+

3+

10/13 100

Regiment (20)

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 enemys profile for its melee
attacks instead of its own. If it does so then it
uses the enemy units 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)

4+

4+

15 11/14 120

Horde (40)

4+

4+

30 17/20 200

Legion (60)

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+

3+

15

/14

Lifeleech(2)

Horde (40)

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+

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+

3+

12

9/12

85

Horde (6)

5+

3+

24 13/16 120

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

4+

4+

10 10/13 130

Regiment (10)

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+

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)

4+

4+

12 13/16 130

Horde (6)

4+

4+

24 17/20 200

Regiment (3)

4+

5+

/15 145

Horde (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 Oskans deception. The plunging
depths and trenches of the worlds 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

Sp Me Ra De Att
5

6+

4+

4+

Screamer
Unit Size

12 16/19 230

Special

Monster

Sp Me Ra De Att
4

6+

4+

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+

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+

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+

Ne Pts

Unit Size

10/13 90

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+

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+

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+

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+

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 Manticas 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 its 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 wasnt 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 didnt 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
Bharzaks 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)

4+

3+

15

/14 120

Horde (40)

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)

5+

4+

12 12/14 90

Horde (40)

5+

4+

25 19/21 155

Unit Size

Ne Pts

5+

2+

12 12/14 60

Horde (40)

5+

2+

25 19/21 100

Legion (60)

5+

2+

30 25/27 145

Ne Pts

Troop (10)

4+

4+

10

Regiment (20)

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)

4+

4+

25 20/22 230

Clawshots
Unit Size

Spear Warriors

Infantry

Unit Size

Ne Pts

5+

4+

15 12/14 110

Horde (40)

5+

4+

30 19/21 185

Infantry

Sp Me Ra De Att

Troop (5)

5+

4+

4+

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). Its easier to run
away downhill too.

Scurriers
Unit Size
Troop (10)

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

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+

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 distancethey wouldnt like
to get too close).

60

Uncharted empires

Hackpaws
Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

4+

3+

9/11

Regiment (10)

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)

5+

3+

9/11

Horde (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

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+

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 ratkins 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+

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)

4+

4+

Horde (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

Hero (Inf)

Sp Me Ra De Att
6

3+

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

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 ratkins 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

4+

4+

5+

4+

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

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+

Ne Pts
9/11

Unit Size

45

Hero (Inf)
Sp Me Ra De Att
6

3+

3+

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+

Ne Pts
8/10

Unit Size

45

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 ratkins 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
Varangurs 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 Korgaans 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 Korgaans 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)

4+

4+

10 10/12 75

Regiment (20)

5+

3+

12 12/15 75

Regiment (20)

4+

4+

12 14/16 110

Horde (40)

5+

3+

25 19/22 125

Horde (40)

4+

4+

25 21/23 180

Legion (60)

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)

4+

3+

20

/14 140

Regiment (20)

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+

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)

3+

5+

13/15 155

Horde (6)

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)

4+

5+

10 11/13 100

Regiment (20)

4+

5+

12 15/17 140

Horde (40)

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 VarKyr, the first
of Korgaans 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)

3+

5+

15 12/14 155

Regiment (20)

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+

Horde (6)

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 its 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 Korgaans 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)

3+

5+

10 13/15 165

Troop (5)

4+

5+

4+

11/13 115

Regiment (10)

3+

5+

20 16/18 250

Regiment (10)

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)

4+

5+

15 13/15 165

Special

Horde (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 Korgaans 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+

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.

Korgaans 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
Korgaans reach, its fate is to become captured,
tortured, twisted and deformed by Korgaans
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 Korgaans malicious will.

Magus Conclave
Unit Size
1

War Engine

Sp Me Ra De Att
5

4+

3+

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 Korgaans 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+

Ne Pts

Unit Size

/13 130

Hero (Inf)

Sp Me Ra De Att
5

3+

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+

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)

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+

Unit Size

Ne Pts

11/13 60

Sp Me Ra De Att
10

3+

6+

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 VarKyr, 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
Soriksu, the bride of Basusu 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. Soriksus spirit didnt 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+

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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