recursal/Fanatic-Fandom huggingface dataset:
Tribal Brute

>    "So there I was, Gotek, fighting Kgore for the right to lead in battle, when Jhoggl stepped into the fight. Before Kgore or me could even raise our swords, he finished us both with big hits from his tree-stick. I don't care what they say. I hate Tribal Brutes. Why do they get to violate all our customs? Why are they exempt from the Chaos Law? Yea, I know they're terros on the field, wielding those giant trees and all. But I say we'd be better off without 'em. Not good to allow others to violate customs, to violate law. I tell ya, I'm not the only one. There's lots of us and if we ever get our way, we'll get rid of 'em".
> - excerpt of conversation by Gotek, Orc Slasher
>
>

A hulking Half-­Troll who takes what he wants from whomever he wants. As compared with the quick-­breeding Half-­Trolls, a Tribal Brute originates from direct breeding with Trolls, with no bloodline dilution. The Tribal Brute often bullies the normally dominant Half-­Trolls.

## In tabletop

The Tribal Brute is a Half-Troll cousin to the Hacker that appeared in Rebellion. While on average, he Brute is a little costlier than the Hacker, this warrior is consistently better in combat, delivering higher damage, and able to absorb more damage due to the extra slot of Toughness. Like the Hacker, use the Tribal Brute to lead a close combat formation of lesser Orcs or Goblins.

The Tribal Brute is no simple lummox. True, it’s slow, but so very, very effective once it moves into hand­-to­-hand. No half­-measures here: the Brute has an attack of 10, and most of its damage is 3 to 4 points plus a tough defense of 14. The Brute is a good selection at 30 points and a must for the Orc Raider player.

## Gallery

Miniature from the Lancers expansion.Miniature from the Unlimited expansion.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Sturnmounts

Sturnmounts (also known as Sterunmounts) are a mountain rage north of Roanne Valle and south of Stonekeep and are mainly populated by Trolls. Chieftains of the troll kin are chosen to lead their tribes or warbands through nonlethal combat once a year at a great feast in the Sturnmounts. Mountains Trolls also live here in the high reaches - they are highly territorial Trolls that typically don’t get along well with Forest Trolls. The satyr Mirajon enjoys making trouble between the Forest Trolls and the Mountain Trolls of the Sturnmounts.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dungeons.pdf
Slasher

A Slasher is a vicious Orc Raider with no compunction against slaughtering the weak and taking whatever they feel is rightfully theirs. Orcs often arm themselves with whatever they can find and have a ragtag appearance on the battlefield. Slashers usually travel in packs, seeking to make reputation for themselves as feared warriors. Rarely, these packs will take employment with a warlord, either for pay or a cut of the spoils. Whether driven out by overpopulation, personal rivalry, or shrinking territory, they all enjoy the savage pleasure of killing, although they are the first to take flight if the battle turns against them.

It is said, mostly by humans who neither know nor care about the truth, that Orcs are born with knives in their hands, just in case the doctor (or shaman) tries to smack their backsides. Actually, Orc children rarely get a blade before their fifth birthday. Life on the steppe of the Fist is violent, and blades are considered the great equalizer, giving younger Orcs the "edge" in discussions even before they attain their adult strength. These "slashers" are generally among the first to abandon their tribes for the freedom and rewards of marauding packs.

## In tabletop

Here is the standart Orc fighter: brutish, malevolent, crazed and attack-oriented. Perfect! The Slasher conforms to the standart Orc combat characteristic and has some Battle Armor to boot. This aids in his advance on enemy missile troops. As an added bonus, the Slasher has a short ranged attack, which represents a thrown sword. Although minor, this attack can be quite surprising. Use Slashers as support figures in formations lead by Crushers or Half-Trolls.

An essential component for every player’s Orc horde, the Slasher is a great tactical piece for any army. The Slasher is 14 to 18 points, and a squad of them makes a great screen thanks to their 15 defense, Battle Armor and 2 levels of Toughness. Perfectly suited for charging ranged attackers with their 3 points of Berserk damage, a squad of Slashers can greatly limit the ranged attack of your opponent.

## Gallery

Miniature from the Unlimited expansion.Miniature from the Rebellion expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.

***Orc Raiders***

1. ↑ 1.0 1.1 Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Shadow of the Assassin

Target the caster or a single friendly figure in base contact with the caster. The target gains Stealth. At the beginning of each command phase, roll two six-sides dice. On a combined result if 2 or 3, Shadow of the Assassin ends.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Shield Maiden

A Rebel warrior woman who defends her charge with a sizable shield. The Rebel strategy of keeping valuable gunners out of harm’s way is a key to success against the Atlanteans’ dependence on eliminating ranged attackers.

Daring the fields of combat, women from many oppressed kingdoms have taken to sword and bow and leeches in order to fight against the Atlantis Guild. In times where spirit is found but skill is lacking, the rebels fall back on the most simplistic of strategies. The Shield Maiden is trained for little else but placing herself in between important warriors and danger, preserving the life of their charge though often at great personal expense. Their dedication is rarely questioned.

## In tabletop

A Black Powder Rebel with the Defend special ability? Yes! The Shield Maiden is a great support figure for a formation of Khamsin Fusers. Set her up behind a line of these ranged attackers and keep her in contact with your primary attacker. Her superior defense value will keep your main gunner safe. The Shield Maiden has weak attack and damage values, plus its 2 demoralized ranks, so she is at a real disadvantage in close combat with opposing melee specialists. Try to keep her out of direct contact with enemy troops.

## Gallery

Miniature from the Lancers expansion.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Therion

> “I do not speak to slaves,” *the officer announced to the empty air.* “Slaves do not speak to me.”
>
>

Therion was the human Atlantean Magus of Minetown, an Imperial Magestone mine. He liked to sniff erl-essence and wore a ring on one of his fingers. He has dreamy eyes and an acrid, spicy smell that clung to his robes. He’d usually been busy inhaling some narcotic essence to beguile the tedium of his duty. Usually, it took him a moment to come down to earth and begin the inspection. Even then, it was actually the clerk who followed him who classified the day’s intake of slave-specimens.

## History

In 419 Tz, Armon brought in Blaize, Karrudan's mole in the ranks of the Black Powder Rebels. Blaize made several attempt to show his importance to the Prophet-Magus to Therion, but the Magus backhanded him and ordered not to speak with him. As the slaves headed to the infirmary for the medical exam, the mage-officer was sufficiently aware of things to complain to Armon. Saying, that they don’t need more of the type of slaves brought in the current batch - they needed steel drivers to break the rock, and ones with broad shoulders - for "hammer-men". Later that same year, Rikka and Tulwar Windfoot, seeking to rescue Blaize, organized an uprising in Minetown in the slave ranks, who set the place ablaze and promptly destroyed it along with killing most of the guards and overseers.

***Atlantis Guild***
Troupe Vigilant

>    "The rewards of an epic quest are not counted in enemies slain or treasure won but by the tales told of the battle. As years pass, they are worth more than the most precious of stones".
> - Wisp Freeblade
>
>

Troupe Vigilant are an adventuring company of heroes and bards led by Wisp Freeblade.

## In tabletop

The Troupe Vigilant are an Adventuring Company of 20 cost and with the cohort discount of 4. It's cohorts are: Amazon Scout, Arcane Apprentice, Empire Veteran, Solonavi Oathsworn, Wisp Freeblade, Wylden Bandit. Their adventuring company ability is as follows: Each member gets +1 to its defense value when it is attacked by an opposing figure in base contact with it's rear arc, or if its targeted by a ranged combat attack whose line of fire passes through it's rear arc.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
Storm Maul

> *For over an hour, the lightning blasted the heart of the Crusaders horde, shattering the Order of Uhlrik warriors into smoldering pieces. Noting the enemy army was completely surrounded by his Order of Vladd allies, Deathspeaker Aeradon proudly noted that the renegade Order of Uhlrik was being blown apart faster than it could be ressurected.*
>
>

Storm Maul is a relic hammer imbued with the power of lightning.

## In tabletop

Storm Maul is a relic-type card with the following effect: (Optional) At the beginning of your command phase, give the wielder a special action and choose one of the following effects:

1. Each figure occupying water terrain is dealt 1 damage.
2. Deal 2 damage to a single opposing figure.
3. Only magic ranged attacks can be made until the beginning of your next command phase.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Utem Guardsman

Atlantean grunt soldier armed with a sword, the common military of the Atlantean Empire. Following the principles of ra'Bakush, "The Way of the Blade", these warriors often lead Empire to attacks against enemy forces. They are identifiable by their center-crest mohawk-style haircuts and the dueling guards they wear. “Utem” is a term for “lesser warrior” dating back to the Kos Empire. Usually have little training before being sent into combat. If they survive a battle or two, they receive the training they will need to survive the big fights. All the guardsmen are issued leaf-bladed short swords, effective for close-in fighting on city streets.

Some Guardsmen were equipped with twelve-foot pikes. Spears that long weren’t handy for guardsmen patrolling the cramped, twisting alleyways of Down Town. Short-hafted darts were better suited either as missiles or close-in weapons. And when reversed, their weighted ends worked well as truncheons on obstreperous Down-Towner heads.

## In tabletop

Here is the closest counterpart of the Crossbowman. Each main faction has a inexpensive melee fighter, and the Atlantean version is the Utem Guardsman. But don't dismiss this figure - an unwounded standart Guardsman can deliver three clicks of damage with an attack value of 8 at the cost of 13 points, which is better than the Necropolis Sect's Nightblade and significantly less expensive than the Black Powder Rebels' Dwarven Berserker.

The Utem Guardsman is often overlooked by beginners because it’s a cheap piece with no special abilities. However, it’s hard to find a better bargain. The Tough version offers a 9 attack and 3 damage for just 14 points, making it the ultimate swarm figure. Try using 10 to 13 Utems in your army, along with harassing figures to prevent Flame/Lightning from breaking your formations. If your horde reaches a ranged army relatively unscathed, your opponent will have little chance.

## Gallery

Miniature from the Unlimited expansion.Miniature from the Rebellion expansion.

***Atlantis Guild***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ Rebel Thunder (Bill McCay), Chapter 1
Wylden Shield

The carefully tended tendrils of living ironvine ringing this shield are cuttings from the same vines carried out of Atlantis by fleeing Elemental mages during the Night of Fire. Naturally attuned to magical energy, the ironvine will lash out greedily at nearby relics.

## In tabletop

Wylden Shield is a relic-type card with the following effect: If the wielder is the target of a succesful close combat attack made by a figure wielding a relic, roll one six-sided die after the attack resolves. On a result of 1-3, the attacker drops the relic.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Specter

The vengeful Mage Spawn ghost of a human wronged in life and seeking revenge. Very intelligent, it will be put to rest if it achieves its goal. Able to bargain with the living in order to carry out its task. Comparable to a regular ghost with issues.

This Mage-Spawned creature is the restless and spiteful spirit of a human warrior, continuing to prowl the Land in search of victims. But where a Shade is rarely considered intelligent, Specters seem to have both intelligence and direction, and are, without a doubt, the most organized and dedicated killers of the lot.

## In tabletop

A 12­-inch Stealth movement plus a Flame/Lightning attack of 9 allows the Specter to give any piece of terrain a nasty set of teeth. Although they cost a tough 23 points, a squad of Specters is very desirable for the player who likes terrain. They dictate the squad movement of the opponent, and allow the player to push forward past the Specter­-defended flank. As the Specter gets more badly damaged, they get faster and better.

## Gallery

Miniature from the Lancers expansion.Miniature from the Unlimited expansion.

***Sapient species***
 Alien to the Land

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ 2.0 2.1 Mage Knight Lancers Trading Card Game
Sneak Attack

Sneak Attack is a combat special ability represented by a blue circle with an X in it.

## Mage Knight Dungeons

This warrior can deliver double damage with a close combat attack to the target’s rear arc. (Optional) When this warrior ends his movement in a square adjacent to an opposing figure, the opposing figure does not get a free spin. When this warrior makes a close combat attack against the rear arc of the target figure, double his damage value, to a maximum of 5 clicks. This warrior may add 2 to his die roll result to Disarm Traps.

## Mage Knight 2.0

If this warrior is given a move action, and is in base contact with an opposing figure at the end of its movement, the opposing figure does not get a free spin opportunity. If this warrior is given a close combat action when it is in base contact with a target figure’s rear arc, double this warrior’s damage value for that attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Wand of the Pixie

For those who possess a dead Faerie, their bones can be used to make magical wands with a variety of interesting effects.

## In tabletop

Wand of the Pixie is an item-type card with the following effect: The wielder gains the Magical Confusion ability.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Naomi Witt

**Naomi Witt Morgan** is the female protagonist in Things We Never Got Over. She is the love interest of Knox Morgan.

## Personality

When she's stressed or bored or happy, Naomi cleans. It's her love language.

## Relationships

### Romances

#### Knox Morgan

Knox is her husband. They share three adopted children together: Waylay, Bridget, and Gillian.

### Family

#### Nash Morgan

Nash is one of Naomi's closest friends and brother-in-law

#### Lina Solavita

Lina is one of Naomi's closest friends and sister-in-law.

#### Sloane Walton

Sloane is one of Naomi's closest friends and her boss. They also share a granddaughter, Amanda.

## Quotes

"Even on my best day, I'm too much yet not enough."
Yoloria The Devoted

Yoloria The Devoted is a Limited Edition variant of a Rivvenguard Unit. She is a High Elven Knights Immortal warrior who is the Personal guard to Council Lord Jamus, an esteemed leader of the Relishan Council.

## In tabletop

Any figure with Weapon Master is a definite threat in close combat. Yoloria the Devoted is no exception and will likely draw a lot of ranged and Magic Blast attacks from opposing figures. Yoloria, however, is the Knights Immortal’s answer to opposing figures with Magic Blast because Yoloria has Magic Retaliation. This ability deals a point of damage back to a warrior that has made a successful ranged attack on her. When the attacker is a fragile figure with Magic Blast, that 1 damage is often enough to remove Magic Blast from the attacker’s combat dial. As an even greater defense against Magic Blast, Yoloria follows Magic Retaliation with Magic Immunity, preventing her from being vulnerable to magical abilities at all. Ranged attacks? Bring ’em on!

## Gallery

Miniature from the Whirlwind expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Surge

Surge allows a warrior given a close combat action to both move and make a close combat attack, though the warrior is dealt 1 pushing damage. To use surge, a warrior cannot be in base contact with any opposing warriors. Move the warrior up to its speed value. At the end of the movement, the warrior’s front arc must be in base contact with an opposing warrior. Deal 1 pushing damage to the warrior using surge, and then resolve the close combat attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
Woodroot

Laurell’s brother, a League Centaur known for his defense of the Wylden homeland. Despises humans, farmers and their filthy practices. Sets horses free whenever he can.

## In tabletop

Woodroot, the unique Centaur Outrider, combines all the exceptional movement capabilities of the Outrider with the added bonus of a 6-­inch ranged attack. This feature increases the Woodroot’s usefulness as a close combat warrior and a stand-off ranged attacker, with the Quickness needed to avoid combat with superior foes. Essentially a Woodland Scout on steroids, Woodroot’s increased abilities come at a steep cost of 26 points. But in certain armies, where a robust scout is essential, Woodroot is well worth the price.

## Gallery

Miniature from the Lancers expansion.Ditto.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Tanglewood Spirit

A Tanglewood Spirit is a menacing Elemental League monster that is often mistaken for a spindly tree. Tanglewood Spirit trees are grown and shaped by magic; they do not grow naturally. These creatures are used to defend the gardens at Roanne Valle from thieves and predators.

## In tabletop

This woodland warrior is the only Whirlwind figure with the Nimble special ability. At any time during your turn, Nimble permits the Tanglewood Spirit to change its facing direction. In a tight melee with several opposing figures, this ability can be very useful. Face the Spirit toward a strong opposing warrior during your opponent’s turn to prevent this attacker from gaining a rear attack modifier. During your turn, spin the Tanglewood Spirit to attack another warrior in base contact and spin again after your attack to once again face the original opposing figure.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
The Breaking

The so-called Heroes who plundered the lost city of Dragon’s Gate did not know it was they who would cause the end of the world as they knew it. Thinking that the reference to a gate in the city’s name was apocryphal, they were surprised to find an actual magical gate beneath the long forgotten city. The Heroes were naive enough to open it, killing them instantly. All Magestone, the most concentrated magical substance in existence – detonated, causing millions of deaths and many of the previous seats of power to fall.

The Breaking, as it became known was 32 years ago. Since then, many of the factions were able to reassemble some of their lost power. The once formidable Atlantean Empire struggles to reunite its kingdom in the face of an all-out assault from the Orc Khans. Where once the Orcs were content with raids on the borderlands, the rumors of powerful new creatures, perhaps under the control of the Atlanteans, have made them afraid that their window of opportunity is rapidly closing. Fortresses are falling to rampaging hordes of the Khan army, and there are rumors that the Emperor, fearing an eventual assault on the kingdom’s most powerful cities, has been increasing their defenses and asking for assistance from old, and now silent, allies.

Now, with magestone gone, the Delphana faction possesses the greatest magical power in the kingdom and Mage Knights that persuade the Delphana to join their hosts will make a good move indeed. Delphana magic grows stronger and stronger since the Breaking, and it is said it can even take down a Mage Knight.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Walkthrough-September-2018.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
Willow Nock

A noble High Elven archer who has a reputation for gambling for extremely high stakes. Willow generally has good luck, but when he loses, he loses big.

## In tabletop

The unique Willow Nock provides the one component missing in the Longbow Archer: a decent attack value. It begins with a respectable attack of 8 and costs only 1 point more than a Tough Longbow Archer, which has an attack value of only 6. This increased attack value is incredibly economical, since a formation of two Archers plus Willow Nock achieves an attack value of 10. If your Knights Immortal army needs some standoff capability, consider adding this figure to your ranks.

## Gallery

Miniature from the Lancers expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
South Pass

The South Pass is one of the two passes that lead to the Rivvenheim Mountains, the other being the North Pass. Under constant vigil of the Knights Immortal, especially those of the Temple Masters subfaction, the South Pass has yet to be breached.

## History

The South Pass has an interesting connection with the city of Atlantis through the Altered Arch on the Golden Mile. The Arch was risen sometime in the 170 Tz, intended as a triumphal memorial for Tezla’s attack on the Knights Immortal. That campaign failed at the Battle of South Pass, but the arch, covered with scenes of victory over the Elves, was already in place. Rather than tear the thing down, artisans had changed the carvings to show Wylden followers of renegade Elemental mages facing Imperial justice. The sculpted battle scenes still included many High Elves fighting in the ranks of the Empire’s enemies.

***Knights Immortal***

1. ↑ Rebel Thunder (Bill McCay), Chapter 1
Werewolf

> "But the Werewolf’s eyes blazed like the green fires in Feshku’s Pit of Perdition, and a bilious string of slobber dribbled from the corner of its mouth to steam on the hot sands — hunger-drool."
>
>

A Mage Spawn with the ability to shapeshift from wolf to human guise. Communities of Werewolves can be found in the deep wilderness. These communities are often led by the strongest member and are extremely xenophobic.

The beast’s advance is a twisting, sinuous lope - a tribute to its legendary skills at evasion.

A lot of superstitions surround the shape-shifting Mage Spawn. The monsters which can appear human one moment, and a savage animal the next. Some say that to survive an attack by one of these creatures is to then be cursed to become as them. Other talk about the cycle of the moon, or the 'mark of the damned'. But these creatures are independent of any rituals or legendary curses, bearing their young as human and defending their territory as do their animal natures. Survivors of an attack often become diseased and in their insanity might leave for the wilderness, but they have never to anyone's knowledge actually become a shapeshifter.

## In tabletop

Any time you can dictate the flow of battle, you have taken a step toward victory. The Werewolf’s Stealth allows a player to funnel his opponent around terrain. Able to move invisibly through terrain, the Werewolf is a perfect piece for tying up your opponent’s ranged attackers and powerful individual pieces. The Werewolf’s increasing stats as it is wounded allow it to get into terrain or make a bold frontal assault.

## Gallery

Miniature from the Rebellion expansion.Miniature from the Unlimited expansion.Miniature from the back of a pack with a metallic, Painter's Edition one.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Rebel Thunder (Bill McCay), Chapter 1
Sorcery

Mage Knight: Sorcery introduces new magical powers to your Mage Knight games with the addition of spellbooks and spells. All Mage Knight rules apply to the Sorcery expansion.

## Gallery

Promotional image picturing Magus Alment-Lan.Promotional image picturing High Priestess Kess.Promotional image picturing Pathis Arcana.Promotional image picturing a Regal Skymage.
Ward of Light

No Necropolis Sect figure may move within 6" of the caster. No figure within 6" of the target may be given an action. At the beginning of each command phase, roll two six-sided dice. On a combined result of 2 or 3, Ward of Light ends; remove it from the game.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Serpine Mountains

The Serpine Mountains, or the Serpines, are a mountain range in the north-east of the Land, near the kingdom of Fairhaven and the Sect stronghold of Necropolis.

The witch-hags of the Serpine Mountains are renowned for their caustic brews, their love spells and their ability to sew shadows to cloth with enchanted bone needles. While these "little grandmothers" charge dearly for their magical wears, their delicate cloaks eat light and muffle footsteps, turning even the most lumbering barbarian into a stealthy assassin.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Vermillion Crown

>    *Even as the Elemental champion Kossak Mageslayer raised his axe to strike, Darq the Corrupt let the Vermillion Crown dominate the Troll's mind. After a year spent questing to remove the relic's curse, the crown was finally under the Vampire lord's control. In an instant, Darq transformed his greatest enemy into a puppet that would follow his every command.*
>
>

A relic headpiece that allows the wearer to control other people.

## In tabletop

Vermillion Crown is a relic-type card with the following effect: (Optional) At the beginning of your command phase, choose a single opposing target figure in base contact with the wielder. The target becomes friendly to you until the beginning of your end phase. If the target's point value is equal to or greater than the wielder's, the target can only be assigned move actions.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf

***Necropolis Sect***
Spellshield

Target the caster or a single friendly figure in base contact with the caster. The target may not be targeted by any other spells. Each time an opposing sorcerer casts a spell targeting a figure friendly to the caster, roll one six-sided die after the spell resolves, on a result of 5 or 6, Spellshield ends.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Staff of the Silent Citadel

Found by scavengers after the Battle of the Spirit, the staff has been the prize of several magical duels between sorcerers exercising their newfound spells and power.

## In tabletop

Staff of the Silent Citadel is a relic-type card with the following effect: The wielder's ranged damage value becomes 3. When the wielder makes a ranged combat attack, it ignores the defense special abilities of all targets for that attack. (Optional) Give the wielder a special action. Until the beginning of of your next command phase, all friendly figures within 8" of the wielder gain the Magic Immunity defense type in addition to their defense types.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Snurga Longstrike

Snurga Longstrike is an Orc hero who successfully defended her village by slaughtering an enemy khan with a Launcher. Snurga went on to become the first female khan in Orc history

## In tabletop

Snurga is a LE version of a Launcher who hits the battlefield with gusto. Her 10" or 12" range is unprecedented for an orc warrior and her high damage output brings it on a par with the much more costly Troll Artillerist. Additionally, Snurga has the new Pierce special ability, allowing her to negate the effects of Battle Armor, Toughness, and even the coveted Invulnerability! Combine Snurga with a formation of Launchers and with a few Shaman with Magic Enhancement and watch your opponents dive for cover.

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Sislith

Sislith are tough and hardy lizard-like beasts that the forces of the Elemental League ride into battle as steeds.

The Sislith are raised and trained in an area of the Wylden called the Dragon Grove, where Forest Elves such as the Crystal Bladesman and Rangers learn to ride these ugly, yet hardy beasts into battle. The Sislith is be slower than the its Unicorn counterpart, but it can travel for days without food, water or rest. This is represented on the Tabletop by the Sislith's higher defense values, slower speed, and levels of Toughness.

Thunderdoom Troll Chieftains are also known to ride Sislith beasts into battle.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Taskmaster

An Orc that commands squads of lesser Orc Raider warriors through abuse and terror.

Chosen from among the Orcs for his intelligence and ability to command ― two traits hard to find among Orcs ― a Taskmaster is generally used to keep the more weak­-minded Orcs and Goblins under control during a battle. Armed with flails made from long, ropy braids of ankhar muscle, the Taskmaster delights in carefully placing thorns and sharp rocks amidst the tendrils of their whips ensuring that any lesson they choose to teach is not soon forgotten.

## In tabletop

The Taskmaster is sure to appear in numerous armies, and not just ones centered around Orc Raider troops. This warrior is the cheapest leader figure in the game. At 32 points, the Taskmaster boasts four slots of Command. Any army that can spare the points should take a Taskmaster. A Command figure in an hour-­long, 200-­point game will make about 15 rolls for an extra action, of which 2 or 3 will be successful. In a balanced game between two experienced players, those bonus actions will be the battle’s deciding factor. Whether a Command action helps to make up for a bad attack roll earlier in the game, or is used for a key Regeneration, or an extra Charge, or a crucial capture attempt, it may decide the game. The Taskmaster can deliver, with economy.

## Gallery

Miniature from the Lancers expansion.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Strong Flier

Strong Flier is a movement special ability represented by a deep blue circle with an X in it.

Give this warrior a move action. If this warrior moves and is not at soaring level, select a target friendly figure—that has not already been given an action this turn—in base contact with this warrior. The target moves with this warrior and must end the movement in base contact with this warrior. At the end of the movement, give the target an action token if it has zero or one action token. The target cannot be given an action this turn.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
The Order of the Obelisk

The Order of the Sable Obelisk is a knight order created with the sole purpose of protecting the city of Rokos.

## History

In -155 Tz: The Order of the Sable Obelisk and the Order of the Griffin and Cross are founded by the defenders of Rokos. Any warrior may join either of these two revered Orders, provided they follow two key rules: no fighting each other within the walls of Rokos, and if Rokos ever comes under attack, all of the diverse Knights of the twin orders will work together to rescue Rokos from its attackers.

***Solonavi***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-The-Ages-Longer-History-of-The-Land-From-the-Third-Bookshelf-in-Old-Scrying-Chamber.pdf
Thunder Blow

Thunder Blow is a combat special ability represented by a purple square with an X in it.

Give this warrior a close combat action, with a single opposing figure as the target. If the attack succeeds, this warrior can continue to attack that target until an attack is unsuccessful. This warrior gets –1 to its attack value for each additional attack. This warrior gets +1 to its damage value for each successful attack after the first.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Dark Tezla

> "Witness our wrath, Tezla! May you see unto these unbelievers the purity of death that they might be saved from their ignorance." *The village had fought bravely, but their few defenders were outclassed. Under a dark and stormy sky, Hathweir's warriors yanked several of their captives back by their hair. As one, they held their dark blades aloft, and then struck, making bloody tribute to Dark Tezla. As their victim's final screams vanished into the night, thunder boomed from the heavens in reply.*
>
>

Dark Tezla is a Bone Golem supposedly housing the soul of Grand-Magus Tezla and the de-facto leader of the Necropolis Sect, his word handed over to the Dark Crusaders by Dark Prophet Soma.

Dark Tezla accepts bloody sacrifices to him, granting power and macabre blessings to his worshippers. He (or she) is also the same deity that the Blood Cultists worship.

## History

After Grand-Magus Tezla’s transcarnation in 278 Tz, Elven practitioners of Necromancy—death magic—departed Atlantis with the Tezla's soul safe in a Bone Golem Avatar. They traveled to the northeastern mountains with their precious cargo to construct the Necropolis, a sprawling complex of tombs, towers and catacombs on an island hidden away within a vast mountain lake. There, under Dark Tezla's direction, the Necromancers created a meritocracy where excellence in the blood pits, bedrooms and political arenas was rewarded with dark, seductive gifts: the immortality of vampirism and the power to raise and command the dead.

Under Dark Tezla’s guidance, as voiced by his chosen leader, Dark Prophet Soma, the Dark Crusaders are moving to take advantage of the chaos spreading throughout the Land. After years of planning, preparation and decisive strikes, the time has come for the first major campaign of the Dark Crusade. Tens of thousands of warriors, vampires, necromancers and an uncountable number of skeletons and zombies poured into Elemental League territory during the summer of 434 Tz, quickly overrunning the region’s defenders. Although the Forest Elves avoided extermination by retreating within the walls of the castle of Roanne Valle, the bloody onslaught has left the beautiful forests and grasslands of the Wylden in control of the Dark Crusade. All the while Dark Tezla, whispering his desires to the Deathspeakers that lead the Sect, plans the destruction of the imposter Tezlas and the fools who follow their heretical lies.

## In tabletop

Dark Tezla is a faith domain-type card, with the following ability: At the beginning of the command phase of each player friendly to the player who put this Dark Tezla into play, that player can give target Dark Crusader captor a special action; eliminate the target's captive.

***Necropolis Sect***

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Expansion-Rule-Books-September-2018.pdf
Unicorn Bladesman

An Elemental forest elf Crystal Bladesman that rides a Unicorn provided by the Priestesses of the Emerald Glade. Warriors blessed with speed and battle skill, they have mystical bonds with the Unicorns they ride. Older Elf warriors protect the outer edges of the Glade from invaders. They were released as part of the Whirlwind expansion.

## In tabletop

Combining the offensive power of the Crystal Bladesman with the Elemental League’s fastest mount, the Unicorn Bladesman epitomizes a cavalry’s purpose: to break formations or harass support troops through lightning fast charges. This mounted warrior has impressive speed, attack and damage values, along with Weapon Master and Charge, that can get the job done. In addition, the Tough Unicorn Bladesman has Defend and a defense value of 17, offering friendly figures in base contact with the Bladesman the benefit of its high defense. As an added bonus, when damaged, the Unicorn mount has a single slot of Regeneration to help it return to full strength.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Soul Stealer

A Soul Stealer is a Shyft assassin who leads bands of Shyft warriors into battle. A warlord for Shyft that commands his Mage Spawn warriors with silent, empathic commands.

## In tabletop

Without a healer in their faction, the Shyfts rely on their Soul Stealers to maintain their army’s numbers by recycling their dead warriors. A costly Necromancy figure, this Shyft warrior also has Magic Retaliation and better attack values than Rebellion's Necromancer, so it can deliver some damage to opponents when needed. It is best to keep the Soul Stealer in your back lines, though, where it can continually bring your eliminated warriors back into play. A Shyft army with a Soul Stealer and Skeletons is a natural choice, since the Skeletons come back into play at full strength and can make formations with the assistance of the Shyfts.

## Gallery

Miniature from the Whirlwind expansion.

***Shyft***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Time of Mists

>    *Did the attack begin at dawn or dusk? Were the shapes in the gloom rocks or enemies lying in wait? Was that rain or was the mist that thick? The orc didn't know what to believe anymore.*
>
>

All other domains are ignored. Time of Mists is canceled when an opposing player eliminates the warrior with the highest point value that is friendly to you.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
War Impaler

War Impalers are male ranged Krugg Mage Spawn mounted units. Those Krugg archers afraid or unable to tame Horned Drakes often ride War Yaks an inferior or effective mount, depending on your point of view. War Yaks make peculiar noises when beaten, and the Krugg have learned to signal each other with these cries of pain. They were released as part of the Whirlwind expansion.

## In tabletop

With both Ram and a 10 inch ranged attack, the War Impaler provides terrific versatility to its army. It is both a mobile stand-off warrior and an effective close combat figure at a reasonable point cost. Toughness limits the damage the Impaler receives in either role, while Battle Fury prevents enemy capture attempts in close combat. Pick your fights carefully, however. The War Impaler’s modest attack values prevent it from reliably hitting opposing figures with high defense values. Use this figure instead to pick on softer targets like enemy support troops.

## Gallery

Miniature from the Whirlwind expansion.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Talver

Talver is a human wasteling Rebel whose secret identity is that of a Werebear. He served under Jarl Frostriven.

## History

Sometime during his life Talver found himself in service to Jarl Frostriven, a dwarven Rebel warlord who planned to free his brethren from a Magestone strip-mine owned by Jadron Medaan, an Atlantean Magus. Talver was one of the warriors who participated in the first attempt to capture the mine.

It was simply a massacre. As the dwarven troops - assisted by the formidable forces of Rajidon's Black Powder Rebels - initiated their raid on the Atlantean Magestone mines the skies above suddenly filled with death as spears and concussive blasts of magical energies rained down on them from the newly arrived Atlantean fortresses. And although the flying forts had some blind spots, the ground troops were signaling to them, making passing unnoticed of one impossible. Rajidon ordered for all men to retreat with the battle now lost - Talver and others escaped back to the Glen.

All the remaining Rebel forces then gathered, downtrodden after the defeat, but Rajidon proposed a plan - the Atlanteans now thought the Rebel forces discouraged and too beaten to make another attack, but there was an upside to the failed attack - the Guild's secrets were exposed. With their flying fortresses out in the open, the Rebels now had to use stealth to overcome them - Jason then told the Galeshi that the fortresses had blind spots under them. The human warrior also told of an outpost where Utems were positioned to signal to the fortresses - if they could take out that outpost, it would make the fortresses powerless. Kerraii then proposed to lead the attack to the signaling outpost, getting Jason, Zenephret and Talver with her. By the dark, they would have to be in the outpost already.

Sunset has come quickly, and Frostriven sent his scouting party ahead. Once Kerraii and others signaled that they eliminated the ground troops, the Rebels will strike fast and hard. There was no room for error. The party then went ahead but were caught by Utems and taken as prisoners - when they were being assigned to cages, Kerraii lied about being in love with Jason and kissed him - the jailmaster then decided to separate both of them. Jason wound up in a cage with Zenephret and Kerraii in a cage with Talver. It turned out that this was Kerraii's plan - she noticed something strange about Talver which was then revealed. All this time Talver was a werebear, and being wounded, beaten and taken advantage of made him shapeshift into his true form. Talver then started thrashing the cage and tried to kill Kerraii, with Jason and Zenephret unable to do anything to stop him.

***Black Powder Rebels***
 Major characters

1. ↑ Mage Knight Stolen Destiny #4
Venom

Venom is a combat special ability represented by a red circle with an X in it.

## Mage Knight Dungeons

This warrior inflicts 1 click of damage even if his ranged or close combat attack misses the target. When this warrior makes a ranged or close combat attack, add 1 to his damage value. If the attack misses, inflict 1 click of damage on the target figure. The damage from Venom is considered part of the attack damage, and not a special ability damage effect.

## Mage Knight 2.0

At the beginning of your command phase, this warrior deals 1 damage to each opposing figure in base contact with its front arc.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Word of Refusal

Place this spell face down on top of the caster's stack when it is cast. Cast this spell when using the counter spell proficiency. The countering sorcerer may have one or more action tokens and be in base contact with an opposing figure. The casting sorceror gets +2 to its counterspell roll.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Woodland Scout

An Elemental warrior experienced in guerrilla combat. A standard Wylden Elf recruit warrior in the League. The traditional role of a scout is to go, discover, return and report. Speed is more valuable than protective armor, and a good memory is more important than fighting skills. Elven scouts are more independent than most and tend to ignore orders and choose their own roles, much to the fury of the warlords who attempt to control them. Woodland scouts typically prefer soft, supple leather armor and often wear light, strength-magicked shoulder guards made from a large fungus that grows on the mighty iron-oak trees of the Wylden Plateau.

Woodland Scouts of the Nam d'elvan tribes are as highly valued for their speed afoot as they are condemned for their rogue behavior. It is not uncommon for a Nam d’elvan scout to appear in camp one night, enter a battle with the army the next, and disappear the following.

## In tabletop

With its cheap cost and minimal combat abilities, the Woodland Scout is best used for sacrificial fodder for capturing. The Standard and Tough versions give you a cheap figure with quickness and range, while the 7­ point Weak version is an Elemental League formation filler. One way to use the Scout is to walk it at the head of a Troll Artillerist formation. Your foes will have to waste time killing the Scout before they can use ranged fire on the Trolls.

The standart and tough versions of the Scout are a few of the only characters in the game with Quickness. This is an incredibly powerful ability, essentially granting the player free actions. If your strategy revolves around mobility, then these scouts must appear in your army. Scouts are also excellent for capturing prisoners. They are inexpensive, so their loss for maintaining captives is inconsequential. Also, their Quickness can still be used when they hold a prisoner, ensuring a hasty retreat from the battle zone.

## Gallery

Miniature from the Rebellion expansion.Miniature from the Unlimited expansion.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf