recursal/Fanatic-Fandom huggingface dataset:
Summon

Summon is a movement special ability represented by a grey circle with an X in it.

## Mage Knight

Give this warrior a move action, but do not move it. It may not be in base contact with an opposing figure. Choose one of your eliminated Mage Spawn figures with a point value no greater than this warrior’s point value. Turn the chosen figure’s combat dial to the starting position and place it in base contact with this warrior.

## Mage Knight Dungeons

Give this warrior an activation. It has 0 speed points for the turn and may not make an attack. Choose a Mage Spawn figure with the lowest point value from the Mage Spawn pool. Turn the chosen figure’s combat dial to the starting position and place it adjacent to this warrior. A figure summoned by a Mage Spawn is considered a Mage Spawn. A figure summoned by a Hero is considered part of the Hero’s Heroic team and is no longer considered a Mage Spawn. This warrior may not summon another figure until the chosen figure has been returned to the Mage Spawn pool. The addition of the chosen figure does not give its player any additional activations for his or her Heroic team.

## Mage Knight 2.0

Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior’s point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dragons-Gate-Rules-Version-2-August-2003.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Technomantic Repair

Give the caster a special action. Heal all friendly Atlantis Guild figures with the Golem damage type of 1 damage. Ignore all repair markers on the combat dials of these figures for the purposes of this healing.

***Atlantis Guild***

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

Skoth Plaguebringer is a Limited Edition Necropolis Sect Unit. He was the first Feral Bloodsucker to be infected and transformed into a Rancid Bloodsucker. Skoth tends to hide in town wells, letting the pollution from his body taint the clear, clean water with Sect plague.

## In tabletop

Skoth is a Limited Edition variant of the Rancid Bloodsucker. Skoth trades courage and stamina for speed and offensive punch, he has multiple slots of Venom, a new special ability. Venom delivers 1 click of damage to every opposing warrior in Skoth’s front arc at the beginning of his turn. When combined with its 180 degree front arc, that’s a maximum of four opposing figures that can be damaged on each turn! While this scenario is unlikely, putting Skoth into base contact with even two opposing figures will present your enemy with some tough choices.

## Gallery

Miniature from the Whirlwind expansion.

***Necropolis Sect***

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

Smite is a combat special ability represented by a purple circle with an X in it.

Give this warrior a close combat action, with a single opposing figure as the target. If the attack succeeds, also compare the attack result to the defense values of all opposing figures in base contact with the target to determine if the attack would also be successful against them. Deal damage equal to this warrior’s damage value to each figure against which the attack succeeds. After completing the attack action, deal this warrior 1 pushing damage.

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

The Cage is a trap added in the 3D Dungeons expansion. The Cage imprisons the triggering figure in the trap square (even if the Hero who triggered it was in an adjacent square). A figure imprisoned in the Cage is considered removed from play. An imprisoned figure may be rescued by any other figure that successfully unlocks the Cage by disarming it using the trap’s disarm number. If the disarm attempt fails, the Cage remains locked and the imprisoned figure remains out of play. Once the Cage is successfully disarmed, the imprisoned figure is rescued and returned to play by its controlling player in any square adjacent to the trap square. The Cage acts as hindering terrain once it is triggered and remains in play as hindering terrain once disarmed.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Will o' the Wisp

Give the caster a close combat action targeting a single opposing figure. If the attack fails, Will o' the Wisp ends. If the attack succeeds, the target must roll a six-sided die when it is given an action. On a result of 1-4, the action has no effect and must be reassigned to another figure. On a result of 5 or 6, Will o' the Wisp ends.

***Necropolis Sect***

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

> *Ny'alka reared high and scanned the battlefield, until he spotted the blade held by the weakskin. The summoner felt the distant sword's humming against the shields around his mind, and he realized before his beasts could enter the battle at full strength, he would have to enter himself.*
>
>

Swarmwoe is a relic sword that deals damage to summoned Mage Spawn.

## In tabletop

Swarmwoe is a relic-type card with the following effect: When any figure uses Summon, roll one six-sided die and subtract 2 from the result, minimum result 1. Deal damage equal to the result of the reanimated Mage Spawn. If three skulls are not showing on the reanimated Mage Spawn's stat slot, place it in base contact with the figure that used Summon.

1. ↑ 1.0 1.1 https://emilianorecords.bandcamp.com/album/02-the-night-of-blood-all-versions
Sislith Bladesman

An Elemental forest elf Crystal Bladesman that rides an ugly, though hardy, Sislith beast into battle. The Sislith may be slower than its Unicorn counterpart, but it can travel for days without food, water or rest. Sislith Bladesmen are trained in the Dragon Grove. They were released as part of the Whirlwind expansion.

## In tabletop

The Sislith beast this Crystal Bladesman rides is slower but more rugged than the Unicorn mount. These characteristics are represented in the Sislith Bladesman by its modest speed values and Toughness in the first 2 slots of this warrior for increased durability. Charge and Weapon Master abilities make this figure suitable for frontal assaults on enemy lines, as opposed to flanking attacks better suited to faster mounted warriors. Like most cavalry figures, though, its awesome initial abilities disappear once the Sislith Bladesman takes a few clicks of damage. If you can, disengage the wounded warrior from the melee and retreat to one of the League’s many competent healers. This way, the Sislith Bladesman can return to battle at its full potential.

## 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
Thorn Crawler

Thorn Crawlers are sizable, coiling Mage Spawn worm units that enjoy eating their prey alive. This monster will avoid carrion; some paranoid warriors go so far as to coat themselves in human remains to avoid being eaten. They were released as part of the Whirlwind expansion. Thorn Crawlers live in underground dens in which they mature from young to mature forms. Thorn Crawler dens stick out of the ground as holes - unwary travelers might step into them and be caught in the jaws of a Crawler. Young Thorn Crawlers tear wide wounds all the way to the bone to bleed their prey to death instead of eating their victims alive.

## In tabletop

The Thorn Crawler is similar to Rebellion's Crypt Worm: damage it, and it gets stronger. The Crawler has a good range value and gets Bound after 2 clicks of damage, which extends its reach even farther. It does, however, suffer from low attack and defense values that hamper its function as a competent stand-off warrior. Previously, a Mage Spawn with a weak attack value had to suffer on its own. Now, with the Shyfts’ ability to make formations of Mage Spawn, a ranged combat formation of Thorn Crawlers can compensate for their low attack values. The Shyft Bond Maker is a natural choice for a formation partner, offering the Thorn Crawler a 16 defense through its Defend ability and a speed of 10 through its Forced March ability.

## Gallery

Miniature from the Whirlwind expansion.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
2. ↑ Stolen Destiny Comic #5
Venetia

Venetia, also known as Venthia, was a canyon-city of the Atlantis Empire and later the Republic of Khamsin, known throughout the Land for intrigue, corruption, crime, and ruthlessness. The canyon in which it was set had flooded gorges and grottos cut by quarrymen centuries before, during the time of the Kos empire. The Mending Priestess Themyskis, a friend of Valerian, resided there, and was the one who healed Sarah Ythlim back to shape after the burning of Caero in 419 Tz.

When it comes to Venetia, Imperial commandments aren't exactly all that followed, which makes it all the easier for Rebel forces and other criminals to bide their time in the city. Some of the underworld leaders in Venetia keep pits filled with Crypt Worms in order to get rid of “evidence.”

First unearthed by slaves quarrying stone for the Kosian Pyramids in Caero, Venthia's Masque was kept secret from the slavers for decades. Only after the Delphana gained control of Caero did the first ruler of Venetia begin openly wearing the enchanted helm as a crown of rule.

The magical elixirs brewed by the handmaidens of Venetia - the Ghostly Elixirs, cause one's body to fade from this world for a short while - and more often than not, the drinker never, ever returns.

***Atlantis Guild***

1. ↑ Rebel Thunder (Bill McCay), Chapter 13
2. ↑ Rebel Thunder (Bill McCay), Chapter 17
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
5. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Wither

A human Atlantean warlord of the Necropolis Sect that was operating during the events of the Rebellion expansion.

Warlord Wither has set a bounty on Byrch's head great enough to make up for every purse Byrch has lifted off the fallen soldiers of the Necropolis Sect. Rumor claims Wither established the bounty after Byrch robbed two of Wither’s nightblade-­scouts, letting them live only on condition that they deliver this message: “You should pay your warriors better. I have standards to maintain.”

## History

Kerraii, Snow, Rowan and Byrch were tasked by Blackwyn to scout warlord Wither's host, first coming up against a scout squad or Orcish Slashers, Crushers and one Shaman, dispatching them all easily. The fight took place near Byrch's Victory, with Turrak'din joining the fight against the Raiders on the side of Snow's gang. After the fight ended, Snow talked to the village elder and Turrak'din himself - the troll explained that the garrison where he previously was stationed was overrun by Wither's troop and asked to join Blackwyn's side - Snow agreed and the fuser's gang gained an additional member. They were then ambushed by a Blade Golem, powered by the Magestone that Wither's troops stole from the village, but the Golem and the accompanying Orcs were easily eliminated by the band. Turrak'din and his newfound allies then returned to Blackwyn to report that Wither's troops were here.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Comic-Book-Rebellion.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Tezla's Shade

Tezla's Shade is the way the Solonavi perceive the mighty Tezla after his transcarnation.

## In tabletop

Tezla's Shade is a faith domain-type card, with the following ability: At the beginning of each player's phase, if the player who put Tezla's Shade into play does not control any Solonavi warriors, remove this domain from the game.

If, at the beginning of his or her command phase, the player who put this Tezla's Shade into the play does not control a warrior that began the game in an opposing player's army, he or she rolls one six-sided die. If the result is a 6, that players chooses an opposing target warrior with the lowest point value that an opponent controls; the target is now friendly to the player who put this Tezla's Shade into play.

***Solonavi***
 Minor characters

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

> *Desire is necessary for loyalty as fear is necessary for obedience.*
>
>

Solonavi Soulbinder is a relic scimitar that binds those cut by it to serve the wielder.

## In tabletop

Solonavi Soulbinder is a relic-type card with the following effect: (Optional) After the wielder resolves a succesful close combat attack against an opposing figure or figures, each target against which the attack succeeded by 3 or more becomes friendly to you until the beginning of your end phase. If a target becomes friendly as the result of a critical hit, remove Solonavi Soulbinder from the game. The target remains friendly until it is eliminated.

***Solonavi***
 Minor characters

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

> "As a pigeon falls to the hawk, so does the hawk falls to the hunter." - *Wylden Saying.*
>
>

Silvercloud is a relic bow which has the power to ground any flying creature.

## In tabletop

Silvercloud is a relic-type card with the following effect: The wielder of Silvercloud cannot use Bombardment. If the wielder makes a succesful ranged combat attack against a target soaring figure, increase the wielder's ranged damage value by 2 for that attack and move the target to ground level.

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

An Elemental forest elf Wylden Archer that rides an ugly, though hardy, Sislith beast into battle. Sislith are common throughout the League as beasts of burden and are not especially magical. Sislith Trackers are trained in the Dragon Grove. They were released as part of the Whirlwind expansion.

## In tabletop

The slower and more rugged Sislith mount sets the Sislith Tracker apart from the faster Unicorn Tracker. With 2 slots of Toughness and deeper damage values, the Tracker can take a hit and remain combat effective. The slower speed of this warrior, however, requires patience to get it into position for an effective use of Bound and ranged attack.

## 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
Stonewalker

> *Valot Frehr has stalked the Mistwalker for three weeks, tracking her to an ancient vault hidden inside the solid rock of the Scyhtrian Mountains. But he had been prepared. Clutching the staff in one clawed hand and his dagger in the other, he stepped forward into solid rock - toward the final confrontation with his prey.*
>
>

Stonewalker is a staff that allows its wielder to move through solid rock.

## In tabletop

Stonewalker is a relic-type card with the following effect: When given a move action, the wielder ignores blocking terrain features for movement purposes. The wielder may not end its movement with any part of its base overlapping a blocking terrain feature.

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

Temanow's Wrath is a relic one-use spear. For fear of Temanor's Wrath, the Kosian Priest-King Khomen-Hotep feared to lead his armies into the western wastes.

## In tabletop

Temanor's Wrath is a relic-type card with the following effect: The wielder's range value becomes 10. The wielder's ranged damage becomes 1. (Optional) Give the wielder a ranged combat action targeting a single opposing figure. After resolving the attack, remove Temanor's Wrath from the game. If the attack succeeds, deal 6 damage to the target and 3 damage to each figure within an 8" area of effect of the target.

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

Varsfield is a massive grassfield up in the north mountains, with plenty of bandit gangs roaming around. Varsfield also housed the secret base of Sarah Ythlim, founder of the Black Powder Rebels and from where the Rebellion got their supplies of raw black powder by Varsfield's connection with the Kuttar Depths.

## History

In 419 Tz Varsfield was the first place on Snow's and Sigwold's trip to deliver the black powder cargo to Atlantis - they also practiced shooting with black powder armaments in there. Snow also received The Lady's Handcannon from Sarah Ythlim while in there - a powerful fuser rifle.

The Drakona's awakening, and recent invasion of the Kuttar Depths cuts off the supply of raw black powder to Sarah Ythlim's secret base in Varsfield. While black powder supplies will continue to make their way to waiting Revolutionary agents, the Drakona incursion into the heart of Revolutionary territory may ultimately have an effect on the war effort against the Atlantean tyrants.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 3
Stolen Destiny

The Mage Knight: Stolen Destiny comic series consists of 5 comic books, each covering the adventures of Jason, a Rebel boy and Kerraii who is tasked to assist him, as well as a host of other characters, many of which are well-established personas in the Mage Knight canon.

## Stolen Destiny #1

As the three factions of magic battle for control of the Land, prophecy reveals a possible champion who holds the power to unite kingdoms and tip the balance of power. But before the unwitting boy’s training is complete, he is abducted by forces far more mysterious than those he will one day unite! Every copy of Mage Knight Stolen Destiny #1 includes a coupon that can be redeemed for an exclusive, limited edition Mage Knight figure based on the comic book, Maren’Kar.

## Stolen Destiny #2

The Land of Mage Knight continues to unfold as the young warrior Jason confronts his mysterious abductor, begging for answers that will be a long time coming… if at all! Thrust into a world of constant battle and continuous danger, he strives to keep up with his captor as they confront evil and corruption in all its many forms. Meanwhile, Skyros goes looking for his errant ward, believing Jason to have returned to the Black Powder Rebellion… but what he finds there is an even more horrible fate!

## Stolen Destiny #3

Magus Jadron Medaan continues to hurl his Atlantean forces at the quickly diminishing Black Powder Rebels, desperate to keep the armies of Rajidon and Jarl Frostriven apart; for, in their unity, they would surely destroy him! Meanwhile, Kerraii and Jason must battle a horde of evil Mage Spawn as they attempt to rendezvous with Frostriven’s band of warriors. More and more of the battle-scarred Land of Mage Knight is revealed as the story continues!

## Stolen Desitny #4

Almost completely decimated by the newly-arrived Atlantean Forces, the Black Powder Rebels try desperately to fall back. Unfortunately, the Atlanteans have them on the run and it looks like they’re not going to let up! As the troops regroup, Jason and Kerraii are off on a more secretive mission, infiltrating the Atlantean Stronghold to free the one person who can help them win the Battle!

## Stolen Destiny #5

As the Atlantean Forces continue to pummel the Black Powder Rebels into oblivion, Kerraii and Jason meet with some deadly opposition in the Atlantean Stronghold! Their target is in sight, but will they be able to get out and back to the melee in time to actually help? And what of Skyros’s plan to change the course of this Battle, or the Stolen Destiny that Maren’Kar is so desperate to protect? Find out in the thrilling conclusion to Mage Knight: Stolen Destiny!
Technomancer

A Guild Magus that has replaced one or more body parts with Magestone machines. The body parts were usually in perfect working order when the Empire’s surgeons chopped them off. Loyal to the Prophet­-Magus and the Guild more than the Empire.

Even the repair of grievous battlefield injuries is not beyond the power of the Atlantis Guild, with artificial limbs replacing those lost to severe wounds. And why simply replace, when they can also improve? Golem-men (also called G-men) are most often fallen soldiers who have been given the gift of golem-like limbs to replace amputations. The Technomancer is one of the most succesful, bestowing not only greater speed and dexterity to a wounded veteran but their special Amotep-designed staff also affords them limited magical capability,

There are rumours that with the success of the Technomancers, the Guild preoccupation with magestone-powered machines has become a fanatic's religion among some of the studying magi. To these, the deadly grace of metal when compared to mere disposable flesh has led them to experiment in "limited corporeal displacement", or, the substitution of mechanical parts for *existing* flesh and bone.

## In tabletop

The single most controversial piece released, the Technomancer, is an early game gambit piece. With its 10-­inch Magic Levitation, the Technomancer can send warriors sailing across the battlefield toward combat. And the Technomancer’s Flame/Lightning special ability makes him more than just a troop transport.

As a non-Unique figure with Magic Levitation, the Technomancer is sure to be a popular warrior. Group up several Technomancers and Magically Levitate a target figure multiple times during the same turn for superior outflanking tactics! In addition, this warrior has Flame/Lightning and a 180-degree front arc, which allows him to keep more enemies in view. Of course, all these great features come with a drawback: the Technomancer is very weak defensively, and will be easily eliminated if he becomes the target of an opponent's attack.

## Gallery

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

***Atlantis Guild***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ Mage Knight Lancers Trading Card Game
Shield of the Pyre

Many of the Land's cultures burn their dead rather than bury them, knowing what trouble can arise if a rogue necromancer finds and calls the corpses out of the cold earth. While this magical shield was first believed to be a weapon best used to destroy the dead - seemingly the bane of a necromancer's craft - it may actually help the crusaders to summon the souls of the damned from beyond the grave.

## In tabletop

Shield of the Pyre is a relic-type card with the following effect: The wielder gains the Revenant subfaction ability. When the wielder uses the Revenant subfaction ability, if the reanimated figure's point value is equal to or greater than the wielder's point value, roll one six-sided dice. On a result of 4-6, deal 1 pushing damage to all figures within 3" area of effect of the wielder and remove the wielder, Shield of the Pyre and the reanimated figure from the game.

***Necropolis Sect***

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

A magical wand which allows the wielder to Hex it's enemies. While both Elementalists and Necromancers have the ability to wield the energies of the Land, those who follow a darker path are far more able to cause harm than their nature-loving counterparts. By binding a ghost to an animal bone, they can use the spirit to torment an opponent with an unrelenting series of painful pinches and distracting jabs.

## In tabletop

Wand of Curses is an item-type card with the following effect: The wielder gains the Hex special ability.

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

An Elemental War Golem made from a living tree and animated by vengeful nature spirits. Elementalists create Wood Golems by bonding willing nature spirits into living trees. Whole groves of Wood Golems were being grown at Roanne Valle in preparation for a possible war with the Necropolis Sect before the Dark Crusade began.

Wood golems are animated without benefit of Magestone, enslaved spirits, or mechanical contrivances. To create one, an Elementalist priest fashions a skeleton from thick boles, weaving sapling branches into muscles and covering the body with a skin of bark, moss, and leaves. The golem must remain rooted in The Land for at least a week, while its creator infuses it with the essence of life. The longer it is left in the ground, the stronger it will be when summoned.

## In tabletop

Slow and plodding, the Wood Golem is often passed over for more exciting pieces. This utilitarian warrior, however, steps beyond the ordinary and into the role of defensive specialist, boasting an enormous level of damage value for a non­-unique. With its ability to soak up damage, high defense value and Toughness, the Wood Golem can take what any Mage Knight warrior can dish out.

Like most golems, this guy is a tank. He can take plenty of damage (boosted by his Toughness ability) and never becomes Demoralized. His drawback is his speed and defense, neither of which are impressive, but even a weak Wood Golem with deliver 3 clicks of damage. Use Wood Golems as throwaway characters who can assault strong enemy positions.

## Gallery

Miniature from the Unlimited expansion.Wood Golem miniature used for promotional material in the Unlimited era.Miniature from the Rebellion expansion.

***Elemental League***
 Minor characters

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

Handpicked by Nadia os Darras, the Black Thorn, these loyal warriors fight for the Revolution in ways that few Khamsin citizens would approve of. Through bribery, intimidation, spying, and even assassination, the members of the Bloody Thorns ensure that the Revolution isn’t undermined by unconventional attacks by outside forces. Made up of experts from all walks of Rebel life, the Black Thorn’s warriors were originally organized to ensure Venthian agents didn’t find ingenious ways of fracturing the newly reshaped Revolution just as it was getting its first real head of steam – and have since taken it upon themselves to do what needs to be done for the good of Khamsin no matter what the cost.

## Organization

The Bloody Thorns aren’t afraid to shoot someone in the back to get the job done, fight with every dirty trick in the book in order to gain victory, and then boast about it loudly at the local tavern over a mug of ale or three. Generally thought of as little better than mercenaries or rogues by many of the common folk of Khamsin, the Bloody Thorns know that the secret war they fight is crucial to the survival of the Revolution, and will do nearly anything to ensure that freedom never fails.

## In tabletop

The Bloody Thorns' subfaction ability is the following:

**SNIPER:** This warrior can change its facing at any time during your turn without being given an action. When this warrior makes a ranged combat attack, decrease the defense value of each target figure by 2 for that attack.

***Black Powder Rebels***
 Major characters

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

A weapon crafted by the Eagle Gods for the greatest Orc warriors, Treefell has laid waste to hundreds of human settlements.

## In tabletop

Treefell is a relic-type card with the following effect: Figures from the Elemental Freeholds faction get +1 to their close and ranged combat values when attacking the wielder. (Optional) Give the wielder a close or ranged combat action. The wielder deals 6 structural damage when it succeeds at a close or ranged attack against constructed terrain.

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

There are colored squares or circles on each warrior’s combat dial representing special abilities that warrior possesses. Special abilities come and go as your warrior is dealt or healed of damage. Special abilities are described on the Mage Knight Special Abilities Card. Effects described on the Special Abilities Card take precedence over game rules, except where noted. A warrior’s special abilities are in effect as long as they appear in that warrior’s stat slot. Unless specified otherwise, most special abilities are optional.

If a special ability is described as optional, it is assumed to be in effect unless it is canceled. A warrior’s controller can cancel any of its optional special abilities at any time. This “turns off ” that special ability until the end of the turn during which it was canceled, after which time it is assumed to be in effect again. Warriors also have an ability nexus. An ability nexus is a stat slot location in which a special ability might appear. A special ability in an ability nexus appears as a colored square or circle with an arrow that points to the specific combat value that it applies to.

## Special Action

A special action is a requirement for some special abilities and actions (noted in the text of the special ability or action). Give an action token to any warrior given a special action.

## List of Special Abilities

Lists of every special ability that has even been printed unto a Mage Knight combat dial, in categories.

### Speed Special Abilities

* Charge
* Quickness
* Magic Levitation
* Flight
* Aquatic
* Stealth
* Bound
* Pathfinder
* Forced March
* Nimble
* Frenzy
* Ram
* Summon
* Strong Flier
* Submerged

### Melee Attack Special Abilities

* Healing
* Weapon Master
* Magic Blast
* Flame/Lightning
* Shockwave
* Vampirism
* Magic Healing
* Thunder Blow
* Parry
* Venom
* Sneak Attack
* Sweep
* Counterattack
* Smite

### Ranged Attack Special Abilities

* Arcing Fire
* Bombardment
* Overwatch

### Magic Attack Special Abilities

* Hex
* Magic Healing
* Stormfire
* Mage Blast

### Defense Special Abilities

* Battle Armor
* Pole Arm
* Magic Immunity
* Toughness
* Defend
* Regeneration
* Invulnerability
* Ghostform
* Infiltrate
* Dodge
* Magic Retaliation
* Limited Invisibility
* Terrify
* Cursed
* Spell Resistance

### Damage Special Abilities

* Starting Position
* Berserk
* Magic Enhancement
* Battle Fury
* Demoralized
* Necromancy
* Command
* Crushing Blow
* Life Drain
* Tinker
* Pierce
* Magic Freeze
* Magic Confusion
* Leadership
* Immobilize

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
Submerged

Submerged is a movement special ability represented by a purple circle with an X in it.

When preparing the battlefield, deploy this warrior after all players have deployed their figures without Submerged. This warrior can be deployed in any water terrain, though it cannot be deployed in base contact with an opposing figure.

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

A first­-generation Draconum, the youngest of its kind. Little more than a ravening beast seeking the next meal. The broken chains on its wrists are reminders that it could be chained again if it misbehaves.

The first time a Whelp was spotted in battle, it was thought to be a Mage Spawn of unusual type due to its lack of wings and bestial temperament. However, its strength, determination and fury soon convinced all that they were looking at a never before seen kind of Draconum. And, when the other four Whelps came driving down like a pack of wolves maneuvering for the kill, with their Draconum keeper close behind, their origins soon became exceedingly clear.

## In tabletop

The Whelp is the first step toward a player’s all­-Draconum army. A bit steep at 28 points, the Whelp’s cost is offset by a strong attack value of 10 and a tough defense of 15.

Draconum formations in 200-point armies are now a reality. While Whelps are fair medium fighters on their own, their power comes from being able to generate formations for this faction's tough uniques. Imagine a Magus Draconum advancing behind a screen of Whelps unleashing his range 12 Magic Blasts, or a Magna Draconum wandering the battlefield with a gang of thugs to protect his flanks. Whelps will be a welcome addition to the Draconum arsenal.

## Gallery

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

***Draconum***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
The Order of the Griffin and Cross

The Order of the Griffin and Cross is a knight order created with the sole purpose of protecting the city of Rokos.

## History

In -155 Tz: The Order of the Griffin and Cross and the Order of the Obelisk 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
Troll Chieftain

>     "Chieftans do not carry shovels, but they dig the graves."
>
>

The leader of a tribe of Forest Trolls and one of the League’s most ferocious fighters. Chieftains are chosen to lead their tribes or warbands through nonlethal combat once a year at a great feast in the Sturnmounts.

Fighting within and between Troll tribes is common, as warriors attempt to prove themselves and to establish and maintain a rigid pecking order. This rigid and unforgiving system produces Troll chieftains with scarred, battle-­toughened hides and a grim persistence in the face of all opposition. A chieftain is always an able commander, but to maintain his position, he must also be brave enough to face down any enemy, skilled enough to use any weapon that comes to hand in a fight, and strong enough to tear apart a Storm Golem with his bare hands when the rage takes him.

A Troll Chieftain that is birthed on a night of storms is known a Thunderdoom Troll, as they are doomed by fate to die in battle or violence.

## In tabletop

    The Elementals' most powerful fighter is the Troll Chieftain. In fact, he’s one of only four warriors in the game that can deliver a natural 5 damage clicks (but only when he’s very mad). The Chieftain’s three slots of Toughness and two slots of Regeneration make him nearly indestructible. He could only get better if he was in a faction with healers. Oh, yah, he is. Kidding aside, your games will be decided on the outcomes of the Chieftain’s battles. Don’t be afraid of throwing him into close combat with your opponent’s best warrior.

## Gallery

Miniature from the Rebellion expansion.Miniature used in promotional material. The different sculpt suggests that this is from the Unlimited era.Miniature from the back of a pack with a metallic, Painter's Edition one.

***Elemental League***
 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
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Stormwall

Lightning and thunder cracked from the shield, surrounding the wielder with an impenetrable cloud of wind and rain, keeping him and his warriors safe from ranged fire.

## In tabletop

Stormwall is a relic-type card with the following effect: (Optional) At the beginning of your command phase, deal 1 pushing damage to the wielder. Until the beginning of your next command phase, figures within 12" of the wielder can neither make nor be the targets of ranged combat attacks.

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

Stormfire is a combat special ability represented by a dark blue square with an X in it.

Give this warrior a ranged combat action, with a single opposing figure as the target. If the attack succeeds, compare the attack result to the defense value of each figure in base contact with the target. Deal damage equal to this warrior’s damage value to the target and 1 damage to each other figure against which the attack succeeds.

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

Casting their fate to the winds, the members of Vagabond Brotherhood wander the Land alone, trusting in destiny to bring them together for battle when needed.

## In tabletop

The Vagabond Brotherhood is an Adventuring Company of 30 cost and with the cohort discount of 10. It's cohorts are: Gryn Wanderer, High Elven Disciple, Nal-Khan Witch, Palm Magus, Rage Paladin, Venthian Assassin. Their adventuring company ability is as follows: (Optional) At the beginning of your command phase, give a single member a move action; this does not use one of your actions for the turn. This move action may not result in the member being placed in base contact with an opposing figure. For all other purposes, the member is treated as if it were given a move action.

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

>    *As a pulse of star-bright energy shattered the tree beside him in a shower of bark slivers, Maximillion instinctively rolled away from the blast. Crouching, Max raised his Magestone pistol towars the foggy hollow from where the attack had come, but instinct quickly gave way to disbelief when he saw that his own lieutenant had fired the shot.* "Jasper, you idiot! Hold! You can't even see what you're firing at-" *Something heavy and cold knocked Max to the ground, pinning him to the earth with an iron grip. Looking up, he could smell the damp earth, and could see the Vampire's fangs glistening wetly in the dim light. He screamed as the blood-mad Vampire buried its fangs into his neck. Damn you, Jasper - he thought grimly - you should have shot us both.*
>
>

All figures with a range value greater than 8 have a range value of 8 instead. No figure can use the precision proficiency. Smoke and Fog is cancelled by the Erratic Winds weather domain or the Twister catastrophe domain.

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

A scout who has been teaching the Steppe Orcs to ride jebta. By strengthening the relationship between Cave Orcs and Black Grasses, Snagu hopes to make it possible for all Cave Orcs to one day return home.

## In tabletop

Snagu the unique Goblin Archer improves on this regular figure's durability and endurance through its increased defense values and additional slots of Bound. Both these factors allow you to use Snagu more aggressively in its role as a warrior for harassing enemy support troops. Even after a few clicks of damage, Snagu is still effective in its roll. Players will have to evaluate their needs and determine if this figure's increased survivability is worth its hefty 49 point cost.

## 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
Vessel of the Spirit Lords

Target a single friendly figure in base contact with the caster. All the special abilities printed on the target's combat dial are ignored. Instead, the target gains Crushing Blow, Ghostform and Quickness, and its attack value becomes 9. Whenever the target makes a succesful close combat attack, roll one six-sided die after resolving the attack. On a result of 5 or 6, Vessel of the Spirit Lord ends.

***Shyft***

***Apocalypse***

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

Wolfhawk is an Oathsworn amazon warrior.

## History

Orphaned as a child, Wolfhawk was raised by the greatest Amazon warriors of the Cainus Mons forests. She proved to have an exceptional talent for swordsmanship, joining Queen Corella's army at a young age. Her heroic deeds during the Battle of Nepharus Mons did not go unnoticed and soon she was promoted to Corella's personal guard. During the next few years, Wolfhawk became one of the queen's closest and most trusted companions.

When Wolfhawk later became oathsworn to the mysterious Solonavi, some said it was on the orders of the queen herself. Whatever the reason, Wolfhawk began to set out alone on secret missions under the cover of night. She would go on months at a time, sometimes years. It was no wonder when no one questioned it when she disappeared during The Breaking. It was assumed she had died on one of her dangerous journeys.

But now, she has returned as one of the Mage Knights. Deadlier and swifter than ever, her swords scythe through anyone getting in her way. What convinced the most loyal servant to abandon her queen and leave her oath to the Solonavi behind? We can only guess; Wolfhawk remains as silent, focused and solitary as she ever was.

## Gallery

Miniature from the Omens expansion.Miniature from the Ressurection expansion.

***Solonavi***
 Minor characters

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

>    “I have spent the last twelve cycles aligned to Jaokhim Mountreaver. I am honored beyond my path and my blade name to have spent my training in the shadow of such a revered Paladin. But I inwardly dismay at my lack of patience. Only twelve cycles have I studied the art of the Touch, the sword­art of the mountain storm, unlike Jaokhim who has spent two score cycles perfecting the art ― and after ten score cycles upon the Land returned to study it once more. I have been given to understand that mine is a life beyond life and time is irrelevant. If I wish, I may spend all my cycles devoted to perfecting the single sword cut that heralds the storm. Yet, it seems I cannot. Please, deities above, give me strength to walk this path. Give me patience to learn what I must.”
> ― from a journal found on the corpse of a squire of the Knights Immortal.
>
>

A High Elven warrior’s apprentice from the Rivvenheim mountains that serves a warrior of the Knights Immortal. Squires typically serve for a hundred years.

## In tabletop

The Squire is the Woodland Scout of the Knights Immortal. Light­footed and relatively inexpensive, the Squire is built for scouting and prisoner taking. Squires can also be kept with more powerful knights; enabling formations, protecting flanks and otherwise coming to the aid of Temple Blademasters, Lancers and Cavaliers.

## 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
Swarm of the Damned

Target the caster or a single friendly figure in base contact with the caster. Heal the target of 1 damage when a figure is eliminated. If the target's dial is at its starting position when it would be healed in this way, deal 1 damage to any figure instead.

***Necropolis Sect***

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

All non-Wylden Host figures with range values greater than 6 have range values of 6 instead. Only Elemental Freeholds figures can use the double-time proficiency. At the beginning of your command phase, roll two six-sided dice. On a combined result of 2-4, Wild Hunt ends.

***Elemental League***
 Minor characters

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

Wolfsgate is a river-city that is part of the Republic of Khamsin and currently under Rebel control. It is a frequently contested point, having survived at least three attacks by the Atlantean Empire.

## History

In the summer of 433 Tz the Battle for the River Khamita takes place. The Empire fails to capture Wolfsgate. When Emperor Jeet Nujarek commanded Lord Andreus to lead the Emperor’s army against the potent Rebel fortress of Wolfsgate, Andreus was pleased with the promotion but concerned that the Rebels might ― have too much of an advantage in their well-fortified river castle. But when Jeet raised the stakes by abducting Andreus’ only son, and promising that his son would die if he failed in his attack, the Warlord stepped forward to do his best to defeat the Red Duchess of Khamsin and her Rebel horde. While the Atlanteans won a number of battles during the conflict, in the end the combination of Magus interference and Rebel treachery destroyed all hopes for victory, and the Emperor's army was defeated and routed from the field. Andreus was saved from the bloody melee by a pair of strange individuals. Once his terrible wounds were bandaged, they offered to arrange a meeting with a formidable man who might help Andreus avenge his doomed son - the renegade warlord Raydan Marz. Lord Andreus accepted the offer.

In spring of 434 Tz, Technomancer Venthu fails to take Wolfsgate. As the Atlantean armies marched to attack the Rebel city of Wolfsgate and to capture the critical river bridge over the River Khamita, the Technomancer Venthu led a team of elite Atlantean warriors to smash the gates of Wolfsgate from within. At a critical point in the battle between the Atlantean and Rebel warriors, Venthu attempted to breach the gates with a series of magical blasts – but had his head chopped off from his shoulders for his troubles. The Amazon Whitehawk, for her valor in battle against the Technomancer, was promoted to the Protector of Wolfsgate by the Red Duchess. While the Atlanteans were able to make their way across the river downstream at the Riverdam, it made for a much slower and dangerous crossing for the soldiers of the Empire.

The twin failures for Atlantis to capture the critical river-city of Wolfsgate, and the failure to conquer the Revolutionary capitol of Khamsin before the recall order came has allowed the Revolution to be recognized as a full faction rather than just a gang of freedom-crazy upstarts. After Prophet-Magus Osiras' order for the Atlantean army to etreat from Wolfsgate to defend against the incoming Orc attack many of the disenfranchised Atlantean warriors jumped at the chance to join with Nujarek's Imperial Legion.

***Black Powder Rebels***
 Major 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