recursal/Fanatic-Fandom huggingface dataset:
Shelled One

> *As murky earth shifted beneath her, Kyma instinctively grabbed a nearby vine and boistered herself to the lowest branch of the nearby tree. But Stoneheart, her Dwarven companion, was not so fortunate. As the Amazon hauled herself to a higher limb, she could only look down in helpless terror as the swamp caved in around Stoneheart's feet, sucking him screaming into a ravenous maw of mud. But the horror only intensified when the trap-layer - a hideous crab-shelled Mage Spawn - bubbled up from the muck and screeched menacingly at the Amazon. Knowing that she was Stoneheart's only hope, Kyma drew her dagger and leapt down upon the monster with a screaming war cry.*
>
>

Shelled Ones are type of Mage Spawn unit. They represent a form of monstrous Deep Spawn that lives in salt marshes and other shallow water locations. They tend to dig complex labyrinths through the swamplands and excavate sucking mud traps. They were released as part of the Whirlwind expansion. Deep Spawn and Shelled Ones have no love for each other, but they rarely fight over territory or food when so much fresh meat is available above the surface of the water.

## In tabletop

What could be better than a lobster warrior? Like living Golems, Shelled Ones have a slow speed value and are well protected by enduring high defense values. Their slow speed is counterbalanced by the Aquatic ability, which enables this warrior to traverse water terrain instead of having to skirt it, thus increasing its mobility. Battle Armor gives this warrior a good chance to close on ranged attackers unharmed and engage in vicious close combat attacks. Keep some healers handy. All Shelled Ones have 2 demoralized slots with low defenses, allowing a friendly healer to easily bring them back into their effective combat ranks.

## Gallery

Miniature from the Whirlwind expansion.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Vampire Civil War

Throughout the existence of the Necropolis Sect, the Order of Vladd has reigned supreme over the other vampiric martial orders. Led by such notable individuals as Darq the Corrupt and the Death Merchant, Ribhan Crag, the Order of Vladd found itself challenged by the upstart Order of Uhlrik. In a series of brutal battles, the dominant Vampire caste managed to hold its own, and ultimately confronted and defeated the Uhlrik dogs and their master, Rax Coldstone, in the Death Pits of the Necropolis. The Necromancer master of the Order of Vladd celebrated his warriors’ victory over the enemy with blood and wine, while the master of the Order of Uhlrik, the doomed Deathspeaker Spider, was burned alive atop a bonfire made up of his fallen warriors. Now the Order of Uhlrik has disbanded and fled from the Necropolis, vowing vengeance against Vladd and all who side with them!

Deathspeaker Aeradon's victory in the Vampire Civil War paved the way for the attack against the Elementals. If Deathspeaker Spider and the Order of Uhlrik had won the bloody struggle in the Necropolis, then the Necromancers would be following a more subtle strategy rather than a plan of all-out conquest. Aeradon now holds a level of power in the Necropolis unmatched by any other Necromancer in the history of the Crusade. The Uhlrik, after their loss in the Vampire Civil War, no longer hold positions within the Sect.

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. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Hex

Hex is a combat special ability represented by a green square with an X in it.

Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within l8˝of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.

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

The Fist was the main place of residence for Orcs, Goblins and Half-Trolls, and also the "headquarters" for the Orc Raiders, from which they set on about their annual raids on the Northlands.

The steppeland of the Fist are an open vista, and the space between the hills and the mountains offered the easiest route of march for warriors leaving or entering the home of the Orcs. Often enough in history, this vista had crawled with thousands of reavers as the Orc warhosts combined into mighty hordes, pillaging and eating their way through the Northlands.

Werebears are a menace throughout the Land, but in the steppes of the Fist, the Werebear's predatory nature has led to the extermination of more than one of the smaller Orc tribes. The only kind of Orc that can hold up against this transforming threat is the Crusher, large in size and armored with everything the Orcs can provide.

## History

Somewhere in 200 Tz, the Orcs had plundered as far as Caero, capturing and wrecking much of the city. The growing strength of the Empire put an end to the days of Orc raids in strength, but the odd warband still rode out to grab what it could. Not even Imperial military might and Technomancy allowed Atlantis to control the Fist.

That was one reason why Sarah Ythlim in 419 Tz decided to send half of her supply of black powder through the steppes. Another reason was her belief that all races must join together to thwart the Empire, even Orcs. In the same year, the Fist was the place where Snow and Sigwold received the Orcish escort for their pack train under the leadership of warlord Grugh, after which they set off for Khamsin.

## In tabletop

The Fist is a terrain (location) domain-type card, with the following ability: All clear terrain becomes concealing terrain. Any Orc Khans' warrior within 6" of an opposing warrior gains Stealth. The Fist cancels the Fen Swamp, River Valley and Wylden Forest terrain domains and the Pestilence catastrophe domain, and it is canceled by any other location domain.

***Orc Raiders***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ Rebel Thunder (Bill McCay), Chapter 6
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Wind Weaver

> *Cyclones spun across the battlefield, forcing the flight of dragons to seek cover on the ground and allowing the orc horde to finally unleash the full fury of their swords and axes.*
>
>

Wind Weaver is a relic staff that can pin flying warriors to the ground.

## In tabletop

Wind Weaver is a relic-type card with the following effect: (Optional) Give the wielder a special action. Place all figures at soaring level within 10" of the wielder at ground level. Remove the flight stands of affected figures from the battlefield and place the figures on the battlefield where their flight stands were. If an affected figure would have occupied a terrain feature at soaring level, then it must occupy that feature at ground level. If it cannot, remove the affected figure from the battlefield.

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

War Yaks are mountainous beasts tamed by the Krugg Ogres to be used as mounts. These animals are easier to tame than the Horned Drakes. War Yaks make peculiar noises when beaten, and the Krugg have learned to signal each other with these cries of pain. War Impalers and War Hatchetkruggs ride these beasts in battle.

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

> *Two armies, one flag, bound by the will of power and circumstance.*
>
>

Helm of Alliance is a relic piece of armor which allows the wielder to form a temporary alliance between two factions in their army.

## In tabletop

Helm of Alliance is a relic-type card with the following effect: Mage Spawn cannot wield the Helm of Alliance. At the beginning of your first command phase during which this warrior has this relic equipped, choose two factions. One faction must be the wielder's faction. All friendly figures from the chosen faction can create formations as if they had the same faction symbol. This power can only be used once per game. If the wielder is eliminated, deal 1 pushing damage to every friendly figure in base contact with the wielder.

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

Shyft Heart Seekers that have performed their duties well are allowed to have Flying Horses as mounts. Firing a dartgun from the back of a Flying Horse takes skill and practice.

## In tabletop

The Swooping Sniper is a fast ranged attack warrior perfect for infiltrating an opponent’s backfield and harassing their support figures. Flight allows it to avoid terrain obstacles and position itself for an attack against poorly defended enemy healers and mages. The strong attack of the Sniper means success is likely, even if it achieves only 1 click of damage. If cornered, the Sniper’s high defense and Magic Retaliation ability make it difficult for opposing figures to launch a sustained attack on this figure before it can escape.

## 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
Slag Troll

Slag Trolls are an evolutionary offshoot Troll sapient sub-species that are found within the lost city of Dragon's Gate. A Slag Troll featured as a Mage Spawn unit in the Dragon's Gate Expansion.

## Lore

A four armed Troll race of Neanderthall throwbacks that stalks the halls of the Dragon City. Slobber is a notable Slag Troll.

## Gallery

Miniature from the Dragon's Gate expansion.

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

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dragons-Gate.pdf
Thunder Javelin

> *Seeing the High Elven commander begin his charge, the Forest Elf threw his last battle javelin with all of his might. While at first he didn't know whether his weapon would even pierce the Paladin's armor, the sudden explosion - followed by a seemingly endless rain of mud, blood and horse pieces - solidly answered the Wylden warrior's question.*
>
>

Thunder Javelin is a relic trident imbued with the power of lightning.

## In tabletop

Thunder Javelin is a relic-type card with the following effect: The wielder's range value becomes 6. The wielder's number of attacks becomes two. The wielder's ranged damage value becomes 0. (Optional) When the wielder succeeds at a ranged combat attack against a single opposing target figure, deal 2 damage to the target and all opposing figures within a 3" area of effect of the target. (Optional) When the wielder succeeds at a ranged combat attack against a single opposing target cavalry unit, deal no damage to the target; instead, dismount its rider.

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

Give the caster a ranged combat action targeting a single figure. If it is friendly, the attack succeeds without an attack roll. If the attack fails, Word of Levitation ends. If the attack succeeds, deal no damage to the target. Place it at soaring level. If its flight stand would be in base contact with an objective token, move the target the smallest possible distance to prevent this base contact. The target cannot be given a move action. At the beginning of each command phase, roll two six-sided dice. On a combined result of 2-4, Word of Levitation ends.

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

Wandering Mochooch is a male Krugg Limited Edition Mage Spawn Unit. Mochooch and his friends have wandered The Land for years, from mountains to beaches. A natural cartographer, Mochooch has some of the most accurate and far ranging maps in the Land hidden in his smelly backpack. Mochooch is a mounted warrior that rides atop a War Yak. He was released as part of the Whirlwind expansion.

## In tabletop

Mochooch is a Limited Edition variant of a War Hatchetkrugg. Mochooch is an ideal figure to showcase Whirlwind's Ram special ability. The aggressive stance of its War Yak mount clearly illustrates this warrior's readiness to run into base contact with enemies and deliver an initial click of damage! When used against many warriors, Ram will automatically move them out of their starting slot and leave them without many of their useful special abilities available there. These enemy figures are an excellent targets for Mochooch to run down and attack without mercy.

## Notes

* Mochooch's name is spelled incorrectly as 'Mochoch' in his Lore.

## Gallery

Krugg miniatures. Wandering Mochooch is on the right.

***Shyft***

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

Give the caster a ranged combat action targeting a friendly figure with the Golem damage type. Roll one six-sided die and deal damage to the target equal to the result. If this damage would eliminate the target, remove it from the game instead and deal damage to each figure within a 3" area of effect of the target equal to the result.

***Atlantis Guild***

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

Xandressa is an Atlantean port city in the south-west of the Land. Its folk are known to be dark-skinned and spend most of their lives on trading ships in close-knit families. Because the Xandressans are lightweight and small framed, they make for excellent Dragonfly riders - a good example of one is Abydor.

***Atlantis Guild***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Tovak Wyrmstalker

The strongest presence left within the Order of the Ninth Circle, Tovak Wyrmstalker is less a leader of this new faction and more a force of nature to be respected and followed. Originally the Order of the Ninth Circle sold their swords in service to other factions, but under the strong hand of Tovak Wyrmstalker they have become a force unto themselves. The more established factions in the Land are certainly beginning to take notice of the Order’s actions.

The Mage Spawn that comprise the Order of the Ninth Circle are held together loosely by their common disdain for the self-proclaimed superiority that the other factions profess, and Tovak Wyrmstalker seeks nothing less than the total defeat of the other factions and their lofty aspirations of supremacy. After the sudden demise of the two previous heads of the Order - Maren'kar and Molog Bloodaxe, Tovak Wyrmstalker has embraced his new role as shepherd to the Order’s cause and will not rest until all Mage Spawn are free to determine their own paths. That the Council of the Void’s current plans are to conquer lands that oppress his people is all the better.

Before taking part in the Order, Tovak was a member of the Dragonslayers adventuring company.

## Gallery

Miniature from the Ressurrection expansion.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Walkthrough-2012-March.pdf
War

> *Reveling in the strange power surging through him, Vogor swung his axe into the Elven Lord's midsection. Blood gouted from the Elf's nose and mouth; with his lungs ruptured, the thousand-year-old warrior was done for. Looking for another victim, Vogor saw that the battle lines had dissolved into chaos - every warrior was fighting for his life in single combat. The strongest warriors still stood, but the weaker ones littered the ground like slaughtered animals, leaking their lifeblood into the muddy soil.*
>
>

Warriors cannot create formations. Warriors without an attack bonus gain an attack bonus of +1. Each warrior's attack bonus applies to all attacks made by that warrior. War is canceled by the Lords of the Apocalypse faith domain.

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

Spiked Pit is a trap added in the 3D Dungeons expansion. The Spiked Pit deals 2 clicks of damage to the figure that triggered the trap or to any figure that enters the trap square without spending 4 movement points to safely pass through it. This damage may be reduced by Toughness or Invulnerability.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Path of Brass

Do not cast Path of Brass. The sorcerer wielding a spellbook containing Path of Brass may use the affinity page count of spells with the Atlantis Guild affinity requirement.

***Black Powder Rebels***
 Major characters

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

A High Elven Squire who saved the life of an injured Knight by taking a blow meant for the warrior. The Squire lived through the affair, barely, and is seen as a brave lad.

## In tabletop

Squire Thomas serves the same purpose as the regular Squire warriors. Its Quickness special ability makes it a good scout, and its cheap point cost makes it a natural for capture attempts. In a support role, Squire Thomas has better attack and damage values than even the Tough Squire, making this unique figure even better suited to supporting friendly warriors in close combat.

## 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
Smoke

> *The well-thrown javelin exploded within the Empire lines, blotting out the sun with a poisonous yellow fumarole. The choking vapors clogged the Atlanteans' lungs, sending veteran warriors gasping to the snowy ground. When the air finally cleared, Darq the Corrupt ordered his Bone Golems to begin tearing apart the remaining survivors.*
>
>

Smoke is a one-use relic javelin which on impact creates a cloud of suffocating smog.

## In tabletop

Smoke is a relic-type card with the following effect: The wielder's range value becomes 8. The wielder's number of attacks becomes one. The wielder's ranged damage value becomes 0. (Optional) When the wielder succeeds at a ranged combat attack against a single figure, deal no damage to the target; instead, the target and all figures within a 6" area of effect of the target are given an action token if they have zero or one action token. If a second action token is given to a figure in this way, it is pushed. Remove Smoke from the game.

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

>    "I know the “wizard rush.” So many warhosts use the tactic against mages and mystics, shamans and healer­-priests. Get in close, they say. Force them to stand and fight. Do not give them time to summon the mana and twist it into power to destroy us. I see it, and I do not worry. I stand my ground against the warriors as they charge up to me. And then I twist their heads off."
>
>

A third­-generation Draconum with potent magical abilities. “Magus” was originally a Draconum word meaning “wizard.” Tezla appropriated the term for his wizards to make his new Technomancers seem more dangerous.

## In tabletop

This Draconum has the characteristics the Atlantean Magus wishes he had: tank-­like defenses and more Magic Blast slots. The addition of Magic Immunity hands this dragon­-man the game’s “Chief Wizard” hat. In play, fly the Magus Draconum behind blocking terrain close to your opponent’s leader and start blasting. When enemy troops close in, you can afford to take a hit before breaking away and finding another roost. Support this Draconum with a strong Leech Medic, and if he is your army’s leader, provide redundancy with a Demi­-magus. If you have the points available, the Magus Draconum teams up well with the Paladin Prince.

## Gallery

Miniature from the Rebellion expansion.

***Draconum***

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

> “I am a little man, with a big ax to grind.”
>
>

A Rebel Dwarf who has been instrumental in freeing hundreds of Dwarves from Atlantean enslavement in the Scythrian Magestone mines.

The Dwarf Torengor is one of a select few berserkers who pursue the skills of combat off the field, always preparing for their next battle. As a consequence, his first great blow often inflicts a mortal wound on an enemy. Very little in life seems to bring this great warrior joy, unfortunately, which he often hints has something to do with his past.

## Gallery

Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Sterik Fairhame

Sterik Fairhame is the slightly deranged current ruler of the High Elven noble house of Fairhame. He has a younger sister Yanna who leads a small army to rule her noble house in place of her older brother.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Soaring Crossbowman

An Atlantean specialist warrior riding a Dragonfly war machine, armed with a crossbow. The Dragonfly machine is a recent invention. It does not truly fly, but it can hover and move quickly from place to place. Dragonflies are more like vehicles than Golems.

The crossbowmen of the Guild Dragonfly Corps claim to be stronger flyers than the Lightning Gunners could ever hope to be, due to their need for greater mastery in combat. Soaring Gunners, they say, rely too much on the hard­-hitting reach of their lightning devices, never mixing it up with close fly­-bys. Meanwhile, the promotion of younger flyers from the Utem crossbow discipline gives them an edge in learning the intricacies of flight. This has prompted a strong if good-­natured spirit of competition between the two. Soaring crossbowmen are more easily recognized by the wild mane of hair that streams out behind them, the result of crossbowmen who have grown out their topknot. Though not regulation, it is an affectation the Guild tolerates.

## In tabletop

The flying version of the Atlantean Crossbowman is the least expensive mounted warrior available to the Guild. And while his attack is not the most deadly among the legions of Mage Knight warriors, he does have surprising survivability. The extended damage track of the standard Soaring Crossbowman is provided by the mechanical dragonfly mount, but it still means that this warrior can absorb 10 clicks of damage for only 34 points. Use the Soaring Crossbowman in an army with healers and he is almost guaranteed of finishing the battle holding the field.

## Gallery

Miniature from the Lancers expansion.

***Atlantis Guild***

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

Thestle Commons was a client-state of the Atlantean Empire that was then subjugated into the Atlantis territory by a force of Golems in an event that became known as the Fall of Thestle Commons. Before it's fall it was ruled over by Prince Ramag.

## History

The plans of Magus Jennerel were years in the making, each of his machines endowed with hidden martial abilities in anticipation of Prince Ramag's treachery. On the Day of Recall, every Whirling Golem marched back to the capital and was armed with a sword-staff - the same weapon with which they are equipped today. Their orders were simple and their challenge brief as the nimble designs made short work of the local guard. Thestle Commons was folded into the empire proper, and Jennerel's Whirling Golems have stood as the standart court guards for every regent since.

***Atlantis Guild***
Starting Position

Starting Position is a damage-related combat special ability represented by a green square with an X in it.

## Mage Knight Dungeons

For non-Hero warriors, all warriors must start the game with this square showing. Before playing any warrior, click his combat dial to show the green square over the damage value. This square may be split with another special ability color. For members of the Hero faction, click the combat dial to show the correct level number inside a small green circle, located between the damage and defense values.

## Mage Knight 2.0

A warrior with this special ability must be deployed with this ability showing on its combat dial. This special ability color might be split with another damage special ability color, which can also apply per its description. When this warrior is healed of damage, do not turn its combat dial past this special ability. If this warrior is reanimated by the Necromancy or Summon special abilities or Revenant subfaction ability, replace all instances of “starting marker” with “Starting Position” in those ability descriptions for the duration of the action.

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
Technomantic Recall

Give the caster a ranged combat action targeting a friendly figure with the Golem damage type. Place the target in base contact with the caster. If there is no room to place the target on the battlefield, eliminate it.

***Atlantis Guild***

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

Like a hammer smashing a glass bottle, this ancient Dwarven relic will shatter bone, steel, wood and stone all the same.

## In tabletop

Stoneshatter is a relic-type card with the following effect: The wielder cannot use the Bombardment special ability. The wielder's ranged damage value becomes 1 for ranged combat attacks against any target without the Golem damage type. (Optional) Give the wielder a ranged combat action targeting a single opposing figure with the Golem damage type. If the attack succeeds, eliminate the target.

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

Passed down through generations by the Warrior-Priests of Kos, Woundkiller was lost shortly after Priest-King Temanor and his family were killed, one after the other, in a day-long series of executions.

## In tabletop

Woundkiller is a relic-type card with the following effect: The wielder cannot use the Bombardment or Arcing Fire special ability. (Optional) Give the wielder a ranged combat action targeting a single friendly figure. If the attack succeeds, deal no damage to the target. Instead, heal the target of damage equal to the wielder's ranged damage value.

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

Target a single opposing figure within 6" of any water terrain with a ranged combat attack; double the caster's range value for this attack. If the attack succeeds, roll one six-sided die and deal damage to the target equal to the result.

***Elemental League***
 Minor characters

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

Target the caster or a single friendly figure in base contact with the caster. When the target is in base contact with blocking terrain and is given a move action, it may move into base contact with any blocking terrain; if it does; Stonewarp ends.

***Solonavi***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Teachings of the True Way

Teachings of the True Way are a spellbook-type card with the following effect: The wielder may use the affinity page count of any spell it assigns to Teachings of the True Way.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spellbooks.pdf
Shyft Matriarch

A Shyft Matriarch is the single dominating female that leads, births and commands a hive of Shyft warriors. A Matriarch gives birth to all of her children without need for a counterpart. The number of Shyft in her tribe depends on available food and space.

## In tabletop

As the leader of the Shyfts, the Shyft Matriarch can be expected to have strong support capabilities. How about 10 count ’em: 10 slots of Command and 4 slots of Forced March with a speed of up to 10! A 12 inch range keeps this Shyft out of danger while it launches ranged attacks on its enemies. Excellent defense values and Magic Retaliation provide nightmares for any opponents attacking this figure. Play the Shyft Matriarch as a rear support figure in a large army or a front line leader in a small army, where its impressive attack values can defeat most enemy troops. In either role, it is up to the task

## 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
Standard Bearer

A Standard Bearer is a High Elven warrior who carries the sacred banners of the Knights Immortal. Some of these banners are millennia old. If a banner is dropped, a battle is lost or the flag touches the ground, it is burned.

## In tabletop

The Standard Bearer is the Knights Immortal’s answer to an opponent with a long ranged attack: form up with the Standard Bearer and rush in to meet the opponent face to face. A speed of 12, combined with the Forced March ability, allows a formation with a Standard Bearer to move into contact with an opposing figure while remaining outside that figure’s range. Add a Liege Knight, with its impressive defense value and Defend ability, to the formation, and round it out with some aggressive Temple Blademasters. Then prepare to deliver some damage!

## 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
Troll Brawler

An Elemental Forest Troll who tears apart his enemies with his bare hands. Troll Brawlers tend to learn their martial capabilities through practice rather than by memorizing stylized forms. These brutal warriors are the Elemental League's first line of defense. Armed with only their strength and their fists, they will engage to melee with even the most dangerous of opponents if it means protecting the Land from harm.

These brawlers often use only their massive, heavy-boned hands as weapons, and can slug it out toe-to-toe with Brass Golems, and typically walk away with a sack of shiny parts. They are known to be stubborn and fiercely independent.

## In tabletop

While a pugilist it is not, the Troll Brawler may still have the best one-­two punch in the game. Two levels of Toughness allow the Elemental League’s Brawler to take it on the chin, while its high attack value lets it damage most pieces with ease. Lest we forget, the Trolls of the Elemental League can regenerate from near death to complete health. Combining high attack, Toughness and longevity makes the Troll Brawler one of the most effective and enjoyable pieces in the Mage Knight universe.

The weakest Troll in the game is still an impressive warrior. Toughness, combined with the Regeneration ability gives this character more staying power than his 7-8 slots would lead you to believe. The Brawler has no ranged attack but, close in, his high attack and damage values will leave your opponent reeling. His use is similar to the Wood Golem, but he will definitely last longer.

## Gallery

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

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
Wyrm Strike

Target a single opposing figure with a ranged combat attack; the caster gains precision for this attack. If the attack succeeds, roll one six-sided die and deal damage to the target equal to the result instead of the caster's ranged damage value. In addition, if the target has zero or one action token, give it an action token.

***Elemental League***
 Minor characters

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

Steelhands are an all-golem adventuring company led by Redgear Bowblade. As golems across the Land awaken to true intelligence and independence, many of those walking the path of adventure seek out Redgear Bowblade and the Steelhands.

## In tabletop

The Steelhands is an Adventuring Company of 24 cost and with the cohort discount of 8. It's cohorts are: Brass Assassin, Infantry Golem, Kore Gunner, Redgear Bowblade, Steam Tinker, Technocat. Their adventuring company ability is as follows: Members gain Tinker and they may use Tinker when the target is in base contact with an opposing figure.

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

A High Elven warlord in one of the Hundred Armies of the Knights Immortal. Weapon-masters beyond compare, these Rivvenheim elves have the capability to bring death against the most lethal of opponents. Having been born with the ability to shun most kinds of magic, these High Elves rely upon their own supernatural martial abilities on the battlefield of the Land. A Blademaster is an older, proven warrior that generally comes from commoner stock. Blademasters frequently lead troops against the Sect in hope of limiting the advance of the foul Necromancers, and as a way of preserving the living from the atrocities of the dead.

Like Paladins, Blademasters possess strong magical and mental affinities and are immune to magical effects. But instead of the healing arts, blademasters specialize in swordsmanship. Their special affinity for their weapons gives them almost preternatural skill in battle. A blademaster's weapon is named and consecrated in temple, and such a sword supposedly will never break so long as its wielder remains faithful in the Heiramman Gods. The blades are valued prizes of battle, and may be ransomed back to the appropriate Elven temple for coin, magestone or services. Possession of such a sword is one of the few guaranteed safe passages into the deeper Rivvenheim lands.

## In tabletop

This piece has been called the Mage Assassin because of its potent combination of Magic Immunity, good natural defense, great attack value and Weapon Master. The Temple Blademaster is the impetus for many players to create multi­faction armies; it’s that good. Be careful, however: Magic Immunity also means that the Blademaster cannot be healed magically. This means you must use the Blademaster carefully and in conjunction with other effective attackers. Because of its strong hand­to­hand ability, the Blademaster is vulnerable to ranged attacks. This can be countered by a screen with another squad, flyers or fast attackers. Without these protections, an opponent can focus his forces on the Blademaster and render it useless.

Do not take the Blademaster if you want it's Weapon Master skill - you can buy that more efficiently in other characters. However, you do want the Blademaster for its Magic Immunity and good attack values. This is as close to the Dwarven paradigm as Elves ever get. He pairs up nicely with the Paladin in a factional army, since the Blademaster can receive the Paladin's Healing ability.

The question of Weapon Mastery use is a tough one. Every Weapon Mastery slot on the Blademaster is paired with a damage value of 3. Rolling the six-sider for a successful attack delivers an average of 3.5 clicks. To slice or not to slice will have to be a judgement call on your part.

## Gallery

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

***Knights Immortal***

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
Tome of Shadow

> *Between one breath and the next Ahzan found himself transported halfway across the battlefield, alone and abandoned on the windy plain. Turning around, the warlord saw the ghostly necromancer standing among his own loyal troops. He cried a warning, but it was too late - a dagger was already thrust through his lieutenant's heart.*
>
>

Tome of Shadows is a magic book that allows the wielder to swap the positions of himself and one target.

## In tabletop

Tome of Shadow is a relic-type card with the following effect: Riders cannot wield the Tome of Shadow. (Optional) Give the wielder a ranged combat action targeting a single opposing figure that is not a mount, a titan, or a multiple-dial figure or a figure with the horseshoe speed type; the wielder ignores terrain and figure bases for line of fire purposes. The target treats all terrain as clear terrain for this attack. If the attack succeeds, after resolving the attack swap the positions of the target and wielder on the battlefield; the target's controller determines its facing after the swap.

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

A Sect Vampire-­Lord bound into its armor by powerful Necromantic spells. The armor can never come off; the protective metal is permanently bonded to the skin. The Uhlrik, after their loss in the Vampire Civil War, no longer hold positions within the Sect.

When first seen on the battlefield, it was unknown where these new and terrifying mounted warriors were coming from. A new Sect undead creature? A new Mage Spawn created through the arcane arts? Only later did it become known that the Uhlrik are actually a part of the feared Order of Vladd. Those vampiric members of the Order that choose to undergo a powerful Necromental transformation, one that costs them their wings and blood­fangs, and magically melds their bodies to a specially prepared suit of magical armor. It is said the transformation is so agonizing that they bleed from every pore, giving the metal armor its permanent blood­-red stain. An Uhlrik literally becomes living armor, out of which he may never venture. That price, however, is gladly paid as the unholy metamorphosis creates a powerful undead warrior-­prince eternally shrouded in living steel.

## In tabletop

The Order of Vladd finally has some competition in the Sect’s “serious butt-­kicker” department. What makes the Uhlrik warrior so deadly and expensive (118 points) is five slots of Charge supported with Vampirism. This is a nasty combination, which allows Uhlrik to push into a Charge, attack, heal, disengage, repeat and abuse. An additional nine slots of Battle Fury are icing on the close combat cake. The Uhlrik Charger is a force to be reckoned with, and is a worthy primary attack piece in any army.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

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

Stealth is a movement special ability represented by a black square with an X in it.

## Mage Knight Dungeons

Hindering terrain blocks line of fire to this warrior. (Optional) Any line of fire drawn to this warrior that passes through hindering terrain is treated as if it were drawn through blocking terrain. If there are hindering or shadowed terrain squares in the same tile as this warrior, this warrior does not convert wandering monster tokens unless they are in a square adjacent to him. This warrior may add 2 to his die roll result to Disarm Traps.

## Mage Knight 2.0

Any line of fire drawn to this warrior that passes through hindering or concealing terrain is blocked.

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
Skeleton

>    "We call him Mis-tuh Bones, cuz we don't raise him so much as invite him back. Like a guest, he is. Ain't no darkmagic spelled onta him. He laid under the Land long enuff that he soak up the power. Got somethin' left to do, Mis-tuh Bones does, and he's right-angry 'bout it. But that's all right. We glad for his comp'ny. Glad to help him out."
> - Digger Raffi
>
>

Animated Skeletal Mage Spawn that menace travelers and adventurers. Skeletons aren’t created; they just “are.” They have no intelligence or memory of their previous lives and are merely animated killing machines. The Sect's Bone Golems are infused with the same strange necromantic energies that animate these rattling Mage Spawn.

## In tabletop

Skeletons are as they should be: deadly but fragile. With Weapon Master only in the first rank, it is difficult to get a Skeleton into base contact with an opponent with this deadly special ability still active. Try advancing two Skeletons on an opposing warriors - only one of your Skeletons can be attacked by the enemy warrior, leaving the other to be pushed to deliver its attack. A natural complement for a Skeleton is a Grave Robber. Using Necromancy, a Skeleton can be brought back into play at full strength. Add a Magus to your army, and you have the ability to Magically Levitate the Skeleton into base contact with an enemy and use another action to have the Skeleton attack the enemy. Ouch!

Essential to any Necropolis Sect strategy, the Skeleton is also one of the best warriors in Mage Knight. Although the Skeleton is often ignored by non­-Necropolis players, the Shyft faction now allows it to become a squad force to be seriously reckoned with. This new ability to “squad­-up” removes one of its main weaknesses and makes it a viable piece for all players. And it’s still the cheapest piece with Blade Master in the game.

## Gallery

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

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
Tezla's Magestaff

> *Tezla slowly rose above his throne, displaying his miraculous power for all to see. Tezla then swore that the legions of Atlantis would one day fly as well, and that they would dominate all the Land with weapons of lightning and fire.*
>
>

This magestaff is the one Grand-Magus Tezla used in life and it still keeps it's power to make things levitate at the wielder's will.

## In tabletop

Tezla's Magestaff is a relic-type card with the following effect: The wielder's ranged damage value becomes 3. The wielder's speed type becomes Flying.

***Atlantis Guild***

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

A Shyft Fiend is the four armed bodyguard of his Shyft Matriarch. Each tribe of Shyft has only one Fiend. When the time is biologically right, the Matriarch will birth a bodyguard for herself. He is completely loyal to his “mother” and will fight to the death to defend her.

## In tabletop

The Shyft Fiend is an awesome support figure. Its high attack and range values mean it excels as a standoff warrior, and its ability to select two targets for a ranged attack increases its flexibility in this role. As a formation leader, the Fiend has the Forced March special ability, giving all warriors in its movement formation a blazing initial speed of 12 inches. Magic Immunity gives this warrior protection from Magic Blast attacks. High defense values make the Shyft Fiend difficult to hit, and Magic Retaliation punishes any attacker that succeeds. Like all Shyfts, though, the Fiend lacks decent damage values for its point cost, preventing it from leading as an assault warrior. Focus on supporting your other warriors with the Shyft Fiend to make best use of this figure.

## 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
Snow's Fuser Rifle

> “This is the weapon of the future,” *Sigwold insisted, taking the rifle and cleaning it.* “With the next generation of rifle, you’d be able to stand on one side of Throne Complex and hit Karrudan all the way on the other.”
>
>

Snow's Fuser Rifle, also known as The Lady's Hand-cannon was Sarah Ythlim's personal fuser rifle before it was gifted to Snow. You could see the flintlock striker and priming pan, but there was no breech opening that could be discovered. All the metalwork was intricately carved. The striker arm was actually in the shape of an armored arm about to deliver a blow. The priming pan was the wide-stretched mouth of some Mage Spawn or other. The long, ornate trigger guard was a dragon in mid- flight, breathing fire.

To load ammunition in it, you'd had to grab the dragon’s tail and twist it. One revolution, and the trigger guard was now an inch and a half below the bottom of the gun, attached by a large screw perhaps three-quarters of an inch wide. And a three-quarter-inch opening had appeared in the top of the rifle. Holding the weapon muzzle-down, you'd need to drop a bullet into the aperture, following it with the contents of a black powder cartridge, saving a little bit for the priming pan. Another twist, and the trigger guard was back in place. The shooter would need to brush a few crumbs of black powder off the top of the screw, then aim the rifle at the target. The rifle fired with a sharp crack. It could hit a target in three-hundred paces!

## In tabletop

Snow's Fuser Rifle is a relic-type card with the following effect: The wielder cannot use the Arcing Fire or Bombardment special ability. The wielder's range value becomes 48. The wielder's ranged damage value becomes 2. The wielder cannot target multiple figures with a ranged combat action.

***Black Powder Rebels***
 Major characters

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

The Wylden Plateau is a big plast of land where Centaurs, Forest Elves and Trolls roam. It is under control of the Elemental League and is the final line of defense before their capital of Roanne Vale. It borders the Wylden Forest and south of it the Sturnlander Coast can be found, along with the Shyft Isles.

The nomadic Nam d’elvan Forest Elf tribe also inhabit the plateau. Woodland Scouts of this tribe 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.

## Biology

Mighty iron-oak trees grow on the Plateau, and on that trees grows a large fungus from which the Woodland Scouts of the Elemental League make their light, strength-manickered shoulder guards.

***Elemental League***
 Minor characters

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

Thornhusk is a menacing Limited Edition Elemental League monstrous defender of the royal gardens at Roanne Valle. Answers only to the Prophet Priest and will ruthlessly destroy any intruders.

## In tabletop

Trying to sneak up on Thornhusk’s rear arc is almost impossible. Armed with the ever elusive Nimble ability, Thornhusk can change facing at any time during his turn. Combine that with an improved 180 degree arc, and Thornhusk will always have at least one eye on his enemies. Three slots of Toughness make his bark tougher than his bite, though, as he only has a 4 inch range and a damage value of 2. Thornhusk needs to close to base contact to be most effective, but once he does, his Nimble ability makes him a figure to be reckoned with.

## Gallery

Miniature from the Whirlwind expansion.Ditto.

***Elemental League***
 Minor characters

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