recursal/Fanatic-Fandom huggingface dataset:
Scroll of Shielding

Scroll of Shielding is a magic scroll that boosts the user's defense. Although there are ancient tales of mages being able to store spells within the folds of mere paper and ink, it is more likely that the ancient - and often untranslatable - tomes hold the keys to magical theory, providing methods that allow a wizard to channel magical force in unique and dangerous ways.

## In tabletop

Scroll of Shielding is an item-type card with the following effect: (Optional) At the beginning of your command phase, remove this item from the game. The wielder gets +3 to its defense value; this new defense value is considered to be the wielder's unmodified defense value until the beginning of your next command phase. The wielder gains the Defend special ability until the beginning of your next command phase.

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

A Paladin Prince is a warrior-priest of Rivvenheim, a noble-born leader of a Temple and the commander of one of the Hundred Armies of the High Elves. Trained both to command and to lead warriors into battle, these paladins are the martial icons of the Rivvenheim nation. Each of the Hundred Cities of Rivvenheim has a Temple, and each Temple is led by a Paladin Prince - a representation of the Rivvenheim Elves' strength, vitality and perseverance against the forces that would deny their glorious nation immortality.

Each Elven warrior enclave selects one noble-­born protégé as its paladin―a title whose many subtle degrees of definition are probably impossible for a non-­Elf to understand. Paladins are healers, but also philosophers and poets, warriors, leaders, martial icons, and symbolic representatives of their people. Paladins are trained and equipped to lead from the front, where their immunity to magical effects protects them and their exceptional swordsmanship can be put to best use. Their healing powers are extraordinary - ­­paladins can practically breathe new life into dying warriors.

## In tabletop

Five Command slots for 71 points. There is enticing value here. Although the Paladin is not Mage Knight’s strongest fighter, he’s no slouch, and given the depth of his Command, he can easily “lead from the front.” Another premier feature of the Paladin is that his Healing ability and attack value combine to give you a pretty much guaranteed 3­4 click boost to any of your wounded figures. Without the randomness of a six­-sider roll, the Prince is one of the game’s best healers and he’s a rock-­solid leader to boot.

## Gallery

Miniature from the Rebellion expansion.Metallic miniature from the Unlimited era.

***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
Hierajet

An Atlantean from Xandressa who is Abydor’s brother and serves as his faithful wingman in combat. Hierajet is a wicked warrior and a very egotistical Atlantean.

## In tabletop

Mounted troops are all about mobility, and Hierajet raises the bar with an exceptional initial speed of 14 and the Flight special ability through its first 9 ranks. Like other unique figures, Hierajet boasts an increased attack profile over a Tough Soaring Crossbowman. Hierajet can easily outmaneuver enemy forces to snipe at opposing support figures. Its high mobility and deep combat dial make it likely that this warrior will still be standing at the end of the battle.

## 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
Krech Dartcatcher

Krech Dartcatcher is an Orc warrior with an uncanny ability to snatch darts and arrows out of the air. Krech grew up hunting for food near a spike throwing Manticore’s lair.

## In tabletop

Krech is a LE version of a Berserker and has a good combination of attack, defense, and mobility. While not as fast as a mounted figure with Charge, Krech is equipped with Battle Armor to stave off ranged attacks until it can get close to the battle. Once in base contact with the enemy, it delivers a hefty three clicks of damage and has no fear of being captured until its last rank. Use Krech Dartcatcher aggressively in close combat attacks or his true potential will be wasted.

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

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

Leadership is a damage-related combat special ability represented by a gray circle with an X in it.

If this warrior has zero action tokens, when an action is given to a friendly figure within l0˝ of this warrior and there is a clear line of fire between this warrior and the figure, you can give this warrior the action token instead of giving it to the friendly figure.

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

Sawtooth is believed to be a dueling axe wielded by the Troll kings during the Age of Mists. When used against the smaller races, this relic is a devastating weapon without compare.

## In tabletop

Sawtooth is a relic-type card with the following effect: When the wielder succeeds at a close combat attack against a single target opposing figure, deal damage to the equal to the difference between the attack result and the target's defense value instead of the wielder's damage value.

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

> *Maximillion just kept walking toward the Revolutionary lines, laughing as he used the magic sword to sweep arrows and pistol shots out of the air. But when the Red Duchess stepped out from behind a shattered building - a rotary fuser cannon clenched in either hand - Maximillion's laughter abruptly ceased.*
>
>

Monk's Blade is a relic sword that lets the wielder slash away incoming projectiles with ease.

## In tabletop

Monk's Blade is a relic-type card with the following effect: When the wielder is the target of a Bow-type ranged combat attack, roll one six-sided dice and subtract 2 from the result. If the result is less than 1, the result is 1. Reduce the attacker's attack value by the result for that attack.

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

An Limited Edition determined Wylden Tracker who chased a fleeing Galeshi fruit thief all the way to Khamsin. The gardens in Roanne Valle hold thousands of precious plants otherwise made extinct by humans, and Kahlan’s supposed theft was considered a crime of the highest order. He was released as part of the Whirlwind expansion.

## In tabletop

Why would you want Roleric? Because, although he’s not the best at any one thing, he does a lot of things very well. He’s got a 10 inch ranged attack with an 11 attack value, and he has the Bound ability. That’s a good start, but what about that initial damage value of 3? That sounds even better, doesn’t it? Now how about 3 ranks of Toughness to augment his 16 defense? What looked like a run of the mill figure turns out to be a solid jack of all trades that can easily fit into any strategic army.

## 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
Red Fen Clan

The Red Fen Clan was a Shyft tribe that was named for the place of its residence. While severely weakened, it survived to this day.

## History

After the Shyft's eruption from the Dungeons of the Land to attack the surface dwellers only two distinct tribes survived – the Shyft of the Red Fen and the Blue Water clans – they are at war with one another for dominance just as much as they are trying to destroy the other cultures that stand against them.

While the Atlanteans have fought hard against the Shyft of the Red Fen – a location less than fifty miles from the floating city of Atlantis – they have not yet eradicated this menace. While Jolum the Fish and his warband served admirably to weaken and disperse a Shyft army in late 434 Tz, the Shyft menace – however disorganized – still poses a danger to river traffic and villages in the region.

***Shyft***
Techun

A specially crafted Atlantean Storm Golem programmed to fly and fight from the back of a Dragonfly machine. The Techun was derived from a Storm Golem model but made lighter so it could ride a Dragonfly into battle.

This soaring golem is capable of devastating attacks, winging down into a battle and striking with a powerful magestone­-powered cannon very similar to the main weapon of the Storm Golem. First fielded against the Elemental League, during the ocean battle of Rikker’s Isle, the Elves christened it zephyr-gallem, the Stormwind Golem.

## In tabletop

A golem flying a… golem. Well, this is an Atlantean warrior after all, and it would only be a matter of time before the Guild’s magical technicians figured out how to best take advantage of a symbiotic golem­-to-­golem relationship. And judging by the Techun, they pulled out all the stops. This beast can deliver 5 damage at 12 inch range, and he flies to boot. A defense of 19 against ranged attacks allows him to initiate battles on his own terms. Use the Techun as your army’s primary attacker and use him fearlessly.

## Gallery

Miniature from the Lancers expansion.Ditto.

***Atlantis Guild***

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

Jennerel was a human Atlantean Magus of the Guild who created the Whirling Golems and subjugated the territory of Thestle Commons.

## History

The plans of Magus Jennerel were years in the making in preparation for the fall of Thestle Commons. Each of his Whirling Golems, which were originally designes as servants, were endowed with hidden martial abilities in anticipation of Prince Ramag's treachery. On the Day of Recall, every 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***
Serpentfang

A weapon forged by Draconum to kill Draconum, this legendary blade is hated and coveted by warriors across the Land.

## In tabletop

Serpentfang is a relic-type card with the following effect: Figures from the Draconum faction get +1 to their attack value if they target the wielder with a close or ranged combat attack. (Optional) Give the wielder a close combat action. If the attack succeeds, cancel the special abilities of all targets of the attack. These abilities remain canceled until the beginning of the next end phase.

***Draconum***

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

The original prototype of the Atlantean Whirling Golem and the finest model of its class ever made. Created by Prophet­-Magus Karrudan before he died.

## In tabletop

The unique Whirling Golem Shazardek adds an extra slot of Weapon Master to the already excellent stats of this golem’s toughest rank. Battle Armor gives it a defense value of 17 against ranged attacks and allows you to close with the enemy across open terrain. Its 2 slots of Weapon Master mean that even if Shazardek takes a click of damage, it can still deliver a potent attack.

## 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
High Elven Council

The High Elven Council was the ruling council of the Rivvenheim's Hundred Cities and Knights Immortal. The Council is an organization dedicated to bringing their own brand of order to the realm by any means necessary.

Much to the irritation of the High Elven Council, a sizable number of High Elven warriors have chosen to leave their Temples before completing their training, joining the Free Armies. Prior to The Breaking, Norowas had bartered his infuence with the Elvish Free Armies to consolidate a position on the High Elven Council.

## History

With the Atlanteans pulling out of the fight for Khamsin in the last days of the battle, the Knights Immortal armies were faced with a difficult choice – fight and die with valor, or retreat and lose all honor. They chose to fight with honor, and were slaughtered against a well-entrenched force led by Duke Skala, the Red Duchess, and Nadia os Darras, better known as the Black Thorn.

The era of the Knights Immortal died that day, at Khamsin, when Council Lord Jamus failed to capture the Khamita's castle. While the High Elven Council now places their faith in the Elven Lords and the Temple Masters those High Elves who believe in justice and chivarly now leave the Rivvenheim Mountains in greater numbers. With the destruction of their armies at Khamsin and the hideous betrayal by the Atlanteans fueling their rage, the Elven Lords are holding nothing back in their attempt to reduce the chaotic races of the Land to ruin.

Sir Mishler's failure to capture Stonekeep came with a terrible price. As result of the High Elven Council failing to "get the job done", the secret Relishan Council – a group of nobles that secretly controls the affairs of Rivvenheim – stepped up and began actively manipulating the governing council to make decisions better suited to the High Elven destiny of subjugating all of the lowlander races of the Land.

***Knights Immortal***

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

Target a single opposing figure. If the attack succeeds, roll two six-sided dice and choose one. Deal damage equal to the chosen die result to the target instead of the caster's ranged damage value.

***Knights Immortal***

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

A favorite of rich Atlanteans, these trinkets bear the taints of distant Magestone mines. The crystals are processed to remove almost all of their dangerous magical energies, but a glimmer of force remains, to grant the wearer a subtle resistance to spells - as well as a sparkling attire.

## In tabletop

Magestone Bracers are an item-type card with the following effect: The wielder gains the Spell Defense special ability.

***Atlantis Guild***

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

> *The Glade priestess knelt before the Warrior Huhn, offering the ancient relic with her slim elven hands. Taking the relic by the hilt, the Troll warrior tested it's weight, knowing that Kossak's enslavement at the hands of the Dark Crusaders would soon be ended - one way or another.*
>
>

Relicbreaker is a relic hammer that breaks relics. Duh.

## In tabletop

Relicbreaker is a relic-type card with the following effect: When the wielder makes an unsuccesful close combat attack targeting an opposing figure wielding a relic, the target's relic is removed from the game.

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

>    *Nearby blasts from Magestone pistols and the screams of arrow-struck Revolutionaries echoed in Drager's ears as he forced his legs through the mud, struggling not to slip as he lugged the borrowed black powder boomer up to a good perch. At the hillcrest, the human ground his teeth and leveled the cannon at the nearest of three Empire automatons mired knee deep in the mud. Drager could already feel his footing giving way on the slick, muddy rocks. Still, he shouted his curses and pulled the trigger. The boomer shot tore into the trio of Magestone Golems with a deafening roar, but Drager himself never saw the hit - he was way too busy tumbling head over heels back down the muddy slope.*
>
>

All figures with a speed value greater than 8 have a speed value of 8 instead. No figure can use the surge proficiency. Rain and Mud is canceled by the Blasted Lands terrain domain.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Order of the Crescent Sword

The Order of the Crescent Sword is an adventuring company led by Raydan Marz. Since chasing the Shadow Khans from Prieska, the Order fights to free all the lands of their conquerors.

## In tabletop

The Order of the Crescent Sword is an Adventuring Company of 35 cost and with the cohort discount of 7. It's cohorts are: Delphana Master, Galeshi Stalker, Harka Orc, Khamsin Pistoleer, Prieskan Warrior, Raydan Marz. Their adventuring company ability is as follows: (Optional) After a member is eliminated, roll one six-sided die for each remaining member you choose. On a result of 5 or 6, heal the chosen member of 1 damage.

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

Magically constructed Mage Spawn that kills with a wailing scream. A wizard’s experiment from long ago, these beasts plague the land with their hunger and violence. These creatures have an exceptionally long life span and breed readily with other kinds of Devils.

The conflict between a Ki Devil and their mountain prey, the Dwarves, is a battle on two different levels. While the physical conflict between these combatants is intense, the Dwarves must also sustain their fury as a shield agains the Ki Devil's ongoing barrage of mind-numbing physical attacks.

## In tabletop

The flat stat profile of a Ki Devil is unusual. It maintains its terrific initial speed, attack, defense and damage stats even after several clicks of damage. High speed and Flying give this figure great mobility, and a 10" ranged attack is a deadly weapon. However, the Shockwave ability is the main strength of this warrior. In play, use the Ki Devil much like the Screeching Terror to skirt around your opponent's figures. Look for a large enemy formation to prey on and get within 5". Pass on the following turn, or push to attack immediately and press your advantage. Unlike the Screeching Terror, the Ki Devil retains its Flight and Shockwave longer, so don't be afraid to take a click of damage by pushing.

Previously seen as too expensive even for their excellent Shockwave attack, the Ki Devil benefits from the Shyft formation ability, becoming a force able to rend the toughest pieces in the game. Once they quickly get within range of the opponent, a squad of Ki Devils can split to create havoc, forcing him to choose which of his pieces he will protect from an attack that can cut through any defense.

## Gallery

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

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

Lightning guns (officially Lightning Casters) are weapons that emit lightning blasts, used by Amotep Gunners and Scorpem Gunners of the Atlantis Guild. They have a Magestone at their tip, collimators at the end and a stock. They are activated by the Gunners projecting a mental sigil - each gun has a special sigil assigned to it. While these fearsome weapons drain mana and life-force from the Gunner in order to fire, the warrior using this weapon can wipe out a whole column of enemies with just a few lethal shots of magestone-infused lightning.

## How to use

The following instructions come from Guild Directive Amotep-three:

Care And Operation Of The Amotep-Gunner Lightning Caster:

1. Establish a firm grip on the stock.
2. Point collimators at the enemy and charge exciter with the mentally-projected sigil specific to your device.
3. Brace for recoil.
4. Squeeze (do not jerk!) the trigger assembly back to the stock.
5. Do not look directly at collimators during discharge.
6. Release trigger.
7. Magestone draws focusing energies from gunner. Power loss should be expected when in a weakened condition. Fatigue or nausea should be reported to Magus at earliest convenience.

Emergency Operation:

1. Take firm grip at the base of stock with both hands.
2. Trail collimators away from enemy.
3. Swing overhead in a large, sweeping arc.
4. Bring stabilizers down with full force on opponent's head.

***Atlantis Guild***

1. ↑ Mage Knight Rebellion Trading Card Game
Heavy Lancer

A male High Elven Knight armed with a long lance. Rides a heavy warhorse. The High Elves are among the best riders in the Land. Can be of either noble or commoner class.

Although heavier armor and the warhorse barding slows down their mounts, heavy lancers make up for it in added protection and in stamina. They tend to be much more serious than their younger counterparts, though given the Rivvenheim Elves’ natural bent toward sobriety, not many would notice the difference. Heavy Lancers rarely act as heraldic bearers unless answering the direct request of a highly­-regarded noble Elf.

## In tabletop

The standard and tough ranks of Heavy Lancers are likely able to make two Charge attacks against enemy troops before requiring the healing services rendered to Light Lancers after a single Charge. Their tough defense value, complimented with Battle Armor, will enable assaults even against good ranged combatants. In fact, overrunning enemy missile troops is a job best suited to Heavy Lancers. Once in close combat, these mounted troops will make short work of any missile figure short of a Troll or Golem.

## Gallery

Miniature from the Lancers expansion.Weak 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
Launcher

A Launcher is an Orc warrior equipped with crude cannons made from hollow ironwood logs stuffed with black powder and anything else that will fill the barrel, these warriors are as likely to die due to a catastrophic misfire as they are to hit anything. Still, the pay is decent and the explosions are grand enough to make even hardened veteran raiders squeal with glee.

## In tabletop

Is there finally an Orc Raider with a decent ranged attack? You be the judge. The Launcher hits the battlefield with gusto. Its 10 to 12 inch range is unprecedented for an Orc warrior, and its high damage output puts it on a par with the much costlier Troll Artillerist. Additionally, the Launcher has the new Pierce special ability, allowing it to negate the effects of Battle Armor, Toughness and even the coveted Invulnerability. Back up a formation of Launchers with a few Shaman with Magic Enhancement, and watch your opponents dive for cover.

## Gallery

Miniature from the Whirlwind expansion.

***Orc Raiders***

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

Machau was an Utem Guardsman of the Atlantis Guild, equipped with a pike. Not much is known of his personality, but he seemed to enjoy Jacot's - his fellow guardsman's - jokes. Out of the four Atlanteans who had to battle the Mage Spawn, Machau was the first to die, disemboweled by a Werewolf. Last he was seen his body was taken by stretch-bearers after the practice ended.

***Atlantis Guild***

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

The original Mage Knight release from November, 2000.

## Booster Packs

The original boosters came in four different packs and, aside from miniatures, contained lore cards with either faction summaries, character profiles or major events in the story of the Land.

## Starter Set

The Starter Set for Mage Knight Rebellion contained 10 randomly inserted and painted plastic figures on unique “combat dial” bases, a Rule book, a Special Abilities Card, a 26 page Mage Knight: Rebellion comic book, 18″ flexible ruler, 2 six-sided dice 10 and 10 ID stickers for figures.

## Army Sets

There were four army sets, each for one of the four major factions - Atlantis Guild, Black Powder Rebels, Elemental League and the Necropolis Sect.

* The Atlantis Guild army set contained: Weak Altem Guardsman, Tough Altem Guardsman, Standart Amotep Incinerator, Tough Blade Golem, Weak Demi-magus, Standart Demi-magus, Tough Utem Guardsman, Weak Utem Guardsman and one random figure with rarity level of 3, 4, 5, or 6.
* The Black Powder Rebels army set contained: Tough Black Powder Boomer, Weak Dwarven Fuser, Standart Dwarven Fuser, Weak Dwarven Berserker, Standart Dwarven Berserker, Weak Khamsin Freelancer, Tough Leech Medic, Tough Steam Golem and one random figure with rarity level of 3, 4, 5, or 6.
* The Elemental League army set contained: Weak Crystal Bladesman, Tough Crystal Bladesman, Tough Living Elemental, Standart Mending Priestess, Weak Ranger, Tough Troll Brawler, Standart Troll Artillerist, Weak Wood Golem and one random figure with rarity level of 3, 4, 5, or 6.
* The Necropolis Sect army set contained: Weak Bone Golem, Weak Feral Bloodsucker, Standart Feral Bloodsucker, Weak Grave Robber, Tough Nightstalker, Standart Nightstalker, Tough Seething Knight, Tough Zombie and one random figure with rarity level of 3, 4, 5, or 6.

## Trading Card Game

The Rebellion expansion had a trading card game which came a bit later after it, in 2001, with each box for the card game including 24 booster pack with each containing 8 cards and at least two Limited Edition Units in it. The cards were manufactured by Upper Deck.

## Introduction Pamphlet

This pamphlet was used to teach new players about the world of Mage Knight Rebellion.

## Gallery

For a gallery of miniatures that came out in this expansion, please visit Rebellion Miniatures.

Contains of the Starter Set.Atlantis Guild Army set.Black Powder Rebels Army set.Elemental League Army set.Necropolis Sect Army set.Cover for the promotional Mage Knight Rebellion pamphlet.Promotional poster for the Rebellion trading card game.Cover of the comic book that came in the starter set for Rebellion.Large plastic storage case.Ditto.Inside the large plastic storage case. Those aren't Rebellion miniatures, by the way.Clear storage case.These were Rebellion retail terrain sets.Instruction for the terrain sets.These were Rebellion tournament retail terrain sets.Tournament gamemat.These were Rebellion retail terrain mats.This Limited Edition figure box was given out as one of the Tournament prizes.
Kzar Kraksha

Kzar Kraksha was the leader of the Orcs of the Fist during 419 Tz. Not much is known about him.

## History

In 419 Tz, Sarah Ythlim brokered an agreement with the current kzar, Kraksha, to allow safe passage for the Rebel pack train of black powder through the Fist. To ensure safe passage and as a token of honor, Kraksha sent Grugh's warhost to escort Snow and Sigwold's pack train.

***Orc Raiders***

1. ↑ Rebel Thunder (Bill McCay), Chapter 7
Karrudan's Bow

Upon his graduation as a Technomancer, Karrudan was gifted with the arcane relic by his master, Grand-Master Tezla. Karrudan wielded the dangerous weapon for all of his life, in Tezla's name.

## In tabletop

Karrudan's Bow is a relic-type card with the following effect: The wielder cannot uae the Bombardment special ability. The wielder's ranged damage value becomes 4. If the wielder is eliminated, Karrudan's bow deals 4 damage to all figures within 12" of the wielder.

***Atlantis Guild***

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

Place this spell face down on top of the caster's stack when it is cast. Give the caster a special action. Roll one six-sided die and subtract 2 from the result, with a minimum result of 1. Deal pushing damage equal to the result to the result to a single target friendly figure in base contact with the caster. Remove a number of action tokens up to the result from any friendly figures.

***Necropolis Sect***

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

Target the caster or a single friendly figure in base contact with the caster. The target gains Spell Resistance. Hedge Magic ends when a succesful Magic attack resolves against the target.

***Black Powder Rebels***
 Major characters

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

*Togg grunted and raised his mace high, snarling in pain as the puny human fired another bolt inti his thick Orcish hide. Already sluggish in the blazing heat, eyes stinging from sweat, he swung his spiked weapon down, but lacked the force or speed needed for a crushing blow. Instead, his delay was all the time the human needed to roll back and feed anothet arrow into his crossbow. Zurgan watched him, and letting out an enraged roar through cracked lips, stumbled closer for another swing. But once more, the human was faster than he - a final arrow found it's mark, right below the marauder's chin.*

During each player's end phase, eliminate any figures with Demoralized. Heat Wave is canceled by the Cold Snap weather domain.

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

Lord Daraton was a High Elf of the Knights Immortal, serving Prince Hamund at the High Elven Embassy in the city of Atlantis. His job was to oversee the food be delivered to his Prince's banquet unspoiled, and he also was a friend of Perrin of the Black Powder Rebels, helping Snow get to the city to deliver the killing shot to Karrudan.

## History

Lord Daraton first met Snow in 419 Tz, when getting the food to Prince Hamund's banquet through a liftgate. The tall, regal figure looked down at Snow as if he’d just detected something unpleasant stuck to the sole of his boot. The Elf sounded as if he were conferring a great honor by giving his name. Daraton served Prince Hamund with his embassage to the rulers here - the reason for why Daraton helped the Rebels, however, remained ambiguous no matter how many times Snow asked. Fuming, Snow silently followed the Elf to another wharf, where a string of humans awaited with various boxes and bundles - porters, Snow realised. Daraton then ordered Snow to carry one of the crates to pass off as another porter, and they moved on.

They proceeded through the streets, Snow nearly bent double under the weight of the crate. A loop of rope ran from his forehead to the top rear of the box, helping him hold his burden in place. Daraton seemed in no rush to reach the nearest liftgate plaza. Sweat beaded on Snow’s face and stained his jerkin while Daraton spoke with the guards. Then the Elf and his porters stepped into the three concentric circles of dull stone that marked the actual gate. When the whole group was in place, the inner stone circle suddenly turned a brilliant emerald green. Beneath their feet the buried Magestone was charging to send them upward. The brilliance shifted to the next stone ring, then the outermost ring ignited in emerald fire. Suddenly, the whole group was impelled into the air on the circle of stone. A soft moan went through most of the porters, who directed their eyes upward. Daraton watched Snow, who, thanks to his posture, was looking almost straight down.

They arrived at their destination, a circular opening in the immense flying shield that was Atlantis. Lambent green light flashed around them in three expanding circles. Then the fire died, to reveal pavement as solid as if it stood on the ground so far below. A demi-magus tried to inspect the crates with food on orders of Lord Scarbro, but Daraton explained that they contained food intended for Prince Hamund and his master would be very angry if his banquet was spoiled. Snow then lumbered off. He was wheezing gently when they finally stood in the embassy courtyard, outside the kitchens. The other porters were gone by the time Snow got free of his encumbrance. Daraton then pointed to a burlap-wrapped cross-pole one of the porters had used to carry sacks of vegetables. Snow removed the burdens and then the sacking, revealing a familiar oilcloth bundle. The Elf made a dismissing gesture, bidding Snow farewell.

***Knights Immortal***

1. ↑ Rebel Thunder (Bill McCay), Chapter 18
Khamsin Gunslinger

A Rebel warrior from Khamsin armed with twin black powder pistols. Duels between Gunslingers are growing more common; if you pay the death tax, duels are perfectly legal in Khamsin.

Even more so than the Khamsin Fusers or Freelancers, there is a mystique which surrounds the Gunslinger, hinting that they are some kind of knight errant, with pistols, suffering under the disintegration of their kingdom. However, if a Gunslinger follows a code of any kind it is likely the Khamsin Dueling Code, a Code that makes the killing of a rival perfectly legal as long as the Gunslinger pays a death tax to the local township. Romantic notions should be set aside, Gunslingers are usually dangerous men who have little use for law or lords.

## In tabletop

The Khamsin Gunslinger tends to work best as a scout or a harasser. Having a relatively cheap figure with two attacks is good when going up against important but fragile figures like Technomancers or healers. The Tough version, with its 9 attack and 2 damage, gives a player the most options. Its short (6 inches) range means it has to get up close to be effective, so wait until your opponent marks his or her figures before moving in.

A step up from the Khamsin Freelancer, the pistol-toting Gunslinger's advantage lies in his multiple attacks. Often players are reluctant to choose multiple targets for a ranged attack since the damage is reduced to 1 click per target figure. This is no a problem with the Gunslinger, since his damage value is only 1 to begin with! A range of 6 makes it necessary to keep this warrior close to the action, and he is best used in conjuction with Magic Enhancing characters, like the Shaman or Demi-magus.

## Gallery

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

***Black Powder Rebels***
 Major characters

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

Regeneration is a defensive combat special ability represented by a black square with an X in it.

## Mage Knight Dungeons

This warrior can heal himself 0 to 4 clicks. (Optional) Activate this warrior, but he is considered to have 0 speed points for the turn and may not make an attack. Roll 1 six-sided die and subtract 2 from the result (treat a negative total as 0). Heal a number of clicks of damage on this warrior equal to the result.

## Mage Knight 2.0

Give this warrior a special action. Roll one six-sided die and subtract 2 from the result. If the result is less than 1, the result is 1. Heal this warrior of damage equal to the result.

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
Scythapox

Scythapox serves as Doomathiak’s “hound” and often digs out spies and outsiders throughout the Vurgra Divide for his master.

## In tabletop

Better. Stronger. Faster. Scythapox is an archetypal unique warrior: better than the toughest non­-unique figure of his type in several ways. He features Weapon Master to increase his damage output and higher attack values than the Tough Nightmare Reaper to improve his offensive strength when in close combat. While other Nightmare Reapers only have seven slots, Scythapox has eight to bolster his endurance in a grueling battle. Lastly, this warrior has an extra slot of Charge, giving him increased mobility even after sustaining three clicks of damage. Use Scythapox in the traditional cavalry role, running down support troops and outmaneuvering slower opponents.

## 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
Madness Totem

> *The shaman raised the totem high over his head, wind howling through the dried skin like the keening of a madman, and all who dared to look upon it were driven into a feral rage.*
>
>

Madness Totem is a relic of the Chaos Shamans.

## In tabletop

Madness Totem is a relic-type card with the following effect: (Optional) Give the wielder a special action. Until the beginning of your next command phase, all figures within 6" of the wielder (other than the wielder) gain Frenzy. Deal 1 pushing damage to the wielder.

***Orc Raiders***

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

Give the caster a ranged combat action targeting a friendly figure with the Golem damage type; the caster gains Arcing Fire for this attack. Instead of an attack roll, roll one six-sided die and subtract 2 from the result, with a minimum result of 1. All figures other than the caster and the target that the line of fire crosses are dealt damage equal to the result.

***Atlantis Guild***

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

Maleficius is a human male wizard-scholar unaligned to any faction. He has written many collections, journals and observations on the Land, it's magic, factions, species and is known to possess quite a collection of magical artifacts and curiosities.

## Personality

Maleficius is judgemental and sceptic, dissecting the ideals of major factions and characterizing them from an outsider's view. Despite that, he is a realist, recognizing whenever a force is to be reckoned with or if it's of no consequence to the larger scheme of things.

After his dealings with the Faeries, Maleficius believes them to be nothing more than fluff and petty vengeance. In his opinion, the best place for a fairy is being stuck to the wall with a hairpin.

## Gallery

Miniature from the Sorcery expansion.
1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Raven's Tongue

Place the spell face down on top ofthe caster's stack when it is cast. Choose an opposing player. At the beginning of each of that player's command phase, roll one six-sided die. On a result of 6, that player gets one fewer actions this turn.

***Orc Raiders***

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

> "We never saw the enemy until it was over. One by one, the warriors guarding our Elven captive were picked off. Each time someone screamed and fell, we'd rush the spot where we thought the arrow had come from, and found nothing. I took an arrow in the shoulder and fell, just as two shafts buried themselves in our screecher's back. That was enough for the Orcs we hired. They lit out, all five, and the mercenary Utems didn't wait much longer. I passed out, myself. When I came to, everyone was dead or fled, and I could see an elf standing over my prisoner, cutting his bonds. They faded into the woods together, and I limped back here to report. *It was one man*. One ranger destroyed my entire command."
> - From the reports at Bracken Gall, describing the ranger Oakes.
>
>

An Elemental forest elf archer skilled at sniping at the enemy from hidden locations. Rangers are taught to live off the Land and survive in the most hostile conditions. While they are competent in combat, they often act as message carriers for League warlords. Headquarters in Roanne Valle. These bow-wielding warriors are renowned for their ability to kill at a distance with a well-placed arrow, whether they may be hunting a stag, a boar or a Guild demi-magus. Able to conceal themselves with ease, they represent the deadly, unstoppable tenacity of the League.

When firing at a target far out of range of traditional bows or rifles, an absolute calm is required. Even one twitch can set of an archer's aim, spoiling a valuable shot. For the Elves of the Wylden, the Bracers of the Archer help to balance a Ranger's body and spirit, forming a mystical bond between archer and prey.

## In tabletop

The League's Elven ranged attacker is the bow-wielding Ranger, a versatile figure with reasonable attack and damage values and respectable range. However, there are more efficient options than the Ranger if you don’t plan to take advantage of its Stealth. It often works best to put down the hindering terrain, let the front arcs of the Rangers emerge from it, and force your opponent to come to you.

His good attack is supplemented by the Stealth ability. This makes him a great abmush figure. Essentially, he can fire out of hindering terrain without fear of retribution until opposing warriors enter the terrain to root him out with close combat. He also hates the Demi-Magus' Magic Blast, which ignores his terrain benefit, but this is a special case. Park a group of Rangers in the woods for happy hunting!

## Gallery

Illustration from the official Mage Knight website.
### Miniatures

Standart miniature from the Unlimited expansion.Weak miniature from the Unlimited expansion.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
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Northlands

The Northlands are a country in the north of the Land, consisting of Enos Joppa, Nok, Rangraz and Varsfield. Recently liberated from the Atlantean yoke by the Black Powder Rebels led by warlord Blackwyn, the Northlands are starting to survive and thrive on their own, with protection from Blackwyn's Northlanders.

The Northlands are subject to annual sieges by the Orc Raiders, who plunder and then come back to the Fist. The northern ponies can only be found in Northlands and are widely used by the Black Powder Rebels.

## History

In -500 Tz: The Orcs begin to make yearly raids on the Land. A sizable horde of Orcs, led by one of the first major kzar commanders, conducts organized raids against human settlements along the edge of the northern grasslands. As result of the brutal attacks, humans in the northlands begin to band together, build rudimentary forts and organize clan alliances to fend off the attacks of these “Orc Raiders.”

***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
Magic Confusion

Magic Confusion is a damage-related combat special ability represented by a black circle with an X in it.

## Mage Knight Dungeons

This warrior may make a ranged combat attack to move an opposing figure. (Optional) When this warrior makes a ranged combat attack, his damage value is reduced to 0. If he makes a successful ranged combat attack against a single target, the attacking warrior’s player immediately moves the target figure, using any number of speed points up to its full speed value. The target figure may not be moved into a square adjacent to Mage Spawn, wandering monster tokens or a figure friendly to the attacking figure. The target of a Magic Confusion attack cannot make a counterattack.

## Mage Knight 2.0

Give this warrior a ranged combat action, with a single opposing figure as the target. If the attack succeeds, the target is dealt no damage. Treat the target as if it were given a move action, but you control the action. The target cannot be moved into base contact with a figure friendly to you. None of the target’s optional special abilities can be canceled while you resolve this action. Do not give the target an action token for this action, and do not deal it pushing damage.

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
Queen Corella

Queen Corella was an Amazon Queen of one of the tribes in the Nepharus Mons.

## History

Queen Corella ruled over one of the amazon tribes before the Breaking. She had spotted Wolfhawk, who have proved to have an exceptional talent for swordsmanship, joining Queen Corella's army at a young age. Wolfhawk's 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.

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

Magic Retaliation is a defensive combat special ability represented by a blue circle with an X in it.

## Mage Knight Dungeons

This warrior delivers 1 click of damage if damaged in an attack. When this warrior takes damage from a ranged or close combat attack, the attacker also receives 1 click of damage. A figure cannot make a counterattack against **Magic Retaliation** damage.

## Mage Knight 2.0

When this warrior is dealt damage greater than 0 by a close or ranged combat attack, it deals the attacker (or primary attacker, if damaged by a formation attack) 1 damage.

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
Underworld

The Underworld is a mythical place outside of the Land. It is said that in the Age of Mists the many devils that roamed the realm retreated to the Underworld after waging war agains the Gods. The Nightmare mounts seem to have come straight out from the netherworld, with tail and mane formed out of a cold­-burning fire and sparks of white­-hot fury struck from each pounding stride.

Many Underworld legends refer to unwise persons vanishing from the world of the living - it is unclear whether these mythical Underworld elixirs exist.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf