recursal/Fanatic-Fandom huggingface dataset:
Crypt Worm

> "The Worm creeps up, and rears its head. It begins to feed, before you're dead. It spits in your eyes, continues to close. It chews you up, from head to toes. And when its bile eats through your clothes, and its mouth strips off your flesh. Too bad that you're still a-live!"
> - Childhood rhyme used by Sect Elf children to choose a victim of a game.
>
>

A sizable Mage Spawn - a slithering eating machine with a taste for carrion. Some of the underworld leaders in Venetia keep pits filled with Crypt Worms in order to get rid of “evidence.”

Crypt Worms begin as finger-length wrigglers, but with enough time - and corpses, they can grow to their full, towering Troll-crushing size. The Amotep Incinerators, armed with their flame-throwing cannons, often target Crypt Worms out of self defense - or more because of the fact that if the Worms are flamed long enough, they will eventually explode in an extremely satisfying manner.

## In tabletop

    Crypt Worms are made for close combat. While their initial attack and damage values are average, a Crypt Worm really starts to shine after it has taken a few clicks of damage. Move into base contact with your opponent’s warriors. Let them get in the first attack, and watch the look on your opponent’s face when the Worm’s attack and damage values grow. Don’t forget about the ranged attack, either; the Worm’s slow speed may not allow you to get into close combat, but the ranged attack means it can still attack a nearby enemy. Pair the Crypt Worm with some healers to keep it in the battle longer. While the Worm’s poor defense values make it easy for your opponent to hit, it also makes it easy for you to heal.

## Gallery

Miniature from the Rebellion 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
Bone Grinder

>    “Discovering that the Bone Grinder has regenerative ability, many consider the idea that it might own to Troll blood. After all, the Orc Raiders work alongside some of the more savage Troll tribes and have been known to interbreed. In a study which cost the lives of four demi­-magi, however, it was concluded that the Grinder is actually an Orc Crusher who has learned to focus its seething rage inward as it revels in the chaos of battle. It heals itself by magicks much more akin to Sect abomination rather than the natural ability of the Trolls.”
> ~conclusions from a treatise, as given by Scholar­-magus Anunub
>
>

A slightly magical Orc that is able to heal itself by transforming rage and pain into magical energy. Many Bone Grinders are apprentice Shamans or hope to win a place under the tutelage of these “powerful wizards.”

## In tabletop

The Bone Grinder is an Orc that has a surprise slot of Regeneration just before he becomes Demoralized. Since Berserk status accompanies the Regeneration slot, with a corresponding increase in attack and damage values, this second-­last slot on the dial is a very good place for the Bone Grinder to be. Like the razor’s edge, this slot is tough to find and difficult to stay on, but after being wounded, it’s where you want to go. Once wounded, push the Bone Grinder until you reach this sweet spot on the dial. Attack if the opportunity presents itself, otherwise Regenerate and hope for a 5 or 6 on the roll.

## Gallery

Miniature from the Lancers expansion.

***Orc Raiders***

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

Constructed of the brightest minds in the Empire, the Golemkore is a combination of a top-rank strike unit and a golem factory. Capable of stripping down and retrofitting Technomantic Golems on the field, the technicians and mages of the Golemkore create a reliable and deadly force that any of the Land’s armies will regret tangling with.

## History

Golemkore was established by Grand-Magus Tezla himself more than two hundred years ago of very loyal to the mages of the Atlantis Guild. The newest leader of the Golemkore, Magus Anunub, ensures that the Golems created and maintained by his armies are the best they can be.

The Golemkore were the first to combine shield and toolbox for their warriors going into battle, creating the Gear Shield, but the design was quickly copied by Khamsin steam engineers and the Forgemasters.

## Organization

The Golemkore operates independently of Emperor Nujarek’s desires, and Anunub refuses to bow to the Emperor’s desires to turn the Golemkore into his own personal army. Anunub works hard to take back the authority the mages lost to Emperor Nujarek, but will not stoop to underhanded tactics to win his battles. Anunub thinks that the Golemkore will simply outperform and outshine any other Imperial unit on the field, and show that the Empire is best ruled by those born with the gift of magic in their blood.

## In tabletop

The Golemkore's subfaction ability is the following:

**FIELD REPAIR:** Give this warrior a close combat action, with a single friendly figure with the Golem damage type as the target. Ignore all modifiers to the close combat attack. If the attack succeeds, and the target is not on its starting marker, heal the target of 1 damage. Ignore all repair markers on the target’s combat dial for purposes of healing.

***Atlantis Guild***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Lord Portarr

Lord Portarr was the human Atlantean leader of the Guild's garrison at the Khamita Castle of Khamsin in years before the death of Karrudan. He was quick to anger, had an air of authority about him but also liked to indulge in courtesans and cheap wine.

## History

In 419 Tz, Lord Portarr was the leader of the Atlantean garrison of Khamita Castle in Khamsin. One day, when Blaize - an undercover agent of Karrudan serving as a mole in the ranks of Black Powder Rebels, tried to get the patrol schedules as a part of getting deeper into the conspirancy surrounding Karrudan's death, he tried to get to Lord Portarr to acquire then, but first was examined by Magus Gamelon. Gamelon was able to spot that Blaize had some magic about him but couldn't pinpoint exactly what kind of - most likely the trace left by Karrudan's sigil. When Blaize had shown it to Gamelon, he was quickly taken to the office of Lord Portarr, who at time was busy with courtesans and wine.

Portarr was caught in the mindst of his private pleasures and was angry, but was convinced by Karrudan's sigil, just like his subordinate. Per request, he gave Blaize the schedules detailed unit sizes, routes, and timing for patrols in and around Khamsin for the next week. Blaize memorized the list, jotting down a few notes with a charcoal stick on a paper scrap just to make sure. Blaize then asked fot Portarr to report to Lord Scarbro via mage-writ of the brewing Rebellion in Khamsin, mentioning the Prophet-Magus in his plea - invoking Karrudan would probably ensure that the message was sent. Beyond that, Blaize could only hope that Scarbro would correctly read between the lines. Blaize then was instructed by Gamelon on how to meet him again through a secret passage in the Street of Metalworkers and then was let off.

***Atlantis Guild***
Fen Swamp

>    *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.*
>
>

All clear terrain becomes shallow water terrain. Any figure with the Aquatic speed type in shallow water terrain gets +1 to its defense value. Fen Swamp is cancelled by the Mountain Pass terrain domain.

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

>    "With great power comes two things; jealousy for the strong and disdain for the weak". - Vija of Vladd
>
>

Blackheart is a relic axe of the Necropolis Sect.

## In tabletop

Blackheart is a relic-type card with the following effect: The wielder cannot make ranged combat attacks. (Optional) Give the wielder a close combat action targeting a single opposing figure. If the wielder's unmodified damage value is greater than that of the target, the attack succeeds without an attack roll.

***Necropolis Sect***

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

Created by the Orc shamans of the northern grasslands, these magical objects are frequently bestowed upon the champions of Orc tribes. During the yearly Festival of Division, the shamans augment their champions with every magical trick they've got so that the tribes will leave the contest with as much of the loot as possible.

## In tabletop

Bracers of the Giant are an item-type cars with the following effect: The wielder gains the Crushing Blow special ability.

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

Dragonstar was forged by the most powerful Draconum mystics that ever lived, and bestowed with the power of the Dragon Gods themselves.

## In tabletop

Dragonstar is a relic-type card with the following effect: The wielder cannot use the Arcing Fire or Bombardment special ability. (Optional) Give the wielder a ranged combat action targeting a single opposing figure. If the wielder rolls a critical hit, eliminate the target.

***Draconum***

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

A Sect Grave Digger who left the Necropolis to become an independent warlord.

It is perhaps fortunate for the Sect that Grave Robbers rarely retain enough intelligence to understand how their masters have twisted and used them. Still, a few, like Khep, retain their mental faculties. Such men are considered dangerous, and would be destroyed if not for their refined skill in necromancy and even in combat. This makes them an asset on the battlefield, not to be lightly thrown away. But as more of these grave robbers defect from the Necropolis Sect, this policy could change on a moment’s notice.

## Gallery

Miniature from the Rebellion expansion.

***Necropolis Sect***

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

> *The greatest teacher is experience.*
>
>

The Book of Nightmares is a relic book which allows the wielder to damage his foes without even touching them.

## In tabletop

Book of Nightmares is a relic-type card with the following effect: (Optional) Give the wielder a ranged combat action targeting a single opposing figure; 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, deal damage to the target equal to the number of special abilities showing on the target's combat dial instead of the wielder's ranged combat value.

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

A second-­generation Draconum warrior that has only undergone one Chrysalis, a young combatant with the fighting ability of a maddened Troll. Having just evolved from the bestial Whelp form, they are still adapting to their new, powerful bodies. With the ability to dive out of the sky and onto their prey, like a hunting hawk onto an unsuspecting rabbit, these relentless, scaly creatures are feared by warlord, necromancer and magus alike.

Comparing the Neophant to one of the Draconum’s elite castes is like comparing a child to his parents. Yet this “child” can hold its own against a maddened Troll and rip the limbs off any lesser warrior without blinking an eye. The sight of a Neophant soaring over the battle lines on its graceful wingspan, clawing and tearing at the enemy beneath it, is something you prefer to witness from behind the dragonkin, not in front. This is hardly a babe in swaddling clothes.

## In tabletop

How do you make a better Half­-troll? Give him Flight and call him a Neophant. His Battle Fury and attack value makes him a good fighter, while mobility increases his usefulness. If close combat trouble is pending, the Neophant’s wings improve his chances of disengaging and allow him to pick a better battle. Flight also compliments his ranged attack, allowing him to snipe in and around difficult terrain. The Neophant can be used in a variety of roles, ranging from lone wolf harassment to sturdy medium fighter. He could be used to support an all-­Draconum ranged or close combat formation; but really, when would that ever be necessary?

## Gallery

Miniature from the Rebellion expansion.

***Draconum***

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
Cursed

Cursed is a defensive combat special ability represented by an orange with an X in it.

## Mage Knight

If an action would cause this warrior to be affected by one or more special abilities with the word “Magic” in the name, it receives 1 click of damage after the action is resolved.

## Mage Knight Dungeons

If an activation would cause this warrior to be affected by one or more special abilities with the word “Magic” in the name, it receives 1 click of damage after the action is resolved.

## Mage Knight 2.0

When this warrior is affected by an action from a figure with the Magic attack type, deal 1 damage to this warrior after the action resolves.

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

> "And when the evil wyrm was slain; They were in golden coffins lain; Lest the beast be born again; Their vigil is eternal."
>
>

The Dragonslayers are an adventuring company dedicated to hunting down Dragons, stealing whatever gold the beasts possess and making sure the scaly monsters don't ressurrect.

## In tabletop

The Dragonslayers are an Adventuring Company of 20 cost and with the cohort discount of 5. It's cohorts are: Kaznak, Lord Valantis, Syrthyn and Tovak Wyrmstalker.

Their adventuring company ability is as follows: When a member attacks an opposing figure with a point value greater than the point value of the member with the highest point value, the attacker gets +2 to their damage value for that attack.

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
Council of Merchants

The Council of Merchants is the ruling body of the republic and city of Khamsin, supported by the Black Powder Revolutionaries.

## History

Just recently, with Khamsin having survived destruction at the hands of the combined Atlantean and High Elven armies, and the Northlands secured under the auspice of Warlord Blackwyn’s well-trained Northlander armies, a new era begins for the fighters of the Revolution, with the Council of Merchants solidly in control of Khamsin.

The sudden surge of the Dark Crusade to the east and the bizarre arrangement between the free-willed Galeshi and Kzar Nabar's Orc Raiders has many free folk worried about the battles to come. Adding to that, Darq the Corrupt's incredible conquering of the Galeshi desert territories leaves many of the Revolutionary leaders worried. While the Council of Merchants in Khamsin warned the Galeshi against their plan to make deals with the Orcs – and were ultimately unable to send aid to the Galeshi due to the siege of the Revolutionary capitol – many Galeshi have a bone to pick with their "so-called allies" in Khamsin and the Northlands.

***Black Powder Rebels***
 Major characters
Arythea

While the origins of The Breaking are shrouded in mystery, it is spoken in hushed whispers and knowing glances that it may have been the Blood Cultists who were responsible for the cataclysm and resulting chaos that ensued. Evidence exists that the Cultists were finally successful in their ancient quest to awaken the dark god Amara who repaid his followers by unleashing his might upon the land.

Believed to be the strongest of the known Mage Knights, Arythea has emerged from the chaos more powerful than ever and she has gone forth spreading Amara’s bloody gospel as she crushes her foes under her spiked heel. Under her leadership, the Blood Cultists have slipped the bonds of their former masters in the Dark Crusade and have become a power unto themselves; feared by many and respected by all. No one knows where Arythea will strike next but one thing is certain, the bloody god Amara has directed her to participate in the Council of the Void’s plans and will be pleased with her conquests and the proliferation of his teachings.

## Gallery

Miniature from the Ressurrection expansion.

***Necropolis Sect***

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

A Crystal Sprite is an Elemental League unit. A tiny, fluttering Faerie with the ability to freeze warriors in place with a single spell. Can manifest for an hour or two in human size.

## In tabletop

With its weak defense and attack values and short range, the Crystal Sprite is a difficult warrior to use effectively. Its Magic Freeze ability, which adds action tokens to any opposing figures, gives the Sprite amazing potential, but keeping it alive long enough to deliver its freezing touch will be challenging! One option is to keep it in contact with a warrior with Defend and a high defense value. Otherwise, consider positioning the Crystal Sprite on the perimeter of a battle, and wait for an opportunity to attack a weakened opponent.

## 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
Blood Cultists

Unlike the rest of the Dark Crusade, who long to pass over the boundary of life to embrace eternal undeath, the blood cultists cling to life for as long as possible by stealing the life force of others. Long answering to the powerful necromancers of the Deathspeakers, the followers of the Blood Goddess have now uncovered lost secrets of their ancient faith allowing them to awaken the legendary Bloody Amara. With the support of his power and powerful spells of their own, the Blood Cultists are finally becoming a power in their own right – and may soon answer only to themselves.

The Blood Cultists are known to sell Scrolls of the Grave. Although fools who purchase these scrolls from the agents of the Blood Goddess may believe that they are transforming themselves into a kind of immortal vampire, the truth is that the scroll does nothing more than drain the soul energy of the user. With repeated use, the users might turn into a ghoul, dependant upon others for life energy and blood sustenance.

## History

While the origins of The Breaking are shrouded in mystery, it is spoken in hushed whispers and knowing glances that it may have been the Blood Cultists who were responsible for the cataclysm and resulting chaos that ensued. Evidence exists that the Cultists were finally successful in their ancient quest to awaken the dark god Amara who repaid his followers by unleashing his might upon the land.

Believed to be the strongest of the known Mage Knights, Arythea has emerged from the chaos more powerful than ever and she has gone forth spreading Amara’s bloody gospel as she crushes her foes under her spiked heel. Under her leadership, the Blood Cultists have slipped the bonds of their former masters in the Dark Crusade and have become a power unto themselves; feared by many and respected by all. No one knows where Arythea will strike next but one thing is certain, the bloody god Amara has directed her to participate in the Council of the Void’s plans and will be pleased with her conquests and the proliferation of his teachings.

## In tabletop

The Blood Cultists subfaction was introduced with the release of the Sorcery expansion. The Blood Cultists subfaction ability is the following:

**SIPHON ENERGY:** (optional) Once at the beginning of your command phase, if a friendly figure is in base contact with this warrior, deal 2 pushing damage to that figure; remove an action token from this warrior.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Walkthrough-2012-March.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Amazon Blademistress

A Rebel human warrior from Nepharus Mons. An adult amazon warrior who has not yet proved herself sufficiently in battle to lead a warband, take a husband or become a leader in her tribe. The several amazon tribes allied with the rebels lend some weight to the rumor that the secret of black powder was discovered in their lands near Nepharus Mons. Then again, many amazon tribes have had plenty of opportunities to develop a hatred for the Guild, which could just as easily have pushed them into the alliance.

Whatever the reason, adding the amazons to their coalition gave the rebels much­-needed fighting ability at close quarters. Deadly masters of the sword, the blademistresses can be on you in an instant, slashing at you with their curved blades in a lethal dervish­-style attack. Their scant armor would seem to make them vulnerable to enemy blades and arrows, but in fact their fleet movements make them difficult targets even for veteran warriors. They also wear strong arm leathers and often intentionally take a sword cut against these bracers in order to get inside their enemy’s guard and work deadly mischief with their short swords.

## In tabletop

The Blademistress’ popularity is fueled by one overwhelming trait: 3-­4 slots of Weapon Mastery. No warrior holds this trait for so long. Combined with an excellent closing speed, opponents should truly fear her. As an added bonus, like the Altem Guardsman, the Blademistress packs a short ranged attack, which will often come in handy during a dash towards an opposing figure. Consider pushing the Blademistress into combat; she will keep her Weapon Mastery, after all.

## Gallery

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

***Black Powder Rebels***
 Major characters

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

Scalesworn Thralls are human warriors that serves the Draconum in exchange for being taught Draconum martial arts. When they have proved themselves, the chains are broken but left on their wrists to remind them of humility. Becoming a Scalesworn is a lifelong commitment.

## In tabletop

The second of the non unique Draconum, the Scalesworn Thrall allows you to select the strength of Draconum you need for your army. Each of the Weak, Standard and Tough ranks is remarkably different in strength and point cost. With multiple slots of Battle Fury, these warriors are not likely to be captured, while their Battle Armor helps protect them against ranged attacks. The Scalesworn Thrall’s own range values, while not large, are worth remembering, whether it’s close combat or ranged combat figures you need.

## Gallery

Miniature from the Whirlwind expansion.

***Draconum***

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

Asringold was a High Elven Martyr of the Knights Immortal who died in battle.

## History

During the siege of Rothe, when the Necropolis Sect attempted to break the Knights Immortal lines in an effort to spirit away Necromancer Juhl­-lat, they ran up against a solid line of heavy cavaliers led by the Martyr Asringold. Six elven chargers, holding against three times their number in unnatural creatures and dark warriors. The safe tactic was to hold the line and wait for reinforcements. They charged. The first rider fell with the blood of three Sect warriors on his sword. Two more were finally struck down before Asringold fell upon the necromancer. Only one Cavalier finally rode free of the battle, bringing back to the warhost the kreus of Asringold and the head of Juhl-­lat.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Byrch's Victory

Byrch's Victory is a human village with a shrine that was attacked by Wither's troops somewhere in 420 Tz. The troops, consisting of Orc Raiders, stole the village's magestone.

## History

In 420 Tz, Byrch, Kerraii, Snow and Rowan were tasked by Blackwyn to scout warlord Wither's host, first coming up against a scout squad or Orcish Slashers, Crushers and one Shaman, dispatching them all easily. The fight took place near Byrch's Victory (the place didn't have a name beforehand and Byrch took it upon himself to name the village), with a troll artillerist joining the fight against the Raiders on the side of Snow's gang. After the fight ended, Snow talked to the village elder and Turrak'din himself - the troll explained that the garrison where he previously was stationed was overrun by Wither's troops and asked to join Blackwyn's side - Snow agreed and the fuser's gang gained an additional member. They were then ambushed by a Blade Golem, powered by the Magestone that Wither's troops stole from the village, but the Golem and the accompanying Orcs were easily eliminated by the band. Kerrai and her allies then returned to Blackwyn to report that Wither's troops were here.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Comic-Book-Rebellion.pdf
Charge

Charge is a movement special ability represented by a green square with an X in it.

## Mage Knight Dungeons

This warrior may make a close combat attack for a cost of 0 speed points. (Optional) Add 4 to the warrior’s speed value if he is given an activation when no opposing figures occupy squares adjacent to him. This bonus lasts until the end of the current activation. This warrior only fails to break away on a die roll result of 1.

## Mage Knight 2.0

This warrior cannot use the surge proficiency. Give this warrior a close combat action when it is not in base contact with an opposing figure. This warrior can move up to its full speed value and then make a close combat attack. This attack does not require an extra 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
Fen Blade

> "We have been reborn in our true forms, and now our warriors can once again wield the ancient blade of the fen. Only we can clear a path for those to follow." - *Domina Va'hara*
>
>

Fen Blade is a relic weapon used by the Shyft.

## In tabletop

Fen Blade is a relic-type card with the following effect: (Optional) When the wielder makes a succesful close combat attack, deal 1 damage to all opposing figures in base contact with its rear arc.

***Shyft***

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

>    *It's all too quiet, Relaphon told himself again. It must be a trap. But the Revolutionaries simply had nowhere else to come but here, the village of Lyranthe. Sword drawn, Relaphon and his squad had kicked down several doors thus far, finding nothing within but huddling women and children. But Relaphon knew his prey had to be here. In a smaller village, the Magus would have just burned everything to the ground. But here, amid a maze of stone and tile, he would be forced to conduct a house-to-house search until he found his prey. Sure enough, one of Relaphon's soldiers kicked in one door too many. An explosion of black powder detonated, throwing Imperial soldiers in all directions. The soldiers just barely recovered their senses as a horde of Revolutionary warriors rounded their corner behind them, black powder pistols blazing shots in a deadly hail.*
>
>

Constructed terrain features get +1 to their structural point values. Border Town is cancelled by the Magestone Strip Mine terrain domain or the Earthquake catastrophe domain.

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

This weapon was grown by Elemental priests millenia ago to destroy those who stood against the might and purity of the Land.

## In tabletop

Crystal Reaver is a relic-type card with the following effect: (Optional) Give the wielder a close-combat action. If the wielder succeeds at a close combat attack against a single target with the Magic attack symbol, double the wielder's unmodified close combat attack value for that attack.

***Elemental League***
 Minor characters

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

A heavily armored Orc soldier armed with a mace. A standard grunt Orc warrior. In the dark, with their bulky shoulder guards and horned helms, Orc crushers have often been mistaken for Troll Brawlers. But despite their proud blustering, Orcs do not have the stamina of Trolls - they typically waste much of their energy in unfocused savagery, and consequently tire quickly.

The heavy bronze plate mail worn by most Orc crushers is typically decorated with spikes to intimidate foes during close-quarter fights. Crushers prefer clubs and maces to swords, which take less advantage of their strength. These stout, bladeless weapons also serve as riding crops for the hardy Ankhars Orcs sometimes ride.

Crushers, large in size and armored with everything the Orcs can provide, are the only kind of orcs that can hold up to the transforming threat to the tribes of the Fist that is the Werebears.

## In tabletop

The Crusher is an upgraded version of the Slasher. He deals more damage and carries more Battle Armor, though he does forfeit the Slasher's small ranged attack. Crushers should lead the assault against knots of enemy troops. Their armor gives them some protection on the way in, and like all good Orcs, if a concentration of fire brings a few down, it's no great loss: Orcs are inexpensive enough to ensure others will be there to plug the gaps. As a side note, the tough version of the Crusher as 20 points ties with the Amotep Incinerator for the cheapest 4 damage attack in Mage Knight.

If you have the points to spend and like the screening strategy of the Orc Slasher, then the Crusher is the piece for you. Possessing the same defensive bonuses as the Slasher, the Crusher hits harder at the start and finishes with a Berserker fury of 4 points!

## Gallery

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

***Orc Raiders***

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
Nightwitch

A Sect elf sorceress with potent magical and Necromantic abilities. Much in the way that Elemental Priests and Mending Priestesses learn different arts, Necromancers and Nightwitches have taken different paths and mastered different spells. Equal to a Necromancer in the Sect’s meritocracy .

## In tabletop

The Nightwitch introduces Limited Invisibility to the Mage Knight world. This potent defensive ability prevents opponents from targeting the Nightwitch with ranged attacks. It is important to realize that since figure bases block line of fire, anyone behind this Sect warrior is also immune to ranged attacks. With careful planning, a formation of warriors led by one or two Nightwitches can close into base contact with a ranged formation without getting shot to pieces on the way in. Even Magic Blast cannot target a figure with Limited Invisibility, but beware of warriors with Shockwave, since this attack ability ignores all defensive abilities. Offensively, the Nightwitch can freely attack opposing ranged attack warriors without fear of reprisal. Add in Necromancy to bring back its fallen comrades, and one can see the considerable versatility of this Sect warrior.

## Gallery

Miniature from the Whirlwind expansion.

***Necropolis Sect***

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

A Cave Orc warrior riding a jebta, a kind of Cave Runner lizard that has been trained to fight in battle. Fights hand to hand rather than using missile weapons. Often used as sentries and guards in Cave Orc society.

## In tabletop

Light cavalry for Orcs comes in the form of the Cave Butcher. This is a fast charging warrior that hits hard but does not have quite the longevity that other cavalry pieces have. Still, the push/Charge threat radius is 21” in clear terrain and cannot be overlooked by the opposition. Because the standard and tough Cave Butchers can deliver 3 damage on the Charge, they qualify as main combatants and probably won’t see as much use behind enemy lines in the harassing role.

## Gallery

Miniature from the Lancers expansion.

***Orc Raiders***

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

> *When does thawing ice run the color of blood?*
>
>

Frostlance is a relic spear that freezes enemies hit by it.

## In tabletop

Frostlance is a relic-type card with the following effect: Only warriors that can become riders can wield Frostlance. (Optional) After the wielder resolves a succesful close combat attack against a single target opposing figure, if the target has zero or one action token, mark the target so that it has two action tokens, no pushing damage is dealt to the target.

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

Give the caster a special action; choose a target friendly figure that has not been given an action this turn. Give the target a close combat action, which does not count against your action total for the turn. If the attack succeeds, resolve it and deal 1 pushing damage to the caster. You may continue to choose additional friendly figures in this way. Battle Dance ends when an attack is unsuccesful, if the caster is eliminated or removed from the game, or at the beginning of your end phase.

***Orc Raiders***

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

The Ringed Cities were the homeland of the Galeshi in the north-western part of the Land, past the Blasted Lands.

## History

Darq the Corrupt masterminded the destruction of the Galeshi Ringed Cities through the use of a resurrected Orc champion named Kzar Rabahn – he now rules the western deserts in the name of the Dark Crusade. As result, his army of Galeshi vampire-warriors – the Moonborn – stand as a threat to both Empire, Revolutionary and Shadow Khan holdings in the western half of the Land.

In response to the Sect's destruction of the Ringed Cities, the Ribaya Ghosts were formed, who hunt down the Necropolis agents in pursuit of vengeance for their homeland.

News has reached the Orcs that the reanimated Orc hero, Kzar Rabahn, after slaughtering his hated Galeshi enemies, was attacked and slaughtered by the traitorous Darq the Corrupt. As result of this vile plan, the Orcs will destroy any of the Moonborn on sight, and killing the vile traitor Darq is seen as a quest of the greatest honor imaginable for an Orc warrior.

***Necropolis Sect***

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

A Goblin Grenadier who figured out how to throw his grenades farther away using an atlatl stick, thus gaining legendary status among modern Goblins.

## In tabletop

Goblin Grenadiers are used to soften up the enemy and knock out their fragile abilities with a Shockwave attack just before your main force engages them. Boombock has more slots of Shockwave and a stronger initial attack value than the Tough Goblin Grenadier. These increased skills make him even better at his given role. Notoriously weak in the face of enemy fire, Boombock is likely to be eliminated by opposing ranged fire unless deployed with care. Also, consider grouping Boombock with four Goblin Volunteers, breaking him off from the Volunteers as you approach the enemy. A successful Shockwave attack will remove the initial Demoralized slot on the four Goblins, revealing your (somewhat) fierce battleforce!

## Gallery

Miniature from the Lancers expansion.

***Orc Raiders***

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

Point blank gives a warrior given a ranged combat action +1 to either its attack or damage value as long as the target or targets are within one-half the distance of the warrior’s range value (rounded up).

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

A Sect War Golem, infused with the same strange necromantic energies that animate the rattling Mage Spawn Skeletons. While this *banegallem* does not have much of a mind, it is able to understand simple commands from its masters and perform its bloody duties without question. Bone Golems are made from all different kinds of bones, to ensure that the structure doesn’t turn into a Skeletal, break loose of Necromantic control and kill everything in sight. By having a dozen spirits fighting for control, it is rare that any one spirit gets the upper hand.

It takes the skill of a master Necromancer to build and animate one of these morbid machines. Bone Golems are neither mage-spawned nor true undead, and have no real intelligence. They are "programmed" by their creators to accept simple orders, identify threats and fight with reckless abandon. Still, Bone Golems are capable of assessing danger and calculating when to retreat and focus their dark energies on regeneration.

## In tabletop

The Bone Golem is a favorite of the Necropolis Sect and may be the most devastating hand-­to-­hand non-­unique in Mage Knight. The combination of a great attack value and Weapon Master means that the Bone Golem can hit and hurt any piece in the game. The Bone Golem’s levels of regeneration make this offensive monster a critical piece in any player’s army.

The Bone Golem is the only construct with Regeneration. With the standart and tough versions getting two slots of this ability, you can expect that the Bone Golem will be around long after other tougher golems have rusted away. The Bone Golem matches up well with other mid-to-high end close combat monsters, including the Living Elemental and the Crypt Worm. However, have a healer nearby if you want to maintain this golem's Weapon Mastery.

## Gallery

Miniature from the Unlimited expansion.Miniature used in promotional material.Miniature from the Rebellion expansion.

***Necropolis Sect***

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
Carmine Sura

Born the pampered daughter of a northern Duke, Carmine became an implacable opponent of the Necropolis Sect when her father was turned into a vampire. Turning her back on her family dukedom, she takes a more aggressive role in the fight. Where the Necropolis gathers in strength, Carmine can be found thwarting their efforts.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Scenario-2000-December-The-Battle-of-Ashon-Rye.pdf
Level Battlefield

Cancel all terrain domains. Instead of removing the canceled domains from the game, place them beneath Level Battlefield. At the beginning of each command phase, roll two six-sided dice. On a combined result of 2-4, Level Battlefield ends; return all domains beneath Level Battlefield to play.

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

A League warrior trained for war since childhood. Potential Lieutenants are separated from the herd at a young age and taught to hate the humans who originally took the Centaurs’ ancestral homelands from them.

Centaurs who display exceptional intelligence and vitality as colts are raised in isolation, trained to one day become the future leaders of the Centaur warhosts. Though this is anathema to the Centaur, as the bonding of the herd and family are all-important, it was deemed necessary as human outsiders continued to take sport in killing the "bestial" Centaurs and driving them from their native Land.

These special "chieftains" receive brutal training that alienates them from other Centaurs, making them fierce and controlling, ensuring that they will never lead a life of peace amongst the herd. Nevertheless, all the herds gladly make this sacrifice as it produces Centaur Lieutenants - warriors of unsurpassed skill and daring. To help distinguish them on the battlefield, Lieutenants wear armor to discern themselves from other "lesser" Centaurs.

## In tabletop

The Centaur Lieutenant is one of the more dynamic Mage Knight pieces. Most pieces with Charge are double­-based. Having a single base means that the Centaur Lieutenant can employ the free spin to defend against attackers and still employ its Charge of 10 inches. With a great Battle Armor defense of 15, attack of 11 and damage of 3, the Centaur Lieutenant is worth the 36 points it takes to put it on the table.

Also, if they fail a break away roll, they get to change their facing. These distinctions are significant advantages for warriors like the Centaur Lieutenant. Double-based Chargers are often handcuffed in melee, as opposing figures maneuver to their flanks to avoid the mounted figure's front arc. Not so for the Lieutenant, who can Charge into melee without the fear of getting blindsided on the next turn. This warrior also carries Battle Armor, so the harrowing run into melee is somewhat safer. The Lieutenant is an excellent medium-heavy fighter who should be commited to battle without hesitation.

## Gallery

Miniature from the Lancers expansion.Miniature from the Unlimited expansion.Painter's Edition disassembled miniature, Unlimited era.Pre-painted miniature from the back of a pack with the previous one.

***Elemental League***
 Minor characters

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

Monstrous Hand is a trap added in the 3D Dungeons expansion. The Monstrous Hand reduces the speed value of any figure adjacent to it by 4, to a minimum of 0. Treat the Monstrous Hand as an opposing figure with a 360-degree front arc for break away purposes, but the figure breaks away only on a roll of 6 on a six-sided die. Figures adjacent to the Monstrous Hand cannot make counterattacks. Once triggered, the Monstrous Hand must successfully be disarmed in order to be removed from play. A Monstrous Hand has a disarm value of 10. The roll to disarm the Monstrous Hand is a standard disarm trap roll, so the Hero may disarm quickly or slowly, or use special abilities to modify the roll.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-3D-Dungeons-Trap-Pack-Rules-2003.pdf
Ashell The Driven

Ashell the Driven is a Limited Edition High Elven Knights Immortal warrior who is the Standard Bearer of the High Elven Council. He is holding a millennia old banner standard that has never touched the ground.

## In tabletop

Ashell has the new ability that is the bane of all opposing ranged combat warriors: Forced March. Forced March allows all units in a movement formation with Ashell to use his 12 inch speed value instead of their own. This is a great way to get a lot of slower, rugged figures across the battlefield fast. Ashell also has 3 slots of Pole Arm to deal with anyone trying to close into base contact with him and damage him past his 4 slots of Forced March. He also starts off with Battle Fury, which makes him impossible to capture. Use Ashell the Driven to lead your Knights Immortal troops to victory!

## 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
Magma Lance

Dripping bubbling magma from its length, this ancient High Elven weapon grants its bearer immunity to its inferno; the warriors, wizards and monsters caught in the rider's path, however, are afforded no such security.

## In tabletop

Magma Lance is a relic-type card with the following effect: Only warriors that can become riders can wield Magma Lance. (Optional) When the wielder is part of a cavalry unit that uses the Trample proficiency, any figure at ground level whose base is crossed by the movement path is dealt 2 damage instead of 1 damage.

***Knights Immortal***

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

> *When an army of black-clad soldiers materialized from nothingness along the edge of the battle-ravaged plain, both Brynor and the Imperial soldier he was dueling stopped their conflict. Suddenly, they watched as hundreds of Apocalypse soldiers charged the Atlantean outpost - a horde of devils let loose upon the Land.*
>
>

## Information

### Subfactions

Dark Riders

The shadowy forces of the Apocalypse are spreading across the Land, spreading their corruption and destruction wherever they go. To cleanse the Land of the unworthy seems to be their goal, and using devastating spells and relics to achieve their objectives – even if hundreds of innocents are slaughtered in the process – is an accepted norm. At the head of their wake marches the Apocalypse Dragon, apocalypse incarnate, bringing destruction to any place unfortunate enough to be in it's warpath.

## History

For generations the Tur’aj cult has been only whispers in the wind, dark tales of zealous believers sustaining an ancient evil by sacrificing the living. But now the Dark Riders ride the land, and the Minions of Apocalypse have stepped out of the shadows at last. Its members have cast aside their loyalties to other factions like unneeded cloaks and now worship only death and destruction. Though they have yet to build an army of their own, occasional raids by Apocalypse cabals to kidnap innocents have been enough to strike fear into the hearts of common folk– especially as rumors say that those kidnapped are being sacrificed by the Minions to power dark magic that might divide and destroy the Land once and for all…

The rise of the Black Pyramid stands as one of the key events in the rise of Apocalypse warriors. Only the diligence of the Elemental forces guarding the pyramid has prevent a sizable number of "cursed" artifacts and relics from being spread throughout the Land.

Sometime after that, human warriors devoted to recovering the shattered shards of the Amulet failed to gather them in time. As result, the warriors of the Apocalypse continue to ride through the Land unopposed.

## In tabletop

The Minions of the Apocalypse faction was added with the Sorcery expansion. The Minions of the Apocalypse's subfaction ability is the following:

**BEDLAM:** No figure within l0˝ of this warrior may use gang up. (optional) When given a close or ranged combat action, this warrior may use the unmodified attack value of any figure instead of its own attack value.

## Gallery

Apocalypse magicians and berserkers ambush Huntress Chela in Mage Knight Apocalypse.

*****Apocalypse*****

***Factions Portal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf