recursal/Fanatic-Fandom huggingface dataset:
Blade Golem

>     "We were holed up inside a Dwarven longhouse when we heard the screeching noise of the Golem coming for us. Its buzzing blade slashed the longhouse wall to kindling. Then it stabbed through with those scissor-blade swords and neatly snipped the head off our medic. Flake blasted a big hole in one side of the infernal machine before he caught the spinning blade right in his chest. The Golem didn't even slow down - it grabbed my arm with the sword-scissors and took my hand off at the wrist. I don't recollect much else from those few seconds, except that someone leapt in the way and bought me a little time with his life. With my good hand I jammed the pistol into the breech Flake's boomer has made, and jerked back the trigger. I came to the next day we were still alive. Some us, anyway. But some night, I still hear that buzzing screech echoing in my head".
> - "My Life and Near-Death Experience On The Battlefied" by Balrod, son of Gepett
>
>

An Atlantean Golem armed with a sizable scissor-bladed sword on one limb and a whirling, free-felling buzz­saw weapon on the other. These Golems were originally designed for forestry work but were used to best advantage in the Scythrian mines, when the Atlanteans enslaved thousands of Dwarves to work in their Magestone pits.

## In tabletop

    Here is the much-improved version of the Brass Golem. At less than double the Brass Golem's point value, the Blade Golem has significantly better attack and damage values, as well as better speed. As such, the Blade Golem has more flexibility. Instead of just rushing ranged attackers and tying down opponents in melee, the Blade Golem can actually make short work of them. Even the weak version of this warrior can deliver 4 clicks of damage with an attack value of 10.

This Rebellion piece has seen a decrease in play recently, but players should definitely consider including this hand­-to­-hand maestro when creating their army. The point cost may give a player pause, but the amazing defense value and one of the best attack values in the game make the Blade Golem essential for any player’s collection. Veteran players recognize the Blade Golem as one of the best all­-around pieces in the game. Good speed combined with top numbers in attack, defense and damage may make the Blade Golem the best “hunter-­killer” in the game.

## Gallery

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

***Atlantis Guild***

1. ↑ Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Centaur Outrider

A League scout that often rides the perimeter of a battle. By charging and stopping quickly, Outriders can throw their spears with remarkable force.

Once, great Centaur herd­-clans occupied the lower plains, ranging from the base of the Wylden Plateau to the Tibersus River. During the Age of Princes, as farmers spread further into their domain, local militia made sport of hunting the Centaur, driving them back into the shadows of the plateau. In this time the Centaurs learned to hate man.

In the herds that still exist, the Centaurs take turns as Outriders ― protectors of the community. Fleet of foot, they are also sought after by warlords as messengers and flankers. Many have taken to mercenary service. Some serve for coin, but others take promises of land grants from local warlords and royalty as a way of preserving their herd.

## In tabletop

The Outrider is the first of a new allied race for the Elemental League: the Centaurs. These half-­elf/half-­horse warriors are distinguished by their exceptional movement capabilities. The Outrider is the fastest of the group, with the Quickness special ability. While many other Mage Knight figures with Quickness are relatively weak combatants, the Outrider is, by comparison, robust. Use your Outriders to harry the enemy’s rear areas and take prisoners.

## Gallery

Miniature from the Lancers expansion.

***Elemental League***
 Minor characters

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

Delicissa was a high elven courtesan married to Inthatarr. She was a pathological liar that filled the latter's head with dreams, clouding Inthatarr's previous aspirations of being the mageprince. Inthatarr grieved Delicissa's death so much that he turned to the Necropolis Sect, seeking the power of the Martyr's Ikona to ressurrect his beloved.

## History

Once Ithatarr was a man of wisdom, worthy of his followers, and Karroch was a joyous place. Aurijia was friends and companions with Inthatarr back then, with Inthatarr believing that he could be the mageprince and unite the world - Auriijia believed so, too, and fought by his side, until Delicissa came. Inthatarr allowed himself to be distracted by mundane concerns, listening to Delicissa's lies - she told him things that played to his dreams, and Inthatarr started believing Delicissa more than he believed in his own dream of becoming a mageprince. Eventually, Inthatarr and Delicissa married.

Delicissa then died, along with the dreams that she spun for Inthatarr. Not being able to accept the death of his beloved, Inthatarr turned to seeking Martyr's Ikona to revive his beloved, him and his agents staining their hands with the blood of the innocents while trying to find the correct Ikona for Delicissa's ressurection.

Sometime in 420 Tz, Inthatarr acquired another Ikona, buying it for a big price from Griznik, an Orc Slasher who stole it from Aurijia. This chain of events led to Aurijia and Khollis, her comrade, coming to Inthatarr's castle in Karroch. When the duo came to Inthatarr's court, he enganged him in battle along with his squad of Fell Reapers, Lurkers and Marsh Zombies, initially getting the upper hand on Aurijia.

Inthatarr then finally used the Ikona's power to pull Delicissa soul from her rotting carcass, returning his beloved to his side once more - his success was short-lived, however, as Aurijia then turned the power of the Ikona against Inthatarr, putting Delicissa's soul to rest. Khollis knocked out Inthatarr with his rifle's handlebar and, after Aurijia got her Ikona back, they rode to Blackwyn's host to continue their mission.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-3.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-4.pdf
Council of the Void

The Council of the Void is a mysterious organizations of magicians, deceivers and tricksters who plot to destroy the Atlantean empire.

Mage Knights are sent to invade the Atlantean Empire at the behest of the Council of the Void, trading their independence for powers that rival those of the Gods. In exchange, the Council asks only for loyalty; and now they are being called on to carry out their mission without questioning their intentions. The Council rewards their continued obedience with fame, power, knowledge, and treasure. Anything they encounter while on their mission is theirs to keep, and they are free to work with, or against their fellow Mage Knights as they carry out the Council’s commands. Perhaps someday they'll will regret their decision to join the ranks of the Void, but for now they march towards the silhouette of a city on the horizon.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Board-Game-Ultimate-Edition-Walkthrough-September-2018.pdf
Flight

Flight is a movement special ability represented by an orange square with an X in it.

## Mage Knight Dungeons

This warrior treats all non-blocking terrain as clear terrain while moving. (Optional) This warrior may not use Flight to move through any doorway, open or closed, or to move through blocking terrain. This warrior must end his movement in legal terrain. This warrior only fails to break away on a roll of 1.

## Mage Knight 2.0

This warrior cannot be part of movement formations. This warrior cannot use the double time proficiency. This warrior ignores terrain and figure bases while moving. This warrior cannot end its movement on another figure’s base or in blocking terrain. This warrior fails to break away only on a die roll result of 1.

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
Battle Fury

Battle Fury is a damage-related combat special ability represented by an orange square with an X in it.

## Mage Knight Dungeons

This warrior adds 1 to his attack roll when counterattacking. The warrior adds 1 to his attack roll when counterattacking, but not attacking.

## Mage Knight 2.0

This warrior cannot capture or be captured. If this warrior is a captor when it gains Battle Fury, its captive is freed.

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
Goldyx

After undergoing the “Surge”, the most powerful of Draconum Chrysalis evolutions, Goldyx has arisen as the mightiest of his kind. He seeks personal wealth and power and The Council of the Void has promised both beyond anything he had previously dreamed of. That his own brethren may get in his way in his current assignment only makes him more interested in the riches that lie ahead and the foes that are worthy of his attentions.

## Gallery

Miniature from the Ressurrection expansion.

***Draconum***

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

Aquatic is a movement special ability represented by a yellow square with an X in it.

## Mage Knight Dungeons

This warrior treats all water terrain as clear terrain while moving. (Optional)

## Mage Knight 2.0

This warrior treats all water terrain as clear terrain for movement purposes. This warrior cannot use the double-time proficiency. While this warrior occupies any water terrain, it gets +2 to its defense value against ranged combat attacks that target or affect it.

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
Crystal Bladesman

An Elemental forest elf warrior armed with a sword of specially treated, non­magical Magestone. Save for its resistance to damage, a Crystal Bladesman’s Magestone sword has no special powers; however, a few of their blades “sing” when wind runs across their edges. Masters of the art of combat, the Crystal Bladesmen devote their lives to honing their martial arts. Armed with swords grown from living crystal and wearing armor magicked with powerful protective enchantments, these fierce warriors stand amongst the finest of the League's warriors.

The crystal sword of a Crystal Bladesman is lighter, and, therefore, more responsive than a metal sword, and holds an edge better than steel. Such swords are grown, not forged, and like their wielders, they are as fragile as they are deadly. A crystal sword deteriorates quickly if it's taken from its owner - it loses it's healthy luster and edge, and is likely to shatter if used in combat. Elven bladesmen wear chain mail lighter than anything crafted by human hands, and tree-bark armor magicked to withstand both sword and club. They devote themselves strictly to swordplay, eschewing the usual Elven longbow.

## In tabletop

The Crystal Bladesman is still the best Elemental League melee figure in the game for the points and the favorite figure of many a swarm player. The Standard version of the Bladesman is excellent, giving 9 attack and Weapon Master at a very reasonable cost, but beware Rams and Flame/Lightning ­­- it only takes one click of damage to get rid of its Weapon Master and turn it into a mediocre fighter.

The Bladesman is the League's cheap melee figure. Like all Elves, the Bladesman holds his ability scores for a click or two before they start to fall away. Unfortunately, his Weapon Master does not survive the first hit. However, this plays to the strength of the faction, which is healing - once a Bladesman takes a click or two of damage, use a Priestess to get back to your starting slot. Suddenly, the Weapon Mastery is active again! Your advantage here is that you are not paying the point value for a figure with multiple slots of Weapon Mastery, while you have the ability within the faction to get the figure back to the starting slot.

In Rebellion, some miniatures came with a helmet on.

## Gallery

Miniature from the Unlimited expansion.Metallic miniature from the Unlimited era.The fabled helmet-on miniature from the Rebellion expansion. Notice the weird sword.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
Changeling

Two figures in the Mage Knight Dungeons: Dragon’s Gate set look like treasure chests, but they’re anything but. These shapechanging Mage Spawn only appear to be treasure chests, even mimicking traps. This new type of Mage Spawn is called a Changeling, and it follows all the normal rules for Mage Spawn, except for those outlined below.

These Changelings are added to the Treasure pool (Step 3 of setup), not to the Mage Spawn pool. Place them in the dungeon as you would place regular treasure chests. Changelings have the same trap information that normal treasure chests have, and are encountered exactly as treasure chests are. Once the “trap” is either disarmed or triggered, and speed points are used to open the chest and collect the treasure, the monster is “revealed.” Inside, the stats are standard Mage Spawn stats, rather than treasure chest stats.

Once the Changeling is revealed, ensure that its dial is at its starting position. On the sticker, to the left of the speed value, is either an arrow, a skull, or a green square. The starting position is the green square. Turn the treasure spindle until the green square appears. The arrow indicates that you’re not at the beginning of the dial and directs you to the starting slot. After turning the Changeling’s spindle to its starting position, place it back in the square it was lifted from, in the same direction it was facing before. The Changeling can attack or counterattack per the standard rules for Mage Spawn.

Changelings each have a standard front and rear arc (three squares). They use all special abilities per the normal rules. The only exception is ranged combat. Changelings use the rules for an R-based (range-based) attack per the Mage Knight Dungeons rules. Also, they can make this ranged attack even if an opposing character is in their front arc. If a Changeling takes damage, turn the spindle in the direction the arrows indicate (just like clicking a base). Once all skulls appear, the Changeling is eliminated and should be removed from play.

The Heroic team that defeats the Changeling gains experience per the normal Mage Knight Dungeons rules. Once removed from play, a Changeling is placed in the Mage Spawn pool and can be placed as a Mage Spawn as the game continues. A Changeling does not appear until its trap is successfully disarmed or triggered—until then, the monster cannot be targeted as a Mage Spawn.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dragons-Gate-Rules-Version-2-August-2003.pdf
Combat dial

The combat dial is the unique feature that sets Mage Knight apart from other miniatures games. The combat dial is the rotating disk found under each warrior’s base, and is viewed through the stat slot on the rear of each warrior’s base. Each warrior’s combat dial shows sets of numbers that tell you how well the warrior does certain things. Each time one of your warriors is dealt damage during the game, you turn its combat dial clockwise to the next set of numbers. When one of your warriors is healed of damage during the game, turn its combat dial counterclockwise. The bases on some warriors turn from underneath the dial. To make turning these dials easy, there is a flight stand in each Starter Set that doubles as a turning “key ring.” Simply match up the grooves on the flight stand with the grooves on the bottom of the base and turn the dial.

Each warrior has seven combat values, all of which can change during the game. The seven combat values are speed, attack, defense, damage, attack bonus, ranged damage, and range. Some appear on the combat dial and can be seen through the stat slot, and some appear on the base.

Combat values can be altered during the game. Numbers that alter combat values are called modifiers. A modifier can be either positive or negative, adding to or subtracting from that value. Special abilities, domains, items, and terrain can modify combat values. Attack bonuses are not modifiers. A combat value cannot be negative. If a modifier would cause a value to be negative, the value is 0 instead. Always use a warrior’s modified (if applicable) combat values unless a rule or special power specifically states that the warrior’s unmodified combat value should be used. If an effect says to double or halve an unmodified combat value, modifiers can be applied only after the increase or decrease is made. A single attack affecting multiple targets can have separate modifiers specific to each target.

Some special abilities, domains, items, and terrain allow the substitution of one combat value for another. These substitute values are called replacement values. For example, when one value “becomes” or is used “instead of ” another value, it is a replacement value. Replacement values are not modifiers.

## Rule of 3

Many modifiers can affect combat values during the game. Because all modifiers are cumulative, there is a special rule called the rule of 3. The rule of 3 states that once all modifiers have been calculated, no value can be modified by more than 3. It is important to note that the effects of special abilities and items override standard Mage Knight rules. The rule of 3, however, takes precedence over any special abilities or items.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Complete-Rules-of-Play-2003.pdf
Cragsreich

Cragsreich is an underground kingdom ruled by Anjou, the Lich-king. Here the Lich delves in the darkest of magicks and sends out warhosts to plague every nation, tribe, and faction. How far his underground warrens reach, no one is certain.

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

Champions are Unique figures that have multiple combat dials, each representing a different version of the warrior. The champion icon appears on the bottom of a champion’s combat dial and can be seen through the bottom of its clear base. Each version’s combat dial has a special ID click before the click printed with its starting marker. The ID click is printed with the point value of that version, as well as the champion’s collector’s number followed by a letter that identifies that version. Only combat dials and bases whose collector’s numbers and set symbols match may be played as champions.

Before bringing a champion into play, a player selects which combat dial will be used with the warrior’s base. The point value on that version’s ID click applies to the player’s build total. Place the combat dial into the champion’s base, and then turn it to its starting marker before deploying the champion. A champion’s combat dial may not be removed from its base during a game.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Omens-Rules-2005.pdf
Ghost Army

Place this spell face down on top of the caster's stack when it is cast. All friendly figures gain Ghostform. No friendly figure may be given close or ranged combat actions. At the beginning of your command phase, you may end Ghost Army and remove it from the game.

***Elemental League***
 Minor characters

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

The Black Grasses are an orcish tribe from the Fist. Kzar Rabahn was of this tribe. The current Khan of the tribe is the veteran raider Gûlthak Gaddar - he values the speed of jebta highly enough to allow some cave orcs back on The Fist.

The Black Grasses tribes have made an alliance with the Cave Orcs that live north of the Blasted Lands, with the Cave Orcs trading their knowledge of how to ride a jebta for alliance and protection with the larger, stronger surface clans.

The orc-wives of the Black Grasses tribe are known for sewing the Cloaks of Vipers. Woven from brine-snakes - water serpents often found in the drinking holes of the northern Fist - this "cloak of fangs" is a painful and poisonous deterent to any foe that dares go too close.

***Orc Raiders***

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
Dragon Grove

The Dragon Grove is a territory of the Elemental Freeholds. The Elementals of the Dragon Grove have a bitter history with the cursed Book of Souls and their agents have battled to destroy the text throughout the centuries. Sislith Bladesmen and Sislith Trackers are trained in the Dragon Grove.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Field of Negation

Target the caster or a single friendly figure in base contact with the caster. No figure within a 6" area of effect of the target can make a Magic attack or cast a spell. At the beginning of your command phase, roll two six-sided dice. On a combined result of 2-6, deal 1 pushing damage to the target. Field of Negation ends if the target gains Demoralized.

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

Target the caster or a single friendly figure in base contact with the caster. The target gains Counterattack. If the target would be damaged by a close combat attack, deal no damage to the target; Bonestrike ends.

***Necropolis Sect***

***Apocalypse***

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

Fairhaven is a kingdom in the north-east of the land, patroned by the Atlantean Empire.

## In tabletop

City of Fairhaven is a terrain (location) domain-type card, with the following ability: When an Atlantean Empire warrior makes a close combat attack against a target with a higher point value, it gets +1 to its attack and damage values for that attack. All Atlanteam Empire warriors with the Magic attack type gain the surge proficiency. City of Fairhaven is cancelled by any other location domain.

***Atlantis Guild***

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

Taken from the Dwarves of Scythria during the Time of Enslavement, Tezla used this potent device to destroy rogue Magestone Golems.

## In tabletop

Black Sledge is a relic-type card with the following effect: When the wielder succeeds at a close combat attack against a single opposing target figure with the Golem damage type, eliminate the target.

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

The symbol on this shield is commonly seen on the walls of the city of Dragon's Gate, but its true meaning has been lost.

## In tabletop

Gate Shield is a relic-type card with the following effect: (Optional) When the wielder ends its movement in base contact with a single target friendly figure with zero or one action token, place the target in base contact with any objective controlled by the wielder's controller. Give the target an action token. If the target is given an action token in this way, deal 1 pushing damage to it.

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

For a true Priest of the Land, the Totemstaff is not just a weapon, but a holy relic that causes the very trees to bow with honor and respect.

## In tabletop

Elemental Totemstaff is a relic-type card with the following effect: (Optional) Give the wielder a special action. Every friendly and opposing figure in base contact with the wielder is healed of 1 damage.

***Elemental League***
 Minor characters

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

At the beginning of your command phase, choose the caster or a single friendly figure in base contact with the caster. Roll one six-sided die and place it on Call of Chaos' spell card. Until the beginning of your next command phase, the chosen figure gains the special ability indicated by the die roll result:

1. Frenzy.
2. Ghostform.
3. Healing.
4. Mage Blast.
5. Magic Confusion.
6. Thunder Blow.

***Orc Raiders***

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

Counterattack is a combat special ability represented by a brown circle with an X in it.

After this warrior is the target of an unsuccessful close combat attack made by an opposing target figure in its front arc, it can immediately make a close combat attack against the target. This warrior is not given an action token for using Counterattack.

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

Give the caster a move action; it must be at ground level. Select up to two target friendly figures - that have not been given an action this turn - in base contact with the caster. The targets move at ground level with the caster and must end the move in base contact with the caster. At the end of the move, give a target an action token if it has zero or one action token; each target may be given an action this turn.

***Orc Raiders***

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

A dour, older High Elven matron who has no patience for commoners and even less for outsiders. Cormelian’s family is of noble blood (Stormbringer), and she rarely lets anyone forget that she’s better than everyone else.

## In tabletop

This unique Heavy Cavalier, with its many special abilities in its initial slots, typifies the Knights Immortal’s powerful mounted troops. Battle Armor increases its survivability when engaging enemy ranged combatants, and Charge and Weapon Master allow Cormelian to strike a decisive blow first. Also, all these special abilities are maintained an extra slot longer than in a Heavy Cavalier, meaning the Savior can most likely dispatch two opposing figures before it requires healing.

## Gallery

Miniature from the Lancers expansion.

***Knights Immortal***

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

A relic of defense, dating back to the Age of Mists, the Delphana wizards brought this potent device with them when they first settled on the Isle of Delphane.

## In tabletop

Fireshield is a relic-type card with the following effect: The wielder cannot be the target of ranged combat attacks whose line of fire pass through the wielder's front arc.

***Atlantis Guild***

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

>    *Gorgorath roared and swung his mace, smashing through the human warlord's head in a spray of blood and brains. At that very moment, he saw his shaman, Kronth, suddenly freeze in midstep, his rattling bone-staff poised to strike down another of these feeble humans. As Gorgorath watched, Kronth's eyes rolled back, and his flesh sagged, turned grey and rotted off the bone. The shaman's eyeless skeleton, still clutching its staff in a clawed hand, crumpled to the ground in a hideous crash of bones.*
>
>

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is 1, eliminate the warrior with the lowest point value on the battlefield. If two or more warriors have the lowest point value, eliminate those warriors. Death is canceled by the Lords of the Apocalypse faith domain.

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

A Clurch Piper is an Orc that plays the clurch drums. They communicate messages to other Orcs through rhythmic language. Orcs have a natural talent for the clurch language and easily learn it at a young age.

## In tabletop

Orc armies rely on waves of cheap, close combat warriors to overwhelm an opponent. Unfortunately, many warriors are cut down by ranged attacks before they can take an attack action. Enter the Clurch Piper to rally the troops. The Piper has the new Forced March ability, which allows all other warriors in formation with it to share its high speed value. Tuck the Piper in the back of an Orc formation. If the warriors at the front of the formation are damaged by ranged attacks so that their speed decreases on their combat dials, they will still maintain the speed of the Piper. Try a formation of mounted Orc warriors from Lancers with the Clurch Piper to move these figures into position. As long as you announce that their Charge and Bound abilities are off, these mounted troops may make formations and benefit from the Piper’s initial 10 inch speed.

## 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
Deathspeaker Aeradon

Deathspeaker Aeradon is a powerful vampire lord and the leader of both the Deathspeakers and the Order of Vladd. In his possession is the crossbow Marrowdrinker, taken from the hands of the oldest vampire that ever lived. Aeradon has a personal pet in form of the Zombie Hound Rottooth - the dog has been brought back from the dead so many times that he no longer fears death or pain.

## History

Deathspeaker Aeradon's victory in the Vampire Civil War paved the way for the attack against the Elementals. If Deathspeaker Spider and the Order of Uhlrik had won the bloody struggle in the Necropolis, then the Necromancers would be following a more subtle strategy rather than a plan of all-out conquest.

With one of the key Elemental leaders, Kossak Mageslayer not just falling under the psychic control of Darq the Corrupt, but becoming a full vampire-lord under the control of the Order of Vladd, the Crusaders bear a champion of darkness strong enough to tear apart any warrior the Elementals dare send against him. After the largest attack in the history of the Dark Crusade, the armies of the Necropolis are gleefully burning and pillaging the Wylden territories, slaughtering Forest Elves and their forest-allies wherever they can catch them. While the Dark Elves have long fought against their enemies, the ascendance of Deathspeaker Aeradon's powerbase within the Necropolis gives him the ability to order and control a full-scale assault upon the hated Elementals.

## Gallery

Miniature from Mage Knight 2.0.

***Necropolis Sect***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Battle Armor

Battle Armor is a defensive combat special ability represented by a green square with an X in it.

## Mage Knight Dungeons

This warrior’s defense is improved against ranged attacks. Increase this warrior’s defense value by 2 against ranged attacks that affect it.

## Mage Knight 2.0

This warrior gets +2 to its defense value against ranged combat attacks that target it or affect it.

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
End phase

At the beginning of your end phase, you check for control of objective tokens and remove any action tokens from your warriors that were not given an action during your current turn’s action phase. Once you declare that your end phase is complete, it is the next player’s turn.

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

>    “The moon was new and it was pitch dark that night. My host was making its way around the slopes of Cainus Mons, trying to find a passage North of the Necropolis that would allow our Warlord access to the Rivvenheims. Suddenly everyone froze. From all around us came the most horrifying sound I’ve ever heard. It just seemed to suck the life from us. The hair was standing up on my neck and I was panting with the effort just to breathe. Then, I swear it, a shadow fell across us. I know I said it was pitch black, not a star to be seen, but this thing flying through the air cast a shadow darker than dark. I saw three of my troop fall over dead. Don’t know if it was some power, or they just died of fright. I don’t know. But we broke ranks and got away as quickly as we could. That’s why I’m here on Delphane to sign up with you. Can’t think of any place in the Land further away from that cursed volcano than this.”
> ― from a discussion with Ranger Jonne
>
>

A Sect siren riding a Fell Beast, who decapitates the living and carries their screaming heads to her lair. Skeletal Fell Beasts are shaped from the bones of dead Wyverns. A Banshee is an ally of the Sect, rather than a creature modified or created by Necromancy.

## In tabletop

A faster Screeching Terror with greater damage resistance is called a Fell Banshee. The two figures work almost exactly the same way; flying into knots of enemy troops, then pushing for a Shockwave and retreating two turns later. Heal and repeat. However, the Fell Banshee has a larger threat radius brought on by its 14” speed value. The imposing view of the mount is sure to add psychological impact to the attack as well!

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
Deny

Place this spell face down on top of the caster's stack when it is cast. Cast this spell when using the counter spell proficiency. The countering sorcerer may be in base contact with an opposing figure and gets +2 to its counterspell roll. Delphana Primer makes assigning Deny to a spellbook free.

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

Ghouls are undead closely resembling vampires, created by the Scrolls of the Grave sold by Blood Cultists. 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.

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

When the caster or a friendly figure in base contact with the spell element eliminates an opposing figure, roll one six-sided die and subtract 3 from the result, minimum result 1. Heal all friendly figures in base contact with the spell element of damage equal to the result.

***Apocalypse***

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

Using bullets carved from rare red Magestone, shots from this exceptionally heavy rifle impact with explosive force.

## In tabletop

Dragonsbreath is a relic-type card with the following effect: (Optional) Give the wielder a ranged combat action targeting a single opposing figure. If the attack succeeds, deal damage to the target equal to the wielder's ranged damage value. In addition, every other figure within 3" of the target is dealt 1 damage.

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

A Sect wizard who is learning the art of Necromancy. Wizards lacking the will or skills to succeed are often transformed in hideous ways by the amount of raw energy required to create Zombies. The miserable creatures are often failed Necromancer apprentices who now serve the Necropolis Sect as best as they can. The Sect's life-stealing magicks (and years of harsh physical labor) give them great physical strength, but also disfigure their bodies, shorten their lives and twist their minds. Such spells were designed to create zombies, and were never meant to be used on living subjects. Grave Robbers are often mistaken for undead by the living.

Grave robbers tend to be hulking, dangerous, but pitiful brutes who have only a basic grasp of necromancy, but are readily capable of raising nupheratii - the lesser undead, such as skeletons and zombies. 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 Digger 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.

## In tabletop

The Grave Robber can be a game­-winning figure, depending on how it’s used and the game format being played. The longer and larger the game, the better it becomes. It dominates Sealed Booster or Booster Draft games. Keep it protected at all costs, since a ram or harassing figure can quickly render it useless. It works well standing next to a healer―when your figures come back from the dead, they can instantly be healed back to full strength.

Grave Robbers are mini Necromancers. For less than 20 points, you can add the Necromancy skill to your army. However, in all other aspects, Grave Robbers are weak figures. If you include a few in your army, keep them well away from your opponents, hidden in hindering terrain. Keep this in mind: a Grave Robber can work well with a friendly Black Powder Leech Medic in base contact. Use Necromancy to bring back a figure from the dead pile, give it a D6 of hits and put it in contact with your Robber and the Medic. With your next action, use the Medic to heal back the wounds on the retrieved figure. Using two actions, you have a good chance of bringing back any dead figure to a relatively healthy state.

## Gallery

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

***Necropolis Sect***

1. ↑ 1.0 1.1 1.2 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
2. ↑ Mage Knight Rebellion Trading Card Game
Gear Shield

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

## In tabletop

Gear Shield is an item-type cars with the following ability: The wielder gets +3 to its attack value when making a close combat attack using Tinker; this new value becomes the wielder's unmodified attack value for the duration of the attack.

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

The most intelligent Atlantean Golem ever made, capable of mastering multiple martial arts forms and basic etiquette. Technomantic programming enchantments give it the illusion of independent thought, though it is actually nothing more than a query and response program.

## In tabletop

The Battle Queen is an impressive warrior with a balanced assortment of special abilities and offensive and defensive values. The Weak version is an excellent ranged attacker with a long range, Flame/Lightning and a damage value of 3. Battle Armor gives it a huge advantage in a fight with opposing ranged figures. Form up with a Demi-Magus or Elite Surok Apprentice to benefit from Magic Enhancement, and set your enemy ablaze. The Standard and Tough versions receive the Charge ability and increase their damage value to 4. These changes give the Queen even more ways to take the fight to the enemy. Even though it has Charge, remember that since it is not a double base figure, it may take a free spin and rotate to a new facing if it fails to break away. This can come in handy when the Battle Queen is in the thick of a melee.

## Gallery

Miniature from the Whirlwind expansion.

***Atlantis Guild***

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

Dark Riders are the spearhead of the Apocalypse, the harbingers of Ny'alka, the Apocalypse Dragon.

## Expansion

Released in April 2004, Dark Riders introduces the "mount" and "rider" units. Certain warriors are removable from their bases, and can be placed in slots on the front of larger "mount" units to create a "cavalry" unit, and gain significant benefits from doing so. Certain relics are only equipable by riders. Dark Riders also introduces Faith and Catastrophe Domain cards, new Item cards, the Dark Riders and Wylden Host subfactions, and four ultra-rare "chase" figures: the Avatars of Apocalypse (whose subfaction the set is named after).

## In tabletop

Cavalry units from the Dark Riders subfaction follow the same rules as other cavalry units, with the following exceptions:

* Riders and mounts are matched by their collector’s numbers, not their mount symbols. For example, warrior #121a can ride only mount #121b.
* Riders from the Dark Riders subfaction cannot dismount or be dismounted.
* A Dark Riders mount cannot be eliminated before its rider is eliminated. If three skulls show in the stat slot of a Dark Riders mount that still has a rider, instead of eliminating the mount, turn its combat dial to the starting marker.
* When a rider from the Dark Riders subfaction is eliminated or removed from the game, remove the rider’s base from the mount’s base slot. The rider remains in the mount’s saddle.
* Riders from the Dark Riders subfaction can use their subfaction abilities while they are part of a cavalry unit.

The Dark Riders' subfaction ability is the following:

**DARK UNITY:** (optional) At the beginning of your command phase, deal 1 pushing damage to this unit’s rider to heal its mount of 1 damage. This ability can be used only once on each of your command phases.

## Gallery

Promotional wallpaper showing off a Battle Horse rider.Ditto.Promotional wallpaper showing off the rider of Death.Ditto.Promotional wallpaper showing off a Cloud Griffin rider.Ditto.Promotional wallpaper showing off a Pegasus rider.Ditto.

***Apocalypse***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Cavalry-Rules-2004.pdf
Fire Jets

Fire Jets is a trap added in the 3D Dungeons expansion. Fire Jets inflicts 1 click of damage on any figure that triggers it, moves through, or ends its movement in the square containing this trap once it is triggered. Toughness and Invulnerability do not reduce this damage. Once Fire Jets is triggered, treat this square as hindering terrain.

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

Defend is a defensive combat special ability represented by a yellow square with an X in it.

## Mage Knight Dungeons

This warrior can share its defense value with friendly figures in any square adjacent to him. (Optional) Any friendly figure in a square adjacent to this warrior may use this warrior’s defense value instead of its own. Increase this warrior’s defense value by 1 if he is affected by an attack when there are no friendly figures in squares adjacent to him.

## Mage Knight 2.0

Friendly figures in base contact with this warrior can use this warrior’s unmodified defense value instead of their own.

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
Downpour

*With the sound of thunder, the skies opened up, transforming the trampled battlefield into a sea of mud - and Javok'din could not think of a worse time for it to happen. Already, his Sprites have been driven from the skies by the driving rain, and his fast-moving Centaurs were rapidly becoming bogged down in the mire.* "Regroup!" *the Forest Troll boomed as the enemy army closed in. So be it, Javok'din thought bitterly as he lifted his massive cudgel and strode forward. Rain and mud might rob the Freeholders of their speed, but it could never rob them of their victory...*

All figures with a speed value greater than 6 have a speed value of 6 instead. No figure can use the soaring proficiency. Downpour is cancelled by the Heat Wave weather domain.

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

Feeding on fear and suffering, the Book of Souls compels its owner to consume the weak and drive the living mad with rage and grief. The Elementals of the Dragon Grove have a bitter history with this cursed book and their agents have battled to destroy the text throughout the centuries.

## In tabletop

Book of Souls is a relic-type card with the following effect: The wielder gets the Revenant subfaction ability. Opposing Elemental Freeholds figures get +2 to their attack values when targeting the wielder. Whenever another figure is eliminated, the wielder is healed of 1 damage. Whenever another figure is removed from the game, the wielder is dealt 1 pushing damage.

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

Eagle Gods are the deities revered by the Orc Raiders and the species that the raiders consist of - primarily Orcs.

Eagle Gods are known to send visions to their followers with tasks or orders - to go against such an omen would be a way to sure death. Eagle Gods have also created relic weapons, such as Treefell, Heartseeker and Rabahn's Shield - weapons and armor crafted for the greatest Orc warriors.

***Orc Raiders***

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

> *When the mystic blade cut into the Northlander's chest, the shock on the warrior's face was soon replaced by unbearable agony. Deep within his ropy bowels, the barbarian could feel the enchanted sword chewing and clawing through his insides like a pack of hungry wolves.*
>
>

Gutripper is a relic scimitar which brings excruciating pain to those it damages.

## In tabletop

Gutripper is a relic-type card with the following effect: When the wielder deals 1 damage when using the Weapon Master special ability to resolve a close combat attack against a single opposing target figure, eliminate the target. If the wielder deals 6 damage, if the target is not eliminated and has zero or one action token, give it an action token. 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