recursal/Fanatic-Fandom huggingface dataset:
Rottooth

Rottooth is a Limited Edition variant of the Zombie Hound. Rottooth is the personal pet of Aeradon, a prominent Deathspeaker of the Necropolis Sect. He has been brought back from the dead so many times that he no longer fears death or pain .

## In tabletop

Rottooth, as a limited edition variant of the Zombie Hound has the distinction of being the first limited edition warrior with Charge that can be brought back into the game at full strength with Necromancy. This provides the player deploying him with an almost endless supply of fast attackers (provided the figure with Necromancy remains in the game!). Much like Skeletons, Rottooth is best in his first slot, becoming rapidly weaker after that point. Even in their first slot, though, you are likely to lose Rottooth to ranged attacks if you leave them exposed to fire. Try keeping him in the wings until the opposing ranged attackers are locked in base contact with your warriors, and then send the Rottooth in for the kill: “Release the Hounds!”

## Notes

* Rottooth's miniature is labeled as 'Rottooth (Zombie)' whereas he is titled as 'Rottooth the Zombie' in his lore.

## Gallery

Miniature from the Whirlwind expansion.Ditto.

***Necropolis Sect***

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

Ram is a movement special ability represented by a black circle with an X in it.

## Mage Knight Dungeons

This warrior delivers a click of damage when he moves into a square adjacent to an opposing figure. When this warrior’s movement puts him in a square adjacent to an opposing figure, and this warrior’s front arc is facing the opposing figure, the opposing figure receives 1 click of damage and the current activation is ended. A figure cannot make a counterattack against the Ram special ability.

## Mage Knight 2.0

This warrior cannot be part of movement formations and does not deal shake off damage. If, after moving, this warrior’s front arc is in base contact with one or more opposing figures, it deals 1 damage to each of those figures after their free spin opportunity.

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
Mountain's Heart

Before the time of slavery, only the greatest of the Dwarven Jarl-kings wore this powerful armor while defending their gates against the Orcs and Mage Spawn that dared invade the Scythrian Mountains. But after Tezla enslaved the Dwarven people, this powerful artifact was lost to obscurity for over 100 years.

## In tabletop

Mountain's Heart is a relic-type card with the following effect: Any opposing figures targeting the wielder with a close combat attack cannot use the Crushing Blow or Pierce special abilities as part of the attack. The wielder ignores other figures' Ram special abilities.

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

Koranub is a Limited Edition variant of the Elite Surok Apprentice and a high level student of the School of Surok. An accomplished Atlantean warrior wizard equal to a Demi-Magus. He attempted to steal the bones of King Khamita in Khamsin to demoralize the Rebels before the big attack on Wolfsgate. Thwarted in his attempt by Jarl Frostriven.

## In tabletop

Koranub is the perfect balance of Atlantean schooling in the magical and martial arts. Armed with an 8 inch Magic Blast attack, he can weaken opponents hiding behind terrain. If the enemy manages to close to base contact and score a hit, they will find that they have awakened a sleeping giant, since Koranub is equipped with Weapon Master in the middle of his combat dial. Koranub’s skills are not just of benefit to himself, though: he has Magic Enhancement over his first 4 ranks to aid friendly ranged warriors as well. Coupled with a starting defense of 16, Koranub is much less fragile than a Demi Magus. With the abilities of a Demi Magus and the melee skills of an Altem Guardsman, Koranub makes a terrific traveling companion for the Magus.

## 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
Ravarshi

A Feral Bloodsucker from the Sect who leads warbands of bloodthirsty Mage Spawn, Elves and humans.

Feral bloodsuckers are powerful but undependable fighters who constantly test their allies’ mettle, challenging them and demanding constant shows of strength. Ravarshi is no exception. Although Ravarshi sought out human contact, drawing warriors and mage-spawn into the fist he leads, he still remains a wild and unpredictable force. This savage warrior sometimes joins warhosts just for the pleasure of killing.

## Gallery

Miniature from the Rebellion expansion.

***Necropolis Sect***

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

Zombie-­like ghoul creatures that eat the living. Employed by the Sect as expendable troops. Lurkers breed quickly and respond well to negative reinforcement.

Originally, the Lurker was thought to be of the same species as the Marsh Zombie because of their physical similarities. As the few rarely observed Lurkers had demonstrated abilities that the Sect deemed worthy of acquiring ― namely the ability to draw forth the life essence of its prey during feeding ― great effort was put forth in an attempt to capture a living Lurker. As a Lurker’s corpse decomposes at an astonishing rate, it was not until a live Lurker was captured by the Sect that Necromancers were able to determine that the Lurker was not even in the same genus as the Marsh Zombie. However, the Sect quickly found the Lurker was akin to the Marsh Zombie in that the secret to controlling a Lurker lay in their ravenous appetite for the flesh of the living.

## In tabletop

The Lurker is another Necropolis Sect vampire. However, unlike his fetid brothers, the Lurker is very affordable. With a cost between 14 and 21 points, you can now have a hoard of these self­-sustaining warriors in your army. Seeing as Lurkers maintain Stealth throughout their lifespan, they are best kept in and around congested hindering terrain to ward off enemy ranged attacks.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

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

Drawing all nearby life into the glowing runes etchted along its length, the Quavaran Deathblade demands blood from both its victims and its wielder.

## In tabletop

Quavaran Deathblade is a relic-type card with the following effect: (Optional) Give the wielder a close combat action. Roll one six-sided die and subtract from 3 from the result, minimum result 0. Deal pushing damage equal to the result to all figures in base contact with the wielder's front arc, and then deal 1 damage to the wielder.

***Apocalypse***

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

A male Sect elf warrior who eliminates his targets with a powerful bow. Having earned his position by fighting in the blood pits of the Necropolis, the Nightstalker is the Sect’s equivalent of a League Ranger. The true assassins of the Necropolis Sect, the Nightstalkers use their bows or their bloodletter daggers to extinguish the lives of their enemies. These Sect Elves are masters of combat, and their ears are often decorated with kill-rings that denote the number of enemies that they have assassinated through the course of their lifetime.

What Nightblades learn more or less by accident in the deathsport pits, the Sect's Nightstalking warriors are trained to perform. These assassins approach by stealth when possible and use their strength-bows or bloodletter daggers to quick and devastating effect. Nightstalkers are most often used to destroy key enemies, usually at the cost of their own lives - which is hardly a sacrifice, since the Sect's Grave Robbers can then summon them back from death. Failure and survival is usually worse. Sect troop leaders are not known for their lenience, and may decide to torture an unsuccesful Nightstalker to death before raising him - or may simply leave him to rot, and resurrect his skeleton as one of the nupheratii.

## In tabletop

Terrain is a vital part of any Mage Knight player’s strategy of army creation. This fact is demonstrated by the Necropolis Sect’s Nightstalker. By placing a squad of ’Stalkers in hindering terrain, a player can to a great extent dictate game flow. A player who sees the Nightstalker’s Weapon Master and believes it to be a mere hand­-to-­hand fighter will be quickly disabused of the notion. While a master of the blade, it is with the bow and in the woods that the Nightstalker truly excels.

The Nightstalker is an extraordinary assassin. Close in, or at range, the Nightstalker can deliver a powerful blow as long as he is undamaged. After receiving a single click of damage, however, the Nightstalker becomes very ordinary. Therefore, take advantage of his Stealth ability to stay out of trouble until he can deliver his crippling strike. It is also worthwhile to note that the Nightstalker represents half of the Sect's ranged combat capability.

## Gallery

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

***Necropolis Sect***

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
Lord Scarbro

Lord Scarbro was the human commander Capital Defense Legion of Atlantis, in service of the Guild.

## History

On 419 Tz, Lord Scarbro was introduced to Blaize - an Altem Guardsman. Before this, Blaize only ever saw Scarbro on parades. The present Magus Emillon explained that today's practice was a test for Blaize and dismissed Emillon.

After that, Prophet-Magus Karrudan entered the office through a break in the wall, which was covered by a tapestry previously. Revealing that he saw everything that transpired that day on the arena through a scrying stone, Karrudan decided to use Blaize as his mole in the ranks of the Black Powder Rebels, implanting his sigil on the Altem through magical means. This morning’s business had brought Blaize to rarefied heights, indeed. His examiner was a personage of real importance within the Atlantis Guild - and within the Empire itself.

Several months later, Blaize finally returned to Atlantis-in-the-Sky after his assignment. A squad of guardsmen surrounded him, marching him to Scarbro’s office. The commander of the Atlantis garrison was strapping on full armor as Blaize entered. Scarbro dismissed everyone else from the room. Blaize stood at attention and gave his report, a bare but honest recitation of the facts—as far as Caero. Scarbro was very suspicious of the fact that Lord Tackett of Caero didn't send a mage-writ of Blaize's progress but nevertheless accepted the Altem's version of events, that most Rebel leaders died at the burning of Caero. Blaize then asked for a visit to his family and was allowed to do so.

When Karrudan was killed by Snow, an uprising began in Down Town - where Scarbro currently was. Seeking to kill the beast of Rebellion before it truly formed, he set out a whole army to the Mills of Circumstance with the intent to kill Sarah, Valerian and other Rebel leaders. His attempt was thwarted by Sigwold's sacrifice, blowing up barrels of black powder and taking most of Scarbro's forces with him.

***Atlantis Guild***

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 1
2. ↑ Rebel Thunder (Bill McCay), Chapter 19
Lancers Miniatures

Mage Knight miniatures from the Lancers expansion.

## By faction

### Atlantis Guild

Whirling GolemIron LungTechnomancerScorpem GunnerSoaring GunnerScorpem CrossbowmanSoaring CrossbowmanHigh Battle MageTechun
### Elemental League

Centaur OutriderCentaur ArcherCentaur Lieutenant
### Necropolis Sect

Marsh ZombieLurkerFlesh GolemFell ReaperNightmare ReaperFell BansheeNightmare BansheeKing of the DeadUhlrik Charger
### Knights Immortal

SquireElf-at-ArmsLongbow ArcherDeepwood SentinelElven ZealotFaith HealerShieldwall KnightLight LancerHeavy LancerLight CavalierHeavy CavalierChampionMartyrHigh Elf General
### Orc Raiders

Goblin GrenadierGoblin CannibalGoblin ArcherGoblin VolunteerTribal BruteBone GrinderBarber-SurgeonCave ButcherAnkhar ButcherCave ArcherAnkhar ArcherTaskmaster
## Limited Edition Miniatures

These miniatures were packed in boxes that were given to tournament winners during the Lancers era. Every limited edition miniature is a recolered normal unit made into a named character with its own lore and one that usually has better stats than their normal unit counterpart. Limited edition miniatures can be easily identified by the pattern that their pieces that are usually colored to represent the unit's stats (Yellow for Weak, Blue for Standart or Red for Tough) are colored orange instead.

ShazardekJolum the FishWoodrootLaurellSlurshemRendarkGale BronzebossLightning TallmanGrim IvydownWillow NockTaska LakeloreBoombockGishkiMogga CrackshotPodoScarabetAbydorKarnardriaHierajetDoomathiakScythapoxElroodon LightfootYanna FairhameCormelian the SaviorGûlthak GaddarHarrowblade BroorSnaguNuren the Tooth
Mounted Charge

Give this unit a close combat action when it is not in base contact with an opposing figure. This unit can move up to its full speed value and then make a close combat attack. Use the mount’s combat dial to resolve the movement. You choose whether to use the mount’s or the rider’s combat dial to resolve the close combat attack.

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

Nesse Nettle is an Elemental Forest Elf Woodland Scout who is a League hero in the ongoing war with the Sect in the northern Wylden.

Nessa Nettle belongs to the Nam d’elvan, one of the nomadic tribes that never set down permanent roots on the plateau. Woodland Scouts of these tribes are as highly valued for their speed afoot as they are condemned for their rogue behavior. It is not uncommon for a Nam d’elvan scout to appear in camp one night, enter a battle with the army the next, and disappear the following.

## Gallery

Miniature from the Rebellion expansion.

***Elemental League***
 Minor characters
Order of Sorcery

The elven sorcerers of the Order of Sorcery take advantage of their extended lifespans to engage in long meditations on the nature of magic, sometimes spending years studying a single spell. The Order gathers in occasional conclaves to share their discoveries, after which the sorcerers retreat to the libraries and workshops of the isolated towers they have constructed throughout the Rivvenheims. Often, however, many members of the Order will emerge from their self-imposed seclusion to follow ley lines across the countryside as part of their eternal search for the source of magic and their study of how it flows through the Land.

## In tabletop

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

**LEY HARMONY:** Spells in spellbooks this warrior wields that have a browse cost of 3 have a browse cost of 2 instead.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Khamsin Fuser

A Rebel from Khamsin armed with a fuser rifle. Being a mercenary in Khamsin is now a profitable and recognized profession. Many Khamsin warriors fight for the Rebellion or for the highest-­paying warlord. The civil war that erupted in Khamsin following its liberation from the Empire created this caste of mercenary warriors. With most heirs to the crown of Khamsin killed off and no one left to fight for, and many of them no longer suited to return to their old professions, the militia-trained infantry began to hire out as mercenaries. Uniforms tend to be holdovers from the Khamsin Civil War: heavy leather gloves, pants, a padded tunic, a steel shoulder-guard protecting their "weak" arm, and a steel helm.

## In tabletop

The Khamsin Fuser is a fantastic figure for the points. Cheap, durable and with good attack values, packs of Khamsin Fusers can destroy almost anything. They also work well in formation with Steam Golems, increasing the Steamer’s chance of hitting tough opponents with a ranged formation attack or finishing off a figure that the Steam Golem has wounded. Fusers are even decent in melee combat, keeping a respectable 2 damage well down on their dial.

## 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
Keening Daemona

Daemona is a renegade Banshee who lives near Cainus Mons and regularly hunts Sect warriors for sport. Sister to Hag Hebrodia.

## In tabletop

Rather than a Screetching Terror, it is appropriate to compare Keening Daemona to the Ki Devil. Like the Ki Devil, Daemona sports an increased range of 10" versus the regular Fell Banshee's range of 8". While a seemingly small improvement, tactically this two inch increase in range will make a large difference In the usefulness of this unique figure when using its Shockwave ability. Since Shockwave affects all figures within a certain radius of the attacker, Keening Daemona's increased range results in an 56% larger area of effect than the regular Fell Banshee with a range of 8". You will also appreciate Daemona's extra slot of depth, giving her more resistance to damage while executing her Shockwave attack.

***Necropolis Sect***

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

By draining vitality and beauty from its wielder, the Jeweled Helm provides in return the strength of a lion, the cunning of a dragon, and the swiftness of a gazelle in a flight.

## In tabletop

Jeweled Helm is a relic-type card with the following effect: (Optional) At the beginning of your command phase, deal 1 pushing damage to the wielder. Until the beginning of your next command phase, the wielder gets +2 to its attack, defense and speed values.

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

Give the caster a special action targeting a single friendly Atlantis Guild figure. Make a ranged combat attack using the caster's attack value, attack type, range value, ranged damage value and special abilities but using the target of Implant Channel as the attacker's base instead of using the caster's base.

***Atlantis Guild***

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

Kzar Nabar was an Orc warlord of the Raiders and one of the greatest Kzars known in Orc history.

## History

434 Tz was a stunning year for the Orcs of The Fist. As a new Orc leader, Kzar Nabar, rose to power after defeating many of the tribal leaders in death challenges, his deal with the Galeshi peoples to provide them scouts and black powder weapons in exchange for swearing to never lead an attack against their people was a monumental event. Led by Galeshi scouts through the Blasted Lands, Kzar Nabar sacked Prieska, nearly toppled the Citadel of Luxor, and even threatened the great Atlantean city of Rokos. As result of his success in attacking the Atlantean homeland, Prophet-Magus Osiras ordered the armies attacking Khamsin to be recalled back to the Atlantean capitol, costing the Empire a final victory over the hated Revolutionaries.

   Kzar Nabar for a time was seen with a Solonavi advisor, but eventually banished the spirit being out of his displeasure with the advisor's meddling. However, shortly after the Orcs began the siege of the city of Rokos, the Solonavi revealed their secret involvement in the city, and slaughtered their one-time pawn at the moment of the Orc's greatest conquest in centuries.

After the massive invasion of Prieska by Kzar Nabar’s war-horde, and the eventual collapse of Nabar’s army after his death at the Battle of Rokos, a number of the Orcs that came south decided to remain in their conquered lands, for the time being making their home in the sacked Prieska. These Orcs, members of the Shadow Khan tribes, broke centuries of Orc tradition, and earned the enmity of those traditionalist Orcs – the Broken Tusk – who believe that all the loot taken from a season of raiding should be returned to The Fist and divided through trial of combat.

## Gallery

Miniature from the Uprising expansion.

***Orc Raiders***
Rancid Bloodsucker

A Necropolis Sect Feral Bloodsucker infected with a bioengineered Sect plague. By spreading plague across a territory that the Sect wants to conquer, the Rancid Bloodsucker can guarantee numerous bodies to animate into Zombies during the war.

## In tabletop

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

## Gallery

Miniature from the Whirlwind expansion.

***Necropolis Sect***

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

A Mage Knight game is won by gaining control of strategic battlefield locations called objectives, which are represented by objective tokens. The player who controls the most objectives at the end of the game wins the game. Each player selects a control marker color during setup to identify objectives he or she controls during the game. Control of objectives can change during the game.

Objectives can be neutral, contested, or controlled; the status of each objective is checked at the beginning of each player’s end phase. All objectives begin the game neutral; no player has control of a neutral objective. At the beginning of any player’s end phase, if opposing players have a warrior in base contact with the same objective token, that objective is contested. Remove any control marker from a contested objective; no player controls a contested objective.

At the beginning of any player’s end phase, if a player has a warrior in base contact with an objective token, and no opposing warriors are in base contact with the token, that player gains control of that objective. That player removes any control marker from the objective and places his or her control marker on top of the objective token. Once a player has control of an objective, he or she is not required to leave a warrior in base contact with the objective token to maintain control of that objective. Warriors with item slots in their bases can completely overlap an objective token so that no other figure can contest it.

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

In a desperate attempt to restore balance, the Celestials descended from the heavens and created three cybernetic warriors: Eztil, Azel, and Aeion. These bionic guardians were tasked with protecting humanity in exchange for the construction of the Tower of Celestial, a 4,960 kilometer-long metropolis in space.

Unfortunately, the Celestial Host was soon infected by a virus known as the Dark Void, contaminating any living things it came into contact with and opening portals to other dimensions, allowing the forces of darkness to invade Earth and corrupt the Core of the Celestial Host. This led to a devastating war which cost humanity much of its population, culminating in the destruction of Aeion.

Azel malfunctioned and betrayed humanity, believing that only the fittest should survive, allowing the dark portal to remain open and allowing an influx of dark creatures to devastate the population. The champion of darkness arose, corrupted by the void and known only as "The Butcher". The Celestial sentinel Chamiaholom, with the power of regeneration, and the witch Nuxi, summoner of the undead army, sought to stop him, as did the mighty Kukulkan, the winged demon.

With the help of the remaining Celestial technology, the survivors formed various clans and groups, relying on what was left behind by their ancestors. The Knights of Diamond Order, an elitist order which believed the earth could only be saved if the weak were purged, and the House of Blood Wolves, a collection of warriors, survivors and fighters who protected the weak and disliked rules and regulations.

As a final measure to restore balance, a secret experiment, known as Dark hunter, was conducted in UnderCity. This involved combining Celestial and Dark creature DNA and injecting it into recently deceased elite soldiers, granting them superhuman strength and fragmented memories. The Dark hunters were designed to reach the Celestial Host and destroy the corruption within, though they needed Shards to maintain their energy.  With many lost in their quest to reach the Tower, the Dark hunters were the only hope to seal the portal and bring peace to the land.
Pierce

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

## Mage Knight Dungeons

This warrior’s ranged combat attacks ignore Battle Armor, Toughness and Invulnerability. (Optional) When this warrior is given a ranged combat action, ignore the target figure’s Battle Armor, Toughness and Invulnerability.

## Mage Knight 2.0

When this warrior makes a ranged combat attack, it ignores the defense special abilities of all target figures for the duration of the attack.

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
Magestone Storm

>    *Khurga wouldn't have believed it had it not happened before his very eyes. High, swirling clouds of purple and gold went unnoticed in the chaotic battle. Waves of Orcs and Half-Trolls, roaring into the confining valley, focused solely on engaging and killing every soldier in the Atlantean ranks, forcing Khurga's warriors to show them equal attention in kind. But then the sky itself voiced its opinion on the squabbles of the mortals below. Khurga watched in horror as flashes of unholy lightning began blasting men and monster alike with bolts more powerful than any Magestone rifle. Sensing the hairs rising on the back of his neck, he scampered away from his unit on all fours, just as a blast of lightning ripped into the cluster of screaming soldiers where he had been.*
>
>

Each player rolls one six-sided die at the beginning of his or her command phase. On a result of 1, deal 1 damage to every figure in base contact with another figure. Figures with the Magic Immunity defense type do not take this damage. Magestone Storm is cancelled by the Magestone Strip Mine or Wylden Forest terrain domain or the Ley Burn catastrophe domain.

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

Delphana legends say that the magic-eating black Magestone atop Mageblight is inhabited by the spirit of demi-magus Revann - a powerful young mage who died before his time.

## In tabletop

Mageblight is a relic-type card with the following effect: When Mageblight has been dropped, no spell may be cast within 6" of its item token. (Optional) When using the counter spell proficiency, the wielder gets +3 to its counterspell roll and 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
Power of the Dragon Gods

Choose a player. All figures friendly to the player gain Counterattack and Crushing Blow. At the beginning of your command phase, roll two six-sided dice. On a combined result of 2-3, Power of the Dragon Gods ends.

***Draconum***

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

This Lurker is renowned for savaging pit-­fighters in the Necropolis. If Rendark is defeated, he is immediately resurrected and prepared for the next match. He is a favorite of the Sect’s pit­-fighting crowds, and his appetite for eyeballs is legendary.

## In tabletop

Rendark is a Lurker powerhouse. He maintains the Lurker characteristics of Stealth throughout his combat dial, and multiple slots of Vampirism to maintain his strength when engaged in close combat. In addition, Rendark gains Battle Fury for defense against capture attempts once damaged, an initial slot of Weapon Master and fabulous attack values. Root Rendark deep inside hindering terrain and dare your opponent to come and engage you hand-­to­-hand. Be on the watch for enemy figures with Magic Blast; Stealth is no defense against magical ranged attacks.

## Gallery

Miniature from the Lancers expansion.Ditto.Ditto.

***Necropolis Sect***

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

Land Serpents are fearsome beasts that are awarded to Shyft that have performed their duties well as mounts. Serpent riders can ride from side to side as well as forward and backward and can be lifted as high as ten feet if the snake “rears” its head up into the air. Land Serpents are generally kept hungry. If they eat too much, they tend to become dormant or lethargic for up to a week.

***Shyft***

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

The Nightmare mount is not quite spirit and not quite flesh, and its touch is as cold as ice. The Nightmares are the preferred mounts of the scythe-wielding Reapers.

The mount seems to have come straight out from the netherworld, with tail and mane formed out of a cold­-burning fire and sparks of white­-hot fury struck from each pounding stride. It may even be preferable that such a creature can be found in the Land or summoned from outside. If Sect magicks created such a beast, the Necromancers certainly have grown stronger in their seclusion.

***Necropolis Sect***

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

Mage Knight miniatures from the Rebellion expansion.

## By faction

### Atlantis Guild

Utem Crossbowman.Utem Guardsman.Brass Golem.Demi-Magus.Amotep Gunner.Amotep Incinerator.Blade Golem.Altem Guardsman.Magus.Storm Golem.
### Black Powder Rebels

Khamsin Freelancer.Khamsin Fuser.Leech Medic.Dwarven Berserker.Amazon Blademistress.Black Powder Boomer.Dwarven Fuser.Steam Golem.Dwarven Jarl.Amazon Queen.
### Elemental League

Woodland Scout.Mending Priestess.Crystal Bladesman.Ranger.Wood Golem.Troll Brawler.Troll Artillerist.Living Elemental.Elemental Priest.Troll Chieftain.
### Necropolis Sect

Zombie.Nightblade.Grave Robber.Feral Bloodsucker.Seething Knight.Bone Golem.Nightstalker.Screeching Terror.Necromancer.Order of Vladd
### Knights Immortal

Noble ArcherRoyal PikemanLiege KnightTemple BlademasterPaladin Prince
### Orc Raiders

SlasherCrusherShamanHalf-Troll Hacker.Chaos Mage
### Mage Spawn

ImpSkeletonShadeDeep SpawnKi DevilWerewolfWerebearCrypt WormWraith
### Draconum

NeophantMagna DraconumMagus DraconumMystic DraconumHierophant
## Limited Edition Miniatures

These miniatures were packed in boxes that were given to tournament winners during the Rebellion era. Every limited edition miniature is a recolored normal unit made into a named character with its own lore and one that usually has better stats than their normal unit counterpart. Limited edition miniatures can be easily identified by the pattern that their pieces that are usually colored to represent the unit's stats (Yellow for Weak, Blue for Standard or Red for Tough) are colored orange instead.

KhujeretDjakmaukarRamkareAnunubNessa NettleRowanByrchOakesGoltusepKerraiiDigger KhepRavarshiFickett TownleySnowAlessi OstTorengor
River Valley

>    *With a flash of talons and a spray of water, the lobster-like Mage Spawn scrabbled unto the deck of the cargo barge. Swatting one sailor into the water, it gleefully raked its claws across another's face. As the rest of her crew reacted to the new threat, Captain Trabasbi casually drew her lightning pistol from its holster and pointed it at the abomination in one swift motion.* "Get clear!" *the Xandressan shouted to her crew, a half-second before she pulled her trigger. A burst of Magestone energy streaked into the Spawn's thick hide, blasting the flailing monster overboard. Nobody threatened* her *crew!*
>
>

All clear terrain becomes shallow water terrain. Figures with the Aquatic speed type can use the double-time ptoficiency when they both begin and end their movement in any water terrain. River Valley is cancelled by the Mountain Pass terrain domain or the Wave of Water catastrophe domain.

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

A High Elven Knight, typically a female of noble birth, armed with a sword. Rides a light warhorse. Their horses number among the best in the Land, challenged only by the few remaining Galeshi steeds.

No less horsemen than the Lancers, the cavaliers of the Knights Immortal ride as if born to horseback. Although not quite so concerned with blazing speed, their warhorses are not slow beasts and they hold their composure even if stuck by enemy swords. Some attribute this to the courage and reassurance of the cavalier, who spend so much time with their mounts that they are rumored to have formed a special, semi­-magical bond. In some cases this may actually be true, since the warhorse of a Cavalier, if he is slain, is also often put down. Some are apparently turned into breeders, and though they may allow another rider they will never carry another warrior into combat.

## In tabletop

A Light Cavalier is a significant threat to any enemy figure left without ranged combat support. The Cavalier’s ability to move 7” and immediately attack with Weapon Mastery cannot be taken lightly by any player. However, a low defense and lack of armor means that this warrior should never be brought within range of opposing missile fire. Given these facts, Light Cavaliers are great against armies composed of Mage Spawn or Necropolis Sect figures.

## 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
Nightmare Banshee

A Sect siren riding a Nightmare, who decapitates the living and carries their screaming heads to her lair. The Nightmare mount is not quite spirit and not quite flesh, and its touch is as cold as ice. A Banshee is an ally of the Sect and is not a Necromantic construct.

The Nightmare Banshee roams the cold ridges north of the Sect territories, riding a fleshless steed with eyes of night and hooves of flint. Lowland legends speak of howling demons coming out of the hills on cold, rain-­swept nights, seeking those who stray too far out from home and hearth for their own safety. After claiming its prize, the Banshee rides back to the its hidden mountain caverns, the stolen, still­-weeping heads of its victims tied alongside the reins.

## In tabletop

The Nightmare Banshee ratchets up the Screeching Terror tactic by allowing you to move and Shockwave on the same turn without the aid of Magic Levitation. Given two consecutive turns and a push, the Nightmare Banshee’s threat radius is 18”―even better than the flying version of this warrior. Plenty of Battle Fury serves to protect her from capture. This is a good thing, since she must always get close to enemy troops to set her Shockwave off and the threat of being mobbed is ever-­present.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

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

Perrin was human innkeeper in Down Town, a stocky Prieskan with threads of silver showing in his dark hair and beard. The innkeeper was also a Rebel sympathizer, providing shelter for Snow and Sigwold when they came in to proceed with Karrudan's assassination in 419 Tz. He has worked for years setting up an organization in Down Town, with groups all over the city waiting for the signal to rise, but they weren't going to take on Imperial guardsmen with clubs, staffs, and the occasional rusty sword - they needed pistols and fuser rifles for the job.

Once Karrudan was killed, Perrin and the rest of the Rebel forces took a last stand at his inn, the Mills of Circumstance, crushing Lord Scarbro's army - Perrin, however, died in the process.

***Black Powder Rebels***
 Major characters

1. ↑ Rebel Thunder (Bill McCay), Chapter 17
Sage Osprey the Outcast

Sage Osprey the Outcast is a human Atlantean scholar who has made many observations of the Goblins - most of the information on these green-skinned humanoids comes from his works. Perhaps he was made an outcast because of his interest in the green-skinned creatures.

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

Kzar Natan was a leader of many Orc tribes during the Age of Battle and led a huge Orc Raider horde to sack Caero.

## History

In -162 Tz, The Orcs, led by Kzar Natan, sack Caero. A huge Orc Raider horde attacks Caero, breaks its defenses and puts the entire Kosian ruling family to the sword. In the middle of looting the city, an Orc eagle god appears in a vision to the kzar. Badly shaken by the omen from his god, Natan orders the Orcs to leave the city and never return. By the end of the year, the rest of the eastern Kosian Empire shatters into twenty warring states as well.

***Orc Raiders***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-The-Ages-Longer-History-of-The-Land-From-the-Third-Bookshelf-in-Old-Scrying-Chamber.pdf
Mind Thief

A Mind Thief is a Shyft that can control the minds of its enemies with a barrage of confusing empathic energies.

## In tabletop

With a myriad of magically based special abilities, the Mind Thief has many uses on the battlefield. The Thief introduces Magic Confusion to Mage Knight. This devious special ability suits the elusive Shyfts perfectly and allows a successfully hit opponent to be moved by the player using Magic Confusion. Use Magic Confusion to break up enemy formations or to neutralize an enemy by relocating an opposing warrior to a less threatening location. Better yet, move the enemy into the firing arc of one of your warriors with a ranged attack and have that warrior use a second action to attack the confused figure. The Mind Thief also has Magic Retaliation, which makes an opponent think twice about damaging this Shyft. In a pinch, like all Shyfts, the Thief can be used to create a Mage Spawn formation, but its variety of offensive abilities and slow speed make it less useful in this role than other Shyfts.

## Gallery

Miniature from the Whirlwind expansion.

***Shyft***

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

> "The rage is always there. It pounds in your ears as the battle is joined - a pulse reminding you - you're alive. It is more than simple anger. Anger has no direction, no control. This is a promise of retribution for every wrong committed against you. It is hatred for the enemy, who dares to threaten one thing you've managed to hold on to - your life. It bears you up when weaker men fall, focusing and allowing you to tear a piece of life from those who oppose you."
> - Vacksha, Knight of the Sect
>
>

A Sect elven squad leader that gets its battle strength through rage. An exemplary warrior feared on the battlefield for its bloodlust, cruelty and absolute lack of mercy. Seething Knights are creatures of hate and vengeance personified in mortal form. Their hatred grows within them through their training, until it becomes a controllable, directable force within them. When facing enemies of the Sect, these raging warriors are formidable foes.

## In tabletop

The Seething Knight is a classic “rounder,” a piece that is used to round out a player’s army. Often judged against its Atlantean counterpart, the Altem Guardsman, the Seething Knight trades Blade Master for a stronger and more consistent attack, Toughness and the added trickery of Vampirism. Combined with ranged attackers, the Seething Knight becomes a frightening foe. Able to shrug off most ranged attacks, the Knight can move into hand­to­hand combat and nullify an opponent’s ranged attackers.

Of all the top-ranked fighters, the Seething Knight is best at avoiding capture, and as such, is the optimal choice for close contact with the enemy. Feel free to close with the enemy across open terrain - the Knight has defense 18 versus ranged attacks. Also, use him to lead close combat formations in the company of Nightblades or cheap Zombies. As a hidden surprise, this Dark Elf has a touch of vampirism, which can keep him alive when deep in his slots.

## Gallery

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

***Necropolis Sect***

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
Paragon

Paragon was a legendary male Troll champion.

Paragon wielded the fearsome Paragon's Shield, which bore the Troll's visage.

## History

Paragon defeated both The Scorpion and the Two-Headed Wolf - two terrifying Mage Spawn, but met his death after vanquishing the father of Dragons, Krayat.

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

Mage-writ, invented by Grand-Magus Tezla himself, was a way for high-ranked Atlantis Guild officials to communicate with each other using magic. Mage-writ meant instant written communication — but it was ruinously expensive. Teleporting messages literally burned out the Magestone used in the Technomantic process.

After discovering how to send brief communications using mage-writ messages, Grand-Magus Tezla postulated that by implanting a specially prepared piece of Magestone in a Mage Spawn, he might be able to transport it to its person using a simple spell - that is how the Scrolls of Invocation came to be.

***Atlantis Guild***

1. ↑ Rebel Thunder (Bill McCay), Chapter 2
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Mending Priestess

The Mending Priestesses, or *massenliche* on the elven tongue are Elemental clerics trained in the Emerald Glade to wield the powers of nature. In recent years, a number of human females have been allowed to train as Mending Priestesses - the majority of the Priestesses remain forest elves, however.

A Mending Priestess begins her work with a pledge to the Sanctuary, performing menial labor while receiving formal instruction in how to care for life and nourish barren earth. Most Pledges leave Sanctuary to return to their farmer families after a year and a day, but a few who show promise go on to become Acolytes, learning Elemental magic and the healing arts. Once they have mastered the teachings, they may leave Sanctuary to follow their own paths, so long as they remember the order's creed: Respect life and protect The Land.

## In tabletop

    The Priestess is a natural for pairing with Troll Artillerists. The Trolls are in dire need of its Defend ability, and it can heal them while they trade shots with the enemy. When facing opponents using Flame/Lightning or Magic Blast, it’s worthwhile to keep the fragile Priestess back, taking advantage of its 6­" range to heal. It won’t get to use Defend, but it will be safer and able to cover a greater number of figures in its healing arc.

The Priestess is an inexpensive version of the Elemental Priest. She provides ranged Magic Healing, and for that ability alone, she will find her way into many armies. When in contact with friendly figures, her protective ability comes in handy, too. Consider placing a single Priestess behind a formation of ranged attackers to heal individuals as they take counter-hits.

## Gallery

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

***Elemental League***
 Minor characters

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

Krugg Heavers are male Krugg Mage Spawn ranged units. A Heaver is a Krugg Ogre warrior that throws boulders at its enemies. These Krugg are one of the key reasons the Krugg mountain territories are rarely invaded by outsiders. Another name for them is “avalanchers.”. They were released as part of the Whirlwind expansion.

## In tabletop

Warriors with a ranged attack are a welcome addition to any faction, and Mage Spawn is no exception. The Krugg Heaver is a beefy warrior with initial Toughness to shrug off any weaker opponent’s attacks. Don’t let this figure’s size or the depth of its combat dial fool you, though. While it maintains a steady 2 damage throughout its non-demoralized ranks, the Heaver’s attack and defense values are never outstanding and quickly become ineffective. It is best to use this Krugg carefully if you feel a prolonged fight is inevitable. On the other hand, if you need to sacrifice a big, cheap figure to delay an opponent, the Heaver is at your disposal.

## Gallery

Miniature from the Whirlwind expansion.

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

> “Give Orc a pig, feed him for day. Give Orc a sword, feed him for life.”
> ~ Kzar Rabahn, of the Black Grasses
>
>

Kzar Rabahn was a legendary orc hero, descending from the Black Grasses tribe of the northern Fist. He died at the hands of the Galeshi. Rabahn's Shield was bestowed to him by the Eagle Gods, and stolen by thieving Galeshi warriors after his death.

## History

Darq the Corrupt masterminded the destruction of the Galeshi Ringed Cities through the use of a resurrected Kzar Rabahn – Darq 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.

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.

***Orc Raiders***

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