Companies

Each of these sample Companies consists of Groups worth a total of 24 points. The Captain’s Group is the first entry in each Company. Any changes to the group as the result of traits are already implemented in the group’s profile. In addition to the general Taunts, each company has their own Taunts they can Proclaim.

Bearfolk War Party #

Tall, humanoid bears with spears and the mantle of winter. Fast, tough, and staunchly dedicated to one another.

NameMEMIMOFSRTTraits
Longbraids (Elite Cavalry, 8)5+ / 3+ / 5+-7+ / 10”63+4Defiant, Reckless, Terrifying
Aurorans (Heavy Foot, 6)6+ / 5+ / 4+-5+ / 6”124+3Apprentice, Defensive
Hunters (Heavy Cavalry, 5)5+ / 4+ / 5+6+ / 5+ / 6”5+ / 10”64+3Defiant, Throwers
Hunters (Heavy Cavalry,5)5+ / 4+ / 5+6+ / 5+ / 6”5+ / 10”64+3Defiant, Throwers
Apprentice
Before the skirmish, choose three spells. This Group may activate to Cast one of those three spells.
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Defiant
If this Group is not Shaken and not already in melee, when an enemy successfully activates to Attack them they may test at 7+ to meet the enemy halfway and count both Groups as attacking for to-hit rolls.
Reckless
If this Group is not Shaken, it must activate to Attack if possible.
Terrifying
When Attacked by this Group, enemies must reroll their highest die when testing Resolve.
Throwers
If this Group does not already have a MI profile, add one at 6+ / 5+ / 6”.
TauntCheckRequirementsEffect
Your Corpse Will Never Thaw!6+Aurorans only. Must have failed to Cast a Spell at a target enemy Group last turn.This Group must Cast at the target enemy Group if they are able. When Casting, this Group may reroll any dice. When activating or resolving any other Order, the enemy player may force this Group to reroll any dice.
We’ll Trample Your Bones Like Fresh Snow!7+Hunters only. Must be within 12” of an enemy Group that caused a friendly Group to lose FS last turn.This Group gains Reckless and Vicious against the target Group, +2” MO, and may only activate to Attack or Move toward the target Group until the target Group is Routed. If the target Group Routs, this Group must activate to Proclaim this Taunt against the nearest valid target, if possible.
Til the Glaciers Melt!8+Longbraids only. Must be in melee and Bloodied.This Group cannot Retreat (-1 FS instead if they would be forced to do so). They can only activate to Attack an enemy Group they are already in melee with or to resolve their Reckless Trait. They gain the Chariot, Unfeeling, and Vicious Traits.

Freelance Company #

Veteran soldiers cut loose from the powers that bound them, they seek meaning and resources in a bloody world.

NameMEMIMOFSRTTraits
Lancers (Elite Cavalry, 10)5+ / 3+ / 5+-7+ / 10”63+4Defiant, Reckless, Undead-Foe, Vicious
Mounted Crossbows (Light Cavalry, 6)7+ / 5+ / 66+ / 5+ / 12”5+ / 12”65+3-
Shieldkin (Heavy Foot, 5)6+ / 5+ / 4+-5+ / 6”124+3Defensive, Well-Armed
Shieldkin (Heavy Foot, 5)6+ / 5+ / 4+-5+ / 6”124+3Defensive, Well-Armed
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Defiant
If this Group is not Shaken and not already in melee, when an enemy successfully activates to Attack them they may test at 7+ to meet the enemy halfway and count both Groups as attacking for to-hit rolls.
Reckless
If this Group is not Shaken, it must activate to Attack if possible.
Undead-Foe
This Group gains the Reckless trait against Undead enemies. If this Group is already Reckless, they automatically pass their activation to Attack those enemies instead. If there are no Undead in any opposing army, ignore the point cost of this trait.
Vicious
To-hit rolls of 6 inflict two hits.
Well-Armed
Once each turn, may reroll all results of 1 on a single to-hit roll.
TauntCheckRequirementsEffect
Blood Makes Mud!6+Shieldkin only. Must be within 6” of two or more other groups in melee with each other.When this Group Attacks an enemy already in melee, they roll three extra dice. While in melee, this Group is Unfeeling.
Our Bolts, Your Eyes!7+Mounted Crossbows only. Must be within 12” of an enemy.This Group becomes Reckless, except they must Shoot instead of Attack, if able. They only hit on 6 when Shooting, and each hit counts twice.
To Glory or Hell!8+Lancers only. Must be within 10” of an enemy Captain or an enemy Group worth more points than this one.This group gains the Self-Destruct Trait. If they fail when testing Resolve, they self-destruct instead of retreating. If they self-destruct, roll 2d6 for each remaining Group in their Company. For each Group, on 6+, they gain this effect.

Necromancer’s Legion #

The dead rise to the Necromancer’s call and do their bidding, held together by malefic energies.

NameMEMIMOFSRTTraits
Necromancer & Revenant Knights (Elite Foot, 12)5+ / 3+ / 4+-5+ / 6”123+4Caster, Summoner
Skeleton Rex (Heavy Beast, 6)5+ / 3+ / 6-6+ / 10”63+4Reckless, Unfeeling
Skeletal Warriors (Light Foot, 3)6+ / 5+ / 4+-5+ / 8”124+2Defensive, Unfeeling
Skeletal Warriors (Light Foot, 3)6+ / 5+ / 4+-5+ / 8”124+2Defensive, Unfeeling
Caster
This Group may activate to Cast any spell.
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Reckless
If the Group is not shaken, it must activate to Attack if possible
Summoner
This Group may attempt to activate on 6+ to raise an undeployed Group within 12” (and no closer than 6” to an enemy). The summoned Group may attempt to activate this turn.
Unfeeling
Automatically pass when testing Resolve, but round up hits inflicted against this Group.
TauntCheckRequirementsEffect
You’re But a Chew Toy!6+Necromancer only. Must be within 12” of Skeleton Rex and a target enemy Group.Skeleton Rex must Attack the target Group if able, or Move toward them if not. Skeleton Rex has Unerring against the target Group. If the Necromancer Proclaims another Taunt or Casts a spell, this effect ends.
Try Again!7+Necromancer only. Must be within 12” of Skeletal Warriors destroyed by an enemy Group last turn.The Skeletal Warriors return to play with FS equal to the result of the Check. They must Attack the Group that destroyed them if able, or Move toward them if not. If they destroy the enemy Group, roll 1d6. On a 1, they turn on the Necromancer (for the rest of the game, they must Attack the Necromancer if able, or Move toward them if not). On 2–5, they collapse into piles of bones. On 6, they continue as normal.
Your Bones Are Mine!8+Necromancer only. Must be within 6” of a target enemy Group.This Group must Attack or Cast at the target Group if able. If this Group Routs the target Group, the target Group rises again as Skeletal Warriors with 2d6 FS under the Necromancer’s command.

Automata #

Cold steel made warm with sentience. They fulfill their own purpose now, led by a towering Titan.

NameMEMIMOFSRTTraits
Titan (Elite Foot, 5)5+ / 3+ / 4+-5+ / 6”123+4-
Arclight Rifles (Light Foot, 5)6+ / 5+ / 4+6+ / 5+ / 18”5+ / 8”124+2Defensive, Shooters
Arclight Blasters (Light Foot, 4)6+ / 5+ / 4+6+ / 5+ / 6”5+ / 8”124+2Defensive, Throwers
Barking Sparks (Light Foot, 5)6+ / 5+ / 4+-5+ / 8”124+2Defensive, Self-Destruct, Unfeeling
Barking Sparks (Light Foot, 5)6+ / 5+ / 4+-5+ / 8”124+2Defensive, Self-Destruct, Unfeeling
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Self-Destruct
This Group may attempt to activate on 5+ to self-destruct as if Shooting everything within 6”, hitting on a 3+. This Group is then Routed at the end of their activation.
Shooters
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Throwers
If this Group does not already have a MI profile, add one at 6+ / 5+ / 6”.
Unfeeling
Automatically pass when testing Resolve but round up hits inflicted against this Group.
TauntCheckRequirementsEffect
P3W P3W P3W6+Arclight Rifles/Blasters only. Must be able to Shoot an enemy Group.This Group becomes Reckless, except they must Shoot instead of Attack, if able. They may reroll any dice when Shooting. If Attacked, they must reroll any of their dice that hit.
W3 H0W1 U 5Cr34M7+Barking Sparks only. Must be Bloodied and able to Attack an enemy Group.This Group becomes Reckless and Terrifying. If this Group cannot activate to Attack, and they are within 6” of an enemy Group, they must attempt to Self-Destruct instead. If they are not within 6” of an enemy Group, they must Move towards the nearest enemy Group instead.
F135H 15 W34K8+Titan only. Must be in melee with a target Bloodied enemy Group.This Group becomes Vicious and Unfeeling while in melee with the target Group. If they Rout the target Group, they are Vicious and Unfeeling for the rest of the skirmish.

Seafolk #

Mariners, raiders from the mythic dawn. They bring bronze blades and eldritch flame to scour their foes from every beach and every river.

NameMEMIMOFSRTTraits
Bronzeclad (Elite Foot, 6)5+ / 3+ / 4+-5+ / 6”123+4Well-Armed
Slingers (Light Foot, 5)6+ / 5+ / 4+6+ / 5+ / 18”5+ / 8”124+2Defensive, Shooters
Flamebearers (Light Engine, 3)- / - / 66+ / 5+ / 9”8+ / 4”65+1Short-Ranged
Khopeshi (Light Foot, 6)6+ / 5+ / 4+-5+ / 8”124+2Defensive, Stealthy
Wyrmkith (Light Beast, 4)5+ / 4+ / 6-6+ / 12”64+3Nimble, Reckless
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Nimble
This Group treats difficult terrain as normal terrain.
Reckless
If this Group is not Shaken, it must activate to Attack if possible.
Shooters
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Short-Ranged
Groups with an MI profile only. Reduce range by half.
Stealthy
Enemies cannot Shoot this Group. This Group does not block line of sight except for Groups in melee.
Well-Armed
Once each turn, may reroll all results of 1 on a single to-hit roll.
TauntCheckRequirementsEffect
Dance To Our Whistling Tune!6+Slingers only. Must have hit an enemy Group while Shooting last turn.This Group must Shoot the target Group if able. They roll twice as many dice to hit when Shooting, but must reroll all hits.
Fall Before Our Wave!7+Bronzeclad and Khopeshi only. Must be within 6” of Wyrmkith.This Group must activate after the Wyrmkith and follow them, Attacking the same enemy Group if able. While in melee with the Wyrmkith and an enemy Group, this Group has Terrifying.
The Sun Rises, Flesh Burns!8+Flamebearers only. Must not be Bloodied or in melee.This Group must activate to Shoot if able, and may reroll any misses. If this Group becomes Bloodied or would Rout, they Self-Destruct instead.

Citizen’s Defense Force #

A people thrust into conflict—everyone of fighting age has taken up scrounged implements to defend their homes.

NameMEMIMOFSRTTraits
First Citizens (Heavy Cavalry, 7)5+ / 4+ / 5+-5+ / 10”64+3Defiant, Unerring
Neighborhood Defenders (Light Foot, 3)6 + / 5+ / 4+6+ / 5+ / 18”5+ / 8”124+2Cowardly, Defensive, Shooters
Neighborhood Defenders (Light Foot, 3)6 + / 5+ / 4+6+ / 5+ / 18”5+ / 8”124+2Cowardly, Defensive, Shooters
Neighborhood Defenders (Light Foot, 3)6 + / 5+ / 4+6+ / 5+ / 18”5+ / 8”124+2Cowardly, Defensive, Shooters
Street Toughs (Light Foot, 4)6 + / 5+ / 4+-5+ / 8”124+2Cowardly, Defensive, Vicious
Kennel Hounds (Light Beast, 4)5+ / 4+ / 6-6+ / 12”64+3Nimble, Reckless
Cowardly
When testing Resolve, this Group must reroll the highest die.
Defensive
If this Group is not Shaken, in difficult terrain, or in cover, they may Move into a defensive formation with all models in base contact. They have +1 T until the start of their next activation.
Defiant
If this Group is not Shaken and not already in melee, when an enemy successfully activates to Attack them they may test at 7+ to meet the enemy halfway and count both Groups as attacking for to-hit rolls.
Nimble
This Group treats difficult terrain as normal terrain.
Shooters
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Unerring
Once each turn, may reroll any dice on a single to-hit roll.
Vicious
To-hit rolls of 6 inflict two hits.
TauntCheckRequirementsEffect
Our Streets, Your Skulls!6+Street Toughs only. Must be within 8” of a Bloodied or Shaken enemy Group.This Group loses the Defensive trait and becomes Reckless against Shaken and Bloodied Groups. If this Group becomes Bloodied, they must test Resolve immediately—if they pass, they become Unfeeling.
Even Our Dogs Piss on You!7+Neighborhood Defenders only. Must not be Bloodied or Shaken, and must be within 8” of an enemy Group Shaken by Kennel Hounds.This Group loses the Defensive trait and becomes Vicious. If this Group becomes Bloodied or Shaken, they must test Resolve immediately—if they fail, they Rout.
We’ll be Home By Dinner!8+First Citizens only. Must be within 12” of a Group they command.This Group becomes Reckless. At the beginning of every turn, roll 2d6. If the result is less than the number of turns since they Proclaimed this taunt, they become Shaken. If the result is greater, they continue their activation as normal. If the result is equal, they become Unfeeling and Vicious and lose this Taunt’s effect.