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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
Longbraids (Elite Cavalry, 8) | 5+ / 3+ / 5+ | - | 7+ / 10” | 6 | 3+ | 4 | Defiant, Reckless, Terrifying |
Aurorans (Heavy Foot, 6) | 6+ / 5+ / 4+ | - | 5+ / 6” | 12 | 4+ | 3 | Apprentice, Defensive |
Hunters (Heavy Cavalry, 5) | 5+ / 4+ / 5+ | 6+ / 5+ / 6” | 5+ / 10” | 6 | 4+ | 3 | Defiant, Throwers |
Hunters (Heavy Cavalry,5) | 5+ / 4+ / 5+ | 6+ / 5+ / 6” | 5+ / 10” | 6 | 4+ | 3 | Defiant, 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”.
Taunt | Check | Requirements | Effect |
---|
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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
Lancers (Elite Cavalry, 10) | 5+ / 3+ / 5+ | - | 7+ / 10” | 6 | 3+ | 4 | Defiant, Reckless, Undead-Foe, Vicious |
Mounted Crossbows (Light Cavalry, 6) | 7+ / 5+ / 6 | 6+ / 5+ / 12” | 5+ / 12” | 6 | 5+ | 3 | - |
Shieldkin (Heavy Foot, 5) | 6+ / 5+ / 4+ | - | 5+ / 6” | 12 | 4+ | 3 | Defensive, Well-Armed |
Shieldkin (Heavy Foot, 5) | 6+ / 5+ / 4+ | - | 5+ / 6” | 12 | 4+ | 3 | Defensive, 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.
Taunt | Check | Requirements | Effect |
---|
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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
Necromancer & Revenant Knights (Elite Foot, 12) | 5+ / 3+ / 4+ | - | 5+ / 6” | 12 | 3+ | 4 | Caster, Summoner |
Skeleton Rex (Heavy Beast, 6) | 5+ / 3+ / 6 | - | 6+ / 10” | 6 | 3+ | 4 | Reckless, Unfeeling |
Skeletal Warriors (Light Foot, 3) | 6+ / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Defensive, Unfeeling |
Skeletal Warriors (Light Foot, 3) | 6+ / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Defensive, 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.
Taunt | Check | Requirements | Effect |
---|
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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
Titan (Elite Foot, 5) | 5+ / 3+ / 4+ | - | 5+ / 6” | 12 | 3+ | 4 | - |
Arclight Rifles (Light Foot, 5) | 6+ / 5+ / 4+ | 6+ / 5+ / 18” | 5+ / 8” | 12 | 4+ | 2 | Defensive, Shooters |
Arclight Blasters (Light Foot, 4) | 6+ / 5+ / 4+ | 6+ / 5+ / 6” | 5+ / 8” | 12 | 4+ | 2 | Defensive, Throwers |
Barking Sparks (Light Foot, 5) | 6+ / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Defensive, Self-Destruct, Unfeeling |
Barking Sparks (Light Foot, 5) | 6+ / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Defensive, 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.
Taunt | Check | Requirements | Effect |
---|
P3W P3W P3W | 6+ | 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 5Cr34M | 7+ | 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 W34K | 8+ | 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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
Bronzeclad (Elite Foot, 6) | 5+ / 3+ / 4+ | - | 5+ / 6” | 12 | 3+ | 4 | Well-Armed |
Slingers (Light Foot, 5) | 6+ / 5+ / 4+ | 6+ / 5+ / 18” | 5+ / 8” | 12 | 4+ | 2 | Defensive, Shooters |
Flamebearers (Light Engine, 3) | - / - / 6 | 6+ / 5+ / 9” | 8+ / 4” | 6 | 5+ | 1 | Short-Ranged |
Khopeshi (Light Foot, 6) | 6+ / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Defensive, Stealthy |
Wyrmkith (Light Beast, 4) | 5+ / 4+ / 6 | - | 6+ / 12” | 6 | 4+ | 3 | Nimble, 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.
Taunt | Check | Requirements | Effect |
---|
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.
Name | ME | MI | MO | FS | R | T | Traits |
---|
First Citizens (Heavy Cavalry, 7) | 5+ / 4+ / 5+ | - | 5+ / 10” | 6 | 4+ | 3 | Defiant, Unerring |
Neighborhood Defenders (Light Foot, 3) | 6 + / 5+ / 4+ | 6+ / 5+ / 18” | 5+ / 8” | 12 | 4+ | 2 | Cowardly, Defensive, Shooters |
Neighborhood Defenders (Light Foot, 3) | 6 + / 5+ / 4+ | 6+ / 5+ / 18” | 5+ / 8” | 12 | 4+ | 2 | Cowardly, Defensive, Shooters |
Neighborhood Defenders (Light Foot, 3) | 6 + / 5+ / 4+ | 6+ / 5+ / 18” | 5+ / 8” | 12 | 4+ | 2 | Cowardly, Defensive, Shooters |
Street Toughs (Light Foot, 4) | 6 + / 5+ / 4+ | - | 5+ / 8” | 12 | 4+ | 2 | Cowardly, Defensive, Vicious |
Kennel Hounds (Light Beast, 4) | 5+ / 4+ / 6 | - | 6+ / 12” | 6 | 4+ | 3 | Nimble, 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.
Taunt | Check | Requirements | Effect |
---|
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. |