Companies

Each of these sample Companies is made 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.

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 (2)
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 (2)
When Attacked by this Group, enemies must reroll their highest die when testing Resolve.
Throwers (1)
If this Group does not already have a MI profile, add one at 6+ / 5+ / 6”.

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 (1)
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 (3)
To-hit rolls of 6 inflict two hits.
Well-Armed (1)
Once each turn, may reroll all results of 1 on a single to-hit roll.

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 (4)
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 (3)
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 (0)
Automatically pass when testing Resolve, but round up hits inflicted against this Group.

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 (2)
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 (2)
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Throwers (1)
If this Group does not already have a MI profile, add one at 6+ / 5+ / 6”.
Unfeeling (0)
Automatically pass when testing Resolve but round up hits inflicted against this Group.

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 (2)
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Short-Ranged (-1)
Groups with an MI profile only. Reduce range by half.
Stealthy (3)
Enemies cannot Shoot this Group. This Group does not block line of sight except for Groups in melee.
Well-Armed (1)
Once each turn, may reroll all results of 1 on a single to-hit roll.

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 (-2)
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 (2)
Groups without an MI profile only. Add an MI profile at 6+ / 5+ / 18”.
Unerring (3)
Once each turn, may reroll any dice on a single to-hit roll.
Vicious (3)
To-hit rolls of 6 inflict two hits.