Noos

Pade #

Nashuja has 10 Fame and 40 Glory. The Armoured Footmen have 20 Glory.

If using the Routine Procedures, the forces of Pade are Ferocious.

Nashuja #

Nashuja fights as a Champion. They have the Fame traits Competent and Lucky and the Cloak Dancer Byname. They roll 6d6 to hit, 15d6 while Duelling.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+3Champion, Challenger

Jamidare #

Kitane has 5 Fame and 25 Glory. The Skirmishers have 10 Glory. The Boats have 15 Glory.

If using the Routine Procedures, the forces of Jamidare are Ferocious.

Kitane #

Kitane fights as a Champion. She has the Competent Fame trait. She rolls 6d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+2Champion, Challenger

Ika #

Kikeru has 1 Fame and 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Ika are Cautious.

Kikeru #

Kikeru fights as a Champion. They roll 6d6 to hit when Shooting with their sling, 4d6 otherwise.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”44+1Champion, Challenger

Patada #

Itaja has 10 Fame and 20 Glory. The Footmen have 15 Glory. The Noos Galleys have 25 Glory.

If using the Routine Procedures, the forces of Patada are Bold.

Itaja #

Itaja fights beside a Group of Footmen as Captain. She has the Likable Fame trait. When joined to the Footmen, the Group rolls 15d6 to hit and have +3 when testing Resolve. When Duelling, Itaja rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”154+2Defensive, Shieldwall
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / -104+3-

Ghoul Raiding Camp #

The Ghouls have no Captain, 0 Fame, 5 Glory, and fight in Groups of 4.

If using the Routine Procedures, the Ghouls are Ferocious.

MEMOMIFSRTTraits
5+ / 4+ / 5+5+ / 8”-64+2Reckless, Vicious

Qeka #

Pitaja has 5 Fame and 25 Glory. The Skirmishers have 20 Glory.

If using the Routine Procedures, the forces of Patada are Bold.

Pitaja #

Pitaja fights as a Champion. They have the Likable Fame trait. They roll 6d6 to hit when Shooting with their sling, 4d6 otherwise.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 18”44+2Champion, Challenger

Qitune #

Rusa has 10 Fame and 35 Glory. The Footmen have 20 Glory. The Skirmishers have 10 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Qitune are Guarded.

Rusa #

Rusa fights as a Champion. He has the Fame traits Willing and Brave. He rolls 12d6 to hit.

MEMOMIFSRTTraits
5+ / 4+ / 4+5+ / 8”6+ / 5+ / 6”84+3Champion, Challenger

Sidare #

Ariad has 0 Fame and 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Sidare are Cautious.

Ariad #

Ariad fights as a Champion. She rolls 4d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”44+2Champion, Challenger

Wadunimi #

Jadikira has 3 Fame and 20 Glory. The Footmen have 5 Glory and the Skirmishers have 0 Glory.

Jadikira #

Jadikira fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 9d6 to hit and have +3 when testing Resolve. When Duelling, Jadikira rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”94+2Defensive
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+2-

Iruja #

The forces of Iruja have no Captain. The Footmen have 5 Glory. The Guard-Dogs have 0 Glory and fight in Groups of 5.

If using the Routine Procedures, the forces of Sidare are Guarded.

Guard Dogs #

MEMOMIFSRTTraits
5+ / 4+ / 66+ / 12”-44+1Reckless, Nimble

Teri #

Yisharu has 3 Fame and 10 Glory. The Footmen have 5 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Sidare are Cautious.

Yisharu #

Yisharu fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 13d6 to hit and have +1 when testing Resolve. When Duelling, Yisharu rolls 1d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”134+2Defensive
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”24+1-

Sikira #

Pijaseme has 0 Fame and 5 Glory. The Footmen and Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Sidare are Guarded.

Pijaseme #

Pijaseme fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 10d6 to hit and have +2 when testing Resolve. When Duelling, Pijaseme rolls 4d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”104+2Defensive
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”24+2-

Meza #

Pijasiros has 0 Fame and 5 Glory. The Footmen and Skirmishers have 0 Glory.

If using the Routine Procedures, the forces of Meza are Cautious.

Pijasiros #

Pijasiros fights beside a Group of Footmen as Captain. When joined to the Footmen, the Group rolls 6d6 to hit and have +2 when testing Resolve. When Duelling, Pijasiros rolls 4d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”104+2Defensive
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”24+2-

Didikane #

Didikane has 3 Fame and 15 Glory. She fights as a Champion and rolls 4d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”-44+2Champion, Challenger

Muru #

The forces of Muru have no captain but have 25 Fame. The Head-Bound Warriors have 45 Glory and fight in groups of 10. The Armoured Footmen have 30 Glory. The Skirmishers have 15 Glory and always fight in Large Groups. The Noos Galleys have 35 Glory.

If using the Routine Procedures, the forces of Muru are Ferocious.

Head-Bound Warriors #

MEMOMIFSRTTraits
6+ / 4+ / 4+5+ / 6”-183+2Terrifying, Vicious

Amidao #

Kikeru has 3 Fame and 0 Glory. The Skirmishers have 3 Glory and always fight in Small Groups.

Kikeru #

Kikeru fights as a Champion. He rolls 2d6 to hit with his sling, 1d6 otherwise.

MEMOMIFSRTTraits
5+ / 6 / 65+ / 8”6+ / 5+ / 18”24+1Champion, Challenger

Ermelandus #

Ermelandus has 0 Fame and 10 Glory. He fights as a Champion and rolls 4d6 to hit.

MEMOMIFSRTTraits
5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”44+3Champion, Challenger

Inamdi #

Bansabira has 0 Fame and 0 Glory. The Footmen have 0 Glory.

If using the Routine Procedures, the forces of Inamdi are Cautious.

Bansabira #

Bansabira fights beside 4 Footmen as Captain. When joined to the Footmen, the Group rolls 5d6 to hit and have +1 when testing Resolve. When Duelling, Bansabira rolls 2d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”74+2Defensive
Champion5+ / 5+ / 5+5+ / 8”-24+1-

Stymied Beach Camp #

The Skeleton Legionaries have 0 Fame and 10 Glory. They fight in groups of 12.

If using the Routine Procedures, the Skeleton Legionaries are Ferocious.

Skeleton Legionaries #

MEMOMIFSRTTraits
6+ / 5+ / 5+5+ / 6”-74+3Defensive, Shieldwall, Unfeeling

Istvaeonic Raid #

The Istvaeonic warriors have 0 Fame and 0 Glory. They fight as two groups, each 5 warriors with their shieldbearers.

If using the Routine Procedures, the Istvaeonic Raiders are Bold.

Istvaeonic Raiders #

MEMOMIFSRTTraits
6+ / 5+ / 5+5+ / 6”-124+3Defensive, Shieldwall

Panina #

Widina has 3 Fame and 5 Glory. The Footmen have 0 Glory. The Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Panina are Cautious.

Widina #

Widina fights beside 5 Footmen as Captain. When joined to the Footmen, the Group rolls 9d6 to hit and have +3 when testing Resolve. When Duelling, Widina rolls 6d6 to hit.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 6”6+ / 5+ / 6”94+2Defensive
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”64+2-

Spring Kobolds #

The Kobolds have no Captain, 0 Fame, and 0 Glory. They always fight in Groups of 8 worth 5 points. The Basilisk has 20 Glory.

If using the Routine Procedures, the Kobolds are Guarded.

Kobolds #

MEMOMIFSRTTraits
6+ / 6 / 65+ / 8”6+ / 5+ / 6”105+2Nimble, Bark
Bark
A Group of Kobolds may activate (5+) to have the Basilisk Glare at an enemy within 12”.

Basilisk #

MEMOMIFSRTTraits
5+ / 4+ / 66+ / 10”-123+4Reckless, Glare
Glare
The Basilisk fights with its eyes closed unless told otherwise or hurt. The turn after it has lost FS, the Basilisk activates (3+) to look at whatever hurt it. The targeted Group must test Resolve. If they fail, roll 12d6, hitting on 3+ and ignoring T.

Tongueless Elves #

The Tongueless Elves have no Captain, 0 Fame, and 3 Glory. They fight in Groups of 5.

If using the Routine Procedures, the Tongueless Elves are Incompetent.

ModeMEMOMIFSRTTraits
Footmen6+ / 5+ / 5+5+ / 8”-64+1Nimble

Outlaw Hunters #

Waltgaud has 5 Fame and 45 Glory. The warriors are Armoured Footmen and have 30 Glory. The Armoured Footmen have the Hounds Byname.

If using the Routine Procedures, the Outlaw Hunters are Bold.

Waltgaud #

Waltgaud fights beside 4 Armoured Footmen as Captain and has the Witch-Breaker Byname. When joined to the Armoured Footmen, the Group rolls 10d6 to hit and have +4 when testing Resolve. When Duelling, Waltgaud rolls 12d6 to hit.

ModeMEMOMIFSRTTraits
Armoured Footmen6+ / 4+ / 5+5+ / 6”6+ / 5+ / 6”104+3Shieldwall
Champion5+ / 5+ / 5+5+ / 8”6+ / 5+ / 6”84+2Caster-Bane

Dirina #

The forces of Dirina have no Captain and 0 Fame. The Footmen have 0 Glory. They Skirmishers have 0 Glory and always fight in Small Groups.

If using the Routine Procedures, the forces of Dirina are Guarded.

Berith, Beleth, and Bifronze #

Berith, Beleth, and Bifronze have 10 Fame and 30 Glory. The Footmen have 0 Glory.

If using the Routine Procedures, roll 1d6 for the head that acts as Captain:

  • 1–2: Berith is Bold
  • 3–4: Beleth is Ferocious
  • 5–6: Bifronze is Arcane

The first head to activate moves the body and may Shoot or Move it. All three heads activate.

NameMEMOMIFSRTTraits
Berith5+ / 3+ / 66+ / 10”-63+4Defiant, Dominate, Vicious
Beleth5+ / 3+ / 66+ / 10”-63+4Breathe Flame, Illusion, Reckless
Bifronze5+ / 3+ / 66+ / 10”-63+4Elusive, Soul-Steal, Unfeeling
Breathe Flame
Beleth may activate (7+) targeting a Group within 6”. Roll 12d6 to hit (6d6 if Bloodied) on 4+, ignoring T.
Dominate
Target a Group within 8”. They must test Resolve, rerolling if successful. If they fail, Berith may activate (3+) to give all Dominated Groups within 12” an order. They do not test to activate to carry it out. Illusion
Target a Group within 8”. They must test Resolve, rerolling if successful. If they fail, Beleth may choose: the Group Attacks itself, Retreats, or is inactive while within 12” of Beleth. Soul-Steal
Target a Group within 8”. They must test Resolve, rerolling if successful. If they fail, when the Group tests Resolve from now on, they fail regardless of their roll (but unless the result is 0 or less, they do not Rout or Surrender). If they would Rout before Bifronze, they Surrender instead.

Edicia the Acolyte #

Edicia has 5 Fame and 10 Glory. The Painted Men have 5 Glory and fight in Groups of 6.

If using the Routine Procedures, Edicia and the Painted Men are Arcane.

Edicia fights as a Champion and rolls 6d6 to hit.

NameMEMOMIFSRTTraits
Edicia5+ / 5+ / 5+5+ / 8”-64+2Caster, Champion, Challenger
Painted Men5+ / 4+ / 5+5+ / 8”5+ / 5+ / 6”124+1Nimble, Unfeeling