
A heavily armed, infantry-based army of the Kingdom, almost unstoppable in melee but somewhat tactically rigid.
Faction Powers / Strengths
Tough: All Waterdemons have +1 armour to what normal figs would have.
Waterdemons: All Waterdemons may 'teleport' so to speak from any part of the area that is water to any other part that is water, using their actions or for free if they have an officer.
Immortal (not used in-game): Water Demons are immortal creatures that are 'reborn from the water' a while after they are destroyed. It is a painful process though, and as the Waterdemons increase in age the process of rebirth also slows down exponentially with each death.
Fishstache and Fat Olaf
The leader (formerly King) of the Waterdemons and his son.

Fishstache Mo: 7” Sk: 2d6 Ar: 7 Heroic feat: Feared, brutal, watery powers. 2 HP
Fat Olaf Mo: 7” Sk: 2d6 Ar: 7 Heroic feat: fat, random stupendous actions, deadly sillyness. 2 HP
- Longsword UR: 4 DMG: 1d6+3
- Shield UR: 2 'DMG': 1d6
Swordsmen
Basic infantry, useful against lightly-armoured opponents or skirmishers.

Mo: 5” Sk: 1d6 Ar: 6
- Shortsword UR: 2 DMG: 1d6+1
Heavy swordsmen
Ponderous heavy infantry.

Mo: 4” Sk: 1d6 Ar: 7
- Broadswords UR: 2 DMG: 1d6+2
Axemen
Vicious Elite infantry, known for their devastating charges.

Technoviking Mo: 5” Sk: 1d6+1 Ar: 7 Officer
Axemen Mo: 5" Sk: 1d6+1 Ar: 6
- Sword of the Skies UR: 3 DMG: 1d6+3 -1 to enemy parry roll Looted from deceased Kerrat commander Skaie
- Axes UR: 3 Da: 1d6+2 (ignores additional armour)
Battlemage
A battle-hardened supportive spellcaster.

Mo: 5" Sk: 1d6+1 Ar: 7 Water/Lightning Magic.
- Mage stave Ra: 10” UR: 4 Da: 1d6+2 (ignores additional armour)
---------------UR: 4 Da: 1d6 (in cc)
Halberdiers
After their own unit of halberdiers was crushed, the Waterdemons looted and copied the fighting style of their defeated Adlersflügel enemies.

Mo: 4" Sk: 1d6 Ar: 6 Can form Pikewall at a cost of -1" move, using their action (unless they have an officer leading them). Grants free attack against enemies charging the front before the melee starts. Moving out of formation is free.
Halberds UR: 4 Da: 2d6
Crossbowmen
Because even Waterdemons see the need for some tactical diversity, if only a little.

Crossbows Ra: 10" UR: 3 Da: 1d6+2
Their current 'creature/creation' is the Water Elemental (blue Bajoenikal) but I'm planning to build something better for them.







