Factions and overviews - expand spoiler tabs for individual unit closeups.
The Empire of Northeros
The main infantry of the Empire: as all Imperial troops, they are well disciplined, albeit poor in terms of damage. Best used for locking opposing melee units in combat.
Stats:
1d6 skill
5 inch movement
4 armor
Swordsman Officer:
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor while parrying). The officer wears armor (+2 armor).
Löwengard Halberdiers
Elite Imperial foot soldiers; usually used as retinue for commander or royalty. They have higher damage output and better base armor, but they lack the sometimes very useful armor bonus shielded minifigs have.
Stats:
1d6+1 skill
6 inch movement
5 armor
Löwengard Captain:
1d6+1 skill
6 inch movement
1d10+1 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with halberds (use 3, 1d6+2 damage, close range).
Imperial Crossbowmen
Crossbowmen
Imperial ranged troops. They are worthless in melee but compliment swordsmen very well.
Stats:
1d6 skill
5 inch movement
4 armor
Crossbowman Officer:
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with crossbows (use 3, 1d6 damage, 6 inch range).
Knights of the Realm
Cavalry are probably the most powerful land units; their charge can be surely devastating. They can be considered a one-trick penis unit as usually they don’t get the chance to charge for a second time; however, with lucky rolls they probably don’t need one. They are also good at outrunning infantry and striking ranged infantry, who usually stand no chance against them.
Stats:
1d6 skill
5 inch movement
4 armor
Special:
• Unity: Troops are disciplined enough to remain as a squad even if they lose their officer.
Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armor).
Rune Knights
The most powerful knights who could manage to control the power of ancient runic magiks. Runeknights are the stronger and faster versions of vanilla knights whose runic skillset makes them far more versatile.
Stats:
1d10 skill
7 inch movement
2d6 armor
Special:
• Rune Magik: Activating rune powers is a quick/free action, but only one rune spell can be used per turn; runes can also be used as response action. One rune power can be used only once in a battle per runeknight.
Runes:
• Rune of the Swift Winds: gives a unit 1d6 bonus movement until the end of the turn.
• Rune of Shielding: gives a unit 1d6 armor bonus against an attack.
• Rune of Smiting: gives a unit an additional 1d6 damage to its next attack (granted it doesn’t fail the skillcheck).
Armed with lances (use 4, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).
Siege Engineers
Engineers are crafty fellows, known for their constant tinkering, and coming up with new inventions. Engineers are specialist units designed to complement mechanized units and keep them in good shape.
Stats:
1d6 skill
5 inch movement
4 armor
Special:
• Can repair broken machinery.
• Rapid reload: minifigs with this ability can reload one siege equipment/war machine as a quick/free action each turn.
Armed with guns (use 3, 1d6 damage, 6 inch range), random objects.
Steam Tank
The Imperial siege engine is a cutting edge design, the closest equivalent to modern day tanks. Being heavily armored and capable of dishing out explosive amounts of damage, it is up to par with the veteran dwarven war machine designs, if a bit more safe.
Stats:
No skill of its own
6 inch movement
2d10 armor
3 structure points
Attack: Cannon blast - Use 3, 10 inch range, deals 1d10 explosive damage in a 2 inch radius.
It is operated by 2 minifigs.
The Crimson Guard are stout warriors who can take a lot of punishment and therefore are ideal to escort hero units.
Stats:
1d6 skill
5 inch movement
5 armor
Crimsonbeard Officer:
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give the squad a temporary +1 skill/movement/armor for a round.
• Shield wall: Activating is 1 action (the officers is enough); the squad gains automatic parries, full cover (+2 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint and they can only counterattack.
Armed with bearded axes (use 2, 1d6 damage, close combat) and heavy dwarven shields (use 2, 1d10 armor when parrying).
Irongut Warriors
The Irongut clan is the most ferocious of the dwarves. They represent the fast attack option for dwarves: as such they are more fragile but can provide sudden bursts of damage which can be devastating.
Stats:
1d6 skill
6 inch movement
4 armor
Irongut Officer:
1d6+1 skill
6 inch movement
1d10-1 armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give the squad a temporary +1 skill/movement/armor for a round.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skill check, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with steel war axes (use 2, 1d6+1 damage, close combat) and dwarven bucklers (use 2, provides 1d4 armor when parrying).
Miners
When a dwarf reaches a certain age, he decides to retire from fighting and do what a dwarf does best: digging for treasures. This doesn’t mean that they won’t use their picks to crack some skulls if needed, though. Miners are average melee units but their burrow ability gives them a slight edge over other units, as it provides the squad a quick and safe way to reposition and deliver sneak attacks.
Stats:
1d6 Skill
5 inch Movement
4 Armor
Miner Officer:
1d6+1 Skill
5 inch Movement
1d10 Armor
Special:
• Grudge: when a dwarf dies, the rest swear to avenge him. Thus they receive a grudge point.
• Grudge points can be used to give the squad a temporary +1 skill/movement/armor for a round.
• Burrow: The unit may choose to burrow themselves and move underground with double movement speed. Burrowing counts as a full action, but resurfacing is only a quick action.
• Mad Mead: The miners chug their favorite dwarven stout to enhance their fighting capabilities, giving them a plus 2 skill modifier for one turn. This ability can only be used once per battle.
Armed with heavy mining picks (use 3, 1d6+2 damage, close combat), and mugs of ale.
Warmachine
Dwarves were the first to figure out how to create a war machine that is both mobile and devastating. It is a battle-hardened, tried and tested design.
Stats:
No skill of its own
6 inch movement
2d10 armor
2 structure points
Attack: catapult - use 3, 10 inch range, deals 1d10 explosive damage in a 2 inch radius.
It is ‘manned’ by 2 dwarves (both have regular minifig stats).
These resilient warriors possess mighty fighting capabilities. Pure stats wise they are probably the best Imperial melee unit with good damage and adjustable armor value.
Stats:
1d6+1 skill
7 inch movement
5 armor
Phalanx Captain:
1d6+2 skill
7 inch movement
1d10 armor
Special:
• Shield wall: Activating is 1 action (the officers is enough); the squad gains automatic parries, full cover (+2 skill to hit them with ranged weapons) and a POP of 2. As a drawback, minifigs with shield wall activated cannot sprint and they can only counterattack.
Armed with mithril spears (use 3, 1d6+2 damage, close combat) and elven shields (use 2, 1d6 armor when parrying).
Evergreen Rangers
As all elves, the ones on Medivo are masters of the bow and arrow as well. These are the best ranged infantry units, outranging almost every other ranged infantry.
Stats:
1d6+1 skill
7 inch movement
4 armor
Ranger Captain:
1d6+2 skill
7 inch movement
1d10 armor
Armed with elven long bows (use 3, 1d6+1 damage, 12 inch range).
Dawnriders
Dawnriders are elven cavalry units, they are less armored than Imperial knights, but fare better in close combat.
Stats:
1d6 skill
5 inch movement
4 armor
Dawnrider Champion:
1d6+1 skill
6 inch movement
1d10 armor
Armed with lances (use 4, 2d6 damage, close combat/charge), elven longswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armor).
Gryphonriders
Gryphonriders are the most mobile of all cavalry units; however they are the least armored as well, making them great for harassment and flanking but not direct assault.
Stats:
1d6 skill
5 inch movement
4 armor
Gryphonrider Champion:
1d6+1 skill
6 inch movement
1d10 armor
Gryphon:
1d6 skill
12 inch movement
1d10 armor
2 hit points
• Attack: Claw (use 2, CC, 1d6+1 damage)
Special:
• Flyer (can move through obstacles and enemy units).
Armed with lances (use 4, 2d6 damage, close combat/charge) and elven longswords (use 3, 1d6+2 damage, close combat).
Basic Falx warriors are the backbone of the army, equipped only with the most finely crafted halberds and clad in crimson and black body armor.
Stats:
1d6 skill
5 inch movement
5 armor
Officer:
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Will of the Conqueror: Falx units are immune to fear, as the Falx fear nothing.
• Stubborn: Falx cannot leave close combat until either they, or their opponents are all defeated.
Armed with halberds (use 3, cc, 1d6+2 damage). The office wears armor (+2 armor)
Bloodguard
Elite Falx warriors, formerly known as Slayers, are battle-hardened fighters, who had survived many successful campaigns; their combat experience makes them even more deadly. They are armed with Dark Axes, powerful weapons that can tear a minifig in half with one swing.
Stats:
1d6+1 skill
5 inch movement
5 armor
Bloodguard Champion:
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Will of the Conqueror: Falx units are immune to fear, as the Falx fear nothing.
• Stubborn: Falx cannot leave close combat until either they, or their opponents are all defeated.
Armed with Dark Axes (use 3, cc, 1d6+3 damage). All of them wear armor (+2 armor)
Riflemen
Falx Riflemen represent the ranged support for the army. Their shots rarely miss and their relatively advanced rifles are nothing to sneeze at when compared to other ranged counterparts.
Stats:
1d6 skill
5 inch movement
4 armor
Officer:
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Will of the Conqueror: Falx units are immune to fear, as the Falx fear nothing.
Armed with rifles (use 3, 10 inch range, 1d6+1 damage).
Outriders
Falx cavalry are the fast attack, hit and run unit of the army. They are best at flanking enemies or striking down ranged units.
Stats:
1d6 skill
5 inch movement
4 armor
Raider Champion:
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Will of the Conqueror: Falx units are immune to fear, as the Falx fear nothing.
Armed with halberds (use 3, cc, 1d6+2 damage), the officer wields a Dark Axe (use 3, cc, 1d6+3 damage). All of them wear armor (+2 armour).
Orkboyz are regular greenskin fighters, armed with choppa and shield, and the burning desire to fight.
Stats:
1d6 skill
5 inch movement
4 armor
Champiork:
1d6+1 skill
5 inch movement
1d10 armor
2 hit points
Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches away from each other.
Armed with ork choppas (use 2, 1d6+1 damage, close combat) and looted shields (use 2, 1d6 armor when parrying).
Crossbow Orks
Crossbow orks provide ranged support to the horde. They are not too fond of their task, but they understand its necessity.
Stats:
1d6 skill
5 inch movement
4 armor
Champiork:
1d6+1 skill
5inch movement
1d10 armor
Special:
• Strength in Numbers: Ork units within a squad gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.
Armed with stolen crossbows (use 3, 1d6+1 damage, close long-range).
Black Orks
Black orks are the fiercest warriors of the horde: they got their name from their black armor.
Stats:
1d6+1 skill
5 inch movement
5 armor
Champiork:
1d6+1 skill
5 inch movement
1d10 armor
Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.
Armed axes (ur 3, 1d6+2 damage, close combat). Champiork wears armor (+2 armor).
Ork Berserkers
Berserkers are bloodthirsty orks, who are usually first in line to attack the enemy. They are highly mobile but also extremely fragile.
Stats:
1d6 skill
7 inch movement
4 armor
Champiork:
1d6+1 skill
7 inch movement
1d10 armor
Special:
• Strength in Numbers: Ork units gain a +1 damage bonus when 2 or more ork squads are less than 3 inches from each other.
• Frenzy: The minifig may choose to deliver a flurry of blows instead of a regular swing. Its controller may roll twice for damage after skill check, and deal the combined amount minus 1 of the rolls to the opponent. This wears out the minifig though, replacing its base armor value for 1d6 until the following turn.
Armed with twin claws (use 2, 1d6 damage, close combat).
Trolls
Trolls are hulking greenskins, it is still a matter of dispute whether they are mutated orks, or a different race.
General stats for a Troll:
1d6 skill
7 inch movement
2d6 armor
2 hit points
Special:
• Regenerate: using it is an action. Use 3, the troll regains 1 hp on success. Dead trolls cannot regenerate.
Catapult
It is a rather simplistic, but also very effective orkish war machine that lobs rocks.
Stats:
No skill of its own
Same movement as the minifig who is pushing it (multiple figures give it half of their combined movement).
1d10 armor
2 structure points
Attack: Use 3, 10 inch range, 1d10 damage. If the operator has a torch, it can use that to ignite the catapult’s projectile, upgrading it to explosive damage (1d10 damage in a 2 inch radius).
Ballista
The ballista is another rather simple but straightforward ork equipment. Some say the orks invented it after realizing that both armor and minifigs stop working after a large enough hole is pierced through them.
Stats:
No skill of its own
Same movement as the minifig who is pushing it (multiple figures give it half of their combined movement).
1d10 armor
2 structure points
Attack: Use 3, 10 inch range, deals 1d6+2 damage to a single target.
Gear Shredder
The gear shredder is the height of ork ingenuity – at least according to them. It fires spinning sawblades that can tear a single minifig apart within seconds. Sometimes the saws build up such large momentum, they continue to bounce off after landing and mutilate other unfortunate bystanders.
Stats:
No skill of its own
Same movement as the minifig who is pushing it (multiple figures give it half of their combined movement).
1d10 armor
2 structure points
Attack: Use 3, 10 inch range, 1d6+3 damage, single target. If the payload kills the target, or critical damage is rolled, the projectile bounces of 1d6 inches, and deals 1d6-1 damage if it hits anyone.
Skeletons are the main infantry for the unliving, as they are large in numbers, and easy to reanimate.
Stats:
1d6 skill
5 inch movement
4 armor
Ebon Skeleton (officer):
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Undying Resolve (immune to fear effects such as ‘fear generator’)
• Point Resistance: Skeletal units take 1 less damage from units with bows and crossbows.
Armed with random weapons (use 3, 1d6+1 damage, close combat) and shields (use 2, provides 1d6 additional armor in close combat)
Bone Archers
Bone archers are terrifying, as their aim as just as keen as their living counterparts, despite not having eyes anymore.
Stats:
1d6 skill
5 inch movement
4 armor
Special:
• Undying Resolve (immune to fear effects)
• Point Resistance: Skeletal units take 1 less damage from units with bows and crossbows.
Armed with bow and arrows (use 3, 1d6 damage, 6 inch range).
Ghosts
Ghosts are restless spirits who still haunt the battlefield.
Stats:
1d6 skill
7 inch movement
1d10 armor
Special:
• Spectral Shift: Whenever a Ghost rolls a critical for armor; prevent all damage that would be dealt to it.
• Fear generator (all non-undead units within a 3 inch radius suffer a -1 skill modifier). Multiple fear generators do not stack.
• Undying Resolve (immune to fear effects)
Armed with spectral shackles (use rate 2, 1d6 damage, close combat; ignores armor above the targets base armor value. It doesn't affect mechanical units).
Dreadknights
Dreadknights are knights from days of yore, raised against their will. They are still rather fearsome warriors in the afterlife, if not more.
Stats:
1d6 skill
5 inch movement
4 armor
Dreadknight Champion:
1d6+1 skill
6 inch movement
1d10 armor
Special:
• Fear generator (all non-undead units within a 3 inch radius suffer a -1 skill modifier). Multiple fear generators do not stack.
Armed with lances (use 4, 2d6 damage, close combat/charge), swords (use 2, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armour).
Undead Siegemaster
Skullflame Catapult
The skullflame catapult is a rickety war machine that fires explosive corpses.
Stats:
No skill of its own
Same movement as the minifig who is pushing it (multiple figures give it half of their combined movement).
2d10 armor
3 structure points
Attack: corpse fire - use 3, 12 inch range, deals 1d10 explosive damage in a 3 inch radius.
Special:
• Overload: the catapult operator may choose to load up multiple payloads of burning corpses to be fired at once, up to 3. Each additional corpse adds an extra 1d10 worth of explosive damage, but also decreases the catapult’s range by 1 inch.