Index
The Kingdom (you are here)
Kerrat
Enemies of the Kingdom
Falx Republic
Neutral / other
Machines / Creatures
Neo-Prussian Empire
Inquistadores
Cameo factions
The Kingdom (hint: use ctrl+f + faction name / unit name to navigate quickly)
6. Bloodguard
7. Magus Guild
8. Golden Lions
9. Andelmere Guard
10. Northern Guard
11. Black Knights
12. Urban Guard
13. Imperial Remnants
14. Hitokiri
15. Water Demons
16. Bull Tribes
17. Dwellers
18. Scallywags
19. Starcloaks
Bloodguard

Bloodguards Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Shields UR: 2 Pa: 1d6
* Blood magic

Bloodknights Mo: 5" Sk: 1d6 Ar:6
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6
Magus Guild

Apprentices have some spell-casting ability, but are mostly relied on to pepper the enemy with magic missiles.
Mo: 6" Sk: 1d6 Ar: 3
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic

Elders have more experience and skill than the apprentices, but they are extremely frail.
Mo: 4" Sk: 1d6+2 Ar: 2
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic

White mages are mages who have achieved the highest knowledge of the Magus Guild accessible to commoners.
Mo: 7" Sk: 2d6 Ar: 7
- Staves Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Spell-casters: arcane magic
Golden Lions
The Golden Lions control a large part of the North-Western Kingdom and are the closest feudal faction to the capital city.
Strength: Discipline. May move in and out of squads freely.

Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Andelmere guard
The defenders of the coastal city of Andelmere, who double as marines for the King's fleet.
Strength: Full move even with large weapons.

Halberdiers Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
Northern guard
Fierce men who defend the sparsely populated and wild North.
Strength: Hardy (+1 armour).

Northerners Mo: 5" Sk: 1d6 Ar: 6
- Swords UR: 2 Da: 1d6+1
- Flails UR: 2 Da: 1d6+1
Black Knights
The experienced Black Knights are infamous for their reign of terror against the now extinct barbarian hordes that used to live beyond the Kingdom's borders. They live in a secluded part of the central Kingdom.
Strength: No fear. Immune to any negative psychological effects.

The Heavy Infantry are picked at a young age (some say abducted) from Northern villages to breed strong men with a lust for killing. They like nothing more than a headlong charge into enemy ranks.
Mo: 5" Sk: 1d6 Ar: 6
- Axes UR: 3 Da: 1d6+2

Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Axemen
- Axes UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Archers
- Longbows Ra: 12" UR: 4 Da: 1d6+1

Knights Mo: 5" Sk: 1d6+1 Ar: 5
- Lance UR: 4 Da: 2d6
- Broadswords UR: 2 Da: 1d6+1
- Shields UR: 2 Da: 1d6+1
Urban Guard
This citizen militia is present in many of the Kingdom's major cities and roads, acting as a police force.

Spearmen Mo: 5" Sk: 1d6 Ar: 5
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Da: 1d6

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2

Swordsmen Mo: 5" Sk: 1d6 Ar: 5
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6
Imperial remnants
Remnants of the Imperial army, still loyal to the King.

Bodyguards are female knights hand-picked by Knight-Marshal Cales to watch his back in combat.
Mo: 7" Sk: 2d6 Ar: 7
- Longswords UR: 4 Da: 1d6+3
- Lances UR: 4 Da: 2d6
Armoured horses Mo: 9" Ar: 1d6+1 2 HP
Hitokiri
The fierce warriors from the South-Western part of the Kingdom.

Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6

Naginata Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Naginata UR: 5 Da: 2d6+1

Yumi Hitokiri
Mo: 5" Sk: 1d6+2 Ar: 6
- Daikyū Ra: 12" UR: 4 Da: 1d6+1

Nodachi Hitokiri, capable of devastating charges
Mo: 5" Sk: 1d6+2 Ar: 6
- Nodachi UR: 4 Da: 2d6 (may be used to charge)

Firethrower Hitokiri Mo: 5" Sk: 1d6+2 Ar: 6
- Katana UR: 4 Da: 1d6+3
- Flamethower Ra: 5" UR: 4 Da: 1d6+3/2"

Elite Hitokiri Mo: 6" Sk: 2d6 Ar: 7
Horses Mo: 10" Ar: 1d6 2 HP

Yari Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Spears UR: 3 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Sword Ashigaru Mo: 6" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6+3

Flintlock Ashigaru Mo: 5" Sk: 1d6 Ar: 3
- Flintlocks Ra: 10" UR: 4 Da: 1d6+2

Javelineers Mo: 6" Sk: 1d6 Ar: 4
- Javelins Ra: 6" UR: 3 Da: 1d6+2
Skirmishers: may move in and out of combat without facing a reaction attack.

Firebombers Mo: 5" Sk: 1d6 Ar: 4
- Firebombs Ra: 5" UR: 4 Da: 1d6+2/2"
- Knives UR: 2 Da: 1d6

Healer Mo: 5" Sk: 1d6 Ar: 4
- Katana UR: 4 Da: 1d6
Healer: heals wounded or incapacitated minifig on a 4 or more.

Yumi Ashigaru Mo: 6" Sk: 1d6 Ar: 3
- Hankyu Ra: 10" UR: 3 Da: 1d6+1
Horses Mo: 10" Ar: 1d6 2 HP
Water Demons
Specialties: Tough (+1 armour), ability to move from one spot of water to another without cost, horns (may be used in cc for UR 2 and 1d6 damage or to charge)

Technoviking Mo: 6" Sk: 1d6+1 Ar: 7
- Sword UR: 2 Da: 1d6+1
- Banner UR: 4 Da: 2d6
Swordsmen Mo: 5" Sk: 1d6 Ar: 6
- Sword UR: 2 Da: 1d6+1
- Shields UR: 2 Pa: 1d6

Heavy swordsmen Mo: 4" Sk: 1d6 Ar: 7
- Broadswords UR: 2 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Halberdiers Mo: 4" Sk: 1d6 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6

Crossbowmen Mo: 5" Sk: 1d6 Ar: 6
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Bucklers UR: 2 Pa: 1d6

Royal Guard Mo: 5" Sk: 1d6+1 Ar: 6
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6

Hydromancer Mo: 5" Sk: 1d6+2 Ar: 7
- Staff Ra: 10" UR: 4 Da: 1d6+2
(in melee) UR: 3 Da: 1d6+1
(against ranged) UR: 2 Pa: 1d6+1
Bull Tribes
Specialties: Strong, allows Bulls to carry 1 more size point of weapons.

Crossbowmen Mo: 5" Sk: 1d6 Ar: 5
- Crossbows Ra: 10" UR: 4 Da: 1d6+2
- Shields UR: 2 Pa: 1d6

Phalanx Mo: 5" Sk: 1d6 Ar: 5
- Halberds UR: 4 Da: 2d6
- Shields UR: 2 Pa: 1d6
* Phalanx formation: gives free attacks prior to combat against enemies charging the front of the phalanx and +1 to parry rolls at the cost of -2" move.

Elite warriors Mo: 6" Sk: 1d6+1 Ar: 6
- Firehammers UR: 4 Da: 1d6+1 (and 1d6 fire damage)
- Shields UR: 2 Pa: 1d6

Heavies Mo: 4" Sk: 1d6 Ar: 8
- Black halberds UR: 4 Da: 2d6+1
- Magic shields UR: 3 Pa: 1d6+1 May block magic

Icons Mo: 6" Sk: 1d6+1 Ar: 6 (2 HP)
- Axes UR: 3 Da: 1d6+2
* Ritual magic

Minotaur Mo: 7" Sk: 2d6 Ar: 7 (2 HP)
- Axe UR: 3 Da: 1d6+2
* Brutal strength

Crazed Shaman (aka Mumbles the Mad) Mo: 5" Sk: 1d6 Ar: 5
- Handaxes UR: 2 Da: 1d6+1
* Heroic feat (Insane prophet / priest)
Dwellers

Wolfpack rangers Mo: 6" Sk: 1d6 Ar: 4
- Crossbow Ra: 10" UR: 4 Da: 1d6+2
- Swords UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion

Rangers Mo: 7" Sk: 1d6+1 Ar: 4
- Longbow Ra: 12" UR: 4 Da: 1d6+1
- Knives UR: 2 Da: 1d6+1
* Stealth: may attempt to hide
* Evasion

Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1

Furbeasts Mo: 5" Sk: 1d6 Ar: 6
- Warclubs UR: 4 Da: 2d6+1
Scallywags

Scallywags Mo: 6" Sk: 1d6 Ar: 4
- Sabres UR: 2 Da: 1d6+1
- Pistols Ra: 6" UR: 3 Da: 1d6+2
* Evasion
Starcloaks

Starcloaks Mo: 6" Sk: 1d6+2 Ar: 7
- Katanas UR: 4 Da: 1d6+3
- Musket Ra: 10" UR: 4 Da: 1d6+2






















At any rate I'm glad you like the troops. They're no longer Falx hybrids, either (except for the commanders).














