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Forces of Nature

Gnomes

Alignment: Neutral
Army Special Rules

Unit Size

Keepers of the Balance

When in melee against units whose alignment is Good or


Evil, all units in this list count as Vicious.

Wild Companion

A Wild Companion is a feral animal that is bound by


magical means to a Druid or other master of the natural
lore. Mark a Hero that is accompanied by a Wild Companion
with a suitable model a panther, bear, wolf, hawk, etc.
The Hero then counts as being equipped with a throwing
weapon (12 range) that can be used only once per game
(remove the animal model once it has been unleashed).
This weapon can only be used against Heroes, Monsters,
War Engines and units of Infantry or Cavalry of 10 models
or less: the wild beast refuses to attack any body of troops
larger than that.
When you send the beast to seek its prey, roll 5 dice to hit,
regardless of the firers Attacks. The beast always hits on
4+, regardless of modifiers, and has the Piercing (1) rule.
Then, for any point of damage caused, roll to hit and to
damage again, as the beast savages the victims. Repeat
this process again and again until you fail to score any
damage, at which point the beast has been slain or has
wandered off to lick the gore off its paws/claws/talons.

Naiads
Unit Size

Infantry
Sp

Me

Ra

De

At

Ne Pts

Troop (10) 4 4+ 5+ 10
10/12
85
Regiment (20)
4 4+ 5+ 10
13/15
115
Horde (40) 4 4+ 5+ 20
20/22
220
Special: Crushing Strength (1)
Options
Banner (+15 pts)
Musician (+10 pts)

Gnomes are underground dwellers, creatures so attuned


to their subterranean realm that it is rumoured that
they spawn out of the very rocks. In battle, their grey,
flinty skin combines with the polished obsidian armour
to form a truly formidable defence. They fight with the
mattocks and other tunnelling implements that are the
most common trading tools of their race.

Infantry
Sp

Me

Ra

De

At

Ne Pts

Troop (10) 5 4+ 3+ 10
10/12
60
Regiment (20)
5 4+ 3+ 10
13/15
80
Horde (40) 5 4+ 3+ 20
20/22
150
Special: Regeneration
In addition, Naiads treat all water-based terrain features
as open ground (agree which terrain this applies to at the
beginning of the game)
Options
Banner (+15 pts)
Musician (+10 pts)

Normally gentle spirits of pool, lake, stream and font,


the Naiads can be dangerous opponents when their
anger is aroused by the befouling of their watery abodes.
Then, they rise in great numbers, and walk the lands of
Mantica in search of revenge, armed with their traditional
tridents and nets. As long as they remain in proximity
of water, or even above underground water that can
seep into their limbs through the earth, their flesh can
regenerate the most grievous of wounds.

Sylvan Kin
Unit Size

Sp

Infantry
Me

Ra

De

At

Ne Pts

Troop (5)
6 4+ 4+ 10
10/12
60
Half-Regt (10)
6 4+ 4+ 10
11/13
105
Regiment (20)
6 4+ 4+ 20
14/16
140
Special: Vanguard
Options
Banner (+15 pts)
Musician (+10 pts)
Spirits and faery folk of the forest realms, these creatures
can assume many guises fauns, dryads, sprites and
will-o-the-wisp. They tend to be shy and peaceful in
nature, but if their forest realm is threatened, or by the
command of their sylvan lords, they can be summoned
in great numbers, assuming a frightening war-like aspect
and fighting with the unbridled fury of the Great Wild.

Salamanders
Unit Size

Sp

Me

Ra

De

At

Infantry

Earth Elementals

Ne Pts

Unit Size

Troop (10) 5 4+ 4+ 10
10/12
75
Regiment (20)
5 4+ 4+ 10
13/15
100
Horde (40) 5 4+ 4+ 20
20/22
190
Special: Crushing Strength (2)
Options
Banner (+15 pts)
Musician (+10 pts)
Salamanders are fire-people; reptilian in appearance,
they wear little armour and instead rely on their red,
scaly skin for protection. The great heat of their blood
is manifest from the billowing vapours that constantly
exude from their slavering mouths and it seems to be
channelled through their crude weapons, which sear and
burn as much as they cut and crush.

Forest Shamblers
Unit Size

Sp

Me

Ra

Large Infantry
De

At

Ne Pts

1
6 4+ 5+ 3 -/12
40
Troop (3) 6 4+ 5+ 9 -/14
90
Regiment (6) 6 4+ 5+ 18
-/17
160
Special: Shambling, Crushing Strength (1), Vanguard.
Options
Banner (+15 pts)
Musician (+10 pts)
Slumbering spirits of nature that normally reside
within the trunks of ancient trees or in the vines and
plants that form the living veins of soil and marsh, the
Forest Shamblers can be aroused by the magic of the
Druids and unleashed against the invaders as slow but
unstoppable humanoid beings, made of wood, foliage,
mud and stone.

Sp

Me

Ra

Large Infantry
De

At

Ne Pts

Troop (3) 5 4+ 6+ 9 -/15


90
Regiment (6) 5 4+ 6+ 18
-/18
160
Special: Shambling, Crushing Strength (1)

Fire Elementals
Unit Size

Sp

Me

Large Infantry
Ra

De

At

Ne Pts

Troop (3) 5 4+ 5+ 9 -/15


80
Regiment (6) 5 4+ 5+ 18
-/18
140
Special: Shambling, Crushing Strength (2),

Air Elementals
Me

Large Infantry

Unit Size

Sp

Ra

De

At

Ne Pts

Troop (3)
Regiment (6)

10 4+ 5+ 9 -/15
120
10 4+ 5+ 18 -/18 220

Special: Shambling, Crushing Strength (1) Fly

Water Elementals
Unit Size

Sp

Me

Ra

Large Infantry
De

At

Ne Pts

Troop (3) 5 4+ 5+ 9 -/15


90
Regiment (6) 5 4+ 5+ 18
-/18
160
Special: Shambling, Crushing Strength (1), Renewal (see
page 32)
In addition, Water Elementals treat all water-based terrain
features as open ground (agree which terrain this applies to
at the beginning of the game)

Summoned on the battlefield by the Druids, these


creatures are the true incarnation of the natural energies
that form everything in Mantica (both living and
inanimate matter.) They resemble very large humanoids,
roughly the size of an ogre, and move slowly across the
field, crushing all before them like an unstoppable tide
of Fire, Water, Air or Earth.

Centaurs
Unit Size

Cavalry
Sp

Me

Ra

De

At

Ne Pts

Troop (5) 8 3+ 4+ 5 9/11


60
Regiment (10) 8 3+ 4+ 10
12/14
105
Special: Crushing Strength (2)
Options
Banner (+15 pts)
Musician (+10 pts)
Brutal incarnation of the most basic urges and instincts
that rule the natural world, the Centaurs are quick to
anger and merciless in their rage. They are however very
unreliable on the battlefield, as they are prone to stop
fighting right in the middle of an ongoing battle in order
to indulge in an orgiastic celebration of victory.

Unicorn
Unit Size

Monster
Sp

Me

Ra

De

At

Ne Pts

1
12 3+ 5+ 3
14/16
150
Special: Crushing Strength (2), Regeneration, Heal (3),
Inspiring, Individual

The truest incarnation of the freedom and grace of the


natural world. Unicorns cannot be tamed and cannot
be ridden, even though legends tell that a maiden can
actually achieve this feat. Whether that is true or not,
these magical creatures are powerful allies of the Druids
fast, deadly and capable of restoring the most grievous
of wounds with but a glance.

Basilisk
Unit Size

Monster
Sp

Me

Ra

De

At

Ne Pts

1
7 3+ 6+ 5
14/16
200
Special: Crushing Strength (2), Zap (6).
Options
Can have wings, gaining Fly and increasing Speed
to 10, but reducing Defence to 5+ (+25 pts)
This term groups a number of earth-spirits that assume
the shape of weird beasts, often sporting elements of
many different creatures mixed in the most bizarre of
fashion reptile, mammal and bird. They are known
by the peoples of Mantica as Basilisks, Cockatrices,
Chimeras, Gorgons... many names and many forms, but
all with the terrifying ability of dealing death with but
a glance.

Tree Herder
Unit Size

Sp

Monster
Me

Ra

De

At

Ne Pts

1
6 3+ 6+ 5
18/20
275
Special: Crushing Strength (3), Vanguard

Possibly the longest-lived mortal beings of all of Mantica,


the Tree Herders remember the days when the Celestians
walked alone through the virgin forests of a primeval
world, still unspoilt by war and grief. These creatures
are benign and care deeply for the other dwellers of the
forest, so when angered they make the most implacable
of foes.

Druid
Unit Size

Hero
Sp

Me

Ra

De

At

Ne Pts

1
5 4+ 4+ 1
12/14
150
Special: Individual, Inspiring, Heal (2), Zap! (3), Breath
Attack (9), Dark Surge (10)
Options
Can ride a stag, horse, lesser unicorn or similar
mount, increasing Speed to 9, for +10 pts.
Up to two Wild Companions (+15 pts each)
In battle, the Druids can manipulate elemental energies
of the world of Mantica to unleash ruination upon their
enemies but they also to heal and guide the creatures
that fight on their side, which most often they themselves
would have summoned to the battlefield to defend order
and balance.

Keris and Shaarlyot

Solar staff

How can a man and a spirit of the air be in love? Even


though he is a young and headstrong Druid initiate,
bearer of the Solar Staff, and she is a princess of her
kin and a gifted air-shaper? The nigh-impossibility of
their relation and the opposition it met amongst both
Shaarlyots people and the Druid order are the subject of
many a ballade, and yet their love endures. The couple
have lived an amazing series of adventures in defence of
the Whychwell Forest, resisting the attempt of both the
Elves and the Undead to upset the natural balance of
that great wood.

Keris [1]
Unit Size

Hero
Sp

Me

Ra

De

At

Ne Pts

1
5 4+ 4+ 1
12/14
180
Special: Individual, Inspiring, Heal (1), Zap! (2), Breath
Attack (7), Dark Surge (8), Solar Staff
Options
Can be accompanied by Ozzee (+20 pts)

Shaarlyot [1]
Unit Size

Sp

Me

Hero
Ra

De

At

Ne Pts

1
6 4+ 3+ 1
12/14
180
Special: Individual, Fly, Inspiring (Sylphs and Air
Elementals only), Breath Attack (15), Heal (5, Sylphs and
Air Elementals only), Wind of Vyuu
Options
Can be accompanied
by Tiffee (+20 pts)

The bearer has a single ranged attack with a range of


24 that always hits on 4+ (regardless of modifiers).
If the target unit is hit, it is blinded until the end of
its following Shoot phase place a suitable marker
next to the target. As long as its blinded, the unit
cannot Charge and counts as Disrupted (so it cannot
use ranged attacks either).

The Wind of Vyuu

Shaarlyot can summon winds strong enough to


propel friends across the battlefield. She has the
Dark Surge (4) special rule, but instead of targeting
Shambling units, she can target any friendly unit.
If the target unit has the Fly special rule, then this
counts as Dark Surge (8).

Ozzee

Originating from fabled Khaoskye, Ozzee is Keris


familiar an earth spirit in the shape of a mighty
hound. In game terms, he counts as a ranged
weapon for Keris the Ozzee model is just a marker.
Ozzee counts as a Wild Companion, except that he
has a range of 18, and is not discarded automatically
when unleashed. Rather, after unleashing Ozzee,
roll a die: on a result of 3 or less the Ozzee model
is removed and cannot be used for the rest of the
game. On a 4+ he returns to Keris and can be used
again in following turns.
In addition, when using Ozzee against units with the
Shambling special rule, you can re-roll any dice that
fails to damage... but then Ozzee is lost on a roll of
4 or less rather than 3 or less, as he finds it hard to
resist stalking off to bury a thighbone somewhere
secret.

Tiffee

Tiffee is a lesser spirit of the air bound to Shaarlyot. She


follows the same rules as Ozzee, except that she has a
range of 30, and does not have the Piercing (1) rule.

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