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J oseph A.

M c C ullough
Cover Artwork: aRu-Mor
Interior Artwork: Barrett Stanley
Cover Design and Internal Layout: Steven Meyer-Rassow

Grave Mutations is copyright Joseph A. McCullough, except for the illustrations which are
copyright of the artists. No part of this Book may be reproduced or transmitted in any form
or by any electronic or mechanical means, including photocopying, recording or by any
information storage and retrieval system, without the express written permission of the
author and publisher, except where specifically permitted by law.

The author and publisher give permission for the purchaser of this PDF to print out one
copy for personal use.
Introduction
Thanks for picking up Grave Mutations, the most ‘random’ book I have ever written. I
created this book as an unofficial supplement for Frostgrave: Fantasy Wargames in the Frozen
City, and you will need that book to fully understand this one. That said, with only a bit of
imagination, this book can also be used for Ghost Archipelago, Stargrave, and Rangers of
Shadow Deep, as all those games share similar mechanics.
Despite the success of those games and the incredible support I have received for them over
the years, there is one frequent criticism that I have seen levelled against all of them. Some
people think they are too ‘swingy’; that randomness plays too big a part. Now, since we all love
playing games with dice, we clearly all desire some element of randomness in our play. So
really, it’s just a matter of degree. The truth is, Frostgrave and all the others are just as random
as I want them to be. I love the element of drama and unfolding narrative that a healthy dose
of uncertainty brings to games. I love the unexpected, the chaos, and the serendipitous
moments that live on in our stories, long after the miniatures have been put away. Since you
are here, reading this introduction, I assume you feel the same way. It is in the spirit of that
love of randomness that I present this book.
Apart from the introductory material, and Barrett Stanley’s wonderful artwork, this
book consists of just a single table. A table with 1,000 unique entries. It began as a challenge
to myself, to see if I could write 1,000 different mutations for Frostgrave. I wanted a giant
table I could roll on just for the sheer joy of rolling dice and laughing at the outcome. I had
no ‘need’ for such a table, and now that I am finished with it, I am presenting it with no
specific call to use it. I’ll give some suggestions in the next section, but in truth, I leave the
decision on when to use this table up to the players.
While I doubt that anyone but myself and my poor proof-reader will ever read through
this book in order, I invite you to explore it by simply picking up your dice, rolling, and
seeing what you get. All the mutations listed here have some mechanical effect in the game.
Many of these are minor, such as stat modifications, but some fundamentally change the
way a figure plays. Most of the mutations are beneficial, but there are many that are not.
A lot of the mutations call for a physical change to the figure – an animal head, or additional
arms, or whatnot – while many others are completely internal. A few only barely qualify as

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‘mutations’. In general, the higher roll on the table, the more ‘powerful’ the mutation, but
even that is not completely consistent. If you are looking for ‘game balance’, this book is
not the place to find it.
And those are some of the reasons this book is ‘unofficial’. Neither I, nor Osprey Games,
felt the book fit well into the mainstream of Frostgrave books. This book is not for the casual
fan who just wants a quick game with all the rules spelled out for them. This book is for
those gamers who like to take ownership of their campaigns and aren’t afraid to bring in
rules from wherever they find them in order to increase the fun.
I had a blast writing this book, even if most of the time was spent staring out my window,
trying to come up with another weird mutation that I could include. I hope you find the
same enjoyment playing with it. It really isn’t meant to be anything but fun, which is the
point to playing games, after all.

Joseph A. McCullough
Kent, England, 2022

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Using this Book
There are no specific rules for how, or even when, to use this book. Instead, players should just
look for opportunities to work it in. Grave mutations might occur when a figure falls in a pit of
swirling mystical energy, or toxic goo, or experimental biomass. Perhaps figures suffer a grave
mutation when struck by the raw power of a greater demon or when a summoning spell goes
wrong. Drinking the wrong potion is a good bet or mixing two potions together. Maybe a figure
read a book filled with knowledge that man was not meant to know or listened to the song of
the gods of madness. Perhaps there is a long-forgotten spell that causes such mutations, a twisted
offshoot of Fatecasting still sometimes found in ancient scroll collections. It could come up when
a figure is locked in a radiation chamber, resurrected by ancient magics, or botches a teleportation
spell. The possibilities are truly endless!
Of course, players can just decide to play a ‘mutation’ campaign, in which every warband
starts with a few rolls on the mutation table and more are granted when reaching certain
experience point thresholds or when accomplishing certain deeds. Maybe mutation is
something that can be bought if the right sorcerers can be found, and the price met.
This book is also useful if you want to create bad guys on the fly, or come up with a really
unique gang of uncontrolled creatures.
Talk it over with your friends and see if you can come up with a few ways to work it into
your campaign!

Converting to Ghost Archipelago,


Stargrave, and Rangers of Shadow Deep

This book was written for use with Frostgrave, and many of the mutations use rules from
that game or are geared towards certain things found in that game. That said, it should not
be difficult to convert it to use in those other games. Most of the mutations will slot right
into those games without any additional information or work needed. A few draw upon
traits or spells that are given in the Frostgrave rulebook. In most cases it is obvious what

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these are meant to do and many have equivalents in the other games. If you have the
Frostgrave rulebook, you can generally just port those rules fully into the other games with
no problems.
A more likely issue is when a mutation interacts with things not commonly found in
other games. For example, a couple of the mutations deal with ‘constructs’ which are only
found in Frostgrave. For Stargrave you could easily convert ‘constructs’ to ‘robots’ and go
from there, but neither Ghost Archipelago nor Rangers of Shadow Deep feature constructs.
This is where the player creativity will have to get involved. Maybe this is your chance to
introduce constructs to those settings. Or maybe you can convert ‘construct’ to ‘undead’ in
this instance. Or just think about the underlying rules for constructs (they don’t breathe,
they are never wounded, etc.) Is there a way to work those ideas into your game – into your
mutation – without the need for the specific term?
Some of the mutations also deal with ‘spells’, which is fine for most settings, but not
Stargrave. In most cases, you can easily modify the effect so it deals with ‘powers’ instead
of ‘spells’. Likewise, many deal with ‘magic’ or ‘elemental’ attacks. In this case, you might
use those to cover any flamethrower attacks, or maybe any shooting attacks in a setting that
uses laser weapons.
In the end, if you really can’t think of a way to get a specific mutation to fit within your
campaign, you can simply roll again. Like I said, most will be useable, but you will probably
find it more enjoyable to think up ways to get what you rolled to work in your game.

HOW TO ROLL A D1000


To roll a d1000, simply get three d10s of different colours. Nominate one colour
as the hundreds, one as the tens, and one as the single digits. Roll all three together.
Treating a roll of ‘000’ as ‘1000’, this will generate a number between 1 and 1,000.
To my knowledge, no one has ever made a d1000, and considering how long it
takes a d100 to stop rolling, I suspect no one ever will. So, using three d10s is
probably the best way forward. It’s also just fun to roll.

SPELLCASTERS
Unless specifically stated, mutations do not cause a figure to become a ‘spellcaster’.
Some of the mutations do allow a figure to cast a spell or spells in a limited capacity or give
another ability that uses the rules for a spell, but these are special effects. In general, unless
the figure was a spellcaster before the mutation, it is not to be treated as one afterwards.

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Grave Mutations Table
1
Crystalline Body. The figure’s body changes to a
hard crystal. It gains +2 Armour, but its Health is
reduced by half, rounding up.

2
Bestial Features. The figure takes on some of the
appearance of a specific animal of the player’s
choice. The figure gains the Animal trait but
retains its item slots and ability to pick up
treasure tokens if it had them previously.

3
Prehensile Feet. This figure has feet that can be
used as hands. It gains the Expert Climber trait.

4
Cyclops. The figure’s eyes merge into one large
eye in the middle of its face. The figure suffers
the same penalties as for the Lost Eye permanent
injury.

7
to replace it. Treat this figure as though it has the
Animate Skull spell with a Casting Number of 6.
This figure may never improve this spell.

7
Rapid Healer. While it doesn’t quite reach the
level of regeneration, this figure heals wounds
extremely rapidly. Treat any ‘Badly Wounded’
permanent injuries as Full Recovery instead. This
figure always returns to full Health after any
game, regardless of any other rules or
circumstances.

8
Soulmarked. This figure has been marked by a
demonic entity and gains the Demon trait but
retains any item slots it previously possessed.

9
Flesh Pocket. This figure has a pocket or pouch
built into its body. This figure may carry one
extra item that takes up no more than one slot.

10
5
Elbow Spikes. This figure has sharp spikes
Leg Tentacles. The figure’s legs are replaced with protruding from its elbows. They are dangerous,
a mass of tentacles. It never suffers movement if awkward to use. This figure never suffers any
penalties for movement over rough ground; damage penalty for being unarmed.
however, the maximum distance it can jump
horizontally is always reduced by 1”. 11
6 Acidic Blood. If this figure is damaged in melee
combat, all other figures in the combat
Skull Projection. This figure can project its own immediately suffer 1 point of damage.
skull out of its head and rapidly grow a new one

8
12
Impact Absorbing Leg Joints. This figure’s leg
joints have mutated to absorb significant impacts
from falling. Halve the distance fallen by this
figure for the purposes of determining damage.

13
Brittle Bones. This figure has a weak bone
structure. It receives -1 to all Survival Rolls.

14
16
Spell Sickness. This figure has an allergy towards
magic. Whenever it casts a spell, or has any spell Vulnerable Spot. If this figure ever suffers a
cast upon it, it must make a Will Roll (TN10) or critical hit, it is immediately reduced to 0 Health
suffer 2 points of damage. and suffers -1 to all Survival Rolls after the game.

15 17
Crab Claw. One of the figure’s hands is replaced Undead Bane. This figure absorbs the energy
with a giant crab claw. The figure always counts that holds undead creatures together. Any
as carrying a hand weapon that does +1 damage. undead figure that moves within 1” of this figure,
It may not use shields or any weapons that take or activates while within 1”, immediately suffers
more than one hand or item slot. 1 point of damage.

18
Quick Reflexes. The figure gains a permanent +1
Fight.

19
Third Arm. The figure has three arms and may
now carry a shield at the same time as a staff or
other two-handed weapon. Additionally, it gains
one item slot.

9
20 23
Gills. The figure grows gills which allow it to Redundant Organs. This figure has a complete
breathe underwater. It gains the Amphibious second set of organs. This figure is Immune to
trait. Critical Hits.

24
Eye Stalks. The figure’s eyes project far outside
or above its head, allowing it easier vision in all
directions. This figure receives +1 Fight when
making Combat Rolls against shooting attacks.

25
Temporary Growth. This figure can grow larger
for short periods of time. Once per game, the
figure may spend an action, even when in
combat, to grow. The figure gains +2 Fight, +2
damage, +2 Armour and the Large trait for the
remainder of this turn and all of the next turn.
After that, it returns to normal size.

26
21 Bleeder. This figure bleeds freely from the
smallest of wounds. It counts as Wounded any
Soulseer. The figure can see the glowing souls of time it is below full Health.
living creatures. It gains the True Sight trait.
27
22
Tentacles. This figure has numerous tentacles
Fate Kissed. This figure has been marked by fate which it can use to grapple and entrap enemies.
for some special purpose. Once per game, it may Opponents of this figure may not push it back,
reroll one Combat Roll, Will Roll, or Stat Roll. If or step back, in melee unless they actually do
this ability isn’t used during a game, it may be damage; simply winning the combat is not
used after the game for a Survival Roll. enough.

10
28
Toxic Bile. This figure can vomit up toxic bile. It
can make shooting attacks with a 3” range, -1
damage, and poison.

29
Withered. This figure has had most of the
moisture permanently sucked out of its body.
The figure suffers a permanent -2 Health.

30
Magically-Attuned Cyclops. The figure has a 34
single giant eye, which can be anywhere on its
body. The figure suffers -1 to all Combat Rolls Armoured Organs. This figure has internal
against shooting attacks, but all of its attacks of armour that protects its vital organs. It gains the
any type count as magic attacks. Immune to Critical Hits trait.

31 35
Hard to Control Fire Breath. Once per game, this Poison Feeder. This figure gains the Immune to
figure can spend an action to breathe fire. Make Poison trait. Additionally, if this figure is ever
a +5 magic shooting attack against the three damaged by another figure with a poison attack,
closest figures, provided they are within 10”. it gains the Poison ability for its next melee attack.

32 36
Unstable Energy Drain. This figure deals double Force of Rage. Once per game, this figure can
damage in combat; however, it also suffers spend an action to attempt to cast Destructive
damage equal to half of the damage it deals. This Sphere. Treat the spell as having a Casting
ability does not affect undead or constructs. Number of 5. This roll may be empowered. This
Casting Number may never be improved.
33
37
Elemental Armour. This figure gains Elemental
Resistance (3). Undead. The figure gains the Undead trait. If it
is already undead, reroll.

11
38
Ill-Fated. Whenever this figure rolls on the
Survival Table, it must roll two dice and take the
lowest result.

39
Golden Eggs. This figure produces a valuable
substance as part of its natural life processes.
Gain 5gc after every game in which this figure
participates and survives.

40 42
Squishy. This figure is just kind of soft. It suffers Vampiric. This figure must consume the lifeforce
a permanent -1 Armour. of other creatures to heal. Whenever this figure
inflicts damage in melee combat, it immediately
regains up to 3 lost points of Health. This figure
41 may not be healed in any other way during a
scenario, though it follows the normal rules for
Stealthy. At the start of the game, after all figures, healing between scenarios.
terrain and treasure have been placed, but before
initiative on the first turn is rolled, this figure 43
may move up to 3” in any direction, so long as it
ends the move out of line of sight of any enemy Blessed. This figure is blessed by some higher
figures. power. It receives +1 to all Stat Rolls (rolls with
a specific Target Number).

44
Sticky Feet. Thanks to its sticky feet (or other
appendage) it gains +10 to all Move Rolls to
avoid falling.

45
Power Lifter. This figure never suffers any
encumbrance penalty for carrying treasure tokens.

12
46 52
Chameleonic Skin. This figure can blend in with Anger Strength. This figure does +1 damage in
its surroundings. Other figures must be within melee combat if it is below its starting Health.
12” to draw line of sight to this figure unless they
have True Sight. 53
47 Phosphorescent Spray. Once per game, this figure
may spend an action to spray a phosphorescent
Puncture Resistant Skin. This figure takes -1 film at an opponent within 6” and line of sight.
damage from all non-area effect shooting attacks. The spray affects all figures that are either in
contact or in combat with the target figure. The
48 target and all other affected figures must make a
Move Roll (TN20). If a figure fails, it is covered
Pain Sight. This figure gains the True Sight trait with the film and all shooting rolls against it are at
whenever its Health stat is below its maximum. +3 for the rest of the game.

49 54
Hammerblow. Whenever this figure pushes an Telekinetic Pull. Once per game, this figure may
opponent back after winning a round of combat, spend an action and target a figure within 12” and
it may elect to push the opponent back 1 – 3”. line of sight. The target figure must make a Move
This cannot be used against opponents with the Roll (TN20). If the target fails, it is immediately
Large trait, unless this figure also has the Large moved 3” directly towards the active figure. This
trait. may move a figure out of, or into, combat.

50 55
Breakable. Due to a weak physique, whenever Hideous Stench. This figure reeks. Any figure that
this figure rolls ‘Badly Wounded’ on the Survival wishes to move within 1” of this figure, or into
Table it suffers a permanent -1 Health. combat with this figure, must first pass a Will Roll
(TN8). Figures that do not have to smell, such as
51 constructs and undead, do not have to make this roll.

Icy Grasp. This figure does +2 damage in melee


combat. This bonus does not apply when in
combat with undead or constructs.

13
59
Numbing Blow. Whenever this figure damages
an opponent in melee combat, the opponent
also suffers -1 Fight until the end of the game.
This penalty is cumulative (to a minimum +0
Fight). Does not apply to figures with the Large
trait.

60
Lashing Tentacles. This figure has tentacles that
whip around its body. Any figure (including
friendly ones) that moves or activates within 2”
56 of this figure suffers a +0 shooting attack.

Temporally Unstable. Whenever this figure rolls 61


a natural ‘1’ on any roll, it temporarily blips out
of time. Remove the figure from the table but Blood Allergy. This figure is allergic to the blood
mark its spot. At the end of each turn, roll a die. of other creatures. If it damages another figure in
On a 12+ the figure returns to the table at the melee combat, it is poisoned.
exact spot it left (or as close as is possible if the
spot is occupied). The figure does still suffer the 62
effects of rolling the ‘1’, such as taking damage
in combat. Light Sensitivity. This figure’s vision is very
sensitive to light. It suffers -1 to all shooting
57 attacks and Combat Rolls against incoming
shooting attacks, unless the figure is under cover,
Two Heads. The figure has two heads, which underground, or there is some special scenario
makes it more difficult to gang up against. rule in play that is decreasing the line of sight due
Figures only grant a +1 supporting figure bonus to lack of light.
when fighting this figure.
63
58
Scorpion Tail. This figure has a scorpion tail
Bloodboil. This figure may supercharge its blood growing out of its body. It always counts as
flow. Before each game, it may choose to suffer armed with a poisonous hand weapon.
3 damage to gain either +1 Fight or +1 Shoot.

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64 70
Minor Regeneration. This figure gains back 1 Insect Head. The figure has the head of an insect,
lost point of Health every time it activates. including a sharp set of mandibles. This figure
always counts as armed with a dagger.
65
71
Leaping Attack. This figure gains +2 Move, but
only if that movement ends with the figure in Horns. This figure gains the Horns trait.
combat.

66 72
Trunk. This figure has a very long nose, which it Pain Instability. This figure inadvertently
can use to sound its battle cry. This figure may teleports whenever it suffers damage. Whenever
spend an action to trumpet. This figure and all this figure suffers 1 or more points of damage, it
allied figures gain +2 to all Will Rolls until its automatically teleports 1 – 10” in a random
next activation. direction, stopping at the edge of the table if the
teleport would carry it off.
67
73
Tusks. This figure has long tusks. It always counts
as armed with a dagger. Demonic Allergy. This figure is allergic to
demonic energies. Whenever it moves within 1”
of a demon, or activates within 1” of a demon, it
68 must make a Will Roll (TN10). If it fails, it
suffers 2 points of damage.
Easily Weakened. Whenever this figure suffers
damage from any source, it suffers -1 Fight as
well. This penalty is cumulative to a minimum
of +0 Fight.

69
Extra Eye. This figure has an extra eye which
helps with both field and depth of vision. The
figure gains +1 Fight whenever it is rolling
against shooting attacks.

15
74 79
Stick Thin. This figure is extremely thin. It Long Neck. This figure has an elongated neck,
suffers -1 Armour but may squeeze through any which unfortunately makes it vulnerable. It
opening that is at least 0.5” wide. suffers +6 damage any time it suffers a critical
hit (instead of the normal +5).
74
80
Burning Fists. This figure can cause its fists to
ignite in flames on command. It always counts as Weak Arms. Whenever this figure wins a round
armed with a magical hand weapon that does +1 of combat, it may only step back; it may never
elemental damage. push its opponent back.

76 81
Brachiator. This figure is capable of movement Volatile Excrement. This figure excretes a volatile
by swinging from hand-hold to hand-hold. It mixture. If it forgoes all its actions in an activation,
gains the Expert Climber trait. in an activation where it has at least one action,
it may place a marker on the table. If any other
77 creature moves within 2” of this marker, it
explodes, and all figures within 2” suffer a +4
Partial Insanity. If this figure ever rolls a natural shooting attack. This figure may never have more
‘1’ on any roll during the game, it goes than two such markers on the table at one time.
temporarily insane and counts as an uncontrolled This figure never triggers its own tokens and is
creature. This lasts for the rest of the turn on immune to damage from them.
which the ‘1’ was rolled and all the next turn.
After that, the insanity passes, and the figure 82
returns to its normal allegiance.
Quick Reactions. This figure may activate in any
78 phase during the turn, overriding any other normal
rules for activation. It always activates last in that
Empowered Blow. If this figure forgoes all its phase if it is not the phase the rules would normally
actions for one activation, during an activation require. This figure may still only activate once per
where it receives at least one action, then the turn unless another rule allows multiple activations.
next time it hits an opponent in melee combat,
the strike does an additional +5 elemental magic 83
damage.
Long Legs. This figure has long legs that grant it
+1 Move.

16
84
Blinding Gaze. Once per game, this figure may
spend an action to automatically cast the
Blinding Light spell at a target within line of
sight. Treat the Casting Number as 16.

85
Cloud Release. This figure can spend an action
to release a cloud of dark gas. Place a 2” diameter
cloud adjacent to the figure. The figure suffers 1
point of damage every time it does this. Line of
sight may not be drawn through the cloud. At
the end of every turn, roll a die. On a 1 – 5, the
cloud dissipates and should be removed from
the table.

86
Bleeder. This figure loses 1 point of Health every
time it activates if it is already below its 88
maximum starting Health. This rule does not
apply if the figure only has 1 point of Health Surrounded by Flies. This figure is constantly
remaining. surrounded by flies or other flying insects. It and
all other figures within 2” suffer -1 to all rolls.
87
89
Large Brain. This figure has a very large brain,
meaning that its head is noticeably larger than Frog Legs. This figure has grown frog-like legs
normal. It receives +2 Will but -2 Health. that give it a huge jump. It may now jump up to
its full move distance without any run-up,
including horizontally.

90
Missing Digits. This figure is missing several
fingers, which makes it difficult to use ranged
weapons. It has -1 Shoot.

17
91 96
Mana Battery (1). This figure produces mystical Serpent Tale. This figure has a serpent tail instead
energy that can be tapped by friends who know of legs. It suffers -1 Move but never suffers
how. If a figure in the same warband attempts to movement penalties for going over rough ground.
cast a spell within 3” of this figure, it may draw
upon this figure to add +1 to empower the spell 97
by 1. This can only be done once each game.
Parachute. This figure has wings, webs, or
92 another appendage that significantly slows its
descent through the air. This figure never suffers
Magic Vulnerability. Whenever this figure is hit any damage from falling.
by a magic attack, it suffers -3 Armour against
that attack. 98
93 Three-Arms with Claws. This figure has three
arms or arm-like appendages with sharp claws. It
Hammerhand. This figure’s off hand has been may use a two-handed weapon or staff at the
replaced by a heavy hammer, or mace-like, same time as a shield. Additionally, it never
protuberance. This figure always counts as armed suffers any penalty to damage for being unarmed.
with a magical hand weapon but can never carry
a two-handed weapon, shield, bow, or crossbow. 99
94 Large. The figure gains the Large trait and does
+1 damage in melee combat.
Scrawny Arms. This figure suffers double the
normal penalty to its Fight and Shoot stats when 100
carrying a treasure token.
Beak. This figure has a beak instead of a mouth
95 and nose. It is always counted as armed with a
dagger.
Withered Arm. One of this figure’s arms has
withered away until it is nearly useless. Treat the 101
figure as though it has the Crushed Arm
permanent injury. Frightening Appearance. Any figure that wishes
to move into combat with this figure must first
pass a Will Roll (TN6). If it fails, the figure may
not move into combat, but may still use the
action for another purpose.

18
animate, but non-living, things. Whenever any
102 undead or construct activates within 2”, that
figure immediately suffers 1 point of damage.
Steady Heart. This figure can momentarily stop This does not apply on the first turn of the game.
all its body’s natural processes to completely still
its aim. It gains a permanent +1 Shoot. 108
103 Extendable Neck. This figure can extend its neck
so that its head is up to 1” higher than it actually
Life Drain. Any other figure that activates within is. Thus, a figure can draw line of sight over
2” of this figure immediately suffers 1 point of objects that are less than 1” higher than it. It may
damage. Undead and constructs are immune to use this to cast spells, but not to make attacks as
this. This rule does not apply on the first turn of its hands cannot reach that high (unless the
the game. attack is generated by the figure’s head).

104 109
Opportunist. Whenever this figure rolls a natural Giant Fighter. This figure does +1 damage
‘20’ in melee combat during its own activation, against figures with the Large trait.
it immediately gains an additional action in this
activation. 110
105 Health Transference. If this figure is within 2” of
a friendly figure, and that figure is not in combat,
Mouths in Hands. This figure has no mouth on it may spend an action and take up to 3 points of
its face; instead, it has a mouth in each hand. damage. The other figure heals an amount of
This figure always counts as being armed with at damage equal to that amount (though this may
least a dagger but cannot cast spells or do not take either figure below 0 Health or above
anything else verbal unless it has a free hand. their starting Health).

106 111
Adrenaline Surge. Once per game, as a free Blood Frenzy. If this figure activates within 12”
action, this figure can trigger an adrenaline and line of sight of another figure that is currently
surge. Its Move is increased by 3 for the rest of suffering from the Wounded condition, this
the turn. figure must spend all its actions moving directly
towards the Wounded figure and then attack if
107 possible.

Unlife Feeder. This figure feeds off the power of

19
112 117
Inner Cavity. This figure has one additional item Extra Heavy. This figure suffers double damage
slot. It can only be used on an item that only from falls.
takes up one slot. The figure must spend an
action retrieving this item before it can be used 118
for the first time in a game (this action can
replace a move action). Poisonous Warts. This figure is covered in
poisonous warts. Whenever it takes damage in
113 melee combat, all other figures in the combat
must make a Will Roll (TN10) or be poisoned.
Cursed. This figure is cursed by some higher
power. It receives -1 to all Stat Rolls (rolls with 119
a specific Target Number).
Withered Leg. One of this figure’s legs has
114 withered to the point where it is almost unusable.
Treat the figure as though it has the Smashed
Foresight. This figure is blessed with visions of Leg permanent injury.
the future. If you ever roll a natural ‘20’ for
initiative, this figure gains an extra action on its 120
next activation.
Quills. This figure’s body is covered in quills or
115 spines. Whenever a figure in melee combat with
this figure rolls a natural ‘1 – 2’ on its Combat
Concentration Leech. It is difficult to concentrate Roll, it suffers 2 points of damage in addition to
when this figure is near. Any figure attempting to whatever damage it would take if it loses the
cast a spell suffers -1 to the Casting Roll if this combat.
figure is within 3” and line of sight.
121
116
Puncture Weakened Skin. If this figure ever
Glimpses of Doom. This figure is cursed with suffers damage from a non-area effect, non-
glimpses of its own doom. If you ever roll a template shooting attack, it suffers +1 damage.
natural ‘20’ for initiative, this figure receives no
actions in its next activation. 122
Vestigial Wings. This figure has wings that are
essentially useless. This figure must have specially
fitted armour that costs an extra 50gc. If this

20
125
Painless. This figure never feels pain. It gains the
Never Wounded trait but has its Armour stat
reduced by 1 to represent its lack of avoiding
injury.

126
Improved Smell. This figure counts as having the
True Sight trait for all figures within 8”.

127
Spatially Unstable. Whenever this rolls a natural
‘1’ for any roll, it suddenly jumps to a new
location. Move the figure 6” in a random
direction, placing it as close to that spot as is
practical. The figure does suffer the results of the
‘1’ (such as taking damage in combat) unless it
resulted in movement.

128
figure is a soldier, this amount must be paid, or Armoured Shell. This figure has some sort of
the figure loses the benefits of its armour. shell covering a large part of its body. This figure
cannot wear any armour but gains +2 Armour.
123
Centaur. This figure has the bottom half of a 129
horse. Its Move stat is now 8, but it cannot climb
ladders or other vertical terrain. Owl Head. This figure has the head of an Owl.
It gains +2 Will.
124
130
Furious Attack. Once per game, this figure may
add +3 to its Combat Roll in a melee combat Magic Resistant. This figure gains +1 on all Will
that it initiates. This decision must be made Rolls to resist or overcome spells.
before the dice are rolled.

21
134
Emaciated. This figure is very thin and scrawny.
It suffers -1 Armour.

135
No Head. This figure has no head, and all its
facial features are in its chest. If this figure wears
armour it is effectively, blind, dumb, and deaf,
unless it has another means of using these senses.

136
Death Curse. Whenever this figure rolls on the
Survival Table, it must roll three dice and select
the lowest.

131 137
Limb Rearrangement. This figure’s limbs are Covered in Fungus. This figure is covered in
rearranged around its body in an odd fashion, strange fungus that repels most creatures.
which can confuse opponents in combat. The Uncontrolled creatures will never move towards
first Combat Roll each specific figure makes or into combat with this figure if there are any
while in melee combat against this opponent other eligible figures. Uncontrolled creatures will
each game suffers a -1 penalty. still force combat if the figure moves within 1”.

132
138
Magic Vulnerability. This figure suffers -1 on all
Will Rolls to resist or overcome spells. Telekinetic Push. Once per game, this figure
may spend an action and target a figure within
133 12” and line of sight. The target figure must
make a Move Roll (TN20). If the target fails, it is
Jittery. This figure is always moving, even when immediately moved 3” directly away from the
sitting or lying down. This makes it especially active figure. This may move a figure out of, or
hard to target. The figure receives +1 to all into, combat.
Combat Rolls against shooting attacks.

22
139
Hair of Snakes. This figure always counts as
armed with a dagger. If it attacks with that
dagger, its attacks are poisonous.

140
Wheels. This figure has wheels instead of feet. It
gains +1 Move, but -5 to all Move Stat Rolls.

141
Explosive Sneeze. This figure has highly volatile
sneezes. If the controlling player ever rolls a
natural ‘1’ on an Initiative Roll, this figure
sneezes, and all other figures within 2” 143
immediately suffer a +1 shooting attack. This
does not apply on the first turn of the game. Mirror Face. This figure’s face always appears to
be the same as the face of the observer, which is
142 very disconcerting. Any figure that wishes to
move into combat with this figure must first
Massive Ears. The figure has massive ears which pass a Will Roll (TN10) or it stops 1” away and
improve its hearing. The figure gains the True its activation ends immediately.
Sight trait with a range of 4”.

23
148
Extremely Hairy. This figure has a massive
amount of hair, making it difficult to determine
where its actual body lies. Figures receive -1 to
all Shooting attacks against this figure if the
figure is not wearing heavy armour.

149
Balancing Tail. This figure has a tail that gives it
near-perfect balance. If the figure is ever called
upon to make a Move Roll to avoid falling, it
passes automatically without having to roll.

144 150
Steady Hands. This figure can keep its hands Zombie-Reanimation. If this figure is reduced to
steady even in the most difficult of circumstances. 0 Health, place an uncontrolled zombie at the
It gains a permanent +1 to its Shoot Stat. point it fell.

145 151
Short Legs. This figure has shorter than average Trophy. This figure has some mutation that
legs. It suffers -1 Move. others find valuable, such as a golden horn. It
gains the Bounty (20gc) trait.
146
152
Animal Allergy. This figure suffers extreme
allergic reactions to animals. Whenever it is in Body of Glass. The figure’s body is composed
combat with an animal, it suffers -2 Fight. completely of glass. Reduce its Armour Stat by 3.

147 153
Weak. This figure does half damage (rounded Death Scream. If this figure is reduced to 0
up) in melee combat. Health, all figures within 6” immediately suffer
a +0 attack.

24
154 159
Exoskeleton. The figure has a tough exoskeleton, Highly Toxic. This figure gives off a radioactive
but no inner-skeleton. It gains +2 Armour but -3 aura. All of its melee attacks count as poisonous.
Health. The figure may not wear any armour.
160
155 Shrinks with Pain. If this figure takes 5 or more
points of damage from a single source, it suffers
Insect Centaur. This figure has the bottom half -1 Fight and -1 Damage for the rest of the game.
of an insect. It gains the Expert Climber trait. This penalty can only be suffered once per game.

161
156 No Torso. This figure essentially has no torso, its
head rises out of its pelvis and its arms come out
Extra Hand. The figure has an extra hand of the thighs. Its ungainly nature makes it
somewhere on its body. The figure gains one difficult to fight. All figures suffer -1 Fight
additional item slot. against it. This figure may not wear any armour.

157
Soul-Bonded. Select one other random member
of the warband. This figure is soul-bonded to it
and gains +1 Health. If that figure is reduced to
0 Health, then this figure is also immediately
reduced to 0 Health. The reverse is not true. If
the figure this figure is bonded to is killed, or
leaves the warband, a substitute should be
randomly selected.

158
Grows with Pain. If this figure takes 5 or more
points of damage from a single source, it gains +1
Fight and +1 Damage for the rest of the game.
This bonus can only be gained once per game.

25
162 168
Spontaneous Healer. Whenever this figure rolls Immune to Curses. This figure is immune to the
a natural ‘20’ on any Stat Roll, Combat Roll, or Curse spell.
Casting Roll it immediately gains back up to 2
points of lost Health. 169
163 Bat Head. This figure has the head of a bat and
can use echolocation. It never suffers any line-of-
Slippery. Any figure that wishes to force combat sight penalties due to darkness. It also gains the
with this figure must first pass a Move Roll True Sight trait.
(TN16). If the roll is failed, the figure may not
force combat, but may attempt to do so against 170
another figure later in the turn.
Beaver Tail. This figure has a large, beaver-like
164 tail. The figure gains +3 on all Swimming Rolls.

Hard to Kill. Whenever this figure rolls on the 171


Survival Table it must roll two dice and select
the highest result. Inflate. This figure can inflate its body to a
significant size. Every time it activates, it can
165 state if it is inflating. This is a free action. If
inflated, the figure stays this way until its next
Tinted Membrane. This figure has a second set activation. While inflated, the figure can fall any
of eyelids that are tinted and translucent. This distance and suffers no damage and passes all
figure is immune to the Blinding Light Spell and Swimming Rolls automatically. However, it also
any other effects of bright light. suffers -4 Armour while inflated.

166 172
Gigantic Horns. This figure gains the Horns trait Eyes in Hands. This figure must always have one
and always counts as armed with a hand weapon. hand free to see. It cannot carry 2-handed
weapons or weapons that take up more than 1
167 gear slot. It can draw line of sight around a corner
if it is within 0.5” of that corner.
Brace. Once per game, this figure may increase
its Armour by 3 for the duration of one attack,
but the decision to use this ability must be made
before the dice are rolled.

26
173 179
Cat Centaur. This figure has the bottom half of Hump. This figure has a large hump like a camel.
a large cat. It no longer suffers any movement Before each game, this figure can consume one
penalties for rough terrain and its Move Stat is potion and store it in its hump. The figure may
set at 7. consume this potion to gain its effect whenever
it activates without spending an action. If not
174 consumed, the potion may be carried over to
future games.
Small Antennae. This figure has small antennae
which help it perceive the world. It gains +1 Will.

174
Dazzling Aura. Any figure that activates within
3” of this figure must make a Will Roll (TN12)
or be dazzled for the remainder of the turn.
While dazzled, the figure suffers -1 to all rolls.
This does not apply on the first turn of the game.

176
Must Move. If this figure activates while not in
combat, has at least one action, and does not
spend an action to move, it immediately suffers
2 points of damage.

177
Body of Rock. The figure’s body is composed
completely of rock. Its Armour Stat is increased by
3, but it may no longer wear armour of any type.

178
180
Slider. This figure excretes oil on the undersides
of its feet. It gains +2 Move during move actions, Webbed Hands or Feet. The figure grows webs
but only if it makes a move in a straight line, between its fingers, toes, or both. It automatically
unimpeded by any terrain or other figures. passes all Swimming Rolls.

27
181 187
Excretes Gems. After every game in which the Nerves of Steel. Once per game, this figure may
figure participates and survives, roll a die. On a add +4 to one Will Roll. It must decide to use
12+ it excretes a gem worth 10gc. this ability before the die is rolled.

182 188
Pin Head. This figure has an unusually small Phasing. This figure can temporarily phase out
head. It suffers -1 Will. of this plane of existence, allowing it to move
through walls and other solid structures. This
183 figure gains the Burrowing trait.

Chicken Feet. This figure has large, powerful, 189


bird-like feet. This includes vicious talons. This
figure always counts as armed with a dagger. Shot Magnet. This figure suffers -1 Fight when
rolling against shooting attacks.
184
190
Project Self. This figure can spend an action and
immediately move 6” in any direction, so long as Lunging Attack. Once per game, this figure may
the final spot is in line of sight. This can move force combat with a figure that moves within 2”
this figure into or out of combat. The figure may of it, instead of the normal 1”.
now use any other actions it has. However, as
soon as this figure has completed its activation, 191
move it back to the point where it activated.
Bouncy. Whenever this figure falls or jumps, it
185 may move 1” horizontally for each 2” fallen
vertically to represent the bounce. Additionally,
Imp-Spawn. If this figure is reduced to 0 Health, it takes only half damage from falling.
place an uncontrolled imp on the spot where the
figure fell. 192
186 Fog Form. Once per game, this figure may spend
an action to activate its fog form. For the rest of
Back Stabber. This figure gains an additional +1 that activation and all of the next, it gains the
Fight whenever it can claim a support bonus Levitate trait, and no figure may force combat
from another figure. However, this figure never with it. However, the figure may not attack any
gives a support bonus to any other figure. other figure or pick up treasure tokens. If the

28
figure was carrying a treasure token it is dropped
at the point the figure activated the fog form. 198
193 Ethereal Vision. This figure may draw line of
sight through one piece of terrain, though it may
Free Mover. This figure is immune to the Petrify not make any shooting attacks through that
and Slow spells. terrain.

194 199
Wolf Companion. This figure gains a wolf as a Rat Attracter. If this figure is on the table when
companion. This wolf counts as a member of the the controlling player rolls a 1 – 3 for its Initiative
warband but does not take up a soldier slot. It Roll, place a giant rat on the table at a random
may never intentionally move more than 6” point along the table edge.
away from its companion figure. If it activates
more than 6” away, it must make a move directly
towards its companion if possible. If the wolf is
every killed, another takes its place for the next
game.

195
Demon Bane. This figure’s mere existence is
painful to demons. Any time a demon moves
within 1” of this figure, or activates while within
1”, it suffers 1 point of damage. This does not
apply on the first turn of the game.

196
Mind Punch. Whenever this figure makes an
attack in melee combat, it may force its opponent
to use its Will stat instead of its Fight stat for its
Combat Roll. Otherwise, the combat follows the
normal rules. 200
197 Snake Arms. This figure has snakes for arms. It
may not carry any weapons or shields of any
Always Visible. This figure is immune to any type. However, it always counts as armed with a
effect that would turn it invisible. poisonous hand weapon.

29
201 206
Hole in Chest. This figure has a large hole in its Web Producer. Once per game, this figure may
chest. Whenever it rolls a natural ‘1’ when rolling spend an action to create a web. This web can be
against an incoming shooting attack that would up to 6” long, must be anchored at both ends on
hit, that shot passes straight through the hole, terrain, and some portion of the web must be
causing no damage of any type. adjacent to the figure. The web does not block
line of sight; however, no figure may move
202 through, or climb over a web. The web can be
destroyed by a melee attack or a shooting attack
Focus. This figure is capable of incredible focus. that covers an area. Treat the web as having Fight
Once per game, it can ‘focus’ on a task and gain +0, Armour 14, Health 1. Unless destroyed, the
+5 to one Stat Roll (any roll with a specific web remains until the end of the game.
Target Number). The decision to use this ability
must be made before the die is rolled. 207
203 Dog Head. The figure has the head of a dog,
including its powerful bite. This figure always
Temporary Amorphousness. Once per game, counts as armed with a hand weapon.
when this figure activates, it may declare that it
is amorphous. While amorphous, it may move 208
through any hole no matter how small, and it
suffers no penalty for moving over rough ground. Enlarged Arms. The figure has oversized and
This lasts until the end of the figure’s activation. over muscled arms. It gains +1 damage in melee
When this figure becomes amorphous, it drops combat.
any treasure tokens it was carrying and may not
pick up any.

204
Eater of the Dead. This figure likes to consume
a portion of all its kills. Any figure reduced to 0
Health by this figure in melee combat suffers -1
to its Survival Roll after the game.

205
Hardened Soul. This figure is immune to the
Strike Dead spell.

30
209 214
High Metabolism. This figure burns calories Fully Rotatable Head. This figure’s head can spin
extremely quickly and thus tends to run out of around 360 degrees, making it more difficult to
energy. This figure always counts as wounded gang up against. Supporting figures only grant a
after the fifth turn of the game. +1 bonus when fighting this figure, instead of
the normal +2.
210
215
Explosion Resistant. Any attack that affects an
area, instead of an individual target, does -3 Three-Scrawny Arms. This figure has three arms
damage against this figure. or arm-like appendages, that are all weaker than
normal. This figure does -1 damage in melee
211 combat. It may use a two-handed weapon or
staff at the same time as a shield. Alternatively, it
Evil Eye. The figure has a third eye which can may carry gear that takes up two slots and
command death. Once per game, it can spend an another that takes up one at the same time.
action to automatically cast the Strike Dead
Spell with a Casting Roll of 14. As per the spell, 216
this figure takes 1 damage using this ability.
Perfect Balance. Whenever this figure must
212 make any roll to avoid failing, it passes the roll
automatically.
Heavy Feet. This figure has abnormally large, and
very heavy, feet. It suffers -1 Move and -2 on 217
Swimming Rolls.
Iron Heart. Once per game, this figure may add
213 +2 to a Will Roll. It may decide to use this ability
after the dice are rolled.
Mouth in Stomach. This figure has no mouth on
its face, instead it has a large mouth in its 218
stomach. This figure never counts as unarmed
and does +2 damage in melee combat provided Wererat. The figure is half-human, half-rat. It
it is not wearing any armour. Additionally, if it is gains +1 Move, -1 Armour, -1 Will, -1 Health.
wearing armour, it may not cast spells or take
any other action that requires a verbal 219
component.
Poor Eyesight. This figure has a maximum line
of sight of 16”.

31
220 223
Air Sack. The figure gains an air sack, which may Stout Centaur. This figure has the bottom half
be internal or external to its original body. The of a short, sturdy horse. Its Move stat is now 7,
figure gains +2 to all Swimming Rolls. It may but it cannot climb ladders or other vertical
draw air from this sack at any time, meaning it terrain. It also never counts as unarmed, as it can
never suffers damage from drowning and can make a kick attack.
choose whether or not to suffer any effects from
breathing, such as not breathing poison gas. 224
Fully Rotatable Wrists. This figure’s wrists can
spin around 360 degrees, which often allows it to
make surprising attacks. Anytime this figure rolls
an even number on an Attack Roll in melee
combat, it gains an additional +1.

225
Empowering Will. This figure may spend its own
Health to increase any Will Roll it makes on a
1-for-1 basis.

226
Electrically Infused. This figure has electricity
221 running through its veins. Any figure that causes
damage to this figure in melee combat
Punishing Blow. Once per game, if this figure immediately suffers a +0 magic attack (increase
inflicts damage in melee combat, it may use this to +1 if it is wearing heavy armour).
ability to inflict an extra 2 points of damage.
227
222
Rooted. Once per game, when a figure would be
Small. This figure is about half the size of a pushed back in combat, or moved by some other
normal human. It receives +1 Fight when rolling special effect, it can use this ability. The figure is
against shooting attacks. not moved, if it is in combat, the other figure
must step back instead.

32
228 232
Desperate Strike. Once per game, this figure Rock Eater. This figure can very quickly consume
may add +3 to any Combat Roll. However, it rock, earth, and other common minerals and
then suffers -3 Fight for the rest of game. quickly expel them out the other end. This
figure gains the Burrowing trait.
229
233
Bright Plumage. This figure has bright, colourful
feathers that cannot be completely covered. The Enchanted Blood. If this figure is below its
figure gains +2 Will, but -1 Fight against all starting Health, all its attacks count as magic
incoming shooting attacks. attacks. This figure may spend an action to cut
itself for 1 point of damage.
230
234
Werefly. This figure is half-human, half-fly. It
suffers -1 Move, -1 Fight, -1 Armour and -2 Back Plates. This figure has large, bony plates
Health, but gains the Flying trait. growing out of its back, that gives it some degree
of protection from behind. The first supporting
231 figure bonus claimed by any enemy grants only
a +1 bonus instead of the normal +2.
Mystic Hands. This figure’s melee attacks count
as magic attacks. 235
Incredibly Long Tongue. This figure has an
incredibly long tongue. It can make Shooting
attacks with the tongue up to a range of 3” doing
+0 damage.

33
236 238
Retractable Claws. This figure has small, hooked Obese. This figure is extremely fat. It suffers -1
claws that it can retract into its fingers. This Move but +1 Health.
figure suffers no penalties for fighting while
unarmed. Additionally, it gains the Expert 239
Climber trait.
Minor Magic Immunity. Whenever a spell is cast
on this figure, or the effect of a spell would
target this figure, roll a die. On a 15+ that spell
has no effect on this figure.

240
Mystic Eye. This figure’s shooting attacks count
as magic shooting attacks.

241
Officer of the Dead. Once per game, this figure
can spend an action to cast Raise Zombie. The
spell is automatically successful.

242
Troll Form. Whenever this figure takes damage,
it must make a Will Roll (TN10). If it fails,
replace this model with an uncontrolled snow
troll. After the game it returns to its regular form
and allegiance.

243
237
Puppet Hand. This figure has one hand replaced
Steady Hand. Once per game, this figure may by a small version of itself from the torso upwards.
add +3 to one shooting attack, but the decision This figure may not wield two-handed weapons,
to use this ability must be made before the dice a staff, bow or crossbow, nor may it use a shield.
are rolled. It can, however, draw line of sight around a
corner, if it is standing within 0.5” of that corner.

34
246
Targeted Strike. Once per game, if this figure rolls
a natural ‘19’ on a melee combat attack, it may
convert this to a natural ‘20’ and thus a critical hit.

247
Detachable Spines. This figure has long spines
growing from its body which it can detach and
even throw. This figure always counts as armed
with a dagger and has a 6” shooting attack doing
-1 damage.

248
Tooth Spitter. This figure can spit its own teeth
at its enemies and rapidly regrow them. This
figure may make shooting attacks with a range of
4” doing +0 damage.

244 249
Overawed. This figure does -1 damage against Ink Spray. Once per game, this figure may spray
figures with the Large trait. ink at an opponent. Treat the figure as though it
had just cast a Blinding Light spell with a Casting
245 Roll of 14. This isn’t actually a magic effect, and
the effects cannot be cancelled by effects that
Demonic Prison. Any time a demon moves into cancel magic.
contact with this figure, or activates while in
contact with this figure, it must make a Will Roll
(TN12) or be imprisoned within the figure. This
figure may only imprison one demon at a time,
so if it already has one imprisoned, this rule does
not apply. A figure may release an imprisoned
demon at any time by spending an action and
must place that demon within 3”. Alternatively,
the demon can be released after the game in
which case it runs off.

35
250 253
Beast Call. Once per game, this figure may spend Must Move Quickly. If this figure activates while
an action to summon a nearby beast. Immediately not in combat, has at least one action, and does
roll on the Random Encounter Table and place not spend an action to move, it immediately
the creature at a random point on the table edge. suffers 3 points of damage.
It is an uncontrolled creature.
254
251
Beast Commander. Once per game, this figure
Undead Allergy. This figure suffers extremely may spend an action to target any uncontrolled
allergic reactions to the undead. Whenever it is animal within line of sight. That animal must
in combat with an undead creature, it suffers -2 make a Will Roll (TN20). If it fails, the figure
Fight. may move the animal up to its Move stat in
inches in any direction, including out of or into
252 combat, so long as this move does not result in
the animal taking immediate damage (such as
Crumbling Touch. Once per game, this figure walking off a cliff).
may spend an action to automatically cast the
Crumble Spell against a terrain feature within 1”. 255
Wereboar. This figure is half-man, half-boar. It gains
+2 Health and the Tusks trait (use Horns trait).

256
Extra Forearms. This figure has two arms, but
four forearms, with extra forearms growing out
at the elbows. This allows the figure to carry one
additional item, or to fight with a two-handed
weapon while also using a shield.

257
Random Pain. Whenever this figure rolls a natural
‘1’ on any Stat Roll, Combat Roll, or Casting Roll,
it immediately suffers 2 points of damage, though
this cannot take a figure below 1 Health.

36
261
Fish Slayer. This figure does +5 damage on
melee attacks against creatures with the Aquatic
or Amphibious traits.

262
Albino. The figure has no skin pigment, so that
its skin is completely white, and its eyes are pink.
This figure has a maximum line of sight of 18”.

263
Reflective Skin. This figure has reflective skin
which makes it confusing to look at and difficult
to target at a distance. It gains +2 Fight against all
shooting attacks from another figure.
258
264
Wise Cyclops. This figure can see more clearly
with one eye than most can with two. The figure Mandibles. This figure has a large pair of
suffers the same penalties as for the Lost Eye mandibles near its mouth which it can use to
permanent injury but gains +3 Will. attack opponents. This figure always counts as
armed with a dagger.
259
Extra Finger. This figure has an extra finger
somewhere on its body. It can wear one magic
ring without the ring counting towards its
maximum number of items.

260
Killer’s Strength. If this figure reduces another
figure to 0 Health, it gains +1 Fight for the rest
of the game. It may only claim this bonus once
per game.

37
265 270
Bright Flash. This figure occasionally flashes Sickness Carrier. This figure carries a chronic
with bright light. Whenever a figure activates sickness. It suffers -2 Health. However, it does +1
while in combat with this figure, it must damage in melee combat as its infection worsens
immediately make a Will Roll (TN10) or suffer the wounds of others. This extra damage does
-3 Fight (to a minimum of +0) for the rest of its not apply to undead or constructs.
activation.
271
266
Light Discharge. This figure can discharge an
Heightened Magic Vulnerability. This figure intense light. Once per game, this figure may spend
suffers -2 on all Will Rolls to resist or overcome an action to discharge its light. All other figures
spells. within 6” are treated as though the target of a
Blinding Light spell with a Casting Number of 14.
267
272
Poisonous Fur. This figure is covered in fur
which is poisonous if it gets into wounds. All this Mild Addiction. This figure is addicted to some
figure’s melee attacks count as poisonous. substance and must spend 10gc before each game
or suffer -1 to its starting Health due to withdrawal.
268
273
Evade. Once per game, when this figure
activates, it may move 1” in any direction as a Death Dancer. If this figure reduces another
free action, regardless of whether it is in combat. figure to 0 Health, it is compelled to do a ritual
No figure may force combat as a result of this dance. If it is active, its activation ends
move. immediately. Either way, it receives no actions
the next time it activates, but instead regains up
269 to 3 points of lost Health.

Acrophobic. This figure has an acute fear of 274


heights. Anytime this figure wants to move up
any terrain over 1” above the ground it must first Brightly Coloured. This figure is brightly
pass a Will Roll (TN16). If it fails, it loses an coloured with spots, stripes, or other patterns. At
action. The figure may make as many attempts the start of a game, this figure may choose to be
to climb as it wishes, but it loses an action each uncovered or covered. If it is covered, it suffers
time it fails. -1 Will. If it is uncovered, it gains +2 Will, but all
shooting attacks against it are a +1.

38
275 280
Hunchback. This figure has a severely hunched Butterfly Wings. This figure has large, fragile
back and suffers -1 Move. wings. It gains the Flying trait but loses this
ability as soon as it falls below its starting Health.
276
281
Ink Spew. Once per game, this figure may spray
ink in all directions. Treat the figure as though it Backswing. Once per game, if this model wins a
had just cast a Blinding Light spell with a fight in melee combat, it may make another free
Casting Roll of 14 against every other figure attack against the same model without spending
within 3”. This is not actually a spell, and the an action.
effects cannot be cancelled by effects that cancel
magic. 282
277 Duckbill. This figure has a large duckbill for a
mouth which can make it difficult to talk. It
Low Preservation Sense. This figure believes a suffers -1 to all Casting Rolls.
little too strongly in its own immortality. This
figure never receives any bonuses for being in
cover.

278
Improved Vision. This figure’s vision is well
above average. It gains a permanent +1 to its
Shoot stat.

279
Troglodyte. This figure is used to living
underground, and its eyes have adapted to the
dark. It never suffers any reduction in the
maximum line of sight due to darkness. If outside
in the daylight, however, it suffers -1 Fight and
-1 Shoot.

39
283 288
Thick Eye Stalks. The figure’s eyes project far Evaporating Blood. Whenever this figure takes
outside or above its head, allowing it easier vision damage, its blood evaporates into a misty pink
in all direction. This figure receives +1 Fight cloud. Place a 2” diameter cloud centred on the
when making Combat Rolls against shooting figure. This cloud blocks all line of sight but not
attacks and may reroll any Survival Roll that movement. At the end of each turn, roll a die.
results in the Lost Eye permanent injury. On a 1 – 5 the cloud disperses.

284 289
Poisonous Tentacles. This figure has numerous Armoured Beard-Plate. This figure has an
tentacles which it can use to grapple and entrap armoured plate growing out of the bottom of its
enemies. An opponent fighting this figure in jaw that gives it some protection. This figure
melee can only push it back or step back if it gains +1 Armour.
does damage; simply winning the combat is not
enough. This figure’s melee attacks are also
poisonous.

285
Very Slippery. Any figure that wishes to force
combat with this figure must first pass a Move
Roll (TN18). If the roll is failed, the figure may
not force combat, but may attempt to do so
against another figure later in the turn.

286
Fast Undead. The figure gains the Undead trait
and +1 Move.

287
Flesh Sheath. This figure has a special pocket or
pouch built into its body that can hold a weapon.
This figure may carry one extra weapon that
takes up no more than one item slot.

40
290 295
Wilful Ignorance. Due to a general lack of No Circulation. This figure’s blood does not
perception of the world around it, this figure circulate. Thus, it has the Immune to Poison trait.
automatically passes the first Will Roll it is
required to make each game. 296
291 Vomit Giant Insects. This figure can vomit up
large insects to attack its enemies. Treat the
Whiskers. This figure has long whiskers allowing figure as having the Animate Skull spell with a
it to sense things close by that it cannot see. It Casting Number of 10. The ‘skulls’ are actually
gains True Sight with a range of 3”. large insects and thus have the Animal instead of
Undead trait. Otherwise, they use the same stats.
292 This figure may never improve this spell, nor
counts as a spellcaster unless it already qualified.
Empathetic. Whenever another figure within 6”
rolls a natural ‘20’ on any roll this figure gains 297
back 1 lost point of Health. However, if a figure
within 6” is reduced to 0 Health, this figure Burning Bile. This figure can vomit burning bile.
immediately suffers 2 points of damage. This figure may make shooting attacks with a 3”
range and +1 damage.
293
298
Blood Pact. This figure has made a deal with a
demonic entity. Before each game, the figure Killer’s Toughness. If this figure reduces another
may choose to suffer 3 points of damage. If it figure to 0 Health, it gains +1 Armour for the
does not, it suffers -1 Fight and -1 Shoot for the rest of the game. This bonus can only be earned
coming game. If it does suffer the damage, it once per game.
gains +3 Will for the coming game.
299
294
Poison Healer. Anytime this figure suffers
Head on Arm. This figure’s head is at the end of damage from a poison attack, the damage is
one of its arms. It thus only has one hand and reduced by 2 points.
may not use a two-handed weapon, staff, shield,
bow, or crossbow. 300
No Shock Absorption. This figure lacks the
means to mitigate damage from a fall. It suffers
double damage from falls.

41
301
Motivated by Fear. Whenever this figure uses
the ‘Run For It’ action it may move 5” instead of
the normal 3”.

302
Blubber. This figure has a blubbery layer all
around its body. It gains +1 Health and never
suffers any penalties from scenario effects
relating to cold.

303
Fly-Eyes. This figure has eyes like a giant fly
which give it a better vision of 3-dimensional
space. This figure gains +1 Fight against all
shooting attacks.

304
305
Shakes. This figure shakes all the time. It suffers
-1 Shoot. Hippo Head. This figure has the head of a
hippopotamus. It also gains the Amphibious trait.

306
Extendable Breathing Tube. This figure has a
tube that extends from somewhere on its body
that it can use to breathe while under water. It
gains the Amphibious trait.

307
No Organs. This figure has no specific organs
inside its body. It is Immune to Critical Hits.

42
308 314
Adrenaline Boost. This figure gets charged up Werebear. The figure is half-man, half-bear. It
for a fight. It gains +1 to all die rolls it makes for gains +1 Fight, +2 Health, does +1 damage, and
the first three turns of the game. After that, it gains the Large trait.
suffers -2 on all die rolls it makes for the
remainder of the game. 315
309 Hardened Exoskeleton. The figure has a tough
exoskeleton, but no inner skeleton. It gains +3
Giraffe Head. This figure has the head of a Armour but -5 Health. The figure may not wear
giraffe and gains +1 Will. any armour.

310
Enchantment Scrubber. At the end of every
turn, roll a die for this figure. On an 11+ all spells
currently active on the figure are cancelled.

311
Unlife Gnawer. This figure feeds off the power
of animate, non-living things. Whenever an
undead or construct activates within 2”, that
figure immediately suffers 2 points of damage.
This does not apply on the first turn of the game.

312
Cheek Pouch. This figure has extremely stretchy
cheeks which it can use to store items. This
figure may carry one extra item that takes up no
more than one item slot.

313
Turtle Shell. This figure has a heavy turtle-like
shell. It has a natural Armour Stat of 12 but may
not wear any armour.

43
319
Mana Battery (2). This figure produces mystical
energy that can be tapped by friends who know
how. If a figure in the same warband attempts to
cast a spell within 3” of this figure it may draw
upon this figure to add +2 to the roll. This can
only be done once each game.

320
Ethereal Prison. Any time an ethereal undead
figure moves into contact with this figure, or
activates while in contact with this figure, it must
make a Will Roll (TN12) or be imprisoned within
316 the figure. This figure may only imprison one
ethereal undead at a time, so if it already has one
Large Cloud Release. This figure can spend an imprisoned, this rule does not apply. A figure may
action to release a cloud of dark gas. Place a 4” release the ethereal undead at any time by
diameter cloud adjacent to the figure. The figure spending an action and must place that creature
suffers 2 points of damage every time it does within 3”. Alternatively, the ethereal undead can
this. Line of sight may not be drawn through the be released after the game in which case it runs off.
cloud. At the end of each turn, roll a die for each
cloud. On a 1 – 5 the cloud dissipates and should
be removed from the table.

317
Boiling Blood Spray. This figure has boiling hot
blood that it can spray at opponents. This figure
may spend an action to make a +3 shooting
attack with +2 damage at a range of 10”. However,
it immediately takes 2 points of damage.

318
Construct Allergy. This figure suffers extremely
allergic reactions to constructs. Whenever it is in
combat with a construct, it suffers -2 Fight.

44
321
External Lungs. This figure’s lungs are on the
outside, increasing the likelihood of a blow doing
critical damage. If its opponent rolls a natural
‘19’ in melee combat, treat this as a ‘20’ instead,
causing a critical hit.

322
Shredding Blow. Whenever this figure damages
an opponent in melee combat, that opponent
also suffers -1 Armour until the end of the game.
This penalty is cumulative down to a minimum
of Armour 10.

323
Blockhead. The figure’s head is shaped like a
rectangular prism. It suffers -1 Will.
326
324
Giant Buckteeth. This figure has two giant front
Limb-Stealer. This figure can steal working limbs teeth, like a beaver. It always counts as armed
from corpses to replace its own. This figure never with a dagger.
suffers from permanent injuries (except Never
Quite as Strong or Psychological Scars) as it can
just replace broken parts. 327
325 Antennae. This figure has antennae which help
it perceive the world. It gains +2 Will.
Mind Bash. Whenever this figure makes an
attack in melee combat, it may force its opponent 328
to use its Will stat instead of its Fight stat for its
Combat Roll. If the option is selected this figure Blood Eagle. If this figure is reduced to half its
gains +1 to its own Fight Roll. Otherwise, the Health or less (rounding down) it grows wings
combat follows the normal rules. and gains the Flying trait for the rest of the
scenario.

45
329 331
Empowering Dodge. This figure may spend its Mind Cloud. Once per game, this figure may
own Health to increase any Combat Roll it spend an action to use this ability. For the
makes against a shooting attack on a 1-for-1 remainder of the turn, no figure may force
basis. combat with this one.

330 332
Self-Projectile. This figure may spend an action Extendable Arms. This figure may pick up a
to make a shooting attack at a target up to 6” treasure token within 3” provided there is no
away. This attack does +2 damage. After the enemy figure within 1” of either the figure or the
attack, move the shooting figure 1.5” away from token.
the target in a random direction, and the shooting
figure takes 2 points of damage. If the shooting
figure is carrying a treasure token, it drops it at
the point it made the shooting attack.

46
333 338
Very Long Neck. This figure has a very elongated Thick Armoured Shell. This figure has some sort
neck, which unfortunately makes it vulnerable. of shell covering most of its body. This figure
It takes +7 damage any time it suffers a critical cannot wear any armour but gains +3 Armour
hit (instead of the normal +5). and -1 Move.

334 339
Snail Shell. This figure has a large snail shell on Continues to Shrink with Pain. If this figure
its back. This figure receives +2 Armour but may takes 5 or more points of damage from a single
not wear any armour. At the start of a turn, the source, it suffers -1 Fight and -1 Damage for
figure can ‘retreat into its shell’. For the rest of the rest of the game. This penalty can be
the turn, it gains +3 Armour (in addition to the suffered twice per game with the penalties
normal +2 is already receives) and -3 Fight, and stacking.
its Move is reduced to 2.
340
335
Poisonous Quills. Parts of this figure’s body
Improved Foresight. This figure is blessed with are covered in quills or spines. Whenever a
visions of the future. If you ever roll a natural ‘19 figure in melee combat with this figure rolls a
– 20’ for initiative, this figure gains an extra natural ‘1 – 2’ on its Combat Roll, it suffers 2
action on its next activation. points of damage and is poisoned in addition
to whatever damage it takes from losing the
336 combat.

Blood-Enchanted. Whenever this figure activates, 341


it may sacrifice 1 Health as a free action. If done,
all its attacks count as magic attacks until its next Powerful Icy Grasp. This figure does +3
activation. damage in melee combat. This bonus does not
apply when in combat with undead or
337 constructs.

Sticky. This figure secretes a sticky substance


which makes it hard for creatures to escape
combat. A figure in combat with this creature
may only push it back or step back if it does
damage; simply winning the combat is not
enough.

47
342 345
Illusionary Appearance. This figure appears Extended Reach. The figure’s arms are slightly
beautiful until it is in combat when its true longer than normal, giving it an advantage in
horrific appearance is revealed. Its opponent melee combat. This figure gains +1 Fight when
receives -2 Fight on its first Combat Roll against in combat.
this figure each game. Undead, constructs, and
figures with True Sight are immune to this 346
penalty.
Tough Undead. The figure gains the Undead
trait and +2 Health.

347
Addiction. This figure is addicted to some
substance and must spend 15gc before each
game or suffer -2 to its starting Health due to
withdrawal.

348
Minor Static Discharge. Whenever this figure
completes a Move action, the nearest other
figure in line of sight suffers a -2 elemental magic
shooting attack.

349
343 Will to Kill. This figure can channel its will into
killing strikes. This figure has +1 Will, and all the
Strong Elemental Armour. This figure gains figure’s melee attacks count as magic attacks for
Elemental Resistance (4). the rest of the game.

344 350
Mole Head. This figure has the head of a mole Duck Feet. This figure has large, webbed feet,
and gains the Burrowing trait. like a duck. It suffers -1 Move but gains +2 Move
when in water and +5 on all swimming rolls.

48
351 356
Mitigation. Once per game, this figure can reduce Killer’s Endurance. If this figure reduces another
the damage from any one source by up to 5. figure to 0 Health during the game, it gains 3
Health. This may take it over its starting Health,
352 but only for the duration of this game. This only
applies once per game.
Weak-Willed Bleeder. This figure loses 1 point
of Health every time it activates if it is already 357
below its maximum starting Health. This rule
does not apply if the figure only has 1 point of Visions of the Future. This figure receives
Health remaining. Additionally, the figure suffers infrequent visions of the future. If this figure is
-2 Will when below starting Health. on the table, the player receives +1 to all
Initiative Rolls.
353
358
Fungal Growth. A significant portion of this
figure is covered in fungal growth. It suffers -2 Ghost Call. This figure may spend an action,
Health but gains the Never Wounded trait. which can replace a move action, to scream. Roll
a die. On a 19+ place a wraith at a random point
354 along the table edge. On any other result,
nothing happens, and the action is lost.
Thrashing Tentacles. This figure has tentacles
that whip around its body. Any time any figure 359
(including friendly ones) moves or activates
within 2” of this figure, the activating/moving Dead Eye. Once per game, this figure may add
figure suffers a +1 shooting attack. This does not +1 to a shooting attack. It may decide to use this
apply on the first turn of the game. ability after the dice are rolled.

355 360
Balancing Tail. This figure has a tail which it can Random Teleport. This figure may spend an
use to help with balance. It gains +4 on all Move action to teleport 6” in a random direction. This
Rolls. may not move it off the table but can move it
out of combat. Any treasure tokens carried by
the figure are dropped at the point it teleported
from.

49
361 363
Very Small. This figure is about a quarter of the Very Squishy. This figure is just really soft. It
size of a normal human. It has -1 Fight and -2 suffers a permanent -2 Armour.
Health but receives +5 Fight when rolling against
shooting attacks. 364
362 Snake Head. This figure has the head of a snake.
It always counts as armed with a poisonous
Upside Down Head. This figure has an upside- dagger.
down head and sees the world from a slightly
different perspective. It gains +1 Will. 365
Barbed Tail. This figure has a tail covered in
nasty barbs. It always counts as armed with a
hand weapon.

366
Brainless. This figure lacks any identifiable brain.
It is Immune to Suggestion and all Control spells.

367
Partial Magic Immunity. Whenever a spell is cast
on this figure, or the effect of a spell would
target this figure, roll a die. On a 12+ that spell
has no effect on this figure.

368
Surrounded by Bees. This figure is constantly
surrounded by bees or other flying, stinging
insects. This figure and all other figures within 2”
suffer -2 to all rolls. This does not apply on the
first turn of the game.

50
369 374
Poison Susceptibility. This figure has violent Glowing Eyes. This figure’s eyes glow with
reactions to poison. Whenever it suffers damage unearthly energy. It gains the True Sight trait.
from a poisoned attack, it immediately suffers an
additional 3 points of damage. 375
370 Improved Magic Resistance. This figure gains +2
on all Will Rolls to resist or overcome spells.
Dodge. Once per game, this figure may increase
its Armour by 3 for the duration of one combat. 376
It may decide to use this ability after the dice are
rolled. Tortoise Shell. This figure has a heavy tortoise-
like shell. It has a natural Armour stat of 12 but
371 may not wear any armour. The figure also gains
Elemental Resistance (1).
Undead Commander. Once per game, this
figure may spend an action to target any 377
uncontrolled undead within line of sight. That
undead must make a Will Roll (TN20). If it fails, Poison Gland. This figure has a gland that
the figure may move the undead up to its Move secretes a small amount of poison. Before each
stat in inches in any direction, including out of game, the figure may select one weapon or one
or into combat, so long as this move does not piece of ammunition (its own or another figure’s
result in the undead taking immediate damage in the same warband) to count as poisonous for
(such as walking off a cliff). the game.

372 378
Nearly 2-Dimensional. This figure is very flat, Extremely Emaciated. This figure is extremely
almost like paper. It has -1 Armour but can never thin and scrawny. It suffers -2 Armour.
suffer more than 4 points of non-magical damage
from a bow, crossbow, or javelin attack. 379
373 Extra Eyes. The figure has numerous extra eyes
which helps with both field and depth of vision.
Bounding Attack. This figure can move an The figure gains +1 Fight whenever it rolls against
additional 4” on any move action that moves it shooting attacks. Additionally, this figure can
into combat. suffer the Lost Eye permanent injury limitless
times without suffering any actual penalty.

51
383
Doesn’t Float. For whatever reason, this figure
doesn’t float and suffers -5 to all Swimming
Rolls.

384
Horrific Wail. This figure may spend an action to
wail. All figures within 6”, except the active
figure, must make a Will Roll (TN10) or suffer
damage equal to the amount by which it failed
the roll. Undead and constructs are immune to
this damage, as are any figures that cannot hear.

380
Enchanted Eye. One of this figure’s eyes is twice
as large as the other and glows. All its shooting
attacks count as magic shooting attacks and do
an additional 1 point of elemental magic damage.

381
Extremely Acidic Blood. If this figure is damaged
in melee combat, all other figures in the combat
immediately suffer 2 points of damage.

382
Empowering Damage. This figure may spend its
own Health to increase the amount of damage
inflicted when it wins a round of melee combat
on a 1-for-1 basis, to a maximum of +5.

52
385
Featureless Face. This figure’s face is
completely blank and devoid of features, yet
somehow all its senses remain intact. It suffers
-2 Will and must reroll any Lost Eye permanent
injuries.

386
Armoured Serpent Tale. This figure has a serpent
tail instead of legs. It suffers -1 Move but never
suffers movement penalties for going over rough
ground. Additionally, it gains a +1 Armour.

387
Disease Carrier. This figure carries a chronic
disease. It suffers a permanent -3 Health. Any
figure that is damaged by this figure in melee
combat must make a Health Roll (TN20). If it
fails, it contracts a temporary form of the disease
and starts the next game at -3 Health (cumulative 389
with any other penalties).
Demon Purger. This figure has an innate power
to cast demons back to their own dimensions.
388 Treat this figure as though it has the Banish spell
with a Casting Number of 6. This ability may
Satyr. This figure has the bottom half of a goat. not be improved.
When unarmed, this figure Fights at -2, but
suffers no damage penalty. It also suffers -2 to all 390
Move Stat Rolls.
Poison Leech. This figure has the Immune to
Poison trait. Additionally, it can suck poison out
of a wound with ease. If this figure is ever within
1” of a friendly figure that is not in combat, it
may spend an action (which can replace a Move
action) to remove the poisoned condition from
the friendly figure.

53
393
Rough on Weapons. This figure often breaks its
own weapons. Whenever it rolls a natural ‘1’ on
a melee Combat Roll, the weapon it is using is
broken and becomes useless. If the weapon is
magical, it does not break, but it loses all bonuses
and does not count as magical for the remainder
of the game (though it still won’t break because
of this trait).

394
Nightmares of Doom. This figure is cursed with
nightmares of its own doom. If you ever roll a
natural ‘19 – 20’ for initiative, this figure receives
a maximum of one action in its next activation.

395
Razor Mandibles. This figure has a large pair of
mandibles near its mouth which it can use to
391 attack. This figure always counts as armed with
a hand weapon that does +1 damage.
Reposte. Once per game, this figure may add +1
to a Combat Roll in melee combat. It may use 396
this ability after the dice have been rolled.
Stubby Legs. This figure has very short legs. It
392 suffers -1 Move.

Leg Tentacles with Suckers. The figure’s legs are


replaced with a mass of tentacles. This figure 397
never suffers movement penalties for movement
over rough ground; however, the maximum Unlucky Shot Magnet. This figure suffers -2
distance it can jump horizontally is always Fight whenever it rolls against shooting attacks.
reduced by 1”. The figure suffers -1 Move but
gains a +5 on any rolls to avoid falling.

54
398
Rage Strength. This figure does +2 damage in
melee combat if it is below its starting Health.

399
Soul-Paired. Select one other random member
of the warband. This figure is soul-bonded to this
one and gains +2 Health. If that figure is reduced
to 0 Health, then this figure is also immediately
reduced to 0 Health. The reverse is not true. If
the bonded figure leaves the warband for any
reason, another random warband member must
be selected to takes its place.

400
Incredible Smell. This figure counts as having
True Sight with a maximum range of 16”.

401
Double Hump. This figure has two large humps
like a camel. Before each game, this figure can
drink one or two potions and store them in its
humps. The figure may consume either potion to
gain its effect whenever it activates without
spending an action. If not consumed, these
potions can be stored in the hump between
games.

55
402 406
Angelic Pact. This figure has made a deal with a Killer’s Will. If this figure reduces another figure
higher entity. Before each game, it may choose to to 0 Health it gains +5 Will for the rest of the
suffer -1 Fight and -1 Shoot for the coming game game.
in exchange for +1 Armour and +3 Health.
407
403
Bone Ruff. This figure has a large bone ruff
Loud Soul. If this figure is on the table whenever which projects out from just below its head that
any player rolls to check for a random encounter, helps protect it from hits to its vital spots. This
roll two dice and take the highest. figure is Immune to Critical Hits.

404 408
Very Brittle Bones. This figure has a weak bone Commander of the Dead. Twice per game, this
structure. It receives -2 to all Survival Rolls. figure can spend an action to cast Raise Zombie.
The spell is automatically successful. The
405 figure may only have one zombie in play at any
time.
Gigantic Eyes. This figure has eyes that are at
least four times the normal size, which helps it see 409
in low-light conditions. This figure never suffers
any limitations to line of sight due to darkness. Continues to Grow with Pain. If this figure takes
5 or more points of damage from a single source,
it gains +1 Fight and +1 melee damage for the
rest of the game. This bonus can be gained twice
in a game, with the effects stacking.

410
External Heart. This figure’s heart is on the
outside, increasing the likelihood of a blow doing
critical damage. If an enemy figure rolls a ‘19’
when attacking this figure, convert that to a ‘20’
and a critical hit.

56
411 417
Vulnerability to Witchcraft. This figure suffers -2 Severe Shakes. This figure shakes severely all the
Will to resist any spells from the Witch school. time. It suffers -2 Shoot.

412
Elemental Absorption. This figure gains
Elemental Resistance (1). Additionally, whenever
the figure is hit by an elemental attack that
doesn’t reduce it to 0 Health, it regains 1 point
of lost Health.

413
Bright Butterfly Wings. This figure has large,
fragile wings. It gains the Flying trait but loses
this ability as soon as it falls below its starting
Health. Additionally, the figure is at -1 against all
shooting attacks because it is such a large, bright
target.

414
Crushing Blow. Once per game, if this figure
inflicts damage in melee combat, it may use this
ability to inflict an extra 3 points of damage.
418
415
Eye Thief. This figure can reach into a victim’s
Ghoul Reanimation. If this figure is reduced to 0 mind and temporarily steal its sight. Once per
Health, place an uncontrolled ghoul at the point game, this figure may spend an action to
it fell. automatically cast Blinding Light against a figure
within 10” and line of sight. Treat the spell as
416 having a Casting Number of 16. Figures that are
immune to Mind Control or Suggestion are
Sharpeye. Once per game, if this figure rolls a immune to this power.
natural ‘19’ on a Shooting Roll, it may convert
this to a ‘20’ and a critical hit.

57
421
Sneak Attack. This figure gains an additional +2
Fight whenever it can claim a support bonus
from another figure. However, this figure never
gives a support bonus to any other figure.

422
Strong Telekinetic Pull. Once per game, this
419 figure may spend an action and target a figure
within 12” and line of sight. The target figure
Super Slider. This figure excretes oil on the must make a Move Roll (TN22). If the target
undersides of its feet. It gains +3 Move, but only fails, it is immediately moved 3” directly towards
if it makes a move in a straight line, unimpeded the active figure. This may move a figure out of,
by any terrain or other figures. or into, combat.

420 423
Mark of Power. This figure has strange, runic Desperate Levitation. Once per game, this figure
birthmarks on the backs of its hands. All its may declare it has the Levitation ability. This can
melee combat attacks count as magic and do an occur at any point; it does not have to be during
additional 1 point of elemental magic damage. the figure’s activation and does not cost an
action. The ability lasts until the end of the turn.

424
Extremely Poor Eyesight. This figure has a
maximum line of sight of 12”.

425
Flaming Fists. This figure can cause its fists to
ignite in flames on command. This figure always
counts as armed with a magical hand weapon
that does +2 elemental damage.

58
426
Weak but Fast. This figure has +1 Move and +1
Fight but does half damage (rounded up) in
melee combat.

427
Extra-Sharp Beak. This figure has a beak instead
of a mouth and nose. It is always counted as
armed with a hand weapon.

428
Neck Frill. This figure has a large frill that it can
expand out from its neck. This makes it confusing
to target with missile weapons. This figure gains
+2 Fight when rolling against shooting attacks.
429
Giant Scorpion Tail. This figure has a scorpion
tail growing out of its body. This figure always
counts as armed with a poisonous hand weapon
that does +1 damage.

430
Vulnerability to Chronomancy. This figure
suffers -2 Will to resist or break free from any
spells in the Chronomancy school.

431
Death Strike. Once per game, if this figure rolls
a natural ‘18 or 19’ on a melee combat attack, it
may convert the roll to a ‘20’ and a critical hit.

59
432 437
Barbs. This figure has small barbs in its hands Crookback. This figure has a severely crooked
and arms that makes it difficult for enemies to back. It suffers a permanent -1 Fight.
escape its grasp. A figure fighting against this one
may only push this figure back, or step back, if it 438
causes damage from an attack; simply winning
the combat is not enough. Telekinetic Drag. This figure may spend an
action and target a figure within 12” and line of
433 sight. The target figure must make a Move Roll
(TN20). If the target fails, it is immediately
Werespider. This figure is half-man, half-spider. moved 3” directly towards the active figure. This
It suffers -1 Fight and -2 Health but gains the may move a figure out of, or into, combat.
Expert Climber and Poison traits.
439
434
Faun. This figure has the bottom half of a deer.
Vulnerability to Illusion. This figure suffers -2 This figure gains +1 Move, but -1 Health.
Will to resist or break free from any spells in the
Illusionist school. 440
435 Improved Fog Form. Once per game, this figure
may spend an action to activate its fog form. For
Toxic Cloud Release. This figure can spend an the rest of that activation through to the end of
action to release a cloud of dark gas. Place a 2” the figure’s next activation, it gains Move +4 and
diameter cloud adjacent to the figure. The figure the Levitate trait, and no figure may force
suffers 2 points of damage every time it does combat with it. However, the figure may not
this. Line of sight may not be drawn through the attack any other figure or pick up treasure
cloud. Any figure that moves through this cloud, tokens. If the figure was carrying a treasure token
apart from the figure that produced it, must it is dropped at the point it activated the fog
make a Will Roll (TN12) or be poisoned. At the form.
end of the turn, roll a die for each cloud, on a 1
– 5 the cloud is removed from the table. 441
436 Killer’s Fury. If this figure reduces another figure
to 0 Health, it gains +2 damage on all melee
Anteater Head. The figure has the head of an combat attacks for the rest of the game.
anteater and gains +1 Will.

60
445
Vicious Dog Companion. This figure gains a war
hound as a companion. This hound does count
as a member of the warband but does not take
up a soldier slot. The war hound may never
intentionally move more than 6” away from its
companion figure. If it activates more than 6”
away, it must make a move directly towards its
companion if possible. Note that the same
restriction does not apply to the actual figure,
which can move away from the war hound with
no limitations. If the war hound is killed, another
will take its place before the next game.

442 446
Extra Rude Finger. This figure has an extra finger Insanity. If this figure ever rolls a natural ‘1 or 2’
somewhere on its body. It can wear one magic ring on any roll during the game, it goes temporarily
without the ring counting towards its maximum insane and counts as an uncontrolled creature.
number of items. Additionally, the finger is perfect This lasts for the rest of the turn on which the ‘1
for making rude gestures, which gives the figure or 2’ was rolled and all the next turn. After that,
+1 Will when rolling to resist spells. the insanity passes, and the figure returns to its
normal allegiance.
443
447
Flaming Eyes. This figure can spend an action to
make a +2 elemental magic shooting attack Greater Insanity. If this figure ever rolls a ‘1’ on
doing +1 damage at a maximum range of 8”. any roll during the game, it goes insane and
counts as an uncontrolled creature for the rest of
444 the game. If it is carrying a treasure token, it
immediately drops it. After the game, it returns
Barbed Tentacles. This figure has numerous to its normal allegiance.
tentacles which it can use to grapple and entrap
enemies. It always counts as armed with a dagger. 448
Additionally, enemy figures in combat with this
figure may only push this figure back, or step Hammerhead Shark Head. This figure has the
back, if it causes damage in combat; simply head of a hammerhead shark and gains the
winning a combat is not enough. Amphibious trait.

61
449 455
Excretes Valuable Gems. After every game in Telekinetic Slam. Once per game, this figure may
which the figure participates and survives, roll a spend an action and target a figure within 12” and
die. On a 15+ it excretes a gem worth 30gc. line of sight. The target figure must make a Move
Roll (TN20). If the target fails, it is immediately
450 moved 8” directly away from the active figure.
This may move a figure out of, or into, combat.
Severe Addiction. This figure is addicted to some
substance and must spend 25gc before each 456
game or suffer -1 to all die rolls during the game
due to withdrawal. Bird Slayer. This figure does +5 damage on
attacks against creatures with the Flying trait.
451
457
Life Burn. Any other figure that activates within
2” of this figure immediately suffers 2 points of Giant Killer. This figure does +2 damage against
damage. Undead and constructs are immune to figures with the Large trait.
this ability. This ability never applies on the first
turn of a game. 458
452 Undead Attracter. If this figure is on the table
when the controlling player rolls a ‘1 – 3’ for its
Wilful Undead. The figure gains the Undead Initiative Roll, place a skeleton on the table at a
trait and +2 Will. random point along the table edge.

453
Armoured Insect Centaur. This figure has the
bottom half of an insect. It gains the Expert
Climber trait and +1 Armour.

454
Beast Caller. Twice per game, this figure may
spend an action to summon any nearby beast.
Immediately roll on the Random Encounter
Table and place the creature at a random point
on the table edge. It is an uncontrolled creature.

62
459 464
Mana Battery (1/1). This figure produces Long Eye Stalks. The figure’s eyes project far
mystical energy that can be tapped by friends outside or above its head, allowing it easier vision
who know how. If a figure in the same warband in all directions. This figure receives +1 Fight
attempts to cast a spell within 3” of this figure it when making Combat Rolls against shooting
may draw upon this figure to add +1 to the roll. attacks, and it may draw line of sight over terrain
This can be done twice each game. that is 1” or less above its head (though it cannot
make shooting attacks over it unless its arms can
460 also reach that high).

Poisonous Pustules. This figure is covered in 465


poisonous pustules. Whenever it takes damage
in melee combat, all other figures in the Greatly Extendable Neck. This figure can extend
combat must make a Will Roll (TN14) or be its neck so that its head is up to 3” higher than it
poisoned. actually is. Thus, a figure can draw line of sight
over objects that are less than 3” higher than it.
461 It may use this to cast spells but not to make
attacks, as its hands cannot reach that high
Killer’s Flight. If this figure reduces another (unless the attack is generated by the figure’s
figure to 0 Health, it gains the Flying trait for the head).
rest of the game.
466
462
Scalding Blood Spray. This figure has boiling hot
Ferocious Attack. Once per game, this figure blood that it can spray at opponents. This figure
may add +4 to its Combat Roll in a melee may spend an action to make a +4 shooting
combat that it initiates. This decision must be attack with +2 damage at a range of 10”.
made before the dice are rolled. However, it immediately takes 3 points of
damage.
463
467
Intense Bloodboil. This figure may supercharge
its bloodflow. Before each game, it may choose to Empowering Speed. Whenever this figure
suffer 5 damage to gain +1 Fight and +1 Shoot. activates, it can spend its own Health to increase
its Move for that activation. It costs 3 Heath to
increase Move by 1 or 5 Health to increase it by
2. This is the maximum it can be increased.

63
470
Powerful Random Teleport. This figure may
spend an action to teleport 8” in a random
direction. This may not move it off the table but
can move it out of combat. Any treasure tokens
carried by the figure are dropped at the point it
teleported from.

471
Fully Rotatable Elbows. This figure’s elbows can
spin around 360 degrees, which often allows it to
make surprising attacks. Anytime this figure rolls
an even number on an attack roll in melee
combat, it gains an additional +1 (except a ‘20’
which stays as ‘20’).

472
High Blood-Enchantment. Whenever this figure
468 activates, it may sacrifice 2 Health as a free
action. If done, all its attacks count as magic
Gorilla Form. Whenever this figure takes attacks and do +2 damage until its next activation.
damage, it must make a Will Roll (TN10). If it
fails, replace this model with an uncontrolled 473
White Gorilla. The gorilla drops any treasure
tokens the figure was carrying. After the game it Decaying Touch. This figure has an innate ability
returns to its regular form and allegiance. to rapidly age inanimate weapons. Treat the
figure as though it has the Decay spell with a
469 Casting Number of 8 and a maximum range of
3”. The figure may not empower this roll nor
Terrifying Appearance. Any figure that wishes to improve the Casting Number.
move into combat with this figure must first
pass a Will Roll (TN10). If it fails, the action is
lost, and it may not move into combat with the
figure this turn, though the figure may continue
with its activation if it has other actions.

64
may add +7 to one Will Roll. It must decide to
474 use this ability before the die is rolled.

Intense Blood Allergy. This creature is allergic to 479


the blood of other creatures. If it ever damages
another creature in melee combat, it suffers 2 Hair of Vipers. This figure has a nest of snakes
points of damage and is poisoned. This does not instead of hair. It always counts as armed with a
apply if the creature damaged doesn’t bleed, poisonous hand weapon.
such as undead and constructs.
480
475
Vulnerability to Necromancy. This figure suffers
Bright Form. Any opposing figure that wants to -2 Will to resist or break free from spells from
make a shooting attack of any type against this the Necromancy school.
figure must first pass a Will Roll (TN8). If it fails,
it is blinded for the remainder of the turn, and its 481
stats are reduced to Move 1, Fight +0, Shoot +0.
Double Backswing. Twice per game, if this
476 model wins a fight in melee combat, it may
make another free attack against the same model
Highly Reflective Skin. This figure has reflective without spending an action. The figure may still
skin which makes it confusing to look at and only use this ability once per activation.
difficult to target at a distance. It gains +3 Fight
against all shooting attacks from another figure 482
(but not scenario special effects).
Concentration Parasite. It is difficult to
477 concentrate when this figure is close. Any figure
attempting to cast a spell suffers a -1 to the Casting
Spiked Snail Shell. This figure has a large snail shell Roll if this figure is within 6” and line of sight. This
on its back. This figure receives +2 Armour but does not apply on the first turn of the game.
may not wear any armour. At the start of a turn,
the figure can ‘retreat into its shell’. Until the start
of its next activation, the figure gains +3 Armour
(in addition to the normal +2) and -3 Fight, and its
Move is reduced to 2. This figure always counts as
armed with a dagger due to the spikes on its shell.

478
Nerves of Adamant. Once per game, this figure

65
483 487
Killer’s Speed. If this figure reduces another Morbidly Obese. This figure is horrifically fat. It
figure to 0 Health, it gains +2 Move for the rest suffers -2 Move but has +3 Health.
of the game.
488
484
Ghost Killer. All this figure’s melee combat
Gigantic Brain. This figure has a gigantic brain, attacks count as magic attacks, additionally, it is
meaning its head is much larger than normal. Immune to Energy Drain.
Any time the figure rolls a natural ‘18 – 20’ on a
Will Roll, the roll counts as an automatic success. 489
485 Explosion Hardened. Any attack that affects an
area, instead of an individual target, does half
Vulnerability to Mental Control. This figure damage, rounded down, against this figure.
suffers -2 Will to all attempts to resist or break
free from spells from the Soothsayer school. 490
486 Steel Heart. Once per game, this figure may add
+3 to a Will Roll. It may use this ability after the
Vicious Cat Centaur. This figure has the bottom dice are rolled.
half of a large vicious cat. It no longer suffers any
movement penalties for rough terrain and its Move 491
stat is set at 7. Additionally, it never counts as
unarmed due to natural claws that do +1 damage. Barbed Serpent Tale. This figure has a serpent
tail instead of legs. The tail features barbs or
spikes near its end. The figure suffers -1 Move
but never suffers movement penalties for going
over rough ground. Also, it is always treated as
armed with a dagger.

492
Careless with Weapons. This figure often breaks
its own weapons. Whenever it rolls a natural ‘1 – 2’
on an attack, the weapon it is using is broken and
becomes useless. If the weapon is magical, it does
not break, but it loses all bonuses and does not

66
496
Extremely Long Legs. This figure has very long
legs that grant it +2 Move.

497
Aardvark Head. This figure has the head of an
aardvark, and it gains the Burrowing trait.

498
Improved Brace. Once per game, this figure may
increase its Armour by 5 for the duration of one
count as magical for the remainder of the game attack, but the decision to use this ability must
(except it still won’t break due to this ability). be made before the dice are rolled.

493 499
Three-Brawny Arms. This figure has three arms No Knees. This figure has normal-length legs,
or arm-like appendages, that are all stronger than but no knees, making it awkward to walk. It
normal. It may use a two-handed weapon or staff suffers -1 Move and -3 to all Move Stat Rolls.
at the same time as a shield. This figure does +1
damage in melee combat.

494
Thamaturgic Vulnerability. This figure suffers -2
Will to resist or break free from spells from the
Thaumaturgy school.

495
Poisonous Bite. This figure has sharp fangs that
secrete poison. Whenever this figure makes an
attack, it may choose to bite instead of its normal
attack. This has no Fight penalty, does -2 damage,
and is poisonous.

67
500 504
Electrically Powered. This figure has electricity Moves on Four Limbs. This figure uses all four
running through its veins. Any figure that causes limbs to move. This increases its speed but makes
damage to this figure in melee combat it more difficult to fight. It gains +1 Move but -1
immediately suffers a +1 elemental magic attack Fight.
(increase to +2 if it is wearing heavy armour).
505
501
Demon Commander. Once per game, this figure
Web Spinner. Twice per game, this figure may may spend an action to target any uncontrolled
spend an action to create a web. This web can be demon within line of sight. That demon must
up to 6” long, must be anchored at both ends on make a Will Roll (TN20). If it fails, the figure
terrain and some portion of the web must be may move the demon up to its Move stat in
adjacent to the figure. The web does not block inches in any direction, including out of or into
line of sight; however, no figure may move combat, so long as this move does not result in
through or climb over a web. The web can be the demon taking immediate damage (such as
destroyed by a melee attack, or a shooting attack walking off a cliff).
that covers an area. Treat the web as having Fight
+0, Armour 14, Health 1. Unless destroyed, the 506
web remains until the end of the game.
Werefrog. This figure is half-man, half-frog. It
502 suffers -1 Fight and -2 Health but gains the
Amphibious trait and can jump up to its full
Wraith Call. This figure may spend an action, movement without the need for a run up.
which can replace a move action, to scream. Roll
a die. On an 18+ place a wraith at a random 507
point along the table edge. On any other result,
nothing happens, and the action is lost. Limited Levitation. Any time this figure activates,
it may spend an action to gain the Levitation
503 ability for the rest of the turn. This can replace a
move action.
Empowered Strike. If this figure forgoes all its
actions for one activation (during an activation 508
when it would receive at least 1), then the next
time it hits an opponent in melee combat, the Perceptive Cyclops. The figure suffers the same
strike does an additional +6 elemental magic penalties as for the Lost Eye permanent injury
damage. but gains the True Sight trait.

68
509
Rabbit Head. This figure has the head of a rabbit.
Due to its large ears, the figure gains the True
Sight trait with a range of 6”.

510
Metal Exoskeleton. The figure has a tough
exoskeleton, but no inner skeleton. It gains +4
Armour but -5 Health. The figure may not wear
any form of armour.

511
Rat Form. Whenever this figure takes damage, it
must make a Will Roll (TN10). If it fails, replace
this model with an uncontrolled giant rat. After 514
the game it returns to its regular form and
allegiance. Attempted Self-Possession. This figure can spend
an action to invite a demon into its own body.
512 Roll a die, on a 1 – 10 nothing happens, and the
action is lost. On an 11 – 20, treat the figure as
Blinding Aura. Any figure that activates within though it is under the effect of a Possess spell.
3” of this figure must make a Will Roll (TN12) This ability cannot be used if the figure is already
or be blinded for the rest of the turn. While possessed.
blinded, the figure’s Move is reduced to 1, its
Fight is reduced to +0 and it may not make any 515
shooting attacks or take any action that requires
line of sight. This ability does not apply on the Extremely High Metabolism. This figure burns
first turn of the game. calories extremely quickly and thus tends to run
out of energy. This figure always counts as
513 Wounded after the fourth turn of the game.

Half Life. This figure exists in a strange form 516


somewhere between life and death. This figure
can choose whether or not it possesses the Strong Magic Resistance. This figure gains +3 on
Undead trait at any given moment. all Will Rolls to resist or overcome spells.

69
517 524
Glowing Blood. This figure always counts as though Extremely Slippery. Any figure that wishes to
a Glow Spell is active on it. It also gains +2 Health. force combat with this figure must first pass a
Move Roll (TN20). If the roll is failed, the figure
518 may not force combat, but may attempt to do so
against another figure later in the turn.
Laser Eyes. This figure can spend an action to
make a +2 elemental magic shooting attack 525
doing +2 damage at a range of 12”.
Static Discharge. Whenever this figure completes a
519 Move action, the nearest other figure in line of sight
and within 8” suffers a -1 elemental shooting attack.
Large Antennae. This figure has large antennae This does not apply on the first turn of the game.
which help it perceive the world. It gains +3
Will. 526
520 Thick Blubber. This figure has a thick blubbery
layer all around its body. It gains +2 Health and
Two Extra Hands. The figure has a pair of extra is immune to any scenario effects caused by cold
hands somewhere on its body. The figure gains (though not attacks).
two additional item slots.
527
521
Enchanted Bones. This figure’s bones are
Killer’s Enchantment. If this figure reduces enchanted with powerful magic. All its attacks
another figure to 0 Health, then its attacks all count as magic attacks, and it gains +2 on Will
count as magical for the rest of the game. Rolls to resist or overcome spells.

522 528
Large Tusks. This figure always counts as armed Soul-Linked. Select one other random member
with a hand weapon. of the warband. This figure is soul-bonded to it
and gains +3 Health. If that figure is reduced to 0
523 Health, then this figure is also immediately
reduced to 0 Health. The reverse is not true. If
Spellcaster Allergy. This figure suffers extremely the bounded figure leaves the warband for any
allergic reactions to spellcasters. Whenever it is reason a new random warband member must be
in combat with a spellcaster, it suffers -2 Fight. selected to be bonded.

70
529 535
Fox Head. This figure has the head of a fox and Magic Allergy. Whenever this figure is hit by a
gains +3 Will. magic attack, it suffers -5 Armour against that
attack.
530
536
Powerful Favour. This figure is owed a favour by
some powerful entity. This figure may add +5 to Powerful Undead. The figure gains the Undead
any one roll it makes on the Survival Table. After trait and does +1 damage on melee attacks.
it has done this, the powerful favour is lost. A
figure may choose to use this ability after the 537
Survival Roll has been made.
Flaming Bile. This figure can vomit flaming bile.
531 It may make magic shooting attacks with a 3”
range and +0 damage.
Toxic Belch. This figure has toxic glands in its
throat that allow it to belch a poisonous fog. This
figure may spend an action to belch at any figure
within 4”. That figure must make a Will Roll
(TN14) or be poisoned.

532
Gigantic Ears. The figure has gigantic ears which
improve its hearing. The figure gains True Sight
with a range of 6”. 538
533 Body of Stone. The figure’s body is composed
completely of stone. Its Armour stat is increased by
Enchantment Purge. At the end of every turn, 3, but it may no longer wear armour of any type.
roll a die for this figure. On a 6+ all spells Additionally, it suffers -3 to all Swimming Rolls.
currently active on the figure are cancelled.
539
534
Insect Companions. This figure is constantly
Alligator Head. This figure has the head of an surrounded by a cloud of friendly flying insects.
alligator. It always counts as armed with a hand All other figures within 2” of this figure suffer -1
weapon due to its bite attack. to all rolls.

71
540 546
Heron Head. This figure has the head of a heron. Spikey Armoured Shell. This figure has a shell
It always counts as armed with a dagger. covering a large part of its body. This figure
cannot wear any armour but gains +2 Armour.
541 Additionally, this figure always counts as armed
with a dagger.
Quick Step. Once per game, when this figure
activates, it may move 2” in any direction, 547
regardless of whether it is in combat. No figure
may force combat as a result of this move. Improved Lunging Attack. Once per game, this
figure may force combat with a figure that
542 moves within 3” of it, instead of the normal 1”.

Bonehead. This figure has bone ridges in its 548


head, which makes it tougher and allows it to
headbutt opponents. It gains +1 Health and does Killer’s Sight. If this figure reduces another figure
not suffer the -2 damage for being unarmed. to 0 Health, it gains the True Sight trait for the
rest of the game.
543
549
Jinx. If this figure is part of a warband, the first
Survival Roll made by a member of the group Extremely Painful Body Restructure. At the start
after each game is at -1. (The player may always of each turn, this figure may spend 2 Health and
choose the order to make Survival Rolls). choose one of the following traits: Amphibious,
Expert Climber, Immune to Poison, or Never
544 Wounded. This figure has this trait until its next
activation.
Improved Power Lifter. This figure never suffers
any encumbrance or movement penalty for 550
carrying treasure tokens. It may also carry two
treasure tokens at the same time. Weregorilla. The figure is half-man, half-gorilla.
It gains +1 Fight, +2 Health and the Expert
545 Climber trait.

Nearly Blind. This figure has a maximum line of


sight of 6”.

72
551 556
Three Heads. This figure has three heads, which Nearly 2-Dimensional. This figure is so thin in
makes it nearly impossible to gang up against. one dimension as to be almost flat. It suffers -2
Figures fighting this creature always count as Armour but can fit through any gap, no matter
having one less supporting figure than they how narrow.
actually do (to a minimum of 0), and supporting
figures only provide a +1 support bonus. 557
552 Massive Blood Evaporation. Whenever this
figure takes damage, its blood evaporates into a
Enhanced Project Self. This figure can spend a misty pink cloud. Place a 3” diameter cloud
move action and immediately move 8” in any centred on the figure. This cloud blocks all line
direction, so long as the final spot is in line of of sight, but not movement. At the end of each
sight. This can move this figure into or out of turn, roll a die. On a 1 – 5 the cloud disperses.
combat. The figure may now use any other
actions it has. However, as soon as this figure has 558
completed this activation, move it back to the
point where it activated. Extreme Mitigation. Once per game, this figure
can reduce the damage from any one source by 8.
553
559
Deadeye. Once per game, if this figure rolls a
natural ‘18 or 19’ on a Shooting Roll, it may Minor Demon-Spawn. If this figure is reduced to
convert this roll to a ‘20’ and a critical hit. 0 Health, place a minor demon on the spot
where the figure fell.
554
560
Horrific Death Scream. If this figure is reduced
to 0 Health, all figures within 6” immediately Perceptive Troglodyte. This figure is used to
suffer a +1 attack. living where invisible things creep. The figure
gains the True Sight trait. It never suffers any
555 reduction in the maximum line of sight due to
darkness. If outside, on land, and in the daylight,
Hardened Elemental Armour. This figure gains however, it suffers -1 Fight and -1 Shoot.
Elemental Resistance (5).

73
561 567
Vulture Head. This figure has the head of a Advanced Mind Cloud. Once per game, a figure
vulture. Its sharp beak means it is always counted may use this ability as a free action. For the
as armed with a dagger. remainder of the turn, no figure may force
combat with it.
562
568
Viper Arms. This figure has snakes for arms. It
may not carry any weapons or shields of any Octopus Head. This figure’s head looks like an
type. However, it always counts as armed with a octopus, tentacles and all. This figure gains the
poisonous hand weapon with +1 Fight. Amphibious trait.

563 569
Eagle Head. This figure has the head of an eagle. Amorphous. This figure has no solid bone
It gains +1 Shoot. structure and can reorganize its body mass at
will. This allows it to move through any opening
564 no matter how small.

Powerful Brachiator. This figure can hurl itself 570


about by its arms. It gains the Expert Climber trait
and can jump up to its full movement from a Hibernate. Roll a die before each game; on a ‘1’,
standing position if next to a vertical terrain piece. this figure is hibernating and must miss the
game. It may remain a part of the warband and
565 be replaced by a free figure for this game. The
next time this figure participates in a game, it
Half-Demonic. This figure can choose whether starts the game at +2 Health.
or not it possesses the Demon trait at any given
moment and may switch between having or not 571
having it merely by declaring it so. While it does
have the Demon trait, it also gains Elemental Potent Acidic Blood. If this figure is damaged in
Resistance (3). melee combat, all other figures in the combat
immediately suffer 2 points of damage.
566
Long Whiskers. This figure has long whiskers
allowing it to sense things close by that it cannot
see. It gains True Sight with a range of 5”.

74
572
Withered Half. One half of this figure’s body has
withered away so that it is almost useless. Treat
the figure has though it has both the Crushed
Arm and Smashed Leg permanent injuries.

573
Minor Static Charge. If this figure makes a move
action in which it moves at least 3” then the next
time it hits with a melee combat attack, it does
an additional 1 point of elemental magic damage.
The actions do not have to be consecutive. This
ability can be used any number of times during
a game.

574
Valuable Trophy. This figure has some valuable
mutation. It gains the Bounty (50gc) trait.

575 577
Burning Soul. All this figure’s melee attacks General of the Dead. Once per game, this figure
count as magic attacks and do +1 damage. can spend an action to cast Raise Zombie. The
However, any time this figure rolls a natural ‘20’ spell is automatically successful but produces a
for any roll, it immediately suffers 2 points of ghoul instead of a zombie.
damage.
578
576
Thin Ablative Skin. This figure has a tough skin
Cute and Fluffy. This figure is cute and that it sheds and regrows. The figure gains +2
unthreatening. Uncontrolled creatures will never Health; however, the first 2 points of damage the
move towards this figure if there is another figure takes during a game cannot be healed by
target in line of sight. If in multiple combat, any means in game – they only return for the
uncontrolled creatures will always target figures next game.
other than this one.

75
582
Sprout Wings. This figure may spend an action
(which can replace a move action) and take 1
point of damage to gain the Flying trait for the
remainder of this turn and all the next.

583
579 Long Arms, No Legs. This figure has no legs, but
long, muscular arms. It suffers -1 Move, but it
Mind Slam. Whenever this figure makes an does +1 damage in melee combat.
attack in melee combat, it may force both figures
in the combat to use their Will stat instead of 584
their Fight stat for their Combat Roll. If this
option is selected, this figure gains +2 to its own Plague Carrier. This figure carries a horrific
Fight Roll. Otherwise, the combat follows the disease. It suffers a permanent -4 Health. Any
normal rules. figure that is wounded by this figure in melee
combat must make an immediate Health Roll
580 (TN20). If it fails, it contracts a mild form of the
disease and starts the next game at -5 Health
Magic-Resistant Snail Shell. This figure has a (cumulative with any other penalties).
large snail shell on its back. This figure receives
+2 Armour but may not wear any armour. At the 585
start of a turn, the figure can ‘retreat into its
shell’. Until the start of its next activation, it Colourful Neck Frill. This figure possesses a
gains +3 Armour (above the +2 it normally large, colourful frill that expands out from its
receives) and -3 Fight, and its Move is reduced neck. This makes the figure a confusing target.
to 2. This figure also receives +2 on all Will Rolls Anyone targeting this figure with a shooting
to resist or break spells, or +4 if it has retreated attack suffers a -1 shoot.
into its shell.
586
581 Construct Commander. Once per game, this
figure may spend an action to target any
Extremely Warty. This figure is covered in warts, uncontrolled construct within line of sight. That
which makes it slightly tougher, but also makes construct must make a Will Roll (TN20). If it
wearing armour extremely painful. The figure fails, the figure may move the construct up to its
gains +1 Health but may not wear any armour. Move stat in inches in any direction, including

76
out of or into combat, so long as this move does
not result in the construct taking immediate
damage (such as walking off a cliff).

587
Blade Hands. This figure has no hands, just
blades. The figure cannot carry any weapons or
shields. However, it gains +1 Fight and always
counts as armed with a magic hand weapon.

588
Major Regeneration. This figure gains back up to
2 points of lost Health every time it activates.

589
Mind-Robber. If this figure damages another
figure in melee combat, the damaged figure must
make a Will Roll (TN14). If it fails, it becomes a
temporary member of this figure’s warband. It
may make another Will Roll to break this control
at the end of each of its activations.

590
Cobra Head. This figure has the head of a cobra.
It always counts as armed with a poisoned dagger. that model is within 12” and has not previously
activated in the turn. (Apprentices still may not
591 activate in the Wizard Phase).

Weak but Very Fast. This figure has +1 Move and 593
+3 Fight but does half damage (rounded up) in
melee combat. Highly Explosive Sneeze. This figure has highly
volatile sneezes. If the controlling player ever
592 rolls a natural ‘1’ on an Initiative Roll, this figure
sneezes, and all other figures within 2”
Short Range Telepathy. This figure can always immediately suffer a +2 shooting attack. This
group activate with one other model, provided does not apply to the first turn of the game.

77
594
Enhanced Crumbling Touch. Three times per
game, this figure may spend an action to
successfully cast the Crumble Spell against a
terrain feature within 1”.

595
Enchanted Horns. This figure has a set of
magical horns. It gains the Horns trait. Whenever
it makes an attack where it receives the bonus
for using horns, this attack counts as a magic
attack.

596 598
Explosive Excrement. This figure excretes an Extremely Extendable arms. This figure may
explosive substance. If this figure forgoes all its pick up a treasure token within 5” provided there
actions in an activation, during an activation is no enemy figure within 1” of either the figure
where it has at least one action, it may place a or the token.
marker on the table adjacent to it. If any other
creature moves within 1” of this marker, it 599
explodes, and all figures within 3” suffer a +5
magic shooting attack. This figure may never Sticky Leg Tentacles. The figure’s legs are
have more than two such markers on the table replaced with a mass of tentacles. This figure has
at one time. This figure is immune to attacks -1 Move, but never suffers movement penalties
from its own excrement, nor does it ever for movement over rough ground or climbing.
trigger them.
600
597
Limited Teleportation. Once per game, this
Distracting Laugh. This figure’s constant figure may spend an action to teleport anywhere
laughter is extremely distracting. Figures suffer within 6” and line of sight. This action can
-1 to all rolls while within 2” of this figure. This replace a move action and can be done while in
does not apply on the first turn of a game. combat.

78
601 607
Covered in Quills. Most of this figure’s body is Static Charge. If this figure makes a move action in
covered in quills or spines. It cannot wear any type which it moves at least 3”, then the next time it hits
of Armour. Whenever a figure in melee combat with a melee combat attack, it does an additional 2
with this figure rolls a natural ‘1 – 5’ on its Combat points of elemental magic damage. The actions do
Roll, it suffers 2 points of damage in addition to not have to be consecutive. This ability can be used
whatever damage it takes if it loses the combat. any number of times during a game.

602 608
Pig Head. This figure has the head of a pig and Devastating Blow. Once per game, if this figure
suffers -1 Will. inflicts damage in melee combat, it may use this
ability to inflict an extra 4 points of damage.
603
609
Blazing Form. Any opposing figure that wants to
make a shooting attack of any type against this Exploding Poisonous Pustules. This figure is
figure must first pass a Will Roll (TN10). If it fails, covered in poisonous pustules that regularly pop
it is blinded for the remainder of the turn, and its open in a spray of poisonous fluid. Any figure
stats are reduced to Move 1, Fight +0, Shoot +0. that fights in a round of combat with this figure,
must make a Will Roll (TN14) or be poisoned,
604 regardless of the outcome of the fight.

Unihorn. This figure has one large horn in the


middle of its head. It gains the Horns trait.

605
Fated for Mediocrity. This figure rolls 3d6
instead of d20 for all its die rolls. In this case,
treat 18 as a critical hit/automatic success and 3
as an automatic failure.

606
Freezing Grasp. This figure does +3 damage in
melee combat. This bonus does not apply against
undead or constructs.

79
610 614
Sonic Digger. This figure can use its vocal cords Major Addiction. This figure is addicted to some
to generate a sonic wave capable of digging substance and must spend 40gc before each
through the hardest earth. The figure gains the game or suffer -2 Health and -1 to all die rolls
Burrowing trait. during the game due to withdrawal.

611 615
Strong Magic Vulnerability. This figure suffers -3 Horrific Appearance. Any figure that wishes to
on all Will Rolls to resist or overcome spells. move into combat with this figure must first pass
a Will Roll (TN12). If it fails, the action is lost,
612 though the figure may continue with its
activation if it has other actions.
Double Jointed. This figure can bend in all kinds
of strange ways. It gains the Expert Climber trait. 616
613 Painful Laughter. Whenever this figure is
activated, it releases a painfully high-pitched
Stubby Legs. This figure has almost no legs at all. laugh. All living figures (not undead or
Its body seems to go straight from thighs to feet. constructs) within 2” must make a Will Roll
It suffers -2 Move. (TN8) taking damage equal to the amount by
which it failed the roll. This does not apply on
the first turn of the game.

617
Hands of Death. This figure has skeletal hands.
All its melee attacks count as magic attacks and
do +2 damage against living creatures (so not
undead or constructs).

618
Low Boiling Point. This figure’s blood starts to
boil at much lower than usual temperatures,
making it vulnerable to heat and elemental magic
attacks. This figure suffers double damage from
elemental attacks including all forms of fire.

80
619 624
Mana Battery (2/2). This figure produces Regenerating Organs. This figure’s organs heal
mystical energy that can be tapped by friends almost instantly. It gains the Immune to Critical
who know how. If a figure in the same warband Hits trait.
attempts to cast a spell within 3” of this figure, it
may draw upon this figure to add +2 to the roll. 625
This can be done twice each game.
Death Eye. This figure has a third eye which can
620 command death. Once per game, you can spend
an action to automatically cast the Strike Dead
Hoofed Legs. This figure has hooves instead of Spell with a Casting Roll of 15. As per the spell,
feet. It gains +1 Move but suffers -3 on Move you take 1 damage using this ability.
Stat Rolls.

621
Murderous Strike. Once per game, if this figure
rolls a ‘17 – 19’ on a melee combat attack, it may
convert this roll to a ‘20’ and thus a critical hit.

622
Demon Attracter. If this figure is on the table
when the controlling player rolls a natural ‘1 – 3’
for its Initiative Roll, place an imp on the table
at a random point along the table edge.

623
Frequent Insanity. If this figure ever rolls a
natural ‘1 – 3’ on any roll during the game, it goes 626
temporarily insane and counts as an uncontrolled
creature. This lasts for the rest of the turn on Deathwish. This figure doesn’t care if it lives or
which the ‘1 – 3’ was rolled and all the next turn. dies. It never gains any bonuses from being in
After that, the insanity passes, and the figure cover and suffers -2 to all Fight Rolls against
returns to its normal allegiance. shooting attacks, but it automatically passes all
Will Rolls to resist the effects of Fear or Horror.

81
627 632
Powerful Ink Spray. Once per game, this figure Extremely Squishy. This figure is extremely soft.
may spray ink at an opponent. Treat the figure as It suffers -3 Armour.
though it cast a Blinding Light spell with a
Casting Roll of 16. The effects of this cannot be 633
cancelled by effects that cancel magic.
Improved Phosphorescent Spray. This figure
628 may spend an action to spray a phosphorescent
film at an opponent within 6” and line of sight.
Runic Arms. This figure has runes branded, The spray affects all figures that are either in
tattooed, or carved into its arms. All its attacks contact or in combat with the target figure. The
count as magic attacks. target and all other affected figures must make a
Move Roll (TN20). If a figure fails, it is covered
629 with the film and all shooting rolls against it are
at +3 for the rest of the game.
Spider Form. Whenever this figure takes damage,
it must make a Will Roll (TN10). If it fails, 634
replace this model with an uncontrolled ice
spider. After the game it returns to its regular Boiling Blood Spew. This figure has boiling hot
form and allegiance. blood that it can spew at opponents. This figure
may spend an action to make a +3 shooting
630 attack with +2 damage at a range of 10” against
all figures within 0.5” of a chosen point. However,
Burrowing Troglodyte. This figure is used to the sprayer immediately takes 3 points of
living underground and digging tunnels. Its eyes damage.
have adapted to the dark. The figure gains the
Burrowing trait. It never suffers any reduction in 635
the maximum line of sight due to darkness. If
outside, on land, and in the daylight, however, it Super Bulky. This figure has grown very large. It
suffers -1 Fight and -1 Shoot. gains +3 Health and the Large trait.

631 636
Spider Blood. This figure has the blood of spiders Wraith-Reanimation. If this figure is reduced to
flowing in its veins. It gains the Immune to 0 Health, place an uncontrolled wraith at the
Poison trait. point it fell.

82
637 643
Third Eye. This figure has a third eye somewhere Inhumanly Obese. This figure is so fat that it is
on its face. It also gains the Mind Lock trait. hard to recognize what kind of creature it actually
is as it is has become mostly blob-like. It suffers -3
638 Move (to a minimum of 1) but gains +5 Health.

Major Static Discharge. Whenever this figure 644


completes a Move action, the nearest other
figure in line of sight suffers a +0 elemental Poisonous Blood. If this figure is below its
shooting attack. This does not apply on the first starting Health, all its attacks count as poisonous.
turn of the game. This figure may spend an action to do 1 point of
damage to itself.
639
645
Extremely Loud Soul. If any player rolls to check
for a Random Encounter after picking up a Big and Strong. This figure gains the Large and
treasure token while this figure is on the table, Strong traits.
roll two dice and keep both results.
646
640
Magically-Attuned Cyclops. This figure can see
Poisonous Detachable Spines. This figure has the ways of magic through its one eye. The figure
long, poisonous spines growing from its body suffers the same penalties as for the Lost Eye
which it can detach and even throw. This figure permanent injury. If this figure is a spellcaster, it
always counts as armed with a poison dagger and may claim a +5 on one Casting Roll, once per
has a 6” shooting attack doing -1 damage and game. This decision must be made before the
poison. dice are rolled. If the figure is not a spellcaster, it
gains +5 on one Will Roll to resist or overcome a
641 spell, once per game, but may make the decision
to use this ability after the die is rolled.
More Plant than Man. This figure’s internal
structure works more like a plant than an animal. 647
It gains the Never Wounded trait.
Blind. This figure is blind but uses other senses
642 to make up for it. It gains the True Sight trait,
and never suffers any penalties from receiving
Moose Head. This figure has the head of a moose the Lost Eye permanent injury. It is also Immune
and gains the Horns trait. to the Blinding Light spell.

83
648 650
Blood-Marked. This figure has strange red Magical Self-Projectile. This figure may spend an
symbols all over its body. It gains +5 on all Will action to make a magic shooting attack at a target
Rolls to resist Mind Control or Suggestion. up to 6” away. This attack does +3 damage. After
Should a creature with blood-marked become the attack, move the shooting figure 1.5” away
unarmed, it suffers the usual -2 Fight, but not from the target in a random direction, and the
the -2 damage. shooting figure takes 3 points of damage. If the
shooting figure is carrying a treasure token, it
drops it at the point it made the shooting attack.

651
Highly Empathetic. Whenever another figure
within 6” rolls a natural ‘20’ on any roll, this
figure gains back 2 lost points of Health. However,
if a figure within 6” is reduced to 0 Health, this
figure immediately suffers 4 points of damage.

652
Shining Butterfly Wings. This figure has large,
fragile wings. It gains the Flying trait but loses
this ability as soon as it falls below its starting
Health. Additionally, the figure gains +2 Will.

653
Clumsy. This figure suffers -4 to all Move Rolls.

654
649 Walrus Head. This figure has the head of walrus
and gains the Horns trait, to represent its tusks.
Visions of Doom. This figure is cursed with
visions of its own doom. If the player ever rolls a 655
natural ‘18 – 20’ for initiative, this figure receives
a maximum of one action in its next activation. Redundant Organs. This figure has multiple,
redundant organs. It gains the Immune to Critical
Hits trait.

84
656 661
Poison Rage. If this figure is ever poisoned, it Chilling Touch. This figure does +2 damage in
gains +2 Fight and +2 damage on all melee melee, except against undead and constructs.
combat attacks.
662
657
Demon Hunter’s Will. This figure gains +2 on all
Resistant to Missile Weapons. This figure never Will Rolls if there are non-allied demons on the
takes more than 2 points of damage from non- table.
magic bow, crossbow, or javelin attacks. It takes
full damage from all other shooting attacks, 663
including attacks made with magic arrows, bolts,
or javelins. Powerful Ink Spew. Once per game, this figure
may spray ink in all directions. Treat the figure as
658 though it had just cast a Blinding Light spell with
a Casting Roll of 16 against every other figure
Extremely Long Neck. This figure has an within 3”. The effects of this cannot be cancelled
extremely elongated neck, which unfortunately by effects that cancel magic.
makes it vulnerable. It suffers +7 damage
(instead of the normal +5) any time it suffers a 664
critical hit.
Bison Head. This figure has the head of a bison.
659 It gains the Horns trait.

Suicide Attack. This figure does +8 damage on


melee attacks. However, if it inflicts any damage
in melee it is immediately reduced to 0 Health.

660
Whipping Tentacles. This figure has tentacles
that whip around its body. Any time any figure
(including friendly ones) moves or activates
within 3” of this figure, it suffers a +2 shooting
attack. This does not apply on the first turn of
the game.

85
number of inches equal to the amount of damage
they would have taken directly away from this
figure. A figure will stop if it hits any terrain over
1” high but will move over shorter terrain or
other figures.

668
Undead Hunter’s Will. This figure gains +2 to all
Will Rolls if there are non-allied undead on the
table.

669
Draining Tentacles. This figure has numerous
tentacles which it can use to grapple and entrap
enemies and suck their blood. Whenever this
figure does at least 1 point of damage in melee
665 combat, it regains 1 point of lost Health.
Additionally, no figure in combat with this one
Channel Will. Whenever this figure activates, it may push this figure back, or step back from
may declare that it is channelling its Will. All its combat, unless it deals damage; simply winning
melee attacks become magic attacks and do +1 the combat is not enough.
damage; however, the figure suffers -3 Will Rolls
until the start of its next activation. 670
666 Delicious Smell. This figure smells tasty to
animals. Any uncontrolled animal within 6” will
Heavy Blubber. This figure has a heavy blubbery target this figure over any others when making
layer all around its body. It gains +3 Health and its moves (the figure doesn’t have to be in line of
is immune to any scenario effects resulting from sight). Additionally, animals will always attack
the cold (but not cold attacks). this figure in preference to any other. If an animal
reduces this figure to 0 Health, it suffers -1 on its
667 Survival Roll due to the animal feasting.

Limited Force Bubble. Once per game, this 671


figure may spend an action to form a bubble of
force around it that pushes all other figures away. Animal Hunter’s Will. This figure gains +2 to all
All figures in line of sight suffer a +8 shooting Will Rolls if there are non-allied animals on the
attack, but instead of damage, they are moved a table.

86
672 678
Skull Enchanter. This figure may opt to carry a Fear of Undead. This figure suffers -3 to Will
skull, which counts as an item. Once per game, Rolls if there are undead on the table.
this figure may spend an action to animate that
skull, as though it had cast the Animate Skull spell. 679
673 Reliable. This figure rolls 2d10 instead of d20 for
all die rolls during a game. In this case, treat any
Werehippo. This figure is half-man, half- natural ‘2’ as an automatic failure.
hippopotamus. It gains +2 Health, does +1
damage, and gains the Large and Amphibious 680
traits.
Two Animal Heads. This figure has two heads,
674 each from a different animal (the player may
choose which). This makes it tougher to gang up
Fear of Demons. This figure suffers -2 to all Will on this figure. Figures only grant a +1 supporting
Rolls if there are any demons on the table. figure bonus when fighting this figure.

675
Hurtling Attack. This figure gains +6 Move on
any move action that attempts to move the
figure into combat.

676
Innate Undead Slayer. Whenever the player
controlling this figure rolls a natural ‘18 – 20’ for
their Initiative Roll, this figure may immediately
cast Destroy Undead at a target of its choosing as
a free action.

677
Chameleon Head. This figure has the head of a
chameleon, which gives it great all-around vision.
It receives +2 Fight when rolling against shooting
attacks.

87
681 684
Soulrattling Wail. This figure may spend an action Adamant Heart. Once per game, this figure may
to wail. All figures within 8”, including the active add +4 to a Will Roll. It may decide to use this
figure, must make a Will Roll (TN12) or suffer ability after the die is rolled.
damage equal to the amount by which they failed
the roll. Undead and constructs are immune to 685
this damage, as are any figures that cannot hear.
Fear of Animals. This figure suffers -3 to Will
682 Rolls if there are animals on the table.

Shadowy Form. This figure is very dark and 686


tough to distinguish from shadows. No figure
may draw line of sight to this figure if it is more Finger Darts. This figure may fire the bones out
than 12” away. In addition, it gains +3 to all Fight of its fingers. This figure may spend an action to
Rolls made against shooting attacks. make a shooting attack that follows the rules for
a successfully cast Bone Dark spell. The figure
683 may do this a maximum of five times in the
game. Once a figure has used this ability once in
Gigantic Hand. This figure has one normal-sized a game, it may no longer use a two-handed
hand and one gigantic hand. This figure does +1 weapon, staff, bow, or crossbow. The figure’s
damage in melee combat and always counts as bones grow back between games.
armed with a hand weapon.
687
Swallow and Regurgitate. This figure can carry
an extra item inside of it; however, it can’t make
use of it. It may spend an action to swallow one
item and regurgitate another, thus switching
which item it can use at a given time.

688
Painful Body Restructure. When this figure
activates, it may spend one 1 Heath and choose
one of the following traits: Amphibious, Expert
Climber, Immune to Poison, or Never Wounded.
This figure has this trait until its next activation.

88
689
Doomed Shot Magnet. This figure suffers -3
Fight whenever it rolls against shooting attacks.

690
Major Static Charge. If this figure makes a move
action in which it moves at least 3”, then the
next time it hits with a melee combat attack, it
does an additional 3 points of elemental magic
damage. The actions do not have to be
consecutive. This ability can be used any number
of times during a game.
695
691
Shattering Sneeze. This figure has highly volatile
Pumpkinhead. This figure has a carved pumpkin sneezes. If the controlling player ever rolls a
for a head. It suffers -1 Armour, -2 Health, and natural ‘1’ on an Initiative Roll, this figure
gains the Magic Attacks, Mind Lock, and Undead sneezes, and all other figures within 2”
traits. immediately suffer a +3 shooting attack. This
does not apply on the first turn of the game.
692
696
Werewasp. This figure is half-human, half-wasp.
It suffers -1 Move, -1 Fight, -1 Armour and -2 Hatred of Undead. This figure must use all of its
Health, but gains the Flying and Poison traits. actions to move directly toward and attack the
closest non-allied undead creature in line of
693 sight, if there is an non-allied undead creature
within 10” when this figure activates.
Covered in Feathers. This figure is covered in
feathers. It cannot fly, but they do help slow its 697
fall. This figure can fall any distance without
taking damage. Scalding Blood Spew. This figure has boiling hot
blood that it can spray at opponents. This figure
694 may spend an action to make a +4 shooting
attack with +2 damage at a range of 10” against
Walking Head. This figure is basically just a head all figures within 0.5” of a chosen point. However,
with arms and legs. It suffers -1 Move. the sprayer takes 4 points of damage.

89
698 701
Rotting. This figure is slowly rotting away. It Demonic Oubliette. Any time a demon moves
gains +1 Armour, but it suffers a cumulative -1 into contact with this figure, or activates while in
Health after every game until it reaches 0 and contact with this figure, it must make a Will Roll
dies. (TN16) or be imprisoned within the figure. This
figure may only imprison one demon at a time, so
if it already has one imprisoned, this rule does not
apply. A figure may release a demon at any time
by spending an action and must place that demon
within 3”. Alternatively, the demon can be
released after the game in which case it runs off.

702
Mystic Absorber. All figures within 3” of this
figure suffer -1 to all Casting Rolls.

703
Thunderhand. Whenever this figure pushes an
opponent back after winning a round of combat,
it may push the opponent back 1 – 6”. Does not
apply to creatures with the Large trait.

704
699 Focus Elemental Power. If this figure forgoes all
its actions during a single activation, during an
Magical Venom Sacks. This figure has enchanted activation where it has at least one action, it may
venom sacks on the back of its arms. All its melee charge its weapon as though Elemental Hammer
attacks count as Magic and Poison. had been cast upon it.

700 705
Four Arms/No Legs. This figure has four arms, Amphibious Troglodyte. This figure is used to
but no legs. It suffers -2 Move but gains the living underground near water and its eyes have
Expert Climber trait. adapted to the dark. The figure gains the
Amphibious trait. It never suffers any reduction

90
in the maximum line of sight due to darkness. If three turns or until the figure takes any damage.
outside, on land, and in the daylight, however, it If the figure loses the Flying trait, it may attempt
suffers -1 Fight and -1 Shoot. to regain it following the rules above.

706 711
Toad Form. Whenever this figure takes damage, Cool Hand. Once per game, this figure may add +4
it must make a Will Roll (TN10). If it fails, to one shooting attack, but the decision to use this
replace this model with an uncontrolled Ice ability must be made before the dice are rolled.
Toad. After the game it returns to its regular
form and allegiance. 712
707 Cursed Touch. Whenever this figure wins a
round of melee combat against another figure,
Hatred of Demons. This figure must use all its that figure is treated as though a Curse spell had
actions to move directly toward and attack the just been cast against it with a Casting Roll of 14.
closest non-allied demon, if there is a non-allied
demon within 10” and line of sight when this 713
figure activates.
Undead Stench. For some reason, undead
708 recognize this figure as one of their own.
Uncontrolled undead will never take this figure
Burning Blood. If this figure is damaged in melee into account when determining their actions.
combat, all other figures in the combat
immediately suffer 2 points of damage. 714
Additionally, if the figure was damaged by a non-
magical, melee combat weapon, that weapon is Blinding Flash. This figure occasionally flashes with
destroyed. blinding light. Whenever a figure activates while in
combat with this figure, it must immediately make
709 a Will Roll (TN10) or suffer -5 Fight (to a minimum
of +0) for the rest of its activation. Figures immune
Lion Head. This figure has the head of a lion. It to Blinding Light are immune to this ability.
always counts as armed with a hand weapon
thanks to its impressive bite. 715
710 Hatred of Constructs. This figure must use all of
its actions to move directly toward and attack
Psychic Wings. This figure can spend an action the closest non-allied construct, if there is a non-
to make a Will Roll (TN15). If successful, the allied construct within 10” and line of sight when
figure gains the Flying trait for either the next this figure activates.

91
716
Web Creator. This figure may spend an action to
create a web. This web can be up to 6” long, must
be anchored at both ends on terrain and some
portion of the web must be adjacent to the
figure. The web does not block line of sight;
however, no figure may move through, or climb
over a web. The web can be destroyed by a melee
attack, or a shooting attack that covers an area.
Treat the web as having Fight +0, Armour 14,
Health 1. Unless destroyed, the web remains
until the end of the game. 719
717 Demonic Aura. For whatever reason, demons
perceive this figure as one of their own.
Levitation. This figure gains the Levitate trait. Uncontrolled demons will not take this figure
into account when determining their actions.
718
720
Killer’s Eye. Once per game, if this figure rolls a
natural ‘17 – 19’ on a Shooting Roll, it may Ball. This figure is basically just a ball with arms.
convert this roll to a ‘20’ and a critical hit. It rolls instead of walking. It gains +1 Move, and
can jump normally, but cannot climb at all.

721
Devastating Attack. Once per game, this figure
may add +5 to its Combat Roll in a melee
combat that it initiates. This decision must be
made before the dice are rolled.

722
Stinger. This figure has a wasp-like stinger on its
backside. It may make attacks with this stinger at
its normal Fight, doing normal damage, plus the
attack is poisonous.

92
723 727
Master of Stealth. At the start of the game, after Unstable Portal. This figure is a portal to other
all figures, terrain and treasure have been placed, realms. If you ever roll a natural ‘1’ for your
but before initiative on the first turn is rolled, Initiative Roll while this figure is on the table,
this figure may be moved up to 12” in any place an uncontrolled imp on the table 3d6”
direction, so long as it ends the move out of line away from this figure in a random direction.
of sight of any enemy figures, and is no closer
than 3” to any treasure token. However, if it 728
moves more than 3” it receives only one action
the first time it activates, and this cannot be a Ethereal Oubliette. Any time an ethereal undead
move action. figure moves into contact with this figure, or
activates while in contact with this figure, it must
724 make a Will Roll (TN16) or be imprisoned within
the figure. This figure may only imprison one
Enchanted Razor Mandibles. This figure has a ethereal undead at a time, so if it already has one
large pair of mandibles near its mouth which it imprisoned, this rule does not apply. A figure may
can use to attack. This figure always counts as release the ethereal undead at any time by spending
armed with a magic hand weapon. an action and must place that creature within 3”.
Alternatively, the ethereal undead can be released
after the game in which case it runs off.
725
Jack o’ Lantern Head. This figure has a carved
pumpkin for a head, with light glowing inside it.
It suffers -1 Armour and -2 Health, but gains +2
Will as well as the Magic Attacks, Mind Lock,
and Undead traits.

726
Magic Volatility. Whenever this figure is hit by a
magic attack, that attack does double damage. If
this reduces the figure to 0 Health, then the
figure explodes. All other figures within 3” suffer
a +4 magic shooting attack, and this figure suffers
-2 to its Survival Roll after the game.

93
729 733
Bat Form. This figure can spend an action to turn Elementally Charged. This figure does +1
in to a giant bat, gaining the Flying trait. All other damage on all melee attacks, and all such attacks
stats remain unaffected, but the figure may not count as elemental magic attacks.
pick up or carry treasure tokens while in this
form, and any treasure tokens it is carrying are 734
dropped. The figure may use any items it has,
and it still attacks in the same manner, using Extreme Growth with Pain. If this figure takes 5
whatever weapons it normally carries. or more points of damage from a single source, it
gains +1 Fight and +1 Damage for the rest of the
730 game. This bonus can be gained three times in a
scenario, with the effects stacking. If it gains this
Poison Vulnerability. This figure has violent bonus twice, it also gains the Large trait for the
reactions to poison. Whenever it suffers damage remainder of the game.
from a poison attack, it immediately suffers an
additional 5 points of damage. 735
731 Flashy Demise. If this figure is reduced to 0
Health, treat every figure in line of sight of the
Beast Master. Once per turn, this figure may last spot of the deceased as though struck with a
spend an action to summon any nearby beast. Blinding Light spell with a Casting Roll of 14.
Immediately roll on the Random Encounter
Table and place the creature at a random point 736
on the table edge. It is an uncontrolled creature.
Acid Spray. Once per game, this figure can spend
732 an action to spray acid out of its body. Treat this
as a +5 elemental magic attack with a maximum
Unnatural Health. This figure has no regular range of 10”. Additionally, this attack treats all
healing mechanism and can only be healed by targets as though they are Armour 10.
consuming fresh blood from a sentient creature.
It must either pay 5gc for enough blood to heal 737
back to full Health or find some other way to
obtain blood. It can take this blood from another Hatred of Spellcasters. This figure must use all
warband member, but this figure is immediately of its actions to move directly toward and attack
removed from the roster and cannot be replaced the closest non-allied spellcaster, if there is a
until after the next game. It can also be healed by non-allied spellcaster within 10” and line of sight
spells, but only during a game. when this figure activates.

94
738 742
Quarter Size. This figure is only about ¼ the size Invisible to Constructs. This figure counts as
of a normal person. It suffers -1 Move, -1 Fight, invisible to all constructs. Additionally,
and -2 Health, but gains +4 Fight when rolling uncontrolled constructs will never take this figure
against shooting attacks. into account when determining their actions.

739 743
Extreme Shrinking with Pain. If this figure takes Treasure Addiction. If this figure activates with
5 or more points of damage from a single source, an unclaimed treasure token within 10” and line
it suffers -1 Fight and -1 Damage for the rest of of sight, it must use its actions to move towards
the game. This penalty can be suffered three it and pick it up. If there is an enemy figure
times per game with the penalties stacking. If within 6” and line of sight with a treasure token,
this penalty is suffered twice, the figure also it must use its actions to move toward it and
gains +3 Fight when rolling against shooting attack if possible.
attacks due to its small size.
744
740
Mystical Force Projection. This figure’s attacks,
Mind-Grabber. If this figure damages another of any type, count as magic attacks.
figure in melee combat, the damaged figure
must make a Will Roll (TN14). If it fails, it
becomes a temporary member of this figure’s
warband. It may make another Will Roll to
break this control at the end of each of its
activations. Figures with Mind Lock are immune
to this ability.

741
Inferno Fists. This figure can cause its fists to
ignite in flames on command. This figure always
counts as armed with a magical hand weapon that
gives it +1 Fight and +3 elemental magic damage.

95
745 751
Crow Head. This figure has the head of a crow. Infectious. Any figure wounded in melee combat
It always counts as armed with a dagger and by this figure will start the next game at -2
gains +2 Will. Health in addition to any other injuries sustained.

746 752
Extreme Magic Resistance. This figure gains +4 Giant Slayer. This figure does +3 damage against
on all Will Rolls to resist or overcome spells. figures with the Large trait.

747 753
Body of Metal. The figure’s body is made Random Spellcaster. Before each game, roll a
completely of metal. It gains +4 Armour but random spell. This figure may attempt to cast
may no longer wear armour of any type. It suffers that spell during the game at its base Casting
-5 to all Swimming Rolls. Number. This figure counts as a spellcaster and
may empower rolls.
748
754
Hatred of Animals. This figure must use all its
actions to move directly toward and attack the Adrenaline Surge. This figure gets charged up
closest non-allied animal, if there is a non-allied for a fight. It gains +2 to all die rolls it makes for
animal within 10” and line of sight when this the first three turns of the game. After that, it
figure activates. suffers -4 on all die rolls it makes for the
remainder of the game.
749
755
Extremely Acidic Blood. If this figure is damaged
in melee combat, all other figures in the combat Ethereal. This figure gains the Ethereal trait but
immediately suffer 3 points of damage. may never pick up any treasure or loot tokens.

750 756
Thick Spikey Armoured Shell. This figure has Filtered Breathing. This figure’s lungs can filter
some sort of shell covering most of its body. This out and expel any harmful gasses. This figure
figure cannot wear any armour but gains +3 never takes damage or suffers any negative
Armour and -1 Move. Additionally, this figure effects from breathing harmful substances.
always counts as armed with a dagger.

96
757 761
Free Mover. This figure is immune to the Death Call. This figure may spend an action,
following spells: Blink, Bones of the Earth, which can replace a move action, to scream. Roll
Petrify, Push, Slow, and Transpose. a die. On a 16+ place a wraith at a random point
along the table edge. On any other result, nothing
758 happens, and the action is lost.

Giant Worm Attracter. If this figure is on the 762


table when the controlling player rolls a natural
‘1’ on their Initiative Roll, place a giant worm on Extremely Brittle Bones. This figure has a weak
the table at a random point along the table edge. bone structure. It receives -3 to all Survival Rolls.

759 763
Wounded Eagle. If this figure is more than 4 Murderous War Hound Companion. This figure
points down from its starting Health, it grows gains a war hound with a permanent +1 Fight
wings and gains the Flying trait for the rest of the and +1 Damage modifier as a companion. This
scenario. dog counts as a member of the warband but does
not take up a soldier slot. It may never
760 intentionally move more than 6” away from its
companion figure. If it activates more than 6”
Berserker Strength. This figure does +3 damage away, it must make a move directly towards its
in melee combat if it is below its starting Health. companion if possible. Note the reverse is not
true and this figure can intentionally move more
than 6” away from the hound. If the hound is
killed, it is replaced before the next game.

764
Fast Slider. This figure excretes a slippery liquid
from its feet. If it moves in a completely straight
line during a move action, it gains Move +2.

765
Rending Death Scream. If this figure is reduced
to 0 Health, all figures within 6” immediately
suffer a +2 Attack. Figures that cannot hear are
immune to this ability.

97
766 769
Massive Static Charge. If this figure makes a Frog Form. This figure can spend an action to
move action in which it moves at least 3” then transform into a giant frog, gaining the
the next time it hits with a melee combat attack, Amphibious trait. All other stats remain
it does an additional 4 points of elemental magic unaffected, but the figure may not pick up or
damage. The actions do not have to be carry treasure while in this form and any treasure
consecutive. This ability can be used any number tokens it is carrying are dropped. The figure may
of times during a game. use any items it has, and it still attacks in the
same manner, using whatever weapons it
767 normally carries. It may spend an action to switch
back to its normal form.
Vengeful Skull. If this figure is reduced to 0
Health, place an animate skull at the spot where 770
it fell. This is an uncontrolled creature.
Limited Elemental Blast. Once per game, this
768 figure may spend an action to make a +8
elemental magic shooting attack with a
Excretes Extremely Valuable Gems. After every maximum range of 3”.
game in which this figure participates and
survives, roll a die. On an 18+ it excretes a gem 771
worth 100gc.
Treasure Hurler. If this figure is carrying treasure,
it may spend an action to hurl that treasure
token up to 6” in any direction. The token suffers
no damage. If the token is hurled at another
figure, treat this as a +4 shooting attack.

772
Extremely Bouncy. This figure suffers no damage
from falling. In addition, when it falls, it may
make a free move in any direction equal to the
distance it fell.

773
Covered in Poisonous Quills. Most of this figure’s
body is covered in quills or spines. It cannot wear

98
776
Minor Ablative Elemental Resistance. This figure
gains Elemental Resistance (5), but this decreases
by 1 for every point of damage the Resistance
prevents. This resets at the start of each game.

777
Extremely Valuable Trophy. This figure has some
valuable mutation. It gains the Bounty (100gc) trait.

778
Elemental Magnet. Any Elemental Bolt or
any type of armour. Whenever a figure in melee Elemental Ball spell cast with a target point
combat with this figure rolls a natural ‘1 – 5’ on within 4” of this figure has the target point
its Combat Roll, it suffers 2 points of damage and moved to this figure.
is poisoned in addition to whatever damage it
takes from losing the combat. 779
774 Improved Dodge. Once per game, this figure
may increase its Armour by 4 for the duration of
Ablative Skin. This figure has a tough skin that it one combat round. It may use this ability after
sheds and regrows. The figure gains +3 Health; the dice are rolled.
however, the first three points of damage the
figure takes during a game cannot be healed by 780
any means in the game – they only return for the
next game. Teleport Blip. This figure may spend an action to
teleport d6” in a random direction. This ability
may be used while in combat.
775
781
Powerful Enchanted Horns. This figure has a set
of magical horns. It gains the Horns trait. Minorly Empowered. Every turn this figure gains
Whenever it makes an attack where it receives 1 point of power. This can either be used to
the bonus for using horns, this attack counts as a empower Casting Rolls or Will Rolls if the figure
magic attack and does an additional 2 points of is a spellcaster or added to any damage the figure
elemental magic damage. does in melee combat during the turn.

99
782 787
A Little Extra. If this figure is ever in a melee Accursed Blow. Whenever this figure wins a
combat that is tied, it receives +1 Fight, thus round of melee combat against another figure,
winning the combat. If both figures in the combat that figure is treated as though a Curse spell had
have this ability, they cancel each other out. just been cast against it with a Casting Roll of 16.

783 788
Wizard Killer. This figure does double damage in Sensitive Antenna. This figure has long antennae
melee combat against spellcasters. that can pick up subtle vibrations in the air. This
figure gains True Sight with a range of 10”.
784
Explosive Rune Tattoo. This figure has a
permanent explosive rune tattooed on its skin.
Once per game, it can spend an action to trigger
the rune. Follow the rules for an explosive rune,
centred on this figure. This figure also suffers the
+5 attack.

785
Uncontrollable Rage Projection. Whenever the
player that controls this figure rolls a natural ‘1 or
2’ for their Initiative Roll, a Destructive Sphere
spell is immediately cast centred on this figure.
This figure is immune to the effects of this casting.
This does not apply to the first turn of the game.

786
Radiant Aura. Any figure that activates within 6”
of this figure must make a Will Roll (TN12) or
be blinded for the rest of the turn. While blinded, 789
its Move is reduced to 1, its Fight is reduced to
+0, and it may not make any shooting attacks or Leaping Attack. Once per game, this figure may
take any action that requires line of sight. This force combat with a figure that moves within 4”
does not apply on the first turn of the game. of it, instead of the normal 1”.

100
The figure suffers 2 points of damage every time
790 it does this. Line of sight may not be drawn
through the cloud. Any figure that moves
Limited Will. This figure has +4 Will; however, through this cloud, apart from the figure that
every time it makes a Will Roll during a game, for produced it, must make a Will Roll (TN12) or be
any reason, it suffers a cumulative -1 Will for the poisoned. At the end of each turn, roll a die. On
rest of the game. a 1 – 5 the cloud dissipates and is removed from
the table.
791
796
Assassin’s Eye. Once per game, this figure may
add +2 to a shooting attack. It may decide to use Major Magic Immunity. Whenever a spell is cast
this ability after the dice are rolled. on this figure, or the effect of a spell would target
this figure, roll a die. On an 8+ that spell has no
792 effect on this figure.

External Ribcage. This figure gains +2 Armour 797


and +1 Health but may not wear any armour.
Powerful Against Demons. This figure does
793 double damage in melee combat against demons.

Skull Animator. This figure may opt to carry two 798


skulls. These two skulls count as one item. This
figure may spend an action to animate a skull, as Easy Healer. If this figure is subject to any
though it had cast the Animate Skull spell. It healing magic, it receives double the normal
may do this once for each skull carried. amount of healing. For example, a Heal spell
restores up to 10 lost points of Health to this
794 figure.

Penetrating Stare. This figure has eyes that 799


project out of its eye sockets. This figure can
draw line of sight through fog, clouds, and smoke, Penetrating Gaze. This figure has completely
including those generated by spells or other yellow eyes. All its shooting attacks count as
magical effects. magic shooting attacks, and its target receives no
benefit for wearing armour (so subtract 1 from
795 its Armour stat for light armour and 2 if it is
wearing heavy armour).
Large Toxic Cloud Release. This figure can
spend an action to release a cloud of dark gas.
Place a 4” diameter cloud adjacent to the figure.

101
800 806
Soul Bargain. The first time this figure rolls a Focused Mystic Shield. If this figure forgoes all
‘Dead’ result on the Survival Table, it may treat its actions during a single activation (during an
the roll as ‘Full Recovery’ instead, but it activation where it was entitled to at least one
immediately gains the Demon trait. action), it may summon a mystical shield. This
shield follows the same rules as an Elemental
801 Shield spell.

Mystic Sinkhole. All figures within 2” of this 807


figure suffer -2 to all Casting Rolls.
Unlife Feaster. This figure feeds off the power of
802 animate, non-living things. Whenever any undead
or construct activates within 3”, that figure
Powerful Against Animals. This figure does immediately suffers 3 points of damage.
double damage in melee combat against animals.
808
803
Extreme Magic Vulnerability. This figure suffers
Natural Spellcaster. Before each game, roll two -4 on Will Rolls to resist or overcome spells.
random spells. This figure may attempt to cast
those spells during the game at its base Casting 809
Number. This figure count as a spellcaster and
may empower rolls. Burning Jack o’ Lantern Head. This figure has a
carved pumpkin for a head, with light glowing
804 inside it. It suffers -1 Armour and -2 Health, but
gains +2 Will as well as the Magic Attacks, Mind
Resilient. The figure gains +5 Health. Lock, and Undead traits. It also does +2 damage
on all melee attacks.
805
810
Lucky Charm. If this figure is part of a warband,
the first roll on the Survival Table made by a Slippery. Figures have an extremely hard time
member of that group after each game is at +1. grappling or otherwise containing this figure.
(Players may always choose the order in which This figure may always move out of combat, and
Survival Rolls are made.) the figures that were previously in combat with
it may not force combat with it until the end of
its activation.

102
811 814
Power Word Tattoo. This figure has a Power Wasp Companions. This figure is constantly
Word tattooed on its skin. Roll randomly to see surrounded by a cloud of wasps or other stinging
which spell it goes with (roll again for Out of or biting insects. All other figures within 2” of
Game only spells). While this figure is on the this figure suffer -2 to all rolls.
table, it counts as though a Power Word for that
spell is in effect. 815
812 Peacock Feathers. This figure has large peacock
feathers which it can spread to distract the
Powerful Static Discharge. Whenever this figure enemy. This figure provides a +3 supporting
completes a move action, the nearest other figure figure bonus in combat (instead of the normal
in line of sight suffers a +1 elemental shooting +2).
attack.
816
813
Electrically Super-Charged. This figure has
Giant Worm Form. Whenever this figure takes electricity running through its veins. Any figure
damage, it must make a Will Roll (TN10). If it that causes damage to this figure in melee
fails, replace this model with an uncontrolled combat immediately suffers a +2 elemental
giant worm. After the game it returns to its magic attack (increase to +3 if it is wearing heavy
regular form and allegiance. armour).

103
817 819
Worm Transformation. This figure can spend an Bladed Arms. This figure has blades implanted
action (which can replace a move action) to turn in, or growing out of, its arms. This figure always
in to a giant worm, gaining the Burrowing and counts as armed with a hand weapon, all its
Large traits. All other stats remain unaffected, but attacks count as magic attacks, and it does +1
the figure may not pick up or carry treasure while damage. However, it may never use a shield.
in this form and any treasure tokens it is carrying
are dropped. The figure may use any items it has, 820
and it still attacks in the same manner, using
whatever weapons it normally carries. It may Powerbash. Whenever this figure pushes an
spend another action to return to its normal form. opponent back after winning a round of combat,
it may push the opponent back 1 – 10”. Creatures
818 with the Large trait may be pushed back a
maximum of 5”.
Burning Death Eye. This figure has a third eye
which can command death. Once per game, you 821
can spend an action to automatically cast the
Strike Dead Spell with a Casting Roll of 18. As Mist Form. This figure can spend action to
per the spell, the casting figure takes 1 point of convert to mist form. While in mist form, the
damage using this ability. figure gains the Levitate trait and may move
through any space, no matter how small. The
figure may not pick up or carry treasure tokens
and any treasure tokens it was holding are
dropped. The figure may not cast spells or use
any items, nor may it attack or make shooting
attacks. The figure is immune to all non-magic
weapons. Other figures may move into combat
with the figure and attack; however, no figure
may force combat against the mist form figure. If
in combat, the mist form figure may move out of
combat freely. The figure may spend an action to
revert to its normal form.

822
Powerful Against Constructs. This figure does
double damage in melee combat against
constructs.

104
823
Lord of the Dead. Twice per game, this figure
can spend an action to cast Raise Zombie. The
spell is automatically successful and produces a
ghoul instead of a zombie. This ghoul does not
count against the warband limits. The figure may
only have one ghoul in play at any time.

824
Detonating Excrement. This figure excretes an
explosive substance. If this figure forgoes all its
actions in an activation, it may place a marker on
the table. If any other figure moves within 3” of
this marker, it explodes, and all figures within 3”
suffer a +5 magic shooting attack. This figure
may never have more than four such markers on
the table at one time. This figure is immune to
attacks from its own excrement and does not carrying are dropped. The figure may use any
trigger them. items it has, and it still attacks in the same
manner, using whatever weapons it normally
825 carries. The figure may spend another action to
return to its normal form.
Mind Crush. Whenever this figure makes an
attack in melee combat, it may force both figures 827
to use their Will stat instead of their Fight stat
for the combat. If the option is selected, this Serendipitous. This creature is just incredibly
figure gains +3 to its own Fight Roll. Otherwise, lucky and receives +1 on all die rolls.
the combat follows the normal rules.
828
826
Spontaneous Combustion. If this figure ever
Monkey Form. This figure can spend an action rolls a natural ‘1’ on any roll, immediately roll
(which can replace a move action) to turn into again. If the second roll is a 1, this figure
a giant monkey, gaining the Expert Climber immediately detonates. It is reduced to 0 Health
trait. All other stats remain unaffected, but the and suffers -4 to its Survival Roll after the game.
figure may not pick up or carry treasure tokens Every figure within 6” and line of sight of the
while in this form and any treasure tokens it is exploding figure suffers a +5 shooting attack.

105
829 833
Visionary. This figure is blessed with visions of Animator. After any game in which this figure
the future. If the controlling player ever rolls a was not reduced to 0 Health, it can freely cast
natural ’18 – 20’ for initiative, this figure gains an the Animate Construct spell once. This spell is
extra action on its next activation. automatically successful.

830 834
Limited Mental Strike. Once per game, this Weak Animated Skin. Once per game, this figure
figure may spend an action to make a mental can spend an action to ‘shed its skin’. This creates
attack against any enemy within 6” and line of a second version of this figure that has the same
sight. Fight a round of combat as normal, except stats, but only 1 Health. This second version
both figures use their Will stat instead of their counts as a soldier in the same warband as the
Fight Stat and neither figure can receive original but may not cast spells or use any Tricks
supporting figure bonuses. Both figures are of the Trade. This figure has all the same
counted as having Armour 10 for this combat. equipment as the original, except none of it is
Damage is done as normal, but regardless of who magical (so replace magic weapons with
wins, neither figure may step back or push back. mundane versions, while magic items, potions,
These figures are not considered to be in combat. etc are essentially worthless).

831 835
Mind-Shattering Appearance. Any figure that Concentration Storm. It is difficult to concentrate
wishes to move into combat with this figure when this figure is near. Any figure attempting to
must first pass a Will Roll (TN16). If it fails, its cast a spell suffers a -2 to the Casting Roll if this
activation ends immediately. figure is within 6” and line of sight.

832 836
Thick Ablative Skin. This figure has a tough skin Child of the Storm. Every time this figure suffers
that it sheds and regrows. The figure gains +4 at least 1 point of damage, roll a die. On a 1 – 10
Health; however, the first 4 points of damage the nothing happens. On an 11+ it automatically
figure takes during a game cannot be healed by casts Call Storm with no roll or action necessary.
any means in game – they only return for the
next game.

106
837 841
Blinding Demise. If this figure is reduced to 0 Uncontrolled Elemental Reflection. If this figure
Health, treat every figure in line of sight of the is ever the target of an elemental shooting attack,
last spot of the deceased as though struck with a roll a die. On a 1 – 10 nothing happens. On an
Blinding Light spell with a Casting Roll of 18. 11+, randomly select another figure in line of
sight of this figure as the new target of the attack.
838
842
Miracle Blessed. Each game, after this figure
makes any Survival Rolls it is required to, this Hardened Metal Exoskeleton. The figure has a
figure may roll a die. On an 18+ it may heal one tough exoskeleton, but no inner skeleton. It gains
permanent injury on a figure in its warband, +5 Armour but -7 Health. The figure may not
including itself. On a natural ‘20’ it may bring a wear any form of armour.
figure back from the dead that was killed in the
proceeding game. This figure returns to full 843
Health with no ill effects.
Poison Feeder. This figure can suck poison out of
839 a wound and use it to Heal itself. If this figure is
ever within 1” of a friendly figure that is not in
Greater Fog Form. Twice per game, this figure combat, it may spend an action (which can
may activate its fog form as a free action. For the replace a Move action) to remove the poisoned
rest of that activation and all of its next, it gains condition from the friendly figure. The poison
Move +4 and the Levitate trait, and no figure feeder gains back up to 3 lost Health each time
may force combat with it. Additionally, the it does this. Additionally, this figure is Immune to
figure is immune to all non-magic attacks. Poison and receives Armour +3 against any
However, the figure may not attack any other poison attack.
figure or pick up treasure or loot. If the figure
was carrying loot or treasure it is dropped at the 844
point it activated the fog form.
Greater Telekinetic Pull. Once per game, this
840 figure may spend an action and target a figure
within 12” and line of sight. The target figure
Double Attack. This figure may use one action to must make a Move Roll (TN25). If the target
attack two figures that it is currently in combat fails, it is immediately moved 3” directly towards
with. Each Combat Roll is made separately and the active figure. This may move a figure out of,
all support bonuses apply. This figure may decide or into, combat.
the order of the attacks.

107
845
Draining Word Tattoo. This figure has a Draining
Word tattooed on its skin. Roll randomly to see
which spell it goes with (roll again for Out of
Game only spells). While this figure is on the
table, a Draining Word for that spell is in effect.

846
Empowered Smash. If this figure forges all its
actions for one activation (on an activation where
it is entitled to at least one action), then the next
time it hits an opponent in melee combat, the
strike does an additional +7 elemental magic
damage.

847
Zombie Master. If this figure kills another figure
in melee combat, immediately place a zombie
where that figure fell. This zombie counts as part
of the same warband as the zombie master. The
zombie master may only have one such zombie
on the table at a time, so any further kills do not
raise a new zombie. If the zombie master leaves 849
the table for any reason, or the game ends, the
zombie crumbles to dust. Powerful Against Undead. This figure does
double damage in melee combat against undead.
848 Also, all its attacks against undead count as magic
attacks.
Rat Master. This figure always begins the game
with a giant rat next to it. This rat counts as a 850
member of the same warband but does not count
against the normal warband size limits. If the Rat Random Teleportation. This figure may spend an
Master leaves the table for any reason, this giant action (which can replace a move action) to
rat immediately becomes an uncontrolled teleport d10” in a random direction. This ability
creature. can be used while in combat.

108
851 856
Time Tinkerer. Once per game, this figure may Item Teleportation. If this figure is carrying a
spend an action to automatically cast Time Store. treasure token, it may forgo all its actions in an
The figure must have at least two actions activation where it was entitled to at least one
available and use this as its first action, thus action, to teleport the token up to 6”, provided
saving the second for later in the game. the target point is in line of site. If the target
point is another figure that can carry treasure,
852 then this figure is automatically carrying the
token; it does not have to pick it up.
Enhanced Laser Eyes. This figure can spend an
action to make a +4 elemental magic shooting 857
attack doing +2 damage at a range of 18”.
Weak Inherent Magic. This figure may attempt
853 to cast any spell found in the Frostgrave rulebook,
except Out of Games spells, but it only succeeds
Tumultuous Body Chemistry. Whenever this on a Casting Roll of 19 or 20, and the roll may
figure activates and would normally have two not be empowered by any means. This figure
actions, it can choose to roll a die. On a 1 – 15, it does count as a spellcaster.
gains only one action this activation. On a 16+ it
gains three. 858
Arrow Magnet. If this figure is standing within 2”
of a figure that is the target of a bow, crossbow,
or javelin attack, that attack is redirected onto
854 this figure.

Loud Buzz. This figure gives off a loud buzzing


noise whenever it moves. Any figure within 6”
can ‘see’ this figure, even if it is invisible. However,
the noise is also very distracting. Every other
figure within 1” of this figure suffers -1 Fight.

855
No Body Fat. This figure has no body fat at all,
giving it a very skeletal appearance. It gains +1
Move but suffers -2 Health.

109
859
Damaging Rage. This figure can use an action to
cast the Strength spell on itself. No Casting Roll
is required. However, every time the figure does
this, it suffers a permanent -1 Will. If it reaches
-5 Will, the figure dies.

860 863
Keeper of Secrets. Roll a die before each game in Blinding Form. Any opposing figure that wants to
which this figure participates. If the result is 15+, make a shooting attack of any type against this
this warband counts as though it had successfully figure must first pass a Will Roll (TN12). If it
cast Reveal Secret. fails, it is blinded for the remainder of the turn,
and its stats are reduced to Move 1, Fight +0,
861 Shoot +0.

Methodical. This figure has only one action per 864


activation as its base, thus being wounded or
poisoned has no effect on it. It receives +1 to all Immune to Chronomancy. This figure is Immune
die rolls that it makes. to all spells from the Chronomancer school.

862 865
Spider Master. This figure always begins the Empower Solids. This figure can gather mystical
game with an ice spider next to it. This spider energy and transfer it to small objects. These
counts as a member of the same warband but objects can then be thrown and explode on
does not count against the normal warband size contact. If this figure spends two actions in the
limits. If the spider master leaves the table for same activation, it may hurl one of these objects
any reason, this ice spider immediately becomes as though it had cast a Grenade spell.
an uncontrolled creature.
866
Sacrificial Blood-Enchantment. Whenever this
figure activates, it may sacrifice 3 Health as a free
action. If done, it receives +2 Fight and +2 damage
on melee attacks, and all of its attacks of any kind
count as magic attacks until its next activation.

110
867 872
Immune to Elementalism. This figure is immune Resistance to Non-Magical Weapons. This figure
to all spells from the Elementalist school. suffers -1 damage from all non-magical attacks or
sources of damage.
868
873
Construct Tinkerer. This figure always begins
the game with a small construct next to it. This Skeletal Form. This figure has only a skeletal
construct counts as a member of the same form. It gains the Undead and Immune to
warband but does not count against the normal Control Undead traits.
warband size limits. If the construct tinkerer
leaves the table for any reason, this small 874
construct immediately becomes an uncontrolled
creature. Mostly Immune to Magic. Whenever a spell is
cast on this figure, or the effect of a spell would
869 target this figure, roll a die. On a 5+ that spell has
no effect on this figure. This includes spells that
Greater Demon-Spawn. If this figure is reduced generate magic shooting attacks (but not ones
to 0 Health, place a greater demon on the spot that generate only normal attacks).
where the figure fell.
875
870
Skeleton Master. If this figure kills another figure
Immune to Illusion. This figure is immune to all in melee combat, immediately place a skeleton
spells from the Illusionist school. If it is ever in where that figure fell. This skeleton counts as
contact with an illusionary soldier, the illusionary part of the same warband as the skeleton master.
soldier is immediately removed from the table. The skeleton master may only have one such
skeleton on the table at a time, so any further
871 kills do not raise a new skeleton. If the skeleton
master leaves the table for any reason, or the
Does Not Breathe. This figure does not need to game ends, the skeleton crumbles to dust.
breathe. It never suffers any ill effects from
breathing in harmful substances nor does it 876
ever suffer any damage from failed Swimming
Rolls. Psychic Death Scream. If this figure is reduced
to 0 Health, all figures on the table must make a
Will Roll (TN10) suffering damage equal to the
amount by which they fail.

111
877 883
Immune to Necromancy. This figure is immune Master of Secrets. Roll a die before each game in
to all spells from the Necromancer school. which this figure participates. If the result is 11+,
this warband counts as though it had successfully
878 cast Reveal Secret.

Powerful but Uncoordinated. This figure suffers 884


-2 Fight but does double damage in melee
combat. Bullrush. Once per game, this figure may move
and attack as a single action at +2 Fight. If this
879 figure wins the combat, and has another action
available, it may do so again, but only if it moves
Immune to Soothsayer Spells. This figure is into combat with a different figure than it did
immune to all spells from the Soothsayer school. with the first action.

880 885
Explosive Rune Tattoos. This figure has a Immune to Thaumaturgy. This figure is immune
permanent explosive rune tattooed on its skin. to all spells from the Thaumaturge school.
Up to three times per game, it can spend an
action to trigger the rune. Follow the rules for an 886
explosive rune, centred on this figure. This figure
also suffers the +5 attack. Six Arms. This figure has six arms, though four
of them are small and weak. This figure gains an
881 extra item slot.

Immune to Summoning Magic. This figure is


immune to all spells from the Summoner school.

882
Supreme Bloodboil. This figure may supercharge
its blood flow. Before each game, it may choose
to suffer 6 damage to gain either +2 Fight or +2
Shoot.

112
887 891
Greater Regeneration. This figure gains back up Magically Charged. This figure has the Magic
to 3 lost points of Health every time it activates. Attacks trait; however, it may not carry any
Magic Weapons, Armour, or Items, as the item’s
888 magic and the figure’s inherent magic would
cancel one another out.
Uncontrollable Lightning. If the controlling
player ever rolls a natural ‘1’ for their Initiative 892
Roll, this figure immediately fires an elemental
bolt (as per the spell) at the closest figure, friend Empty Armour. This figure gains Heavy Armour,
or foe, even if the figure is in combat (in which even if it is not usually allowed to wear it. This
case it will target a random other figure in the armour actually is the figure, there is nothing
combat, not itself). This does not apply on the inside. The figure gains the Immune to Poison,
first turn of the game. Immune to Critical Hits, and Never Wounded
traits.
889
Continue after Death. If this figure is reduced to
0 Health (or less), it is not removed from the
table. Instead, it stays on the table with 0 Health.
Whenever this figure activates, roll a die. On a 1
– 10, it is immediately removed from the table.
On any other roll it stays. Also make this roll any
time the figure suffers any further damage
(though no damage is actually sustained).

890
Uncontrollable Poison Cloud. If the controlling
player ever rolls a natural ‘1’ for their Initiative
Roll, this figure immediately produces a toxic
cloud centred on itself. The cloud is 3” in diameter
and blocks all line of sight. Any figure that activates
in, or moves through the cloud, must make a
Health Roll (TN20) or be immediately poisoned.
This figure is immune to the poison of its own
cloud. Roll a die at the end of the turn. On a 1 – 5
the cloud dissipates and is removed from the table.

113
893 897
Immune to Witchcraft. This figure is immune to Massive Blubber. This figure has a massive
all spells from the Witch school. blubbery layer all around its body. It gains +4
Health and is immune to all scenario effects
894 involving cold (though not attacks).

Giant Blob. This figure is basically a giant blob. 898


Its Fight and Shoot stats both become 0. Its
Move stat becomes 3. Its Health Stat goes up by Eight Arms. This figure has eight arms, though
+20. It cannot carry any items or equipment, but six of them are small and weak. It gains two extra
never counts as unarmed. It gains the Large trait. item slots.

899
895
Uncontrolled Levitation. Every time this figure
Body of Diamond. This figure’s body is composed activates, roll a die. On an 11+ it gains the
of diamond hard crystal. This figure gains +4 Levitate trait until its next activation.
Armour and +3 Health, but it may not wear
armour of any type. 900
896 Self-Reanimation. The first time this figure rolls
a ‘Dead’ result on the survival table, it may treat
Treasure Eater. If this figure is ever within 1” of the roll as ‘Full Recovery’ instead, and the figure
an unclaimed treasure token (or somehow ends gains the Undead trait. The next time the figures
up carrying one), is not in combat, and no other rolls a ‘Dead’ result, it is actually dead.
figure is within 1” of the token, the figure eats
the token. The token is lost. 901
Uncontrollable Push. If the controlling player
ever rolls a natural ‘1’ for their Initiative Roll,
this figure immediately makes a ‘Push’ attack (as
per the spell) at the closest figure, friend or foe,
even if the figure is in combat. This does not
apply on the first turn of the game.

902
Painful Invisibility. Whenever this figure

114
activates, it may turn invisible. It immediately
suffers 4 points of damage. No figure can draw
line of site to this figure, or move into combat
with it, unless it can see invisible. However, if a
figure is in combat, it may fight as normal. This
lasts until the figure’s next activation.

903
Empowered Action. When this figure activates, it
may spend 5 of its Health and gain an additional
action (to a maximum of 3) for this activation.

904
907
Crippling Strike. Whenever this figure does
damage to another figure in melee combat, roll Empowered. Every turn this figure gains 3 points
on the Permanent Injury table. The damaged of power. These can either be used to empower
figure suffers the effects of that injury for the Casting Rolls or Will Rolls if the figure is a
remainder of the game. (This injury is not spellcaster or added to any damage the figure
actually permanent and heals after the game.) does in melee combat during the turn. These
points can be divided between different uses
905 during the turn any way the player wishes.

Time Lord. If this figure has at least two actions 908


available, it may use the first to successfully cast
Time Store, thus storing the second action for Mind Wipe. If a warband member enters combat
later in the game. It may never have more than with this figure (initiated by either figure), it
one stored action at a time. must make an immediate Will Roll (TN18). If
the roll is failed, the figure suffers -2 Will for the
906 rest of the game. If the figure is a spellcaster, it
forgets one random spell that it knows and may
Miracle Worker. After each game, assuming this not use it for the rest of the game. A figure may
figure survives, this figure may roll a die. On a only suffer these effects once per game.
15+ it may heal one permanent injury on a figure
in its warband, including itself. On a 19+ it may 909
bring a figure back from the dead that was killed
in the proceeding game. This figure returns to Burning with Magic. This figure suffers 1 point
full Health with no ill effects. of damage every time it activates. It also gains the
Immune to Normal Weapons trait.

115
910 915
Extremely Vulnerable Spot. If this figure suffers a Feaster on the Dead. This figure likes to consume
critical hit, it is immediately reduced to 0 Health a portion of all its kills. Any figure reduced to 0
and suffers -3 to its Survival Roll after the game. Health by this figure in melee combat suffers -1
to its Survival Roll after the game.
911
916
Rusting Touch. This figure causes metal to rust,
merely by touching it. The figure may not wear Soul Leech. Whenever a figure is reduced 0
heavy armour and all its weapons do -1 damage due Health in line of sight of this figure, this figure
to the lack of metal in their construction (except regains 1 lost point of Health.
magic weapons which are immune to the effect).
Anytime this figure is damaged in melee combat by 917
a figure with a weapon, roll a die. On a 1 – 10
nothing happens; on an 11+ treat that weapon as Consciousness Grasp. If this figure is reduced to
though it has been hit with a Decay spell. 0 Health, it attempts to invade the mind of the
closest enemy figure within 6”. This enemy
912 figure must make a Will Roll (TN14). If it fails,
treat the figure as though it is under a Mind
Toughness Against Normal Weapons. This figure Control spell with a Casting Number of 18, cast
suffers -1 damage from all non-magical attacks. by this figure.

913 918
Fixed Magical Metabolism. Roll on the Lesser Echoing Soul. Whenever any player rolls to
Potion Table, rerolling any results of 19 or 20. After check for a Random Encounter while this figure
each game in which this figure is not reduced to 0 is on the table, roll three dice instead of one and
Health, the warband gains a potion of this type as keep all three results.
it is extruded from the figure’s body.
919
914
Mind Parasite. If this figure causes damage to
Futuristic Projectile Weapon. This figure has another figure in melee combat, treat the
some sort of futuristic weapon. Treat it as a damaged figure as though Mind Control had just
crossbow that reduces the target’s armour by 2 (to been cast on it with a Casting Roll of 10 by the
a minimum of 10). This weapon may not be given damage-dealing figure. Ignore this rule if the
to any other figure or sold. If it is somehow lost or figure is not subject to Mind Control.
destroyed, it is replaced at the end of the game.

116
920 924
Life Bane. Any other figure that activates within Partial Invisibility. No figures can draw line of
3” of this figure immediately suffers 3 points of site to this figure, or move into combat with it,
damage. Undead and constructs are immune to unless they begin an action within 3”. Figures
this ability. This ability does not apply on the with True Sight ignore this ability.
first turn of the game.
925
921
Potential Elemental Reflection. If this figure is
Antithetical to Magic. This figure is completely ever the target of an elemental shooting attack,
immune to magic in all forms. It may not be the roll a die. On a 1 – 10, nothing happens, proceed
target of any spell, nor will it suffer damage from with the attack as normal. On an 11+ it may
any kind of magic attack. A figure in combat nominate any other figure in line of sight as the
with this figure may not use any magic item, and new target for the attack, including the figure
any magic items being carried will temporarily that caused the attack. This decision is made
lose all bonuses or effects. A figure may fight before any dice are rolled.
with a magic weapon but treat it as a mundane
example of this weapon. A figure with this trait 926
cannot be a spellcaster or have the Immune to
Normal Weapons trait. If it already has either of Incredibly Dense. This figure gains +2 Armour
those, reroll. but suffers -8 to all Swimming Rolls.

922 927
Great Beauty. This figure is stunningly beautiful. Hardened Ablative Skin. This figure has a tough
Follow the rules as though this figure had Beauty skin that it sheds and regrows. The figure gains
cast upon it with a Casting Number of 14. This +5 Health; however, the first 5 points of damage
is a permanent effect, and not a spell, thus it the figure takes during a game cannot be healed
cannot be cancelled. by any means in game – they only return for the
next game.
923
928
Ablative Elemental Resistance. This figure gains
Elemental Resistance (10), but this decreases by Self-Possession. This figure can spend an action
1 for every point of damage the Resistance to invite a demon into its own body. Treat the
prevents. This resets at the start of each game. figure as though it is under the effect of a Possess
spell.

117
929 931
Ethereal Flicker. This figure flickers between Curse of Immortality. This figure must always
being material and ethereal. Whenever the figure reroll any ‘Dead’ results when rolling for survival.
activates, roll a die. On an 11+ the figure gains However, anytime it does so, it suffers a
the Ethereal trait until its next activation. While permanent -1 to every stat (so -1 Move, -1 Fight,
ethereal this figure may not pick up any treasure etc.). Additionally, it loses six levels if it has
tokens and drops any that it is carrying, but it is levels.
also Immune to Non-magical weapons.
932
930
Undead Hands. This figure cannot carry any
Crayfish Head. This figure has the head of a weapons or a shield, but it never counts as
crayfish and gains the Amphibious trait. unarmed. This figure gains the Energy Drain and
Magic Attacks traits.

933
Massively Unstable Portal. This figure is a portal
to other realms. If the controlling player ever
rolls a natural ‘1’ for their Initiative Roll while
this figure is on the table, place an uncontrolled
minor demon on the table 3d6” away from this
figure in a random direction.

934
Burst of Quickness. Every time this figure
activates, roll a die. On a 16+ it gains one
additional action this activation (unless another
rule prevents it from having more than one
action) to a maximum of three actions.

935
Power Slam. Once per game, this figure may
attempt a power slam attack. The figure must be
the one initiating the combat, and it must decide

118
939
The Will to Live. Once per game, if this figure is
reduced to 0 Heath by an attack, it may instead
remain on the table at 1 Health. However, if it is
later reduced to 0 Health, it suffers -2 to its
Survival Roll after the game.

940
Immune to Elemental Magic Damage. Any
elemental magic damage done against this figure
is reduced to 0. If this figure is already Immune
to use this ability before any dice are rolled. If to Non-Magic Weapons, reroll this ability.
this attack hits, it does +10 damage.
941
936
Animated Skin. Once per game, this figure can
Magic Infusion. This figure can spend an action spend an action to ‘shed its skin’. This creates a
to touch an allied figure within 1”, including second version of this figure that has the same
itself. All attacks from the touched figure count stats but only 6 Health. This second version
as magic attacks for the remainder of the game. counts as a soldier in the same warband as the
original but may not cast spells or use any Tricks
937 of the Trade. This figure has all the same
equipment as the original, except none of it is
Painfully Insubstantial. This figure is never magical (so replace magic weapons with
locked in combat. It may freely move out of mundane versions, while magic items, potions,
combat. In addition, no figure may force combat etc. are essentially worthless).
against this figure unless this figure allows it.
However, the figure suffers 1 point of damage at 942
the end of all its activations.
Flaming Bile Stream. This figure can vomit
938 flaming bile. This figure may make shooting
attacks with an 8” range, that do +2 damage and
Animal Charmer. This figure can spend an action count as magic attacks.
to attempt to charm all animals within 12” and
line of sight. Any qualifying animal must make a
Will Roll (TN14) or receive no actions the next
time activates.

119
943 945
Mental Strike. This figure may spend an action Boom Stick. This figure has some sort of futuristic
to make a mental attack against any enemy weapon. Treat it as a crossbow that does not need
within 6” and line of sight. Fight a round of a turn to reload. This weapon may not be given
combat as normal, except both figures use their to any other figure or sold. If it is somehow lost
Will stat instead of their Fight stat and neither or destroyed, it is replaced at the end of the game.
figure can receive supporting figure bonuses.
Both figures are counted as having Armour 10 946
for this combat. Damage is done as normal, but
regardless of who wins, neither figure may step Rusting Presence. This figure causes metal to rust,
back or push back. These figures are not merely by being near it. The figure may not wear
considered to be in combat. heavy armour and all its weapons do -1 damage
due to the lack of metal in their construction
944 (except magic weapons which are immune to the
effect). Anytime this figure completes a round of
Flaming Bullrush. Once per game, this figure melee combat, all other figures suffer a Decay
may burst into flames, then move and attack as a spell targeted on a random weapon.
single action. This attack is at +2 Fight, +2
Damage, and counts as an elemental magic 947
attack. If this figure wins the combat, and has
another action available, it may do so again, but Wild Spellcaster. Before each game, roll three
only if it moves into combat with a different random spells. This figure may attempt to cast
figure than it did with the first action. those spells during the game at its base Casting
Number. This figure counts as a spellcaster and
may empower rolls.

948
Heart-Feaster. Any figure reduced to 0 Health
by this figure in melee combat suffers -1 to its
Survival Roll after the game, for reasons that
should be obvious.

949
Consciousness Leap. If this figure is reduced to
0 Health, it attempts to invade the mind of the
closest enemy figure within 6”. This enemy

120
figure must make a Will Roll (TN18). If it fails,
treat the figure as though it is under a Mind 954
Control spell with a Casting Number of 18, cast
by this figure. Highly Empowered. Every turn this figure gains
5 points of power. These can either be used to
950 empower Casting Rolls or Will Rolls if the figure
is a spellcaster or added to any damage the figure
Armoured Ball. This figure has heavy armour does in melee combat during the turn. These
plates along its back and can roll up into an points can be divided between different uses
armoured ball. This figure gains +2 Armour but during the turn any way the player wishes.
suffers -1 Move and may not wear any type of
Armour or use a shield. Whenever this figure is 955
activated, it may ‘roll up’ into a ball. If so, its
Armour is increased by a further +4, but its Extremely Hard to Kill. Whenever this figure
Move is reduced by a further 4 to a minimum of rolls on the Survival Table it must roll three dice
2. While rolled up, the figure may not make any and select the highest result.
kind of shooting attacks, pick or drop treasure
tokens, or climb upwards. The figure stays rolled
up until its next activation.

951
Crocodile Jaws for Hands. This figure doesn’t
have hands, instead it has a pair of crocodile jaws.
This figure may not use any weapons or a shield.
However, it never counts as unarmed, it gains +1
Fight, and all of its melee attacks do +2 damage.

952
Magical Metabolism. If this figure reaches the
end of a game without being reduced to 0
Health, it may roll one for random potion that it
extrudes from its body.

953
Never Average. Any time this figure rolls a
natural ‘10 or 11’ on any roll, it must reroll and
take the second result.

121
956 959
Extreme Regeneration. This figure gains back up Illusionary Self. This figure can project an
to 3 lost points of Health every time it activates. illusionary version of itself. At the start of the
Additionally, this figure never suffers either game, treat this figure as though it successfully
Permanent Injury or Badly Wounded results on cast an Illusionary Soldier spell. The illusionary
the Survival Table; count these as Full Recovery soldier has the same stats as this figure, except
instead. Health.

957 960
Shared Pain. Whenever this figure suffers Deal with the Devil. Once per game, if this figure
damage, it must select another figure within line is called upon to make a die roll, it may instead
of sight. That figure must make an immediate roll five dice and pick which one to use. However,
Will Roll (TN14) or take half as much damage if any two or more dice roll the same number,
rounded down. So, if the figure takes 7 damage, the figure is immediately reduced to 0 Health
the other figure takes 3 if it fails its Will Roll. If after the other results of the die roll have been
there are no other figures within line of sight, handled.
this figure takes an additional 1 point of damage.
961
958
Ablative Scales. This figure cannot wear armour
Terrain Destroyer. This figure can spend an of any type. Its natural armour stat is increased to
action to cast the Crumble spell. This spell is 16. However, whenever it takes damage, of any
always successful and no Casting Roll is required. amount, its Armour Stat drops by 1 (down to a
minimum of 10).

122
965
Elemental Reflection. If this figure is ever the
target of an elemental shooting attack, it may
nominate any other figure in line of sight as the
new target for the attack. This decision is made
before any dice are rolled.

966
Stonegaze. This figure may spend an action to
automatically cast the Petrify spell with a Casting
Roll of 14 on a figure within 6”.

967
962 Incredibly Quick. This figure always activates
before all other figures in a turn, regardless of
Deathmark. This figure has a symbol of death phases or any other rules. If there are two figures
scarred into its forehead. Any attack this figure with this ability, or other abilities that have the
does in melee combat does +5 damage if, and same rule, such figures should roll off to see who
only if, that +5 damage would reduce its goes first. This figure may never group activate.
opponent to 0 Health or less.
968
963
Mystic Shield. This figure may spend an action
Blinding Quickness. Every time this figure to summon a mystical shield. This follows the
activates, roll a die. On a 11+ it gains one same rules as the Elemental Shield spell.
additional action this activation (unless another
roll prevents it from having more than one 969
action).
Partial Immunity to Normal Weapons. This
964 figure suffers only half damage, rounded down,
from non-magical attacks.
Four Arms. This figure is allowed to carry two
shields and a two-handed weapon or staff at the 970
same time. Alternatively, it may carry a two-
handed weapon or staff, plus two hand weapons, Elemental Charge. This figure can spend an
in which case it gains +1 Fight. action to charge its own weapon as though
Elemental Hammer had been cast upon it.

123
971 977
Mind Infestation. If this figure causes damage to Stunning Beauty. This figure is stunningly
another figure in melee combat, treat the beautiful. Follow the rules as though this figure
damaged figure as though Mind Control had just had the Beauty spell cast upon it with a Casting
been cast on it with a Casting Roll of 14 by the Number of 18. This is a permanent effect, and
damage-dealing figure. Ignore this rule if the not a spell, thus it cannot be cancelled.
figure is not subject to Mind Control.
978
972
Body of Flame. This figure cannot wear armour.
Nearly Immortal. This figure can always reroll All its melee attacks count as elemental magic
any ‘Dead’ results when rolling for survival. attacks and do +2 damage. Any figure that forces
However, anytime it does so, it suffers a combat with this figure immediately suffers 2
permanent -3 Will and -2 Health (and loses five points of elemental magic damage.
levels if it has levels).
979
973
Tornado Spin. This figure may spend an action to
Far Teleportation. This figure may spend an spin around at terrific speed. All figures within 6”
action to teleport d20” in a random direction. must make a Move Roll (TN16). If a figure fails,
This ability can be used while in combat. it is moved a number of inches equal to the
amount by which it failed directly away from this
974 figure and takes damage of the same amount. A
figure may make this spin even while in combat.
Stormborn. Every time this figure suffers at least
1 point of damage, it automatically casts Call 980
Storm with no roll or action necessary.
Psychic Death Shriek. If this figure is reduced to
975 0 Health, all figures on the table must make a
Will Roll (TN14) suffering damage equal to the
Second Chance. This figure literally has two amount by which they fail.
lives. Essentially the first time it rolls a ‘Dead’
result on the Survival Table, treat the result as 981
‘Full Recovery’ instead.
Adamantine Elemental Armour. This figure
976 gains Elemental Resistance (6)

Immense Resilience. The figure gains +10 Health.

124
982 986
Invisible. No figures can draw line of site to this Restructure Body. Every time this figure
figure, or move into combat with it, unless they activates, it may choose one of the following
can see invisible. However, if a figure is in traits: Amphibious, Expert Climber, Immune to
combat, it may fight as normal. This figure does Poison, or Never Wounded. This figure has this
not count as invisible while carrying a treasure trait until its next activation.
token.
987
983
Immune to Normal Weapons. This figure can
Raging Attack. This figure may spend one action only be hurt by magical weapons or magical spell
to make an attack against every figure it is effects.
currently in combat with. It makes separate
Combat Rolls against each one, and all supporting 988
bonuses apply. This figure may choose the order
the attacks are made. Partially Insubstantial. This figure is never locked
in combat. It may freely move out of combat. In
984 addition, no figure may force combat against this
figure unless this figure allows it.
Inherent Magic. This figure may attempt to cast
any spell found in the Frostgrave rulebook, but it
only succeeds on a Casting Roll of 20. The roll
may be empowered in the normal way. This
figure counts as a spellcaster.

985
Mind-Stealer. If this figure damages another
figure in melee combat, the damaged figure must
make a Will Roll (TN16). If it fails, it becomes a
temporary member of this figure’s warband. It
may make another Will Roll to break this control
at the end of each of its activations. Figures with
Mind Lock or Immune to Mind Control are
immune to this ability.

125
989 994
Miracle Wielder. After each game, and after this Force Bubble. This figure may spend an action to
figure makes a Survival Roll if necessary, this form a bubble of force around itself that pushes
figure may roll a die. On a 11+ it may heal one all other figures away. All figures in line of sight
permanent injury on a figure in its warband, suffer a +10 shooting attack, but instead of
including itself. On a 15+ it may bring a figure damage, they are moved a number of inches
back from the dead that was killed in the equal to the amount of damage they would have
proceeding game. This figure returns to full taken directly away from this figure. A figure will
Health with no ill effects. stop if it hits any terrain over 1” high but will
move over shorter terrain or other figures.
990
995
Immortal. This figure can always reroll any
‘Dead’ results when rolling for survival. However, Massive. This figure does +5 damage in melee
anytime it does so, it suffers a permanent -2 Will combat and gains the Large trait.
(and loses two levels if it has levels).
996
991
Reform. Once per game, if this figure is not in
Greased Lightning. This figure has three actions combat, it may spend an action to return to its
per activation as standard. original starting Health.

992 997
Mirror Image. This figure always projects an Celerity. This creature is incredibly fast and
exact duplicate image of itself adjacent to it. activates twice in every turn. Its first activation
When making a shooting attack against this comes at the end of the Wizard Phase, after all
figure, first roll a die. On a 1 – 10 the shot targets other figures in that phase have activated, unless
the image and automatically misses. that’s its normal phase, in which case it activates
in the normal order. Its second activation comes
993 at the end of the Soldier Phase; again, unless that
is its normal phase, in which case it activates in
Elemental Blast. This figure may spend an action the normal order. The figure still gains the
to make a +8 elemental magic shooting attack standard number of actions per activation.
with a maximum range of 3”.

126
998
Life Drain. This figure does double damage in
melee combat against all living targets, so
excluding undead and constructs.

999
Powerful. This figure does double damage in
melee combat.

1000
Three Lives. This figure literally has three lives.
Essentially it can roll the ‘Dead’ result on the
survival table twice before it actually dies. The
first two times, treat the result as ‘Full Recovery’
instead.

127

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