Requires a copy of the Kings of War: Third Edition rulebook to play. Related Products. Kings of War Third Edition Rulebook Welcome to Kings of War, and prepare to rally your forces to fight epic battles in the best and biggest fantasy mass-battle game.
We live to protect and serve the Mother. We are The Lost now Returned. Some are more beast than man, some more man than beast. We live in the forests, in the hills, the mountains and the rivers. Marc Taylor. The Abyss is a strange other-realm, populated by wicked creatures locked in an eternal battle with each other. Whenever they are directed to fight the outside world, it is a time of woe for all civilised races, for the Abyssals recognise no allies.
Mass incursions of the forces of the Abyss are thankfully rare, for when they do happen, the suffering is terrible. Pouring forth in waves of demonic creatures on foot and in the air, an Abyssal horde may only ever be stopped at great cost and after much bloodshed. This is a horde army which allows large numbers of Abyssals out of the pit onto the battlefield!
The army can take plenty of punishment and keep going thanks to a lot of units having the Fury rule. This allows them to always counter charge, even when wavered — so you can exact immediate retribution. This makes it very tough to break up Hordes because they can keep healing wounds and have high nerve.
There are the leering legions of Lower Abyssals, Flamebearers, Succubi and other creepy demonic monstrosities. Winged gargoyles flap above in the skies while huge ogre-like demons known as Molochs march amongst the throng.
Abyssal horsemen thunder towards the enemy as snarling hellhounds menace the enemy flanks. Meanwhile Efreets, Temptresses and Archfiends lead the army to war, while the Warlock casts spells over the head of troops. Small, unpleasant and spiteful, Goblins are often written off by those who know no better as simply the weaker serving class of the Orc race.
In fact, Goblins are utterly separate from Orcs, being not only smaller and less imposing but also far cleverer and more dextrous. They might not beat you in a straight fight, but to underestimate even a small force of Goblins would be a grave mistake. The only thing more dangerous than a small Goblin army is a Goblin horde.
When a Biggit gets important enough to rally hundreds of Goblins to his banner, he becomes a force to be reckoned with, their numbers serving to offset their natural cowardice as well as overwhelm the enemy under a swarming tide of vicious, stabby little bodies.
Goblins are the eponymous and classic horde army. What goblins lack in strength and bravery, they more than make up for in sheer numbers. Giants and trolls are often lured into joining the tide of goblin warriors while fleabags and mawbeats are goaded into fighting or being ridden into battle. A goblin player is expecting numbers to win them the day with the odd rock chucked in from a safe distance for good measure. The usual goblin rabble armed with a variety of pointy weapons form the heart of any army in large blocks of sneaky, skittish warriors.
Ponderous but solid trolls and giants make their way between the ranks probably unaware of what they trample underfoot while down the flanks, the lightning fast fleabag riders and mawbeast packs rush forwards to harass the enemy and throw them off balance.
The goblins have access to some crafty war engines like the short range war-trombone and the aptly named Mincer. Nerve is a big problem for goblins as in they lack it but they have cheap Inspiring options, like the Flaggit and Biggit to help keep everyone in line. The Nightstalkers are the dreams, nightmares, fears, and horrors of mortals made manifest. Although their incursions into our realm are thankfully rare, the devastation caused by such events is absolute on both a physical and emotional level.
When the power of the Abyss waxes strong, large forces of Nightstalkers tear their way into reality. Mewling, skittering hordes advance, led by ancient cyclopean beings from the darkest depths of existence. Survivors of such attacks are rare and all who do escape lose their minds and souls forever. Nightstalkers are the nightmares of Pannithor brought to life and, as a result, they prey on the fear of their victims.
Unlike normal armies, which require their own heroes to provide sources of Inspiring, Nightstalkers steal it from their enemy. The majority of the Nightstalkers are also Stealthy. This means that enemy ranged units will be at -1 to hit their intended target.
Many stayed behind in defiance of herself to The Three Kings; her mind, body the encroaching doom, selling their lives and soul. They speak of how, summoning dearly to give their people time to flee. A her most powerful magic, she created a vast titanic battle was fought outside the gates shield between the fiery summits of the of the great temple city of Haelthorn as the kings, a crackling vortex made of her very fourteen reptilian cohorts that had stayed essence.
The Reptilians grieved for their behind fought back Winters ravenous loss while all the time cowering behind the legions. The cohorts inevitably succumbed barrier that held firm against the onslaught but their noble sacrifice had bought of ice and beast.
Decades past and as the Kthorlaq the time she needed to make good echoes of Kthorlaqs voice faded from the the escape. Just as they feared the shield would Tens of thousands died in the great journey finally collapse, with disaster pressing on as the hordes of Winter pursued them into all sides, Valandor the Great smote Winter the west.
Yet more perished as they crossed down. Her death cries echoed around the. The Reptilians today Her minions perished as the wave surged Arkosaurs through them and slammed into Kthorlaqs The Arkosaurs have filled the roles of shield, finally shattering it. The magical merchants, builders and administrators in the backwash as the energies collided arced into new homelands.
They also provide the bulk of the Reptilians in the upper reaches of The the man-power for the small but highly skilled Three Kings.
The Salamanders, naturally navy that patrols the shipping lanes and drawn to the thermal vents, bore the brunt waters around The Three Kings. Outside of the of the feedback. Those that have seen them report rising waters at the foot of the kings, lithe green or blue skinned individuals, with the Salamanders were stricken with sly features and cunning yellow eyes.
Those that To the casual observer, salamanders appear to were unaffected cowered in fear as their being strongly reptilian. While they have an friends and cousins were altered before amphibian genetic heritage, thousands of years them.
The afflicted had been cursed and spent living and working alongside the other legend says that Winter and Kthorlaq reptilian species has shaped the evolution of continue their eternal war, trapped their appearance into the hard-scaled, tough forever in the bodies of the Salamanders. Once warm- the earth in mortal need of the heat and bloodied, the curse of Winter was to instil a fire which keeps Winters deathly chill chill in their hearts so that they are now almost from their hearts.
The curse is deep though, and The reptilians today are an ancient while the fires of Kthorlaq smoulder inside civilisation reborn. From their strongholds them, fighting the death-chill, salamanders on the volcanic islands in the Infant Sea, must take time to recharge their internal their society has slowly integrated itself fires. The youngest can survive for many into the new world around them. Gleaming months or in rare cases years without rest and new temple-cities have been raised by both the sustenance required, and these form the Arkosaurs and Salamanders, the two the core of the salamander army or most prominent surviving races, and they venture far afield, fighting alongside the forces are once more masters of the waves with a of nature.
They As they grow older, their skin toughens and are warriors at heart and rarely fight for starts to grey, armoured scales deepening personal gain but to rid the world of evil. The time they can spend away Warbands often choose to travel and offer from sources of fire and heat diminishes with their services abroad and its not uncommon aging. While they can absorb heat from any to see them battling alongside the forces source, the richest and purest fuel is that that of nature with whom they find an affinity comes from the summits of The Three Kings.
With old age, the pilgrimages wickedness found in the darkest places of end and the salamanders remain in the fire the world. Not into the magma in a process which has deep all survive this secretive ritual, conducted spiritual significance for them. On land, the salamanders form the main fighting arm of the reborn reptilian civilisation.
They Those that re-emerge do so with eyes and see it as their sworn duty to be the protectors skin glowing from an intense inner fire. While to be able to serve away from the homelands they utilize other races in their armies to fulfil for extended periods of time, taking the fight various battlefield roles, it is the salamanders to the darkness in the world.
These super- that are the core of any reptilian army. They are rogues They remained unscathed as the magical and it is not unheard of for some to slip away backwash transformed the salamanders looking for further personal adventure if life and so retain their warm-blooded bodies. They are fiercely loyal and are more than prepared to offer their skills to Ordeal of Fire the salamander army in times of war.
They Some individuals that have proved are rarely seen in the great cities of the themselves in battle against the forces of homelands, preferring the jungles and plains evil will put themselves forwards for the at the bases of The Three Kings.
Those in the prime of life fight for their When not watching over the Clan Palaces and homelands and for the forces of nature.
Temples in the cities, these warriors are sent to fight on the front line on rotation to keep their skills and instincts sharp. While it younger generation. They are not as agile as is rare although not unheard of for female they once were but make up for it in their Salamanders to fight in the army, female combat experience and fearlessness.
This is They cannot be spared in large numbers but small especially true when the homelands are threatened groups that are comfortable operating away from and the Ghekkotah leave the protection of their the lines while harassing the enemy flanks are not jungle homes in defence of their land.
They are also capable of swooping down and taking out larger prey themselves and these skills can be Fire Elementals Large Infantry a useful asset to the Salamander commanders. Taking the form of warriors of Brutal, Crushing Strength 2 , Thunderous Charge 2 fire and lava, their fury on the battlefield is Ancient Salamanders are granted the honour of fearsome to behold.
In the wild, unite to summon a Greater Fire Elemental to these beasts lie in wait and then take their prey battle. These molten behemoths loom large over down from distance. Some Mage-Priests, having studied and learnt the secrets of wrym-tongue, can entice the drakes to war in return for fresh meat, and worse.
The price for their service is only known to those A giant heavily armoured beast, adept at brave enough to seek it. Crewed by an eager swam of Ghekkotah armed with blowpipes. Special Individual, Inspiring. The sound of a heralds call stirs the Inspiring Ghekkotah only , Pathfinder, Vicious, dying embers of faltering friends and puts fire 20x20mm base back into their bellies.
This unit does not have Crushing Strength 1 ,. While within 6" of Firebrand, friendly non-allied Corsair units are Fearless.
Her fantastically Blowpipe treat as thrown weapons , Fly, Inspiring exciting life and phenomenal skill are what all other Ghekkotah only , Vicious Corsairs aspire to. To have the enigmatic Firebrand This unit does not have Crushing Strength 1 fight alongside them is something they can rightly The true lords of the sky and masters of the boast of in their old age. Whether Firebrand is hunt. These deeply respected elite hunters have the same person now as when the legend was formed an incredible bond with their sleek, born nobody knows.
Its highly likely that when an elegant jrooka mounts incumbent dies, another picks up the mantle to keep the mystique and adventure alive.
He was tall and strong and brave we call orcs. He reached out and tore many and had many friends amongst the beasts of our ancestors apart, offering their lives of the forests, mountains and plains. They to the smith for his forges and anvils. They were content. They were free. Kyron fell to the After days, the darkness was born and ground in great pain and when he arose unleashed upon the world. They Good, Brave Kyron saw all that had argued and bickered about what path to occurred and knew what he must do.
He take, each having different ideas on what watched from afar, rescuing the lost souls should happen to their animal friends as discarded by his brother and Garkan as of the Mother world cried in pain. He gathered light. The Herd Special Rules Alignment: Neutral battlefield, they are often used to bring down Jackersnipes, a large winged bi-pedal bird that Call of the Wild is a staple of many beastmens diets.
All units in this list have the Pathfinder special rule, unless specified otherwise. Mark a Hero that is accompanied by a Hunting Animal with an animal model.
Hunting Animals The Hero has a ranged attack with a Some individuals are accompanied by their range of 12 that can be used only once hunting animals which can be set on to a target per game remove the animal once it has for quick hamstringing attacks. Away from the been unleashed. The animal is neither brave nor stupid enough to attack any body of troops larger than that.
When you send the animal to seek its prey, roll 5 dice to hit, regardless of the firers Attacks. Then, for any point of damage caused, roll to hit and to damage again, as the animal has its way with the victims. Repeat this process again and again until you fail to score any damage, at which point the animal has been slain or has wandered off to lick the gore off its paws.
Brave Kyron could not remake The Lost as they Dark Kyron tried to run away but Brave once were but he rebuilt their shattered Kyron chased him, flying high across the lives and bodies and purified the evil in sky. You can still see them both today, their hearts. We opened our eyes and we still chasing each other in The Great Hunt.
At night, Dark Kyron skulks in the sky, In return, our father, Brave Kyron gave us sometimes showing his face, at other times to the Mother world, to protect her from cowering and hiding. Our lost kin worship the evil forged by Garkan. In the day, Brave Kyron rises and chases away the shadows But Dark Kyron saw his brave halfs magic and once again shows us the light.
He led some of us away from the brightness. We live to protect and serve the Mother. Our siblings ran too far and they did not We are The Lost now Returned. We are the see the light, instead they fled and joined Centaurs, Fauns, Satyrs, Lycans, Minotaurs the black, evil things that now infested the and more. Some are more beast than man, Mother world.
Laughing, Dark Kyron also some more man than beast. We live in the whispered mistrust into the hearts of the forests, in the hills, the mountains and the weak-minded humans. Men have resented rivers. We listen to the world and the world our presence and distrusted our kind ever speaks through us.
We are the heartbeat since but we do not seek their acceptance. Let them live in their filthy towns and cities, away from the bosom of our Mother. We are The Herd. Given a choice they established a spiritual bond with the honoured would rather live at peace with all around them.
Caring no longer for their own lives they with what they have and The Herd must fight to will willingly sacrifice themselves in battle for protect the Mother from predation and plunder.
The Herd. The Herd know all too well how the humble spear can destroy the momentum of an assault and use it themselves in defence and counter-attack. Options Exchange Throwing Weapons for Bows for free Tribal commanders greatly value the skills of these warriors who can glide silently through the land, stalking their unknowing prey. They are lightly armoured and use a variety of throwing weapons or bows to lethal effect.
Crushing Strength 1 , Fury, Thunderous Charge 2 This unit does not have the Pathfinder special rule In times of peace, those known as the Guardians Lycans Large Infantry are typically solitary, territorial and reclusive individuals. As well as their natural rescued after Garkans experiments in merging savagery, they are often equipped with brutal man and wolf.
The Werewolves were lost to weaponry and huge wooden shields. Others darkness, becoming perverse and twisted things may have armoured hides, razor-sharp claws shut off from the Mother. Lycans are at one and powerful beaks which they use to rend with nature and share a deep connection with their enemies.
Not given easily to fear or defeat, the world. Their very life force is sustained by where others would bow their heads the mighty the Mother and nothing other than death itself guardian will bellow their defiance and smash can bring them down for long. Centaurs are masters naturally adapted for hunting, with their of the ambush, making full use of their arboreal keen eyesight and impressive speed and homelands. Unfettered by clumsy armour and stamina allowing them to stalk prey over displaying wonderful balance and grace, Longmanes long distances and bring them down with will often charge wildly through the trees while still powerful bows.
In battle, these skills make maintaining their formation and momentum, a feat Bray-Hunters as formidable as any horse- the cavalry in other armies could not hope to achieve. The shamans can call upon the services with The Herd. They will often aid them in hunting of the Giant Eagles to counter the aerial threats as well as in battle and occasionally will even allow of the enemy and to destroy their unnatural themselves to be ridden by those they feel are worthy.
These chariot often have animal designs carved into them reminiscent of the tribal totems. While somewhat unwieldy, they still prove devastating in battle as they crash into the lines of The Herds enemies. Part giant or cyclops, these huge beasts tower Droves of wild horses, cattle, steppe-rhino and over even the mighty Guardian Brutes and are even larger beasts can be goaded into war. While relying only on its Lacking true intelligence, they still have an hide for armour, it has a deep connection to instinct to fight to protect the Mother world.
A bizarre combination of animals makes this a These tell stories of great import, recording the truly ferocious beast. Like the brutes, Chimeras essence and history of The Herd. They symbolise tend to live solitary lives but are most commonly the tribes beliefs and all tribespeople that see found in caves and patrolling the hills and them are filled with pride and a deep spiritual mountains of the world. They listen closely to their shamans and when needed to defend Mother While generally a Chieftain prefers to remain they will lead the tribes of The Herd to war.
They will defend The Mother they often operate by themselves, ranging ahead with their lives. One day if they are the Great Chieftains on all matters. They are present to a momentous event they may carve granted great spiritual power to communicate anew onto one of the Great Totems to record the to all animals and it is the shaman who can tale for future generations.
In times of dire need the shamans from many tribes will gather to combine their skill and power to summon The Avatar of Guardian Champion Hero Large Inf the Father. While the fallen Lykanis are twisted monstrosities The biggest and bravest of the Guardians rise up the Lycan Alphas are noble and brave. They are to lead the others to battle. Strong and bullish, woe fast and immensely powerful beings and their betide anyone, or anything, that gets in their way.
Its form can vary: one time a large hunting cat another perhaps a great bird of the sky; but always the godlike power and wisdom of it is self-evident, a palpable aura of humbling and compassionate spiritual power surrounding it. Whereas Basilea is geographically Special Rules closer and has close contact with the Shining Ones, Rhordia claims that it is politically Alignment: Neutral and culturally closer to the old republic, Supreme Command less corrupt by the new-fangled dedication All units in this list with Inspiring have to the Shining Ones and standing on its own the Very Inspiring rule instead already two feet.
The Rhordians acknowledge the noted in their profile , including presence of the Gods as were, while not being Inspiring granted by other means such enslaved to either their darker or lighter as magic Artefacts.
Where Basilea relies on the fickle, often whimsical support of the Shining Ones and their celestial armies, Rhordia places its faith in science, reason, and the worlds fiery core: the minor tremors gunpowder. It lacks the haughty arrogance and quakes that are often felt in the plains of the Basileans, thereby enabling it to form are the echoes of the conflict raging still alliances and closer friendships with other beneath the feet of mortals.
Free will and cultural progress are encouraged in the The story of Eoswain and Zbortan, and its League, concepts that are anathema to the derivatives, survive today in Mantica mostly Basilean way of thinking. In a small area of the Ardovikian Plain however, At the height of the God War, the former the story is still recalled and used as a Celestian known as Eoswain waged a moral against excessive belief and action.
Her wicked side, now reborn believe, can be corrupting and damaging, as Zbortan, raged across the firmament even if the intentions seem good. Choose your With a huge variety of models and armies to choose from and many stories to tell, Kings of War is truly an amazing experience MGKWM You must be logged in to post a review.
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