Kings of war 3rd pdf download






















As a framing device though, those two questions really are what resonated with me as the simplest way for me to judge the new edition. Kings of War has been pretty damn fast to play throughout its lifetime and 3 rd Edition upholds this tradition with a couple subtle but important changes. Simplifying the types of shooting removing breath weapons , adding explicit spell targeting etc… all remove the mental load on a player and help the games flow quickly and smoothly.

This is a small optimization, but this little savings in time, repeated over the length of a turn game or even a game day ends up equaling time saved overall in what was already a blazing fast mass battle wargame. At the same time, the Rules Committee has done a good job protecting the speed of play by not adding in additional rules that would overly slow play but more about that next. Kings of War in most instances takes a more heavily abstracted direction when it comes to game mechanics.

Wherever possible it tends to shrink the number of rolls, custom special rules and modifiers compared to other miniature games while still maintaining enough details to keep engagement and interest of its player base. This allows a clearly written and fast playing set of rules that still manages to support a ton of different armies and both a vibrant competitive and basement gaming scene.

With 3 rd Edition, we see the smallest baby steps towards increased simulation and detail, but still preserving this light and lean gaming engine. I firmly believe with 3 rd Edition the rules committee and Mantic have kept on the right side of the line while adding some additional new wrinkles to our games. There has been an effort with this release to refocus the armies presented around Mantic miniatures and the Mantic and the RC view of what these armies should be and how they can be played.

Kings of War is extremely well balanced for a miniature war game offering multiple ways to win with multiple armies. Kings of War places an emphasis on tactical movement and executing strategic plans over list building tricks and massive combos. Good units with good maneuver will win encounters over deathstars.

With 3 rd edition the Rules Committee has taken their fair wack at rebalancing the whole game and so far, it seems pretty decent. First off I hate the term fluff. To the east the mountains gradually dwindle to plains and forest. It is here that the Dwarfs have made most of their 32 A World At WAr conquests, and the tunnels of the mountain people extend far out to these vassal cities and states. The west is a different story. In the time of Primovantor, the lands intersected with each other peaceably, the Dwarfs dwelling underground, and Men on the surface.

But that was long ago. Many adventurers brave the long dark of those Dwarf halls, lured by the promise of ancient treasure and forgotten lore, though few ever return. Along the Southern Watchline every peak is a redoubt. Subterranean roads wide enough for armies link every mountaincastle, lesser forts at three-mile intervals between.

Gigantic runes of warding have been carved into the cliffs. Against what evil, the Dwarfs will not say. The roar of the cataract is deafening. Around its edges Sirens play, cloaking their vile forms in glamours of beauty and allurement, luring the unwary to their dooms in the water of Bari or over the edge of the waterfall itself. The Great Cataract is an immense waterfall, so broad that it is only possible to see from In the centre of the Cataract is Culloch Mor, a tree-cloaked rock topped by a simple altar of unknown origin.

The Chainway is the only direct way between the lands of the two Dwarf factions. A heavy chain that leads, rock to rock, from both shores to Culloch Mor, the Chainway allows ferries to traverse the very lip of the waterfall in safety.

It is a spectacular if terrifying journey. As in the case of much Dwarf engineering, the Chainway is a marvel of the modern world. Sui Minuti — the Dwarf of a thousand tempers, the Elves call him, Garrek of the Hammer, the men of the squabbling states of Rim name him. Ostreoya Wiat — the eastern wind, as he is known to the savage horse tribes that roam the mammoth steppe. His exploits are legendary. Other names he has too: Traitor, Oathbreaker, Firequencher, Forge-slight and worse, for all Dwarfs loath the Heavyhands.

No matter that Garrek has aided the ree lans in their fight against the Orcs, or that he was the one who broke the Undead invasion of the Dwarf Empire, or that he was instrumental in brokering the fragile peace between the Free Clans and King Golloch.

And yet the treasure never recovered. Magic has a of hiding itself when it wishes. Twenty-Seven God Boons went the world and vanished. Dwarfs have long memories, and lack clemency, and arre s ers or it. In his right hand Garrek bears the ar ammer, the first o the Boons he discovered, upon his back the Cloak of Miph.

Five hundred and eighty three years ago, when the Dwarfs were still hiding in their halls and the expeditions into the ancestral north and west were just beginning, Gilgulli was a clan chief of modest means. Mocked for his lack of wealth, he conspired with unspeakable creatures to raid the royal treasure house of the high ing, and made o with a great deal of loot.

Among it, the TwentySeven God Boons, the most powerful magical artefacts ever fashioned in heaven, spoils of war from the long campaign against Winter millennia past. Gillgulli was discovered, as all thieves are, and the Heavyhand clan If Garrek ever were to accomplish this monumental feat and not end his days dead at the hand or claw of some dread horror, there remains a problem: the artefacts came from the Royal Hoard before the Dwarven Civil War.

Now the Hoard is the property of King Golloch. Returning the Boons there would earn him no favour from the northern Dwarfs, with whom he believes the Heavyhands belong.

Born into poverty, Garrek has lived with this dishonour all his years. Since then he has fought side by side with Free and Imperial Dwarfs, drawing the ire of each when he has favoured one side over the other.

But his fame has grown, and now, alongside his grizzled band of Heavyhand retainers, march many Dwarfs from all over the world, eager for adventure and gold. Like the Imperial Dwarfs, the Free Dwarfs are undergoing a period of expansion, but their conquests are their old holds. In the darkness under the Halpi mountains a war is being waged, as the Free Dwarfs attempt to expel the Orcs and Goblins who have taken up residence in their ruined homes. These mountains are rich in gems and ores, all things the Dwarfs love above all else, and the number of these holdings expanded rapidly as Dwarfs flocked north to exploit the riches of the mountains.

They did not heed the warnings of the Warsmiths that the Halpis were dangerously close to the influences of the Abyss, which spits its evil into the world not far from the eastern slopes of the mountains. The Northern Dwarfs scoffed, and a few braver souls even ventured into the dark lands that bound it where the very rarest metals may simply be picked up from the ground. Victory is far from assured, for evil things of immense power now dwell in the deep places of the world.

Indeed, word spreads across the holds that one of the greatest kings of the Free Dwarfs, Thorrik Rockfist, has been slain by none other than the necromancer Mhorgoth, and that his city, Ironhold, built upon the banks of the Redgar River, is now a haunted place of shambling revenants and mournful spirits.

If this is true, then the Free Dwarfs are in dire peril, attacked from all quarters by Orcs, Abyssal Dwarfs and Undead, with not even their Imperial kin to call upon for aid. The Dwarfs of the north refused to answer the call of Elves and Men to war, bragging that ice could do them no harm in their mountain halls.

It is perhaps fortunate that they did so, for Winter unleashed a surprise attack upon the northern Dwarfs. A tide of Abyssals, Orcs, and Goblins poured into their holds. Smaller and less well-defended than those of the south, many fell. What became of the northern Dwarfs who had established mining communities around the Abyss was not to be discovered until hundreds of years later.

Drawn there by the promise of riches, these once noblehearted creatures were twisted by the dark whispers of the Father of Lies. Now their hellish industries surround the Abyss.

Their cities stand at either end — Zarak and Deiw — bywords for evil and pain. They call their kingdom Tragar, and all fear it. The Free Dwarfs come from the five holds that survived the fall of the north.

Their numbers have been bolstered of late The smoke of the Abyss chokes the air, the ruddy light of the fires in its depths make it impossible to tell if it is night or day.

The air rings with the sounds of 36 A World At WAr Fire MaGiC Fulgria, Goddess of White Fire, is among the chief deities of the Dwarfs, it is to her that the Dwarf Warsmiths appeal when working their craft, for her volcanic power is drawn from the heart of the earth and as such she has great a nit with the war race. With her blessing, a Dwarf Warsmith can forge mighty weapons indeed. All the gods possess a positive and a negative aspect, good and evil facets of what is truly one being.

Thousands are sacrificed daily, pushed from the GiftPiers of Zarak and Deiw, long stone arches that end high above the broil of the pit. All for the greater glory of Oskan and his twenty-six Abyssal Lords. Day and night the fires of industry burn bright, and instruments of war are churned from great forges on a scale never before seen. The self-proclaimed sister of Fulgria is Ariagful, and while the war arsmiths o er ra ers to Fulgria, the Ironcasters of the Abyssal Dwarfs go a step further, harnessing the magic of Ariagful in violent feats of sorcery.

Even within the Free Dwarf Clans, dark rumours are whispered of King Golloch, that his success in matters of war is surely due in part to his religious devotion not to the Shining One Fulgria, but to Ariagful.

Overking of the Abyssal Dwarfs, Zerkziz of Zarak, is consumed by a desire to destroy his former kin. He looks to the burgeoning kingdom of Golloch, and wishes nothing more than the subjugation of every Dwarf who serves him.

But to reach Abercarr, Zerkziz must first destroy the Free Dwarfs that stand in his way. With their holds under his command, his armies would surely swell beyond measure, and the lands to the south would be his to conquer. Primovantor The Grand Republic of Primovantor was the greatest civilisation Mantica had seen, at its height covering a third of the known world.

It was the High Consul of the Primovantians who urged the ending of Winter, and thus sealed the fate of his own land. Most of Primovantor that was not ruined in the war was drowned under the Infant Sea. The holy city of Primantor itself survived. The city is now mostly ruinous, trees fill its wide boulevards, and the inhabited parts Some of the glory of Primovantor did survive, in Basilea, the Eastern portion of the Republic.

Basilea persists to this day, albeit in much diminished form and certainly not as a republic, but as the hidebound Hegemony. The Successor Kingdoms The High Consul dead, much of the land laid waste, the shock of the inundation was the final blow to the tottering Republic.

The remnants of it broke up into warring statelets, and much was forgotten. The greatest of them all is Valentica, which occupies the entirety of the lands bearing the same name. Primovantor itself persists as one of these states, although it is greatly shrunk in size, its inhabited portions are like villages surrounded by a harsh wilderness of broken stone and briars.

The people here are great traders, keeneyed sailors with a thirst for adventure, and hold close ties with the Sea Elves. Also of note is the mountain duchy of Sathoi, a provider of skilled mercenary companies, and the city-state of Geneza, another sea nation of traders, and great rivals of both the Valenticans and Sea Kindred.

Geneza is unique in that it is built atop the ruins of an earlier city, drowned by the sea. Unable to escape, the Genezans simply built upwards, and modern Geneza sits upon the waves like a For the main part small and individually weak, it is these same kingdoms now that see the flowerings of rebirth.

For many years little more than barbarian realms, the city states, dukedoms and petty principalities of the coast and mountains have reached fresh levels of understanding, while art and science once again flourish. Over the mountains to the north, realms expand and new countries are born from the virgin lands of the Young Kingdoms, often with the Men of the Successor Kingdoms as their founders.

Its cities are the largest, its princes the richest, its mages the most powerful of all the kingdoms of Men. Temples are still maintained to the long-gone Celestians in Basilea, while the worship of their good aspects, the Shining Ones, is an integral part of life.

It is a kingdom where time has stood still, where some of the glories of the elder days might still be found. Noble Paladins devote their entire lives to battle and prayer, undergoing arduous quests to prove their purity to the Shining Ones.

Many Orders of the Sisterhood guard the borders. Purity, courage, and strength are the watchwords of these warrior virgins. The Hegemon is king and high priest both. It is within his power to appeal directly to the Shining Ones. These remaining noble aspects of the Celestians dwell atop the mountain of Kolosu, an impossibly high pillar of rock, and from there they watch over the Hegemony.

They rarely manifest directly, although it is not unknown for one or the other of them to take to the battlefield even in these lesser times, but will send their servants to the aid of the Basilean armies, should the occasion warrant it.

These are the Elohi, angelic beings of immense power, who appear in the guise of beautiful, winged humans armoured all in gold. In war they are all but unstoppable, as terrible in combat as they are merciful and kind out of it. But alongside the purest aspect of true faith and benevolence, Basilea has its sinister side too.

Free thinking of any kind is not easily tolerated, and Basilean culture therefore remains hidebound and unchanging. Periodic panics about agents of the Wicked Ones sweep the nation, leading to innocent and guilty alike being condemned to death by mass drowning in the Cleansing Pools.

The Hegemon does not rule unchallenged; blood feud is all too common, driven by fires of honour and religious fervour that cannot be quenched. Orcs press upon Basilea from the north, while relations with the Dwarfs to the east are at their lowest ebb. And atop their pillar of stone, the Shining Ones watch, for the most part silent.

Protectors of Mankind, some say, capricious immortals who toy with the lives of lesser beings, say others. Over a millions citizens live within its precincts according to the Royal Census, and the tr e fig re is li el to be m ch higher. The Golden Horn is a promontory projecting into the Sea of Eriskos. The city was built in ancient times upon the eastern bank of what was once a broad river canyon, now lapped by the sea, and has grown so huge it covers both shores.

It is the crossroads of the world. Men of all nations can be found there, merchants from every sea, and sellswords from every land. The Golden Horn is the home of the Hegemon, and his palace rises majestically from the warren of streets around it. Here too are the greatest temples to the Celestians and the Shining Ones, the Universities of Golden horn Magic, the Duma of Nobility, and many other important parts of the state apparatus.

It is said a man may buy anything in the Golden Horn. Trade extends deep into the intrigues of the Hegemonic Court, and this saying knowingly includes the fates of kingdoms. The Golden Horn is home both to squalor and beauty, to cruelty and mercy.

Man in all his great variety walks its streets, as do Elves, Dwarfs, and other races. Protected behind three rows of thick walls of increasing height, studded with hundreds of brazen cannon, the city is an impregnable fortress and has never fallen. The Golden Horn, however, occupies land that King Golloch of the Dwarfs claims as his own, so perhaps this fine record will not go ntarnished or much longer. The majority are ruled by Men, although there are realms of all kinds to be found, from Dwarfs and Elves to even — it is whispered — Vampires.

After nine centuries, some are only now showing promise, absorbing others through treaty or conflict, and becoming players on the grander stage. Cruel tyrants, idealistic nobles, religious zealots, chancers, pauperkings, outcast knights, sorcerers and mercenaries — many and more have attempted to carve out a kingdom here, by the strength of their steel or the depths of their cunning. The Young Kingdoms Upon the Ardovikian plain, new nations are being born.

To be a king here is hard, but then again, here anyone can become a king. Indeed, one of the largest battles ever fought there, at an accursed maze of canyons known as the Knife Spires, was contested between Elves and Dwarfs. Baiting the Dwarfs into marching against him at the Knife Spires, Prince Nualador delivered a masterful ambush against Balor Ironhelm at the Battle of Black Pass, which resulted in the deaths of ten thousand Dwarf warriors, including the old lord himself.

The Elves, as a result, have become one of the most feared powers in the Young Kingdoms. The Dwarfs, almost destroyed by the battle, have locked themselves away in their mines, where the son o alor, alfi ronhelm, lots his revenge. Whether it comes in a month, a year, or a century, the Dwarves will not let the slaughter of their people go unpunished, and the feud shows no signs of ending.

Long the rival of Primovantor, it has survived from the ancient time of light until today. For more than ten thousand years the God-Kings have watched over their subjects, who toil as they ever have on the perilously thin green strip of fertile land adjoining the River Ophid.

Ophidia is a harsh land, of ritual and cruelty, but also of beauty and opportunity, of gold and mystery. Its nobility are sorcerers, demonologists and even necromancers, though many whisper that its true masters are anything but human. It is a place where adventurers can find their fortune, braving serpent-haunted tombs and ancient ruins.

Assassins lurk in every shadow, alchemists ply their trade in vast painted markets, and women of enviable beauty dance the long nights away to the hypnotic sound of drums. In crumbling temples and golden towers, the cult of the Magi make pacts with demonic Djinn in exchange for wealth and near-immortality. From this source, the Magi draw magical powers the envy of other realms of Men, but they do so at a cost to their souls that few would be willing to pay.

It is only the wisdom of the Elven Southern Kindreds that allows the Magi to tread the fine line between arcane mastery and damnation, and this pact between Men and Elves is a rare thing in these troubled times. This is a land where desert-borne spirits are enslaved to raise the monuments of the God-Kings, where elaborate funerary rituals are essential to prevent the return of the dead, where proud warriors fight alongside their reanimated fallen ancestors, and where, at the heart of it all, the true, cold-blooded Ophidians plot and scheme from their glittering towers.

Hassim staggered into the ancient tomb, clutching his shoulder, from which half an arrow still jutted. The Orcs are too many — give the command, and I shall sound the retreat. Instead, he traced his fingers across a anel of etched gold upon a stone altar, muttering strange incantations. And from its depths marched the old ones, the Eternal ard. They formed up into disciplined regiments, hundreds strong, a wall of bronze, steel and bone awaiting the command of the Magi.

Not today. He turned to face the baking sun outside, thinking that the Orcs had unleashed some new devilry upon his forces, before realising that the sound came from beneath them. From the catacombs. The Magi did not stop — he clambered atop a stone dais upon the side of the temple, even as the monument shook, and raised his golden sta to the s n.

These models must be glued onto bases and formed up into units as described below. Each unit belongs to one of the following Types. It may also have number of crew models, but these are purely decorative and should be arranged around the machine in a suitably entertaining fashion. Since the crew is merely decorative, they are ignored for all in-game purposes, such as checking ranges, movement etc.

Monsters Mon A Monster is a unit consisting of a single model — a large and powerful mythical beast or magical construct. It can be an officer, a sorcerer or even a mighty lord of its race. Heroes vary in size between different races, and can ride many types of mount or even monstrous war-beast, so Heroes always have a tag in bracket specifying what type of unit they belong to — which helps with determining their height and other special rules that are related with certain units.

Large Infantry models are based on 40mm square bases, apart from some that will be marked as exceptions in their entry such as Lesser Obsidian Golems, which are on 50mm square bases. Rear Arc Cavalry models are based on 25x50mm.

Right Flank Arc Left Flank Arc Leader Point Large Cavalry models are based on 50mm square bases, apart from some that will be marked as exceptions in their entry such as Chariots, which are on 50xmm. Monsters and War Engine models are based on 50mm square bases. Heroes fit on the relevant base of their type unless specified otherwise. For example, a Hero Inf will be on a 20mm square base except for Orc Heroes, which are on 25mm square bases , a Hero Cav will be on a 25x50mm base, etc.

Exceptional Base Sizes You may need a wider or deeper base for exceptionally large heroes, monsters or war engines — in such rare cases, use the smallest base that you can fit your model on. During the game, you will at times need to determine whether one of your units can see another one, normally an enemy unit that your unit intends to charge or shoot.

To determine whether your unit can actually see a target that is in its arc of sight, follow the rules below. Unit Height Each unit has a height assigned according to its type: Infantry Large Infantry Cavalry Large Cavalry Monsters War Engines Some units may be an exception and have a different height — this will be specified in their entry e. Orclings are height 0. The flank and rear arcs are completely blind.

For example, a Hero Inf will have a height of 1, while a Hero Cav will have a height of 2. If either your unit or the target unit are taller than any other units or terrain in the way, then line of sight is not blocked.

If any units or terrain in the way are the same height or taller than both your unit and the target unit, then line of sight is blocked. Terrain and LOS This is discussed in more detail on page MeasuRing disTanCes You can measure any distance at any time you like.

Keep Your Distance! In order to avoid confusion, keep your units at least 1" away from enemy units at all times, except when charging or regrouping as explained later. To remove any confusion, ensure that your units are not in base contact with other friendly units at all times. The dotted line represents the line of sight trying to be drawn. Whether the unit is Infantry, Cavalry, etc.

The number of dice the unit rolls when attacking, both at range and in melee. How many models the unit comprises of. How valuable the unit is. Used for picking a force and often for working out victory points, depending on the scenario used. How fast the unit moves, in inches. Any special equipment like ranged weapons and rules the unit has.

The score needed by the unit to hit in melee. The score needed by the unit to hit with ranged attacks. The score the enemy requires to damage the unit. Just roll a die to decide who is going to have the first turn — the player winning the die roll decides who goes first. That player moves, shoots and strikes blows in close combat with their units — this concludes Turn 1 of the game.

After that, the opposing player takes a turn — Turn 2 of the game, and then the players keep alternating this way until an agreed time limit or turn limit is reached. A player goes through the following three phases in their turn: 1 Move phase; 2 Shoot phase; 3 Melee phase. Re-Rolls When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. Regardless of the number of special rules that apply to a particular circumstance, you can never re-roll a re-roll, the second roll always stands.

The Rules 53 The Rules Move During the Move phase of your turn, pick each of your units in turn and give them one of the following orders: Halt! The unit does not move at all. Change Facing! The unit remains stationary and can pivot around its centre to face any direction. See Diagram C.

Diagram C — Change Facing Advance! The unit can advance straight forward up to a number of inches equal to its Speed. At any point during this move i. See Diagram D. The unit can move straight backwards at up to half of its Speed. See Diagram E. The unit can move sideways straight to its left or straight to its right at up to half of its Speed. At the Double! The unit can advance straight forward up to double its Speed. Diagram D — Advance!

This is by far the most exciting of orders. Also, at the end of their move, your units must not be in base contact friendly units. This ensures that both you and your opponent can clearly tell them apart. A charge is the only way your units can move into contact with the enemy. Your units can never approach to within 1" of them, except when charging or during a pivot. Interpenetration When Pivoting In reality, regimented units are more flexible in rearranging their ranks and files than our miniatures, so when a unit is pivoting around its centre it can pivot through both friends and enemy units, and all types of terrain, including blocking terrain and the edge of the table.

They must of course still end their pivot and their entire move clear of blocking terrain and completely on the table! They must, however, always use the shortest way possible, going around any blocking terrain and any unit in their way friends and foes.

Note that they must go through any area of difficult terrain or obstacle that would normally slow down their movement. These elements of terrain do not slow down Charge moves, but they cause the charging unit to suffer a slight penalty in the ensuing melee.

Basically, the main thing that matters during a Charge move is that the unit has physically enough space to move into contact with the target. Note that the unit needs to be able to have at least some of its front physically into contact with the unit being charged, contacting a unit exclusively with the point in the exact corner of the unit is not allowed.

See Diagram F. Enemy Regiment This represents the charging unit concentrating its fighting efforts against a single enemy, while holding at bay the other enemy units nearby. It might look a bit strange at first, but remember that the enemy units will normally get to charge back into the fight to help their friends in their following turn. Corner-to-Corner Charges In some rare cases, the only possible way for a charger to make physical contact with a target would be by literally having one corner of its frontage in contact with one corner of the target.

We deem that this is not enough to warrant a sensible charge and combat, so we disallow these charges. Mantic Games have this week made the third edition of the rules, which came out last October, entirely free.

You can get the free Kings of War rules here. Now, of course, as a wargame, you really need tons of minis and an epically decorated gaming table to get the full experience. Kings of War specialises in the multi-base models too as they do away with the idea of removing individual figures from units as too messy in favour of tracking damage per unit. The free rules contain army rules for goblins, elves, ogres and undead as well as the Kings of War created twisted Nightstalkers, pious Basileans, semi-aquatic Trident Realm of Neritica, frosty Northern Alliance and the wicked Forces of the Abyss.

Starting with tough Elementals, fire, air, earth and water they share Hunter of the Wild, Forest Shamblers and Treemen with the elf army, but they are better here with the powerful druids to back them up. The mix continues with Naiads, Sylphs and Salamanders: a truly varied army of the four elements, fairy creatures and the power of nature, it allows the imagination to run… wild.

Ogres are mercenaries, happy to sell their skills to the highest bidder. Huge, powerful creatures that might almost have been purpose-bred for war, few races can match them for sheer belligerent power and endurance, and many a war has been won by the side that hired the most. When Ogres do unite into larger War Parties, it is a rare thing indeed. There is no record of an army ever holding fast against them and scholars debate long into the night as to whether this is because Ogres have so rarely united in force, or because no opposition has ever survived to tell the tale.

The army has a low model count and often has fewer units on the table than their opponent. To compensate however, Red Goblin units are available for bulking out the army with smaller rabble but also giving the army excellent speed and a dastardly weapon in the less-than-subtle Blaster. While some ogres carry heavy ranged weapons, as a species they excel at combat, even more so than the orcs.

A charge from an ogre regiment or horde! Chariots are an option for both ogre warriors and heroes, adding to their punch. The ogre army is difficult to master for new players but once you have learnt to manage its strengths and weaknesses, it can be a formidable proposition to face. Ogre warriors will be the mainstay of the army, supported by units with either heavy crossbows or blunderbusses. Siege Breakers can make a solid defensive block with a lethal punch.

Chariot units provide some speed and an extra crunch but the most manoeuvrable units are the Red Goblin Scouts on fleabags. Some additional, weak ranged attacks are available from red goblins armed with bows and ogre warlocks are often accompanied by their followers, the Berserker Braves. The red goblin Blaster is about as blunt an instrument of destruction as you can find and the army is commanded by fierce ogre sergeants and the infamous leader Grokagamok. When the Trident Realms stir the very seas boil — storms rage, waves crash upon coastlines and the tides rise only to retreat, revealing the Neritican host, water cascading off shells and armour and ready for war.

The Trident Realms are proud and territorial, and can commit to violence with little provocation. The lord of any land-bound territory would be wise to treat their inlets and coasts cautiously, lest they stir the fierce Neriticans who claim them as their own. Regeneration, Ensnare, and Pathfinder are the traits that best embody the core of the army. You will find terrain to be your greatest ally, often times combining ensnare to make landing a blow nearly impossible … And once locked into combat the flanks are quickly washed over by surging water elementals or invisible ninja frogs.

The Trident Realm of Neritica is most unlike any of the other realms of Panithor. Composed of many races which come together under a single united banner in times of war or strife. All sorts of mutated frogs and fish men can be found mingled with Naiads, Thuul, and water spirits. Twisted, evil parodies of their mountain-dwelling brethren. The Abyssal Dwarfs make use of slaves to bolster their numbers, and dark technologies to rain fire and destruction on their foes.

When the hordes of Tragar march forth, the world trembles before them. The ground shudders under the march of thousands of slaves and soldiers, and the air shivers with the sound of arcane weaponry and dark sorcery. The Abyssal Dwarfs are the wicked and malevolent take on their dwarf cousins.

The core units are comparable with the dwarfs and are as slow moving, but players have access to the winged nuisances that are gargoyles and also fast-moving cavalry in the form of Abyssal Halfbreeds part dwarf, part… thing.

The army has a different take on black-powder weaponry, favouring mortars and blast weaponry over more direct cannon fire. The impressive golems can form an implacable line to provide solidity and stopping power. Units in the army are typically Vicious, which means they re-roll 1s when wounding a unit. Nasty stuff! Blacksouls, Immortal Guard and Decimators shape the army core and make for a typically stubborn dwarvern battle line.

The Decimators are deadly at short range with their Thunderpipes — if they can get into position. Abyssal Berserkers and Slave Orc units are slightly faster units that can be a first wave or counter attacking element. Lesser Obsidian Golems, Gargoyles and Abyssal Halfbreeds give the player options on how the army should behave and be themed. A would-be Abyssal Dwarf player is spoilt for choice with three different types of mortar and a flame-thrower to choose from. Heroes are pretty decent with some good hitting power, flying options and magic too.

An ancient empire punished for its hubris and fall into chaos. The cursed peoples of the Ahmunites are now a nightmare that haunt the parched, unforgiving lands of the south. Stripped of their power and life by the Ophidians and cursed for all time, the Ahmunite empire wages a vengeful war on both the living and dead alike.



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