The armies of Greywater
Every unit in the game, with its points and what it does. Full profiles, the spells and the stories are in the rulebook and the app.
Build a list in the app · Download the rulebook and Army Lists · Shop the models
State Army
- State Soldier (halberdier) (Line, 8 each, min 10). Halberd: second rank attacks. Stubborn when 15+ models. Standard +10, Musician +5.
- Guild Crossbowman (Line, 9 each, min 5). Crossbow. Mercenary: may not use the General's Nerve (yes, Nerve 6 on its own; that is the point of mercenaries).
- Hawthorn Knight (Elite, 26 each, min 3). Lance: S6 on the charge. Standard +15.
- Army Captain (Character, 45). General if there is no Grand Marshal. Banner. May carry a unit's Standard (that unit's Standard is then free).
- Grand Marshal on Warhorse (Character, 110). General. Banner. Careful: once per battle, after a melee is lost, one friendly unit within 12 in pushes back 2 in instead of fleeing.
- Battle Wizard (Tempestry) (Character, 90). Wizard, Power 3. Knows Lightning, Storm, and one other Lamp spell.
- Witch Hunter (Character, 55). Iron-shod. Two pistols. Fear against Unbreakable and Spectral units. Hatred: re-rolls misses against Characters of the Grave Host.
Grave Host
Grave Host armies can ignore the Line minimum if they've got at least two Skeleton units of any kind. If a Grave Host army has no Vampire Lord, Necromancer or Skeleton King on the table at the start of its turn, every Unbreakable unit loses D6 models. The dead are going back to the ground, just not all at once.
- Skeleton Warrior (Line, 7 each, min 10). Unbreakable. Fear. Spear: second rank attacks. Standard +10.
- Skeleton Archer (Line, 8 each, min 10). Unbreakable. Fear. Longbow; Dead Aim: no long-range penalty.
- Vampire Lord General (Character, 180). General. Unbreakable. Terror. Regenerate. Wizard, Power 2 (Raise the Field, Dread, The Writ). Lordship: friendly Unbreakable units within 12 in regain D3 models at the start of each of your turns.
- Necromancer (Character, 105). Unbreakable. Wizard, Power 3. Knows all Ebb spells except The Writ.
- Barrow Wight (Elite, 13 each, min 5). Unbreakable. Fear. Kingsguard: re-rolls failed Armour saves while the Skeleton King is within 6 in.
- The Hanged Courier (Character, 50). Unbreakable. Cannot be General. The Writ: counts as a Vampire Lord, Necromancer or Skeleton King for the rule that the dead go back to the ground. Lantern: friendly Unbreakable units within 6 in may march even with an enemy within 8 in.
- Skeleton King on Bone Steed (Character, 140). General if there is no Vampire Lord. Unbreakable. Terror. Rightful Claim: once per battle, one enemy Line unit within 12 in tests Nerve at -3. If the Vampire Lord is killed, the Skeleton King becomes General and all friendly Unbreakable units within 12 in regain D6 models.