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.

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State Army

  1. State Soldier (halberdier) (Line, 8 each, min 10). Halberd: second rank attacks. Stubborn when 15+ models. Standard +10, Musician +5.
  2. 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).
  3. Hawthorn Knight (Elite, 26 each, min 3). Lance: S6 on the charge. Standard +15.
  4. 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).
  5. 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.
  6. Battle Wizard (Tempestry) (Character, 90). Wizard, Power 3. Knows Lightning, Storm, and one other Lamp spell.
  7. 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.

  1. Skeleton Warrior (Line, 7 each, min 10). Unbreakable. Fear. Spear: second rank attacks. Standard +10.
  2. Skeleton Archer (Line, 8 each, min 10). Unbreakable. Fear. Longbow; Dead Aim: no long-range penalty.
  3. 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.
  4. Necromancer (Character, 105). Unbreakable. Wizard, Power 3. Knows all Ebb spells except The Writ.
  5. Barrow Wight (Elite, 13 each, min 5). Unbreakable. Fear. Kingsguard: re-rolls failed Armour saves while the Skeleton King is within 6 in.
  6. 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.
  7. 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.


Caithe Clans

The sea monsters (Stoor Worm, Kraken) are scenario pieces, not army picks. See the Skerries scenario.

  1. Clan Warrior (Line, 10 each, min 10). Wild charge. Claymore: S5 on the charge. Standard +10, Piper +15 (Pipes).
  2. Clan Chief (Clan Warrior hero) (Character, 65). General. Wild charge. Banner. May carry the Bridle (+20): one Kelpie in the army loses Wild and may be joined.
  3. Ghost Piper (Character, 95). Unbreakable. Spectral. Fear. Pipes (every friendly Caithe unit within 6 in re-rolls failed Nerve tests). Wizard, Power 2 (The Gathering, Call the Pack). Cannot be General.
  4. Selkie (Character, 70). Wizard, Power 2 (Sea-Song, Fog, Call the Pack). May begin the game in any water feature.
  5. Cu Sith (pack) (Beast, 20 each, min 3). Skirmish. Fear. Silent: enemy units may not Shoot as a charge reaction against them.
  6. Kelpie (Beast, 80). Large. Fear. Wild: moves D6 in toward the nearest unit, friend or foe, in each Command phase unless a Chief with the Bridle has joined it; if that move reaches a unit it counts as having charged it. In water its Armour saves need -2.
  7. Wulver (Beast, 85). Large. Regenerate. Kind: will not charge a unit that has not attacked a Caithe unit this battle. Stubborn.
  8. Stone Troll (Monster, 110). Large. Regenerate. Boulder. False appearance: may deploy as a rock; reveals when an enemy comes within 6 in.
  9. Mountain Giant (Monster, 170). Large. Boulder. Terror. Paid: at the start of the battle, roll a D6; on a 1 the giant has been paid more by the other side and switches armies (Caithe mirror only; otherwise he sulks and may not move turn 1).
  10. Caledonian Tree Guardian (Monster, 160). Large. Terror. Takes the axes: re-rolls misses against units with S4 or more. Fire: hits from Pyre or breath weapons wound twice.
  11. Highland Griffin (Monster, 100). Large. Fly. Fear. May be ridden by a Chief (+30): the Chief joins it permanently.
  12. Storm Wyvern (Monster, 150). Large. Fly. Terror. Breath (S5, once per game). Storm-borne: cannot be shot at from over 12 in.
  13. Highland Dragon (Monster, 320). Large. Fly. Terror. Breath (S6, twice per game). Mountain's Own: Regenerate while on a hill.
  14. Redcap (Monster, 60). Fear. Iron boots: ignores terrain. Hates Pipes. Any army may hire one; it will never join a unit.
  15. Bean Nighe (Terrain/omen, 25). Not a unit. Before deployment, place her at any stream or ford. The first unit of either side to move within 3 in of her tests Nerve at -1; if it fails, it flees 2D6 in directly away from her. Unbreakable units ignore her. She is then removed.


The Drowned

Drowned armies ignore the Line minimum if they've got at least two Tide-Wight units. Iron does nothing to them: Iron-shod attacks get no bonus against the Drowned. Fire does: see the Fire rule. Creel-Men count as Line for the minimum.

  1. Tide-Wight (Line, 7 each, min 10). Unbreakable. Fear. Shoal. Grasp. No Standard.
  2. Harpooner (Line, 9 each, min 5). Unbreakable. Fear. Shoal. Harpoon: 12 in, S4, may shoot after advancing. Hooked: a unit hit by harpoons may not march next turn.
  3. Creel-Man (Elite, 8 each, min 5). Unbreakable. Fear. Skirmish. Grasp. Shore-wise: deploys after everything else, anywhere more than 12 in from an enemy and outside the enemy deployment zone.
  4. Anchor-Swinger (Beast, 30 each, min 3). Unbreakable. Fear. Anchor: always strikes last in a round, whoever charged.
  5. Barnacle Hulk (Monster, 160). Large. Terror. Unbreakable. Storm-wrack. The Mast: counts as a Standard for his side in any melee he is in.
  6. Drowned Captain (Character, 120). General. Unbreakable. Fear. The Bell. Pistol. Names the ship.
  7. Weed-Witch (Character, 85). Unbreakable. Wizard, Power 2 (the Deeps). Sinks: may begin the battle in any water feature or off the table with the Landfall units, and arrives with them.

The Stonewrought

A Stonewrought army may spend no more than a quarter of its points on Delvers; the halls can't spare more miners than that. Oil-Throwers and Barrow-Sealers are Elite and uncapped, but there are never many of either.

  1. Hall Warden (Line, 16 each, min 5). Stubborn. Shield Wall. Standard +10. Shields iron-rimmed; the axes are plain steel.
  2. Delver (Elite, 13 each, min 5). Iron-shod. Tunnel. Blasting jars.
  3. Barrow-Sealer (Elite, 30 each, min 5). Iron-shod. Stubborn. Stakes: +1 combat score against Unbreakable enemies.
  4. Oil-Thrower (Elite, 18 each, min 5). Oil pot: 8 in, S4, Fire; may throw after advancing, not after marching.
  5. Unpulled Sledge (Monster, 95). Large. Fire-tube. Counts as a Monster for the army cap; causes no Fear and claims no bonus for anything.
  6. Forge-Lord on Stone Throne (Character, 150). General. Banner. Iron-shod. The Oath. The Throne.
  7. Stone-Caller (Character, 85). Wizard, Power 2 (the Calling).

Allies

Up to a quarter of your points may be spent on units from one other army, led by an allied character. The State hires clan levies under treaty; a Vampire Lord buys a glen outright; now and again a Marshal in a tight spot strikes a bargain with a Necromancer. The Witch Hunter will not serve beside the dead.

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