Inaros

Inaros is a large continent about three fifths the size of the Darklands and about twice as productive. The Inaros are primitive even by there own standards, however, they make extensive use of the earth spirits known as Golems and have such an extensive range of troops available that it doesn't matter how advance they are. They now march to war to protect Inaros from the foreign invaders who plague it almost daily.

Infantry

-tribesmen

The tribesmen are the most common warriors in an Inaros tribe. They often have no formal training, which results in them relying on getting to the enemy before they realize they are under attack.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	4plus	3	2	1	1	3	2	80	20

Type:infantry

Equipment:club

rules:tribe rule

Upgrades:banner for10pts, war horn for 5pts. may take another club, spears, or shields for 20pts.

-hunters

Hunters are tribesmen who specialize in the use of a bow. Although they are deadly at long range they yearn for hand to hand combat.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	3plus	3	2	1	1	3	2	105	15

Type:infantry

Equipment:club, long bow

rules:tribe rule

Upgrades:banner for10pts, war horn for 5pts.

-tribal horsemen

Horses were brought over to Inaros hundreds of years ago. Ever since then whole tribes have dedicated themselves to a deadly form of horse warfare.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	4plus	4plus	3	3	1	2	3	3	100	10

Type:mounted

Equipment:club, horse

rules:tribe rule

Upgrades:banner for10pts, war horn for 5pts. may take another club(+1At) for 10pts. May take short bows for 20 pts or Javelins for 30pts.

Elite core

-Walrek riders

A walrek is a large, leathery, beast with razor sharp tusks. Walrek riders are strange as they never have to tame the walrek, it chooses to work for them.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
6”	4plus	4plus	5	5	1	2	3	4	60	6

Type:monster

Equipment:club, walrek

rules:tribe rule

Upgrades:banner for10pts, war horn for 5pts. may take spears for 6pts.

-Jungle scouts

Jungle scouts is a broad term used to describe any number of jungle tribes. Fierce and stealthy, they have no qualms about using poison in war.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	2plus	3	2	1	1	3	3	120	10

Type:infantry

Equipment:club, javelin

rules:skirmish, jungle fighters

Upgrades:may exchange their javelins for blow pipes for 10pts. May take the poison(5+) rule for 30pts.

-Eagle Knights

Eagle knights are the elite warrior-class of the Quhelet Empire. Blessed by the eagle golems they are quite capable of flight.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	2plus	4plus	3	3	1	2	4	4	160	10

Type:infantry

Equipment:club, light armor

rules:tribe rule, fly

Upgrades:banner for10pts, war horn for 5pts. may take another club, shields, and/or axes for 10pts.

-Golem

A golem is an Inaros god incarnate. It is unknown whether their belief in them created the golems or if they simply only existed on Inaros, however, all arguments are irrelevant when they are angered.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	3plus	4plus	4	4	3	3	3	5	105	3

Type:monsters

Equipment:claws

rules:fear, automatons

Upgrades:may take one of the following upgrades: stone 12pts, grass 15, wind 15pts, or iron 21pts.

Warmachines

-War canoe

A war canoe is a small one man ship. Woe fully ineffective alone their true strength lies in there overwhelming numbers.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	5plus	4plus	4	2	1	1	5	3	120	10

Type:mounted

Equipment:short bow

rules:skirmish, ship

crew:1 tribsmen per canoe

Leaders

-Mazotrathen, the immortal god-emperor

Marzotrathen is the Emperor of the Quhelet Empire. He was once a slave which has earned his empire the scornful(originally) nickname of the “Slave Empire.”

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	2plus	4plus	4	4	8	4	4	6	205	1

Type:infantry

Equipment:club, light armor

rules:loner, unique, protection(2+), master strategist, inspiring,

-war chief

A War chief is the leader of an Inaros tribe. While they aren't all ways the best fighter in a tribe that is the case more often then naught.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	3plus	3plus	4	2	3	3	5	6	80	1

Type:infantry

Equipment:club

rules:loner

Upgrades:may take another club, a shield, or an axe for 5pts. May take light armor for 5pts. May be given a horse and change his type to mounted for 25pts or may be given a Walrek and change his type to monster for 30pts. May take the army banner for 25pts.

-shaman

A shaman is the spiritual leader of a tribe. While not good at battle magic they can divine the future, thus protecting their tribe from great harm.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	4plus	3	2	2	2	4	4	80	1

Type:infantry

Equipment:club

rules:loner, caster(divine)

Upgrades:may take another club for 5pts. May be given a horse and change his type to mounted for 25pts or may be given a Walrek and change his type to monster for 30pts.

-Elder

An elder is the oldest shaman of a tribe. Despite their old age they are more then capable of doing what a hundred shamans could not.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	5	2	2	3	3	5	105	1

Type:infantry

Equipment:halberd

rules:loner, caster(magic shield, guide), unique

Upgrades:May be given a horse and change his type to mounted for 30pts or may be given a Walrek and change his type to monster for 35pts.

Inaros rules, magic, and equipment

These are objects which are unique to the continent of Inaros.

-Ranged

name	range	p	rules
Blow gun	12”	2	D3 shoots

-Weapons and other

name	rules
grass	+1L
iron	+4P, +4Ar, -1”M
Walrek	Increase M to 5”, +2P, +3Ar, +1At, change type to monster
wind	Gains the fly spc. rule
stone	+2P, +2Ar

-Magic

name	range	effect	roll
divine	12”	Target unit gains+1”M next turn.	3plus
guide	12”	Target unit may re-roll all misses for the next d3 turns	6

-Rules

name	effect
Tribe rule	For all shooting purposes this unit counts as skirmish
Master strategist	After booth sides have finished deploying you may redeploy d3+1 units
Jungle fighters	When deploying this unit may be put any where on the board so long as it is at least 6” away from enemy models or a forest.