Plain riders
The Plain Riders are a coalition of several nations forces including the centaurs, satyrs, Cyclops, botants(a plant like creation of the satyrs), and large number of other groups to various to mention. They live in tent cities all over the world but the highest concentration of them are in the goblin plains. They ride to war to reclaim the lost lands of the numerous nations and to stop the spread of chaos.

Infantry

-Satyrs

Satyrs are half man-half goat creatures with the largest reliance on the Plain Riders Alliance. Weak, poorly trained, and with less courage then a baby, they have relied on their allies for defense, but will go to the battle field when necessary.

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

Type:infantry

Equipment:club, long bow

rules:satyr, skirmish

command points:1

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take light armor for 15pts.

-centaurs

Centaurs are the binding force and the first advocates for the Plain Riders. Cunning, fast, caring, and skilled, their determination in battle is matched only by their compassion outside of it..

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	4plus	4plus	3	3	1	1	3	3	80	10

Type:mounted

Equipment:sword

command points:1

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take light armor for 10pts. May take spears for 10pts.

-vinelings

Vienelings are the most basic form of Botants, the Sayter's servants. They are incredibly simple, and they have been known to forget fear on occasion.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	4plus	4plus	3	2	1	1	3	2	150	30

Type:infantry

Equipment:claws

rules:botant

command points:1

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take pea throwers or shields for 30pts .

Elite Core

-Cyclops

Cyclops are one eyed creatures who live in the mountains. Dumber then the rocks they worship, they are incredibly loyal, and will never forgive anything, except when they forget about it.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	3plus	-	5	5	2	2	4	4	100	6

Type:monster

Equipment:club

rules:cyclops

command points:1

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take light armor for 15pts.

-Celps

Celps are the sea-side cousins of the Satyrs. Without them, and their friendliness to Satyrs, the Plain Riders would never have met the Kappas or Adaros, with whom provide their naval might.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
5”	4plus	4plus	3	2	1	1	3	4	150	15

Type:infantry

Equipment:celp sword

rules:skirmish, aquatic

command points:2

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take light armor for 15pts. May take a dagger for 15pts.

-Centaurian Knight

The Centaurian Knights are centaur knights who are trained in the tent-city of Brennot. The combination of knightly skill with Centaur body has created a nearly unstoppable soldier.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	3plus	4plus	3	5	1	1	3	5	130	10

Type:mounted

Equipment:sword, heavy armor

command points:3

Upgrades:banner for10pts, war horn for 5pts. May take a champion for 5pts. May take light armor for 10pts. May take lances and/or shields for 10pts.

-Faeries

Faeries are small creatures thought to have descended from the gods of some long forgotten religion. They have an uncanny ability to shift into and out of reality on a whim, making them incredibly hard to kill.

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

Type:infantry

Equipment:club, short bow

rules:warp, skirmish, protection(5+)

command points:3

Warmachines

-Lotus

A lotus is a special type of Botant first created by Lord-botanist Dar Van. They have stalks on their backs which they can regrow quickly and launch with uncanny range and power.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	3plus	5	4	2	3	3	5	40	1

Type:monster

Equipment:claws, stalk launcher

rules:botant, fear

command points:3

-Reef

A reef is, a reef which has been given life by the botanists and crewed by the Celp. It's only real upside is that it can absorb a tremendous amount of punishment before “sinking”.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
4”	3plus	4plus	4	3	5	2	3	4	90	1

Type:ship

crew:5 celps

equipment: coral gun

rules:ship, transport, botant

command points:4

Leaders

-knight king Revan Lightseer

The Knight King Revan Lightseer is the current head of the Plain Riders and the second grand king. He has called together all of the Plain Riders he can in an attempt to stop the corruption the humans are bringing to the world.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	2plus	4plus	3	6	4	3	5	8	140	1

Type:mounted

Equipment:heavy armor, shield, morning sword

command points:6

rules:loner, unique, inspiring

-centaur Noble

A centaur noble is any Centaur who leads a tent city, or a raid. They never see killing as war or as murder, but simply as an extension of peace.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts.	N
8”	2plus	4plus	3	3	3	3	5	5	90	1

Type:mounted

Equipment:sword

command points:4

rules:loner

Upgrades:may take a dagger, a shield, or a lance for 5pts. May take light armor for 5pts. One model per army may take the army banner for 25pts.

-satyr botanist

A satyr botanist is a Satyr who practices botany. While they are looked down upon by the more traditional witch doctors and shamans, they can never argue with their effectiveness.

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

Type:infantry

Equipment:club, long bow

rules:satyr, loner, caster(botany)

command points:3

Upgrades: may take light armor for 5pts. May take a shield for 5 pts.

-cyclops big 'ead

A cyclops big 'ead is the loudest of a cyclops and, therefore, the most able to lead them. However, their larger heads rarely mean they have a larger brain.

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

Type:monster

Equipment:club

rules:cyclops, loner

command points:3

Upgrades::may take another club for 5pts. May exchange his club for a great club for 10pts. May take light armor for 5pts or heavy armor for 10pts. One model per army may take the army banner for 25pts.

Plain Rider rules, magic, and equipment

These are objects which are unique to the Plain Rider Alliance.

-Ranged

name	range	p	rules
Stalk launcher	18”	4	Move and shoot, D6 hits
Pea thrower	6”	2	Move and shoot

-Weapons and other

name	rules
Celp sword	When rolling to hit, a roll of a six counts as D3 extra hits.
Morning sword	Reduce opponents Ar by half for all attacks made by this model(round up).

-Magic

name	range	effect	roll
Botany	12”	Creates D6 vinelings. These may be used to make a new unit of vinelings, or used to reinforce an existing one.	4plus

-Rules

name	effect
satyr	All models cause fear to this model
botant	Every time this unit has to take a Co check roll a die. If the result is a 4+ the unit counts as passing.
cyclops	Reduce all to hit rolls made by the unit against units with the cohort spc. rule by one.
warp	For the purposes of moving, this unit counts as flying. For the purposes of shooting, this unit never counts as moving.

-commands

name	cost	effect
Call of Unification	1	Gains D3Co(max 8)for the next D3 turns. May not use this ability if the unit is still under the effect of a previous Call of Unification.