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Archaic 2.0.0
Quote from IoM-Christian on 2019-11-06, 10:04
Archaic, Guardians of the Primordial
The Archaic are the oldest of all humankind, with no known mixing with non-human races, and are very tough and resilient towards magic. The Herto-folk act as the cognitive backbone of their warhosts, while the other sub-races provide highly specialised niches—Denisov, Neander, Heidel, Egaster, Roden, Floren, Ubag, Antesse, Garectus, Naledi, Erectus, Cromi, and Missing-Links become the "living fossil" on the tabletop.
They believe metal is the "bones of the earth", and digging it up puts the world at risk. So, in a world of magic and steel, the archaic survives by using materials dating back to the Dark Ages and tapping into forces the "civilised" races have abandoned or forgotten.
----- ARMY ----- They are in pact with nature, so they are all Skirmisher.
They are exceptionally tough, so all have health 2.
Their strengths and general weapon simplicities allow all to Dual Wield.
- 1H: Club, s1, r1 | Hand Axe | Spear, r2 | Hammer, s1 | Sharpened sticks, spear, r3,r1 | Mace, s1 | Dagger | Stone Flakes
- 2H: Stone Axe, r1, s 2 | Long spear, r3, s1 | Clubs, r1, s1 | Hammer, r1, s2
- XH Tree-trunk, r3, s2 (so cumbersome that it prevents dual wield)
- Missile: Large Rocks, r10, s1 | Medium Rocks, r20 | throwing stick, r15 | Shortbow, r30 | Sling, r20
Their weapons are of fire-hardened Ironthorn- and Steelthorn-wood, and anti-magic Void-stone, Spirit-glass, and Ljosti-Bronze from "Before the World," and don't just hit hard—they negate. Materials that hurt the Arisen, bypass magic, and shatter metals.
- Any unit wounded by their stone/metal weapons loses any "Enchanted" or "Magical" bonuses for the rest of the turn.
- Any unit wounded by their wood/glass weapons begin to bleed/drain, suffering a casualty on a roll of 6.
The have a symbiotic, almost hive-mind connection with prehistoric megafauna.
As 'Protectors of the Source', living on "Ley Line" nodes gives them natural regeneration, or superhuman strength if near 'nodes'.
Generally, they fight in utter silence, even when wounded or dying. But when they charge, they utter a coarse war-hiss, instilling primal fear. So, when non-archaic units are charged by an archaic unit, their war cries tap into the ancestral fears of the "civilised" races. The target must roll morale, representing the instinctual urge to flee from these prehistoric apex predators.
Foes only need to take a roll the first time they are charged per battle. If failing the target cannot use "Activated Abilities" or "Command Points" for that combat round. Archaic ignore this.
As they are 'Grave-Bonded Warriors', they use 'Ancestral Bone Amulets', made out of the bones of their ancestors, and set with gemstones humming with protective spirits. As the unit buffs are flowing and spirits activate, the gemstones glows:
- Move +1
- Strength +1
- Health +1
- Ward save+1
1 general and 4 core units making up at least 35% of the army's total value.
----- COMMAND -----
1 Herto-folk General in 1 Unit of 1 (Gen)
The General represents the intellectual pinnacle of the Archaic, adept at navigating intricate social hierarchies and devising strategies. Thus, it's most often those of the Herto-folk that command their war hordes.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 9 Command Level: May buy up to Command Level 8
Wield either 1 or 2 hand melee weapons.
May Buy: Shield
Special Rule: Battlefield Beacon, Battlefield Pillar (20)
May Mount:
Mammoth at 51 point
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 21 3 3 2 0-3 4 - May buy Ancient Charging Roar
Special Rule: Natural Armour (3)
Woolly Rhino at 43 point
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 19 2 4 1 0-3 3 - Special Rule: Natural Armour (3)
Ljostari Elk at 36 points each
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 23 1 2 1 0-1 +1 -
0-1 Roden-folk Biggie Guard in 1 unit of 1 (Cmd)
Roden-folk picked as generals' guards make the protectors as loyal as they come.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 9 Wield: Must equip as General
Mount: Must mount with General
Special Rule: Wound Soaker
0-2 Herto-folk Battle Totem Bearer in 1-2 units of 1 (Cmd)
As Herto-folk are some of the most balanced, clever, and tactician-minded, they are most often those picked for these honorary roles to provide the "order" and "inspiration" needed to keep the diverse sub-races synchronised on the battlefield.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 8 Wield: 1- or 2-hand melee weapon.
Special Rule: Allow for one Order Activation Token passing at any length per turn.
0-2 Herto-folk Battle Howler in 1-2 units (Cmd)
As Herto-folk are some of the most balanced, clever, and tactician-minded, they are most often those picked for these honorary roles to provide the "order" and "inspiration" needed to keep the diverse sub-races synchronised on the battlefield.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 8 Wield: 1- or 2-hand melee weapon.
Special Rule: Reorder (40)
----- CORE ----- Core Units consist of the Heavy Frontline (The Warhost)
These groups are characterised by heavy builds and high resilience.
Core Units may buy a Champion with 1-3 Command / Ancestral Bond levels, at 20 points per level. Each level gives the Unit 1 Command point, and Ancestral Bone Amulets 1 gem buff.
If a champion is opted as SKIRMISH leader, it gains Inspirator (D6A)
0-12 Neander-folk Jaws in 1-2 units of 2-8 (Cor)
Neanderfolk are of shorter stature but with extreme muscular builds compared to other Archaic. Their powerhouse density with thick bones made them focus on heavy, close-range bashing weapons.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-4 3 8 Wield: 1- or 2-hand melee weapons / Large rocks/ 2h-tree-trunk
Special: Rule: Steadfast (1)
0-12 Antesse-folk Fangs in 1-2 units of 2-8 (Cor)
They have a mix of "primitive" teeth and "modern" faces and are often viewed as "primitive" by the Herto-folk because of their rugged, early-archaic look. They are traditionally sent ahead of the main force as the archaic vanguard.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: 1- or 2-hand melee weapons / Large Rocks
May buy Vanguard
0-12 Heidel-folk Giants in 1-2 units of 2-8 (Cor)
Taller than most other Archaic, their height gives them a superior overview of the battlefield, allowing them to survive more conflicts and gain experience. Allowing them to reflect on conflicts and develop tactics and strategies.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 1 1-4 2 8 Wield: 1- or 2-hand melee weapons / Large Rocks
Special Rule: Battle-eyes (1)
May buy: Veteran
0-12 Roden-folk Shockers in 1-2 units of 2-8 (Cor)
Originating from the "Broken Hill" lineage, these warriors wield their physical strength to overwhelm their opponents before they can retaliate. These warriors are characterised by massive brow ridges and thick skulls. They are built for the mental and physical stress of a head-on charge.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 1 0-2 2 8 Wield: 1- or 2-hand melee weapons.
May buy: Fearless
0-12 Herto-folk Archers in 1-2 units of 2-8 (Cor)
As the most "modern" and tactically minded, they master complex tools. Utilising the most advanced bows allowed by Steel-thorn wood, they provide the precise fire support that more feral sub-races lack. They use long-range weaponry. to support their fellow kins' advances.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: Bow
May buy: Marksman
0-12 Denisov-folk Hunters in 1-2 units of 2-8 (Cor)
These mountain-dwellers master the high ground and rugged terrain, from which they harass the enemy with missiles or engage in close combat. They have an uncanny ability to track prey (and enemies) through terrain that others find impassable.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 8 Wield: 1- or 2-hand melee weapons / Throwing sticks / Sling
May Buy: Moving Shooter
0-12 Egaster-folk Flankers in 1-2 units of 1-8 (Cor)
Known as the "Tall Travellers", their long, thin-boned limbs made them perfect for chasing prey over vast distances under a hot sun. These are 'marathon skirmishers', preferring speed and harassment rather than a grinding melee, and generally appearing on the board edges to poke at vulnerable enemy support units.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 10 1 1 1 0-2 2 8 Wield: 1- or 2-hand melee weapons. / Medium Rocks
Special: Tireless
May buy: Flankforce
0-12 Roden-folk Netters in 1-2 units of 2-8 (Cor)
Descended from the "Broken Hill" lineage, they are the prey-catchers of the plains, using their physical mass to pacify beasts before they can strike back.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 1 0 0-2 2 8 Wield: Throwing Net / 1-hand stone-headed club.
Special Rule:
May buy: Ambush
0-12 Herto-folk Haze-Spinners in 1-2 units of 2-8 (Cor)
These nude Herto whirl, taunt, and dance into the melee – where their weapons halt any surprise foes had.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 1 0 0-1 2 8 Wield: 1-hand Axe and Dagger.
May buy:
Special Rules: Mesmerise
0-12 Floren-folk Forestflock in 1-2 units of 2-8 (Cor)
Only about 3.5 feet tall, they are the smallest sub-race and thus known as 'The Jungle Shadows'. They are masters of the unseen strike and harassment rather than a grinding melee.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-1 2 8 Wield: 1- or 2-hand melee weapons / Medium Rocks
Special: Stealthy (1)
0-12 Herto-folk Ljostari-Elk Riders in 1-2 units of 2-6 (Cor)
Some of the tactically inclined also master complex manoeuvres. Utilising Ljostari-elks, they either smash through frontlines or deliver swift blows to flanks.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 7 Wield either 1- or 2-hand melee weapons.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 23 1 2 1 0-2 +1 - May buy:
Special Rule: Toss Aside (20)
0-4 Erectus-folk Trappers in 1 unit of 2-4 (Cor)
They have lived in every environment and learned how to "trap" the land itself. True masters of environmental control, they use their ancient knowledge of the land to set pitfalls and snares, thinning out the enemy before the main war host arrives.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 8 1 1 0 0-2 1 7 Wield either 1- or 2-hand melee weapons.
May buy: Vanguard
Special Rule: Trapper (30)
----- AUXILIARY ----- 0-2 Erectus-folk Firestarter in 1-2 Units of 1 (Aux)
Camouflaged hunters using "Shadow-marrow" paint to become invisible in forests/caves. With fire as their greatest invention, these specialists carry embers of "Steelthorn wood" fire, using them to clear brush or sow panic among beasts and foes alike by setting the battlefield afire.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: Fire-hardened wooden spear, and Torch.
May buy: Flankforce
Special rule: Firestarter
0-6 Missing Link Berserkers in 1-2 Units of 1-6 (Aux)
Retaining the raw, ape-like power of their ancestors, these warriors shrug off pain and enter a state of "Primal Fury" where they care nothing for their safety. These are feral berserker units—less refined equipment, if any at all, but with raw, animalistic power, they represent the fury of the dawn of time.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 2 0 0-2 2 - Wield teeth, nails, or crude handheld rocks.
Special rule: Berserk, Primal Fury
0-8 Naledi-folk Tunnelers in 1-2 Units of 1-6 (Aux)
Distinguished by their small-brained head but with surprisingly "modern" burrowing hands and feet giving them unique climbing abilities. These spelunkers may emerge from beneath the earth or behind enemy lines.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: 1-hand melee weapons.
Special rule: Ignore movement penalties for impassable terrain like ruins or steep hills.
May buy: Giant burrowing insects to collapse others' tunnels
May buy: Flankforce, Ambush
0-2 Erectus Fangclaws in 1-2 units of 1 (Aux)
They share a deep, ancient bond with the megafauna of the era, leading prehistoric predators like Big-Beaks and Sabres to battle.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-3 2 7 Wield: Spiked 1- or 2-hand club.
May buy: Flankforce
Each may buy 1-2 Big-Beaks (Terror Birds) at 34 points each.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 24 1 2 1 1 3 - Special rule: Cause Dread, Natural Armour (1)
Each may buy 1-2 Cave Bears at 34 points each.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 14 2 3 1 2 3 - Special rule: Natural Armour (2)
Each may buy 1-2 sabre-tooth tigers at 34 points each.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 22 1 2 0 2 1 - Special Rule: Cause Fear, Natural Armour (2)
Each may buy 1-2 Dire Wolves at 34 points each.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 22 1 2 0 2 1 - Special Rule: Cause Fear, Natural Armour (2)
Each may buy 1-3 Ubag bought at 21 points each.
With heavily ape-like features and long, powerful arms, they do not understand the "modern" tools of the Herto-folk. They are often found on the outskirts of the war host, using crude stones as extensions of their fists. They are the living memory of the time "Before the World".
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 2 1 0 1 1 - Special Rule: Natural Armour (1)
0-2 Garectus-folk Twisted Twins in 1-2 units of 1 (Aux)
An anomaly of the Ley Lines. The "Garectus" are born as a symbiotic pair: a massive, hulking brute who lacks all cognitive function and a frail, hyper-intelligent twin. The mother carries the "Mastermind" child, who directs the "Dumb Giant" in battle. If the mother or the child falls, the giant enters a rampage, losing all tactical control and becoming a force of pure destruction.
The big one.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 12 1 2 2 0-3 3 - May wield: Tree trunk / Large Rocks
Mother and Weakling.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-1 1 9 May buy: Flankforce
Special Rules: They cause Fear. If the mother and weakling dies, the big one Rampage
0-4 Floren-folk Riders in 1-2 units of 1-4 (Aux)
Small but practical, as they can mount and steer powerhouses.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE - 1 1 0 0-3 2 8 Wield either 1- or 2-hand melee weapons.
May buy: Flankforce
Special Rule: Weapon Mixer
Mammoth at 52 points each (3 riders)
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 21 3 3 2 0-3 2 - Special Rule: Cause Fear, Natural Armour (3)
May buy; Ancient Charging Roar
Wholly Rhino at 43 point (2 riders)
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 19 2 3 1 0-3 2 - Special Rule: cause Fear, Natural Armour (3), Unstoppable
Sabre-Tooth Tiger at 34 point (2 riders)
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 23 1 2 1 0-2 1 - Special rule: Natural Armour (2), Pounce (1)
Big Beak at 34 point (1 rider)
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 23 1 2 1 0-2 1 - Special rule: Cause Dread, Natural Armour (1), Beak Snap
----- MACHINES ----- 0-2 Ancient One (The Behemoth) in 1-2 Units of 1-2 (Mac)
A massive Mammoth carrying a wooden "howdah" filled with hunters at 52 point each (3 riders)
4 Crew
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: 2-hand melee weapons / Medium Rocks
May buy: Flankforce
Mammoth
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 21 3 3 2 0-3 2 -
----- SUPPORT ----- 0-2 Erectus-folk Shaman/Spirit-Walker in 1-2 unit of 1 (Sup)
A specialist unit used for morale, healing, or "magical" support. Their "magic" isn't learned—it’s 'conducted' by releasing Fylgia (Spirit Offence) shown with "attached" tokens.
MOVE ATTACK STRENGTH REACH ARMOR HEALTH MORALE 9 1 1 0 0-2 2 8 Wield: 1- or 2-hand melee weapon / spirit talisman
May buy: Flankforce
May send one of the following Spirit-swarms per turn at a range of 20 cm * shaman health.
- Spirit-Breath: Attach a token to an enemy unit. For one turn, their metal armour value is reduced by 1.
- Spirit-Breath: Attach a token to an enemy unit. Their weapons are treated as "broken", removing weapon strength bonuses.
- Spirit-Fang: Attach this token to a friendly beast unit. Their attacks become "magical" for the turn.
- Spirit-Roar: Attach this token to a friendly beast unit. They gain a Fear aura that forces a morale check.
- Spirit-Gag: Attach a token to an enemy unit. Enemies cannot use "Activated Abilities" or "Order Activation Points".
Mammoth at 52 points
MOVE ATTACK STRENGTH REACH BARDING HEALTH MORALE 21 3 3 2 0-3 2 - The Ley-Beacon: If the shaman is mounted on a mammoth, their "conducted" abilities (like healing or fylgia) have their range doubled, as the massive beast acts as a living lightning rod for the world's energy.
0-2 Earth-Node Mothers in 1-4 Units of 1 (Sup)
Since battles seldom take place on or near an Earth Node, they at times bring along Earth Node mother statues, bestowing buffs within range, the world literally "recharging" the archaic.
REACH ARMOUR HEALTH 1DA * HEALTH 4 5 Buffs:
- a 'Regeneration' buff of 6+
- a 'Dodge' saves of 6+
- a bonus against missile attacks: +1 Protection
- a bonus doubling the passing range of the generals Order Activation Tokens
Special Rule: Prebattle Deployment (Deployment Zone).
----- ALLIES ----- Heroes Max 1 Hero at game start per Weaver. (From the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, and N'aldan.

Archaic, Guardians of the Primordial
The Archaic are the oldest of all humankind, with no known mixing with non-human races, and are very tough and resilient towards magic. The Herto-folk act as the cognitive backbone of their warhosts, while the other sub-races provide highly specialised niches—Denisov, Neander, Heidel, Egaster, Roden, Floren, Ubag, Antesse, Garectus, Naledi, Erectus, Cromi, and Missing-Links become the "living fossil" on the tabletop.
They believe metal is the "bones of the earth", and digging it up puts the world at risk. So, in a world of magic and steel, the archaic survives by using materials dating back to the Dark Ages and tapping into forces the "civilised" races have abandoned or forgotten.
| ----- ARMY ----- |
They are in pact with nature, so they are all Skirmisher.
They are exceptionally tough, so all have health 2.
Their strengths and general weapon simplicities allow all to Dual Wield.
- 1H: Club, s1, r1 | Hand Axe | Spear, r2 | Hammer, s1 | Sharpened sticks, spear, r3,r1 | Mace, s1 | Dagger | Stone Flakes
- 2H: Stone Axe, r1, s 2 | Long spear, r3, s1 | Clubs, r1, s1 | Hammer, r1, s2
- XH Tree-trunk, r3, s2 (so cumbersome that it prevents dual wield)
- Missile: Large Rocks, r10, s1 | Medium Rocks, r20 | throwing stick, r15 | Shortbow, r30 | Sling, r20
Their weapons are of fire-hardened Ironthorn- and Steelthorn-wood, and anti-magic Void-stone, Spirit-glass, and Ljosti-Bronze from "Before the World," and don't just hit hard—they negate. Materials that hurt the Arisen, bypass magic, and shatter metals.
- Any unit wounded by their stone/metal weapons loses any "Enchanted" or "Magical" bonuses for the rest of the turn.
- Any unit wounded by their wood/glass weapons begin to bleed/drain, suffering a casualty on a roll of 6.
The have a symbiotic, almost hive-mind connection with prehistoric megafauna.
As 'Protectors of the Source', living on "Ley Line" nodes gives them natural regeneration, or superhuman strength if near 'nodes'.
Generally, they fight in utter silence, even when wounded or dying. But when they charge, they utter a coarse war-hiss, instilling primal fear. So, when non-archaic units are charged by an archaic unit, their war cries tap into the ancestral fears of the "civilised" races. The target must roll morale, representing the instinctual urge to flee from these prehistoric apex predators.
Foes only need to take a roll the first time they are charged per battle. If failing the target cannot use "Activated Abilities" or "Command Points" for that combat round. Archaic ignore this.
As they are 'Grave-Bonded Warriors', they use 'Ancestral Bone Amulets', made out of the bones of their ancestors, and set with gemstones humming with protective spirits. As the unit buffs are flowing and spirits activate, the gemstones glows:
- Move +1
- Strength +1
- Health +1
- Ward save+1
1 general and 4 core units making up at least 35% of the army's total value.
| ----- COMMAND ----- |
1 Herto-folk General in 1 Unit of 1 (Gen)
The General represents the intellectual pinnacle of the Archaic, adept at navigating intricate social hierarchies and devising strategies. Thus, it's most often those of the Herto-folk that command their war hordes.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 9 |
Command Level: May buy up to Command Level 8
Wield either 1 or 2 hand melee weapons.
May Buy: Shield
Special Rule: Battlefield Beacon, Battlefield Pillar (20)
May Mount:
Mammoth at 51 point
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 21 | 3 | 3 | 2 | 0-3 | 4 | - |
May buy Ancient Charging Roar
Special Rule: Natural Armour (3)
Woolly Rhino at 43 point
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 19 | 2 | 4 | 1 | 0-3 | 3 | - |
Special Rule: Natural Armour (3)
Ljostari Elk at 36 points each
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 23 | 1 | 2 | 1 | 0-1 | +1 | - |
0-1 Roden-folk Biggie Guard in 1 unit of 1 (Cmd)
Roden-folk picked as generals' guards make the protectors as loyal as they come.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 9 |
Wield: Must equip as General
Mount: Must mount with General
Special Rule: Wound Soaker
0-2 Herto-folk Battle Totem Bearer in 1-2 units of 1 (Cmd)
As Herto-folk are some of the most balanced, clever, and tactician-minded, they are most often those picked for these honorary roles to provide the "order" and "inspiration" needed to keep the diverse sub-races synchronised on the battlefield.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 8 |
Wield: 1- or 2-hand melee weapon.
Special Rule: Allow for one Order Activation Token passing at any length per turn.
0-2 Herto-folk Battle Howler in 1-2 units (Cmd)
As Herto-folk are some of the most balanced, clever, and tactician-minded, they are most often those picked for these honorary roles to provide the "order" and "inspiration" needed to keep the diverse sub-races synchronised on the battlefield.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 8 |
Wield: 1- or 2-hand melee weapon.
Special Rule: Reorder (40)
| ----- CORE ----- |
Core Units consist of the Heavy Frontline (The Warhost)
These groups are characterised by heavy builds and high resilience.
Core Units may buy a Champion with 1-3 Command / Ancestral Bond levels, at 20 points per level. Each level gives the Unit 1 Command point, and Ancestral Bone Amulets 1 gem buff.
If a champion is opted as SKIRMISH leader, it gains Inspirator (D6A)
0-12 Neander-folk Jaws in 1-2 units of 2-8 (Cor)
Neanderfolk are of shorter stature but with extreme muscular builds compared to other Archaic. Their powerhouse density with thick bones made them focus on heavy, close-range bashing weapons.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-4 | 3 | 8 |
Wield: 1- or 2-hand melee weapons / Large rocks/ 2h-tree-trunk
Special: Rule: Steadfast (1)
0-12 Antesse-folk Fangs in 1-2 units of 2-8 (Cor)
They have a mix of "primitive" teeth and "modern" faces and are often viewed as "primitive" by the Herto-folk because of their rugged, early-archaic look. They are traditionally sent ahead of the main force as the archaic vanguard.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: 1- or 2-hand melee weapons / Large Rocks
May buy Vanguard
0-12 Heidel-folk Giants in 1-2 units of 2-8 (Cor)
Taller than most other Archaic, their height gives them a superior overview of the battlefield, allowing them to survive more conflicts and gain experience. Allowing them to reflect on conflicts and develop tactics and strategies.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 1 | 1-4 | 2 | 8 |
Wield: 1- or 2-hand melee weapons / Large Rocks
Special Rule: Battle-eyes (1)
May buy: Veteran
0-12 Roden-folk Shockers in 1-2 units of 2-8 (Cor)
Originating from the "Broken Hill" lineage, these warriors wield their physical strength to overwhelm their opponents before they can retaliate. These warriors are characterised by massive brow ridges and thick skulls. They are built for the mental and physical stress of a head-on charge.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 1 | 0-2 | 2 | 8 |
Wield: 1- or 2-hand melee weapons.
May buy: Fearless
0-12 Herto-folk Archers in 1-2 units of 2-8 (Cor)
As the most "modern" and tactically minded, they master complex tools. Utilising the most advanced bows allowed by Steel-thorn wood, they provide the precise fire support that more feral sub-races lack. They use long-range weaponry. to support their fellow kins' advances.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: Bow
May buy: Marksman
0-12 Denisov-folk Hunters in 1-2 units of 2-8 (Cor)
These mountain-dwellers master the high ground and rugged terrain, from which they harass the enemy with missiles or engage in close combat. They have an uncanny ability to track prey (and enemies) through terrain that others find impassable.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 8 |
Wield: 1- or 2-hand melee weapons / Throwing sticks / Sling
May Buy: Moving Shooter
0-12 Egaster-folk Flankers in 1-2 units of 1-8 (Cor)
Known as the "Tall Travellers", their long, thin-boned limbs made them perfect for chasing prey over vast distances under a hot sun. These are 'marathon skirmishers', preferring speed and harassment rather than a grinding melee, and generally appearing on the board edges to poke at vulnerable enemy support units.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 10 | 1 | 1 | 1 | 0-2 | 2 | 8 |
Wield: 1- or 2-hand melee weapons. / Medium Rocks
Special: Tireless
May buy: Flankforce
0-12 Roden-folk Netters in 1-2 units of 2-8 (Cor)
Descended from the "Broken Hill" lineage, they are the prey-catchers of the plains, using their physical mass to pacify beasts before they can strike back.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 1 | 0 | 0-2 | 2 | 8 |
Wield: Throwing Net / 1-hand stone-headed club.
Special Rule:
May buy: Ambush
0-12 Herto-folk Haze-Spinners in 1-2 units of 2-8 (Cor)
These nude Herto whirl, taunt, and dance into the melee – where their weapons halt any surprise foes had.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 1 | 0 | 0-1 | 2 | 8 |
Wield: 1-hand Axe and Dagger.
May buy:
Special Rules: Mesmerise
0-12 Floren-folk Forestflock in 1-2 units of 2-8 (Cor)
Only about 3.5 feet tall, they are the smallest sub-race and thus known as 'The Jungle Shadows'. They are masters of the unseen strike and harassment rather than a grinding melee.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-1 | 2 | 8 |
Wield: 1- or 2-hand melee weapons / Medium Rocks
Special: Stealthy (1)
0-12 Herto-folk Ljostari-Elk Riders in 1-2 units of 2-6 (Cor)
Some of the tactically inclined also master complex manoeuvres. Utilising Ljostari-elks, they either smash through frontlines or deliver swift blows to flanks.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 7 |
Wield either 1- or 2-hand melee weapons.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 23 | 1 | 2 | 1 | 0-2 | +1 | - |
May buy:
Special Rule: Toss Aside (20)
0-4 Erectus-folk Trappers in 1 unit of 2-4 (Cor)
They have lived in every environment and learned how to "trap" the land itself. True masters of environmental control, they use their ancient knowledge of the land to set pitfalls and snares, thinning out the enemy before the main war host arrives.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 8 | 1 | 1 | 0 | 0-2 | 1 | 7 |
Wield either 1- or 2-hand melee weapons.
May buy: Vanguard
Special Rule: Trapper (30)
| ----- AUXILIARY ----- |
0-2 Erectus-folk Firestarter in 1-2 Units of 1 (Aux)
Camouflaged hunters using "Shadow-marrow" paint to become invisible in forests/caves. With fire as their greatest invention, these specialists carry embers of "Steelthorn wood" fire, using them to clear brush or sow panic among beasts and foes alike by setting the battlefield afire.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: Fire-hardened wooden spear, and Torch.
May buy: Flankforce
Special rule: Firestarter
0-6 Missing Link Berserkers in 1-2 Units of 1-6 (Aux)
Retaining the raw, ape-like power of their ancestors, these warriors shrug off pain and enter a state of "Primal Fury" where they care nothing for their safety. These are feral berserker units—less refined equipment, if any at all, but with raw, animalistic power, they represent the fury of the dawn of time.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 2 | 0 | 0-2 | 2 | - |
Wield teeth, nails, or crude handheld rocks.
Special rule: Berserk, Primal Fury
0-8 Naledi-folk Tunnelers in 1-2 Units of 1-6 (Aux)
Distinguished by their small-brained head but with surprisingly "modern" burrowing hands and feet giving them unique climbing abilities. These spelunkers may emerge from beneath the earth or behind enemy lines.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: 1-hand melee weapons.
Special rule: Ignore movement penalties for impassable terrain like ruins or steep hills.
May buy: Giant burrowing insects to collapse others' tunnels
May buy: Flankforce, Ambush
0-2 Erectus Fangclaws in 1-2 units of 1 (Aux)
They share a deep, ancient bond with the megafauna of the era, leading prehistoric predators like Big-Beaks and Sabres to battle.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-3 | 2 | 7 |
Wield: Spiked 1- or 2-hand club.
May buy: Flankforce
Each may buy 1-2 Big-Beaks (Terror Birds) at 34 points each.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 24 | 1 | 2 | 1 | 1 | 3 | - |
Special rule: Cause Dread, Natural Armour (1)
Each may buy 1-2 Cave Bears at 34 points each.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 14 | 2 | 3 | 1 | 2 | 3 | - |
Special rule: Natural Armour (2)
Each may buy 1-2 sabre-tooth tigers at 34 points each.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 22 | 1 | 2 | 0 | 2 | 1 | - |
Special Rule: Cause Fear, Natural Armour (2)
Each may buy 1-2 Dire Wolves at 34 points each.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 22 | 1 | 2 | 0 | 2 | 1 | - |
Special Rule: Cause Fear, Natural Armour (2)
Each may buy 1-3 Ubag bought at 21 points each.
With heavily ape-like features and long, powerful arms, they do not understand the "modern" tools of the Herto-folk. They are often found on the outskirts of the war host, using crude stones as extensions of their fists. They are the living memory of the time "Before the World".

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 2 | 1 | 0 | 1 | 1 | - |
Special Rule: Natural Armour (1)
0-2 Garectus-folk Twisted Twins in 1-2 units of 1 (Aux)
An anomaly of the Ley Lines. The "Garectus" are born as a symbiotic pair: a massive, hulking brute who lacks all cognitive function and a frail, hyper-intelligent twin. The mother carries the "Mastermind" child, who directs the "Dumb Giant" in battle. If the mother or the child falls, the giant enters a rampage, losing all tactical control and becoming a force of pure destruction.

The big one.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 12 | 1 | 2 | 2 | 0-3 | 3 | - |
May wield: Tree trunk / Large Rocks
Mother and Weakling.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-1 | 1 | 9 |
May buy: Flankforce
Special Rules: They cause Fear. If the mother and weakling dies, the big one Rampage
0-4 Floren-folk Riders in 1-2 units of 1-4 (Aux)
Small but practical, as they can mount and steer powerhouses.
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| - | 1 | 1 | 0 | 0-3 | 2 | 8 |
Wield either 1- or 2-hand melee weapons.
May buy: Flankforce
Special Rule: Weapon Mixer
Mammoth at 52 points each (3 riders)
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 21 | 3 | 3 | 2 | 0-3 | 2 | - |
Special Rule: Cause Fear, Natural Armour (3)
May buy; Ancient Charging Roar
Wholly Rhino at 43 point (2 riders)
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 19 | 2 | 3 | 1 | 0-3 | 2 | - |
Special Rule: cause Fear, Natural Armour (3), Unstoppable
Sabre-Tooth Tiger at 34 point (2 riders)

| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 23 | 1 | 2 | 1 | 0-2 | 1 | - |
Special rule: Natural Armour (2), Pounce (1)
Big Beak at 34 point (1 rider)

| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 23 | 1 | 2 | 1 | 0-2 | 1 | - |
Special rule: Cause Dread, Natural Armour (1), Beak Snap
| ----- MACHINES ----- |
0-2 Ancient One (The Behemoth) in 1-2 Units of 1-2 (Mac)
A massive Mammoth carrying a wooden "howdah" filled with hunters at 52 point each (3 riders)
4 Crew
| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: 2-hand melee weapons / Medium Rocks
May buy: Flankforce
Mammoth
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 21 | 3 | 3 | 2 | 0-3 | 2 | - |
| ----- SUPPORT ----- |
0-2 Erectus-folk Shaman/Spirit-Walker in 1-2 unit of 1 (Sup)
A specialist unit used for morale, healing, or "magical" support. Their "magic" isn't learned—it’s 'conducted' by releasing Fylgia (Spirit Offence) shown with "attached" tokens.

| MOVE | ATTACK | STRENGTH | REACH | ARMOR | HEALTH | MORALE |
| 9 | 1 | 1 | 0 | 0-2 | 2 | 8 |
Wield: 1- or 2-hand melee weapon / spirit talisman
May buy: Flankforce
May send one of the following Spirit-swarms per turn at a range of 20 cm * shaman health.
- Spirit-Breath: Attach a token to an enemy unit. For one turn, their metal armour value is reduced by 1.
- Spirit-Breath: Attach a token to an enemy unit. Their weapons are treated as "broken", removing weapon strength bonuses.
- Spirit-Fang: Attach this token to a friendly beast unit. Their attacks become "magical" for the turn.
- Spirit-Roar: Attach this token to a friendly beast unit. They gain a Fear aura that forces a morale check.
- Spirit-Gag: Attach a token to an enemy unit. Enemies cannot use "Activated Abilities" or "Order Activation Points".
Mammoth at 52 points
| MOVE | ATTACK | STRENGTH | REACH | BARDING | HEALTH | MORALE |
| 21 | 3 | 3 | 2 | 0-3 | 2 | - |
The Ley-Beacon: If the shaman is mounted on a mammoth, their "conducted" abilities (like healing or fylgia) have their range doubled, as the massive beast acts as a living lightning rod for the world's energy.
0-2 Earth-Node Mothers in 1-4 Units of 1 (Sup)
Since battles seldom take place on or near an Earth Node, they at times bring along Earth Node mother statues, bestowing buffs within range, the world literally "recharging" the archaic.

| REACH | ARMOUR | HEALTH |
| 1DA * HEALTH | 4 | 5 |
Buffs:
- a 'Regeneration' buff of 6+
- a 'Dodge' saves of 6+
- a bonus against missile attacks: +1 Protection
- a bonus doubling the passing range of the generals Order Activation Tokens
Special Rule: Prebattle Deployment (Deployment Zone).
| ----- ALLIES ----- |
Heroes Max 1 Hero at game start per Weaver. (From the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, and N'aldan.
Quote from IoM-Christian on 2019-11-16, 16:15Archaic 0.01
Their armies generally consist of a mixture of the various sub-tribes of Archaic, be that close to modern humans known as Cromagi, the stronger and less subtle Neander, or the most rough and supposingly original of all -the Heibeger. At times they also include pre Heibeger creatures called Missing Links, the most rough and oldest of humankind. Which can only participate in strategic and tactical warfare, if controlled by brighter individuals.
The Archaic lot are the oldest of the Human races and unlike those with known lineage back to other races, their origin is shrouded in the mists of world dawn. They are very resilient towards magic and extremely strong and generally tend to themselves in tribes of 20-50 individuals, especially shunning any of the greater races.
The leaders and units are from these three 'contingents'.
contingent Heibeger [short & rough]
contingent Neander [large & muscular]
contingent Cromagi [tall & slim]
1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.
Armour cost 1 point per Armour value.
Weapon cost 3 Point + 1 point per inch Range.
- - - - - - - - - - - - General - - - - - - - - - - - -
1 Chieftain in 1 Unit of 1 (any contingent)
Move 6, Morale 8, Die 1/2
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
Mount either: Mammoth/ Wolly Rhino / Ljostari Elk
Armour: 1-3
Special Rule: Makes models within 8" immune to Morale failure.
- - - - - - - - - - - - Command - - - - - - - - - - - -
0-4 Battle Weaver in 1-4 units of 1 (any contingent)
Move 6, Morale 9, Die 1
Wield: 1 club, r0.
Armour: 1-3
Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.
0-4 Battle Howler in 1-4 units (any contingent)
Move 6, Morale 9, Die 1
Wield: 1 sword(katana), r0.
Armour: 1-3
Special Rule: Instrument allow models within 8" to Reorder without spending an Order.
- - - - - - - - - - - - Core - - - - - - - - - - - -
0-16 Ripper in 1-4 units of 4-8 (contingent Heibeger)
Each carry random hand weapon(s)
0-16 Whackers in 1-2 units of 8-16 (contingent Neander)
Each carry 2 one-hand wooden shafted stone headed axes.
0-16 Pokers in 1 unit of 1-16 (contingent Cromagi)
Each carry a huge spear.
0-8 Mamoties’ (10 pts) in 1-4 units (contingent Heibeger)
Each wield a mammoth fang.
Very heavy fur/skin armour?
0-8 Crushers in 1-2 units of 1-6 (contingent Neander)
Each carry a thick tree trunk.
0-8 Smashers in 1 unit of 1-8 (contingent Cromagi)
Each hold 1 two-handed wooden shafted stone head hammer.
0-8 Throwers in 1-4 units of 1-4 (contingent Heibeger)
Each carry hand sized rocks.
0-8 Lobbers in 1-2 units of 1-4 (contingent Neander)
Each hold large head/chest sized rocks.
0-8 Shooter in 1 unit of 1-8 (contingent Cromagi)
Each wield a bow.
0-8 Catcher in 1-2 units of 1-8 -cause FEAR (contingent Heibeger)
Each carry a 1 hand throwing net and a hand sized rock.
0-8 Haze-spinners in 1 unit of 1-8 – cause MESMERIZE (contingent Neander)
Enemy units within 16" must take a LD test before charging them.
- - - - - - - - - - - - Auxiliary - - - - - - - - - - - -
0-8 Firestarter in 1 unit of 1-8 – cause FEAR (contingent Cromagi)
Enemy units within 16" must take a LD test before charging them.
0-4 Shaman + 5 pts per level) in units of 1 (contingent Neander)
Healer that allow models who died within 8" (+1" per level) a roll with the 'life die'.
0-2 Ancestorian (30 pts) in 1-2 units of 1-2 (contingent Heibeger)
Each handle a group of 4 Missing Links.
0-2 Fangclaw (30 pts) in 1 unit of 1-2 (contingent Neander)
Each handle 2 Sabre-tooth Tigers.
0-2 Lil'Put (30 pts) in 1-2 units of 1 – cause FEAR (contingent Cromagi)
Each handle a Mountain Giant.
0-2 Mammoth Rider in 1-2 units of 1 – cause FEAR (contingent Heibeger)
0-4 Rhino Rider in 1-2 units of 1-4 – cause FEAR (contingent Neander)
0-6 Megaloceros Rider in 1 unit of 1-6 – cause FEAR (contingent Cromagi)
- - - - - - - - - - - - Allies - - - - - - - - - - - -
Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.
Archaic 0.01
Their armies generally consist of a mixture of the various sub-tribes of Archaic, be that close to modern humans known as Cromagi, the stronger and less subtle Neander, or the most rough and supposingly original of all -the Heibeger. At times they also include pre Heibeger creatures called Missing Links, the most rough and oldest of humankind. Which can only participate in strategic and tactical warfare, if controlled by brighter individuals.
The Archaic lot are the oldest of the Human races and unlike those with known lineage back to other races, their origin is shrouded in the mists of world dawn. They are very resilient towards magic and extremely strong and generally tend to themselves in tribes of 20-50 individuals, especially shunning any of the greater races.
The leaders and units are from these three 'contingents'.
contingent Heibeger [short & rough]
contingent Neander [large & muscular]
contingent Cromagi [tall & slim]
1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.
Armour cost 1 point per Armour value.
Weapon cost 3 Point + 1 point per inch Range.
- - - - - - - - - - - - General - - - - - - - - - - - -
1 Chieftain in 1 Unit of 1 (any contingent)
Move 6, Morale 8, Die 1/2
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
Mount either: Mammoth/ Wolly Rhino / Ljostari Elk
Armour: 1-3
Special Rule: Makes models within 8" immune to Morale failure.
- - - - - - - - - - - - Command - - - - - - - - - - - -
0-4 Battle Weaver in 1-4 units of 1 (any contingent)
Move 6, Morale 9, Die 1
Wield: 1 club, r0.
Armour: 1-3
Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.
0-4 Battle Howler in 1-4 units (any contingent)
Move 6, Morale 9, Die 1
Wield: 1 sword(katana), r0.
Armour: 1-3
Special Rule: Instrument allow models within 8" to Reorder without spending an Order.
- - - - - - - - - - - - Core - - - - - - - - - - - -
0-16 Ripper in 1-4 units of 4-8 (contingent Heibeger)
Each carry random hand weapon(s)
0-16 Whackers in 1-2 units of 8-16 (contingent Neander)
Each carry 2 one-hand wooden shafted stone headed axes.
0-16 Pokers in 1 unit of 1-16 (contingent Cromagi)
Each carry a huge spear.
0-8 Mamoties’ (10 pts) in 1-4 units (contingent Heibeger)
Each wield a mammoth fang.
Very heavy fur/skin armour?
0-8 Crushers in 1-2 units of 1-6 (contingent Neander)
Each carry a thick tree trunk.
0-8 Smashers in 1 unit of 1-8 (contingent Cromagi)
Each hold 1 two-handed wooden shafted stone head hammer.
0-8 Throwers in 1-4 units of 1-4 (contingent Heibeger)
Each carry hand sized rocks.
0-8 Lobbers in 1-2 units of 1-4 (contingent Neander)
Each hold large head/chest sized rocks.
0-8 Shooter in 1 unit of 1-8 (contingent Cromagi)
Each wield a bow.
0-8 Catcher in 1-2 units of 1-8 -cause FEAR (contingent Heibeger)
Each carry a 1 hand throwing net and a hand sized rock.
0-8 Haze-spinners in 1 unit of 1-8 – cause MESMERIZE (contingent Neander)
Enemy units within 16" must take a LD test before charging them.
- - - - - - - - - - - - Auxiliary - - - - - - - - - - - -
0-8 Firestarter in 1 unit of 1-8 – cause FEAR (contingent Cromagi)
Enemy units within 16" must take a LD test before charging them.
0-4 Shaman + 5 pts per level) in units of 1 (contingent Neander)
Healer that allow models who died within 8" (+1" per level) a roll with the 'life die'.
0-2 Ancestorian (30 pts) in 1-2 units of 1-2 (contingent Heibeger)
Each handle a group of 4 Missing Links.
0-2 Fangclaw (30 pts) in 1 unit of 1-2 (contingent Neander)
Each handle 2 Sabre-tooth Tigers.
0-2 Lil'Put (30 pts) in 1-2 units of 1 – cause FEAR (contingent Cromagi)
Each handle a Mountain Giant.
0-2 Mammoth Rider in 1-2 units of 1 – cause FEAR (contingent Heibeger)
0-4 Rhino Rider in 1-2 units of 1-4 – cause FEAR (contingent Neander)
0-6 Megaloceros Rider in 1 unit of 1-6 – cause FEAR (contingent Cromagi)
- - - - - - - - - - - - Allies - - - - - - - - - - - -
Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.
Quote from IoM-Christian on 2019-11-17, 09:40Archaic 0.02
Altered the catapult into a trebuchet with a crew of 5, range battlefield and cost 50 pts.
Archaic 0.02
Altered the catapult into a trebuchet with a crew of 5, range battlefield and cost 50 pts.
Quote from IoM-Christian on 2019-11-26, 13:46Archaic 0.03
Altered the nace name to Archaic, made Neander one of 3 race contingents.
Adjusted many unit type point costs and amount in some.
Added a couple of new unit types and altered some others -and threw artillery engines out.
Archaic 0.03
Altered the nace name to Archaic, made Neander one of 3 race contingents.
Adjusted many unit type point costs and amount in some.
Added a couple of new unit types and altered some others -and threw artillery engines out.
Quote from IoM-Christian on 2020-07-02, 19:51Archaic 0.04
Changed Crom's men to Cromagi
Changed Heiberger to Heibeger
Changed Sabre Tooth Tiger handler to Neander and Lil'Put handler to Cromagi.
Archaic 0.04
Changed Crom's men to Cromagi
Changed Heiberger to Heibeger
Changed Sabre Tooth Tiger handler to Neander and Lil'Put handler to Cromagi.
Quote from IoM-Christian on 2021-10-03, 15:44Archaic 0.05
Changed Army description to the revised composition system.
Archaic 0.05
Changed Army description to the revised composition system.
Quote from IoM-Christian on 2021-10-24, 20:22Archaic 0.06
Changed:
General Special rule.Moved Haze-spinners, Catchers, Shooters, Lobbers and Throwers from Auxiliary to Core.
Elaborated: most subrace units have been collapsed
Archaic 0.06
Changed:
General Special rule.
Moved Haze-spinners, Catchers, Shooters, Lobbers and Throwers from Auxiliary to Core.
Elaborated: most subrace units have been collapsed
Quote from IoM-Christian on 2021-10-29, 15:03Archaic 0.07
Removed Mount restrictions towards Archaic subclasses.
Changed Archaic Move from 6 to 5.
Lowered Archaic Morale from 8 to 7.
Specified Mount cost & stats.Note the altered Charge distance rule.
Archaic 0.07
Removed Mount restrictions towards Archaic subclasses.
Changed Archaic Move from 6 to 5.
Lowered Archaic Morale from 8 to 7.
Specified Mount cost & stats.
Note the altered Charge distance rule.
Quote from IoM-Christian on 2021-10-30, 08:42Archaic 0.08
Added Rerolls (Spc)
10 point: 1 Morale Reroll
10 point: 1 Combat Die Reroll
ARMY COMPOSITION
1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.
Armour cost 1 point per Armour value.
Weapon cost 3 Point + 1 point per inch Range.
- - - - - - - - - - - - General - - - - - - - - - - - -
1 Chieftain in 1 Unit of 1 (Gen) (any contingent)
MOVE MORALE ARMOUR 5 8 1-3 Special Rule: Makes models within 8" immune to Morale failure.
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
Mount either:
Mammoth
MOVE MORALE ARMOUR 6 - 3 Woolly Rhino
MOVE MORALE ARMOUR 7 - 4 Rim-Elk
MOVE MORALE ARMOUR 8 - 2 Big-Beak
MOVE MORALE ARMOUR 9 - 1
- - - - - - - - - - - - Command - - - - - - - - - - - -
0-4 Battle Weaver in 1-4 units of 1 (any contingent)
MOVE MORALE ARMOUR 5 7 1-3 Wield: 1 club, r0.
Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.
0-4 Battle Howler in 1-4 units (any contingent)
MOVE MORALE ARMOUR 5 7 1-3 Wield: 1 1H weapon, r0.
Special Rule: Instrument allow models within 8" to Reorder without spending an Order.
- - - - - - - - - - - - Core - - - - - - - - - - - -
Army must have at least 4 Core Units, worth at least 35% of army value.
0-42 Heiberger in 1-12 units of 4-8
MOVE MORALE ARMOUR 5 7 1-3 Wield: Random hand weapon(s), r0 / 1H Mammoth fang, r1 / x Throwing rocks, r8 / Net & Rock, r1
Special Rule: May buy masks that makes the unit cause FEAR.
0-24 Cromagi in 1-3 units of 1-8
MOVE MORALE ARMOUR 5 7 1-3 Wield: Huge Spear, r1 / 2H Stone Head Hammer, r1 / Bow, r12
0-36 Neander in 1-6 units of 1-6
MOVE MORALE ARMOUR 5 7 1-2 Wield: Tree trunk, r2 / Large Rocks, r6 / 2H Stone Axe, r1
- - - - - - - - - - - - Auxiliary - - - - - - - - - - - -
0-8 Cromagi Firestarter in 1 unit of 1-8
MOVE MORALE ARMOUR 5 7 1-2 Special rule: cause FEAR. Enemy units within 16" must take a LD test.
0-8 Neander Haze-spinners in 1 unit of 1-8
MOVE MORALE ARMOUR 6 7 1 Special Rules: Enemy units must take a LD test before charging them. Can MESMERIZE
0-4 Neander Shaman + 5 pts per level) in units of 1
MOVE MORALE ARMOUR 5 8 1-2 Special Rule: Allow models who died within 8" (+1" per level) a roll to be restored 'the life die'.
0-2 Heiberger Ancestorian (30 pts) in 1-2 units of 1-2
MOVE MORALE ARMOUR 5 6 1-3 Special Rule: Each handle a group of Missing Links.
MOVE MORALE ARMOUR 7 - 2
0-2 Neander Fangclaw (30 pts) in 1 unit of 1-2
MOVE MORALE ARMOUR 5 6 1-3 Special rule: Each handle 2 Sabre-tooth Tigers.
MOVE MORALE ARMOUR 9 - 1
0-2 Cromagi Lil'Put (30 pts) in 1-2 units of 1
MOVE MORALE ARMOUR 7 8 1-2 Special Rule: Each handle a Mountain Giant. Cause FEAR
0-4 Mammoth Riders in 1-2 units of 1-4
MOVE MORALE ARMOUR 6 7 1-3 Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1
MOVE MORALE ARMOUR 6 - 3 Special Rule: causes FEAR. It has 2 attack die, r1
0-6 Rim-Elk (Megaloceros) Riders in 1 unit of 1-6
MOVE MORALE ARMOUR 6 7 1-3 Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
MOVE MORALE ARMOUR 8 - 2 Special Rule: causes FEAR. It has 2 attack die, r0
0-4 Rhino Riders in 1-2 units of 1-4
MOVE MORALE ARMOUR 6 7 1-3 Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1
MOVE MORALE ARMOUR 7 - 4 Special Rule: causes FEAR. They have 1 attack die each, r0
0-6 Big-Beak Riders in 1 unit of 1-6
MOVE MORALE ARMOUR 6 7 1-2 Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
MOVE MORALE ARMOUR 9 - 1 Special rule: It has 2 attack die, r1
- - - - - - - - - - - - Allies - - - - - - - - - - - -
Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.
Archaic 0.08
Added Rerolls (Spc)
10 point: 1 Morale Reroll
10 point: 1 Combat Die Reroll
ARMY COMPOSITION
1 General, 4 Core and any amount of Command, Auxiliary, Special, Machines, Allies and Heroes as per Unit/Size limitations below.
Armour cost 1 point per Armour value.
Weapon cost 3 Point + 1 point per inch Range.
- - - - - - - - - - - - General - - - - - - - - - - - -
1 Chieftain in 1 Unit of 1 (Gen) (any contingent)
| MOVE | MORALE | ARMOUR |
| 5 | 8 | 1-3 |
Special Rule: Makes models within 8" immune to Morale failure.
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
Mount either:
Mammoth
| MOVE | MORALE | ARMOUR |
| 6 | - | 3 |
Woolly Rhino
| MOVE | MORALE | ARMOUR |
| 7 | - | 4 |
Rim-Elk
| MOVE | MORALE | ARMOUR |
| 8 | - | 2 |
Big-Beak
| MOVE | MORALE | ARMOUR |
| 9 | - | 1 |
- - - - - - - - - - - - Command - - - - - - - - - - - -
0-4 Battle Weaver in 1-4 units of 1 (any contingent)
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-3 |
Wield: 1 club, r0.
Special Rule: Carries a Battle Banner making models within 8" immune to Morale failure, and allow for Order passing.
0-4 Battle Howler in 1-4 units (any contingent)
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-3 |
Wield: 1 1H weapon, r0.
Special Rule: Instrument allow models within 8" to Reorder without spending an Order.
- - - - - - - - - - - - Core - - - - - - - - - - - -
Army must have at least 4 Core Units, worth at least 35% of army value.
0-42 Heiberger in 1-12 units of 4-8
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-3 |
Wield: Random hand weapon(s), r0 / 1H Mammoth fang, r1 / x Throwing rocks, r8 / Net & Rock, r1
Special Rule: May buy masks that makes the unit cause FEAR.
0-24 Cromagi in 1-3 units of 1-8
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-3 |
Wield: Huge Spear, r1 / 2H Stone Head Hammer, r1 / Bow, r12
0-36 Neander in 1-6 units of 1-6
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-2 |
Wield: Tree trunk, r2 / Large Rocks, r6 / 2H Stone Axe, r1
- - - - - - - - - - - - Auxiliary - - - - - - - - - - - -
0-8 Cromagi Firestarter in 1 unit of 1-8
| MOVE | MORALE | ARMOUR |
| 5 | 7 | 1-2 |
Special rule: cause FEAR. Enemy units within 16" must take a LD test.
0-8 Neander Haze-spinners in 1 unit of 1-8
| MOVE | MORALE | ARMOUR |
| 6 | 7 | 1 |
Special Rules: Enemy units must take a LD test before charging them. Can MESMERIZE
0-4 Neander Shaman + 5 pts per level) in units of 1
| MOVE | MORALE | ARMOUR |
| 5 | 8 | 1-2 |
Special Rule: Allow models who died within 8" (+1" per level) a roll to be restored 'the life die'.
0-2 Heiberger Ancestorian (30 pts) in 1-2 units of 1-2
| MOVE | MORALE | ARMOUR |
| 5 | 6 | 1-3 |
Special Rule: Each handle a group of Missing Links.
| MOVE | MORALE | ARMOUR |
| 7 | - | 2 |
0-2 Neander Fangclaw (30 pts) in 1 unit of 1-2
| MOVE | MORALE | ARMOUR |
| 5 | 6 | 1-3 |
Special rule: Each handle 2 Sabre-tooth Tigers.
| MOVE | MORALE | ARMOUR |
| 9 | - | 1 |
0-2 Cromagi Lil'Put (30 pts) in 1-2 units of 1
| MOVE | MORALE | ARMOUR |
| 7 | 8 | 1-2 |
Special Rule: Each handle a Mountain Giant. Cause FEAR
0-4 Mammoth Riders in 1-2 units of 1-4
| MOVE | MORALE | ARMOUR |
| 6 | 7 | 1-3 |
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1
| MOVE | MORALE | ARMOUR |
| 6 | - | 3 |
Special Rule: causes FEAR. It has 2 attack die, r1
0-6 Rim-Elk (Megaloceros) Riders in 1 unit of 1-6
| MOVE | MORALE | ARMOUR |
| 6 | 7 | 1-3 |
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
| MOVE | MORALE | ARMOUR |
| 8 | - | 2 |
Special Rule: causes FEAR. It has 2 attack die, r0
0-4 Rhino Riders in 1-2 units of 1-4
| MOVE | MORALE | ARMOUR |
| 6 | 7 | 1-3 |
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1
| MOVE | MORALE | ARMOUR |
| 7 | - | 4 |
Special Rule: causes FEAR. They have 1 attack die each, r0
0-6 Big-Beak Riders in 1 unit of 1-6
| MOVE | MORALE | ARMOUR |
| 6 | 7 | 1-2 |
Wield either: 1 long spear, r1 / 1 2H club, r1 / 1 Great hammer, r1 / 2 1H clubs, r0
| MOVE | MORALE | ARMOUR |
| 9 | - | 1 |
Special rule: It has 2 attack die, r1
- - - - - - - - - - - - Allies - - - - - - - - - - - -
Heroes (50 pts) Max 1 Hero at game start per Weaver. (from the realms of: Cyan, Green, Yellow)
Other Races: Maximum 5% of total army cost from Ogryl, Utarik, Moss'ari, Izir, Utarik, Clovincaz, Findograa, Tatongol, Markian, Darim, Ortagui, N'aldan, Common, and Realmar.
Quote from IoM-Christian on 2021-11-12, 17:26Archaic 1.0
Totally rewamped the Archaic army...
Archaic 1.0
Totally rewamped the Archaic army...
