top of page

Unit Codex

Warfang Sub Factions

Ember:

​

Overview

​

Role: Ember is the shock leader of the Warfang pack, built to break enemy formations through relentless aggression and supernatural fear. While other Worgs isolate prey, Ember crashes directly into the center of the battlefield, locking enemies in place while the pack closes in for the kill.

​​

Core Information

​

Summon Points: 1 (Character)        

Alignment: Grey

Affiliation: Warfang Clan

Subfaction: N/A

​

Keywords:

  • Worg

  • Large Creature (Ranged) 

​

Statistics:

  • Health: 6

  • Armor: 1

  • Speed: 6

  • Defense: 9

  • Dodge: 7

  • Willpower: 4

Ember

Tactics and Strategies

​

Ember is the primary shock predator of the Warfang Clan. Her role is to aggressively pressure objectives, disrupt enemy formations, and create openings for the rest of the pack.

​

Her high Defense allows her to survive initial engagements long enough for allied Worgs to capitalize on Pack Hunter bonuses, while Ethereal Howl can completely disrupt enemy objective control during critical turns.

s in precision strikes, Ember thrives in the center of combat where her presence alone forces opponents to react. Use her to collapse formations, trap scoring units, and create momentum swings that allow the pack to overwhelm isolated targets.

​

While durable in melee combat, Ember remains vulnerable to concentrated ranged pressure due to her Large Creature (Ranged) classification. Proper positioning and coordinated Pack Unity activations are essential to maximizing her effectiveness.

Special:

 

[ Universal Worg Rules ]

​

Natural Armor

Ember’s dense, matted fur provides inherent protection. While this armor cannot be repaired once damaged, it is capable of being augmented by external buffs.

​

​

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Ember attacks an opponent already engaged by another friendly Worg during the same round:

  • Ember gains +1 Damage.

​

Ethereal Howl

  • Type: Burst 6 (B6)

  • Mechanic: Fate vs. Willpower

  • Cost: 3 Fate Tokens

​

Ember lifts her head and unleashes a supernatural howl infused with primal terror.

Every enemy unit within 6 inches must roll separately.

​

On a failed roll:

  • Apply Stunned.

​

Additionally:

  • Affected units lose Scoring status until the end of the round.

Shade

Shade:

​

Overview

​

Role: Shade is the silent executioner of the Warfang Clan. While Ember and Timber overwhelm enemies through direct aggression, Shade stalks the battlefield unseen, striking isolated prey before disappearing back into the chaos. Shade excels at assassination, flanking pressure, and disrupting vulnerable backline targets.

​

Core Information

​

Summon Points: 1 (Character)          

Alignment: Grey                                                   

Affiliation: Warfang Clan

Subfaction: N/A

​

Keywords:

  • Worg

  • Large Creature (Balanced)

  • Stealth Hunter

​

Statistics:

  • Health: 6

  • Armor: 1

  • Speed: 6

  • Defense: 7

  • Dodge: 9

  • Willpower: 4

Tactics and Strategies

​

Shade functions as the assassination specialist of the Warfang Clan. Rather than engaging in prolonged frontline combat, Shade thrives by isolating vulnerable targets, striking weakened enemies, and exploiting battlefield chaos created by the rest of the pack.

​

Shadow Stalker and Attack from the Shadows allow Shade to constantly reposition and pressure enemy backlines while remaining exceptionally difficult to pin down.

​

Unlike Ember and Timber, Shade relies heavily on positioning, timing, and battlefield awareness rather than sustained aggression. Shade performs best when allied Worgs create engagement pressure elsewhere on the battlefield, allowing Shade to exploit exposed supports, ranged units, and weakened Characters.

Special:

 

[ Universal Worg Rules ]

​

Natural Armor

Shade’s dense, matted fur provides inherent protection. While this armor cannot be repaired once damaged, it is capable of being augmented by external buffs.

​

Shadow Stalker

Shade moves silently across the battlefield, striking from angles few opponents can predict.

​

If Shade is not engaged in melee combat at the start of its activation:

  • Apply Stealthed.

​

Stealthed is removed immediately after Shade:

  • attacks

  • uses a damaging ability

  • becomes engaged in melee combat

​

​

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Shade attacks an opponent already engaged by another friendly Worg during the same round:

  • Shade gains +1 Damage.

​

Attack from the Shadows

  • Type: Melee (M)

  • Mechanic: Fate vs. Dodge

  • Cost: 3 Fate Tokens

  • Damage: Light Damage

​

Shade seamlessly melds into the gloom before launching a surprise assault.

​

Shade leaps from the darkness and pins his target in place while aiming directly for the throat.

​

If Shade exceeds the target’s Defense by 3 or more:

  • this attack bypasses all Armor and protective effects.

​

Immediately after resolving the attack:

  • Shade may immediately leave melee combat as a Free Action

  • Apply Stealthed.

​

Additionally:

  • Shade gains +2 Defense until the start of his next activation.

​

While this Defense bonus is active:

  • Shade cannot use Attack from the Shadows.

01.png
Ash

Ash:

​

Overview

​

Role: Ash is the swift tactician and battlefield initiator of the Warfang Clan. Rather than overwhelming enemies through brute force alone, Ash excels at manipulating enemy positioning, drawing opponents into vulnerable engagements, and coordinating devastating pack assaults through superior speed and battlefield awareness.

​

Summon Points: 1 (Character)          

Alignment: Grey                                                   

Affiliation: Warfang Clan

Subfaction: N/A

​

Keywords:

  • Worg

  • Large Creature (Balanced)

  • Pack Initiator

​

Statistics:

  • Health: 6

  • Armor: 1

  • Speed: 6

  • Defense: 7

  • Dodge: 7

  • Willpower: 5

Tactics and Strategies

Ash serves as the battlefield initiator and tactical coordinator of the Warfang Clan. Her exceptional mobility and discipline allow her to aggressively pressure objectives, bait enemy positioning mistakes, and rapidly establish favorable engagements for the rest of the pack.

​

Unlike Ember’s direct frontline aggression or Timber’s relentless pursuit tactics, Ash thrives by controlling engagement flow and setting traps that allied Worgs can exploit through Pack Hunter and coordinated melee pressure.

​

Pack Tactics serves as the centerpiece of Ash’s battlefield role, allowing her to create devastating coordinated assaults by exposing vulnerable enemies to synchronized pack attacks.

​

Ash performs best when aggressively repositioning around enemy formations and forcing opponents into difficult movement decisions. Her combination of mobility, discipline, and coordinated combat pressure makes her one of the most tactically flexible Worgs in the Warfang roster.

​

Although highly mobile and tactically versatile, Ash relies heavily on proper positioning and pack coordination rather than raw durability or overwhelming offensive pressure alone.

Special:

 

[ Universal Worg Rules ]

​

Natural Armor

Ash’s dense, matted fur provides inherent protection. While this armor cannot be repaired once damaged, it is capable of being augmented by external buffs.

​

​

​

​

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Ash attacks an opponent already engaged by another friendly Worg during the same round:

  • Ash gains +1 Damage.

​

Pack Tactics

  • Type: Special Action (SA)

  • Mechanic: Fate +2 vs. Willpower

  • Cost: 3 Fate Tokens

  • Range: 3 inches

​

Ash darts into combat before suddenly feinting away, exposing her target to the rest of the pack.

​

Choose one enemy unit within 3 inches.

​

On a successful roll:

  • all other friendly Worg units currently engaged with the chosen target may immediately perform a free attack against that target.

​

These attacks:

  • resolve separately

  • may generate Fate Tokens normally

  • do not count against the attacking Worgs’ normal attack limit for the round

​

Ash does not perform an attack as part of this ability.

​

After resolving Pack Tactics:

  • Ash may immediately move up to 2 inches without triggering engagement attacks.

01.png
Timber

Timber:

​

Overview

​

Role: Timber is the relentless pursuit hunter of the Warfang Clan. Where Ember crashes into enemy formations and Shade stalks isolated prey, Timber excels at chasing down fleeing enemies and maintaining constant battlefield pressure. Once Timber locks onto a target, escape becomes nearly impossible.

​

Summon Points: 1 (Character)           

Alignment: Grey                                                   

Affiliation: Warfang Clan

Subfaction: N/A

​

  Keywords:

  • Worg

  • Large Creature (Balanced)

  • Pursuit Hunter

​

Statistics:

  • Health: 6

  • Armor: 1

  • Speed: 6

  • Defense: 7

  • Dodge: 7

  • Willpower: 4

Special:

 

[ Universal Worg Rules ]

​

Pack-Bound

Timber may only be included on a Team if Grog is also included.

​

Natural Armor

Timber's dense, matted fur provides inherent protection. While this armor cannot be repaired once damaged, it is capable of being augmented by external buffs.

​

Target Tracking

Timber relentlessly hunts wounded prey across the battlefield.

​

At the start of Timber’s activation:

  • Choose one enemy unit within 8 inches that has lost at least 1 Health.

Until the end of the round:

  • Timber gains +1 Fate against the chosen target

  • Timber gains +2 inches of movement when moving toward the chosen target. (Can not be used with stride)

​

If the chosen target attempts to disengage from Timber:

  • Timber may immediately perform a free Pounce without spending Fate Tokens.

​

​

​

​

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Timber attacks an opponent already engaged by another friendly Worg during the same round:

  • Timber gains +1 Damage.

​

​

Tactics and Strategies

​

Timber serves as the pursuit specialist of the Warfang Clan, excelling at hunting wounded prey and maintaining relentless battlefield pressure.

​

Unlike Ember’s direct shock assaults or Shade’s precision ambush tactics, Timber focuses entirely on tracking weakened enemies and preventing escape through aggressive pursuit mechanics.

​

Target Tracking allows Timber to rapidly close the distance against injured opponents, making him exceptionally dangerous once enemy formations begin collapsing.

​

Timber performs best when coordinated alongside allied Worgs capable of softening targets before Timber commits to the hunt. Once prey has been wounded, Timber becomes increasingly dangerous as he relentlessly pressures retreat paths and punishes failed escapes through Pounce.

​

Although aggressive in combat, Timber relies on sustained pursuit pressure and battlefield momentum rather than brute-force durability alone.

Grog

Grog:

​

Overview

​

Role: Grog is the reckless mounted pack master of the Warfang Clan, driving nearby Worgs into devastating bursts of supernatural speed and coordinated aggression. Fighting from the frontlines atop massive Worgs, Grog leads the pack through explosive assaults that overwhelm enemy formations through pure momentum and brutality.

​

Summon Points: 1 (Character)          

Alignment: Grey                                                   

Affiliation: Warfang Clan

Subfaction: N/A

​

Keywords:

  • Orc Mounted

  • Worg Rider 

  • PackMaster

​

Statistics:

  • Health: 6

  • Armor: 2

  • Speed: 5

  • Defense: 7

  • Dodge: 6

  • Willpower: 5

Special:

 

[ Universal Orc Rules ]

​

Pack-Bound

Timber may only be included on a Team if Grog is also included.

​

Beast Rider

Grog may deploy:

​

  • mounted on Timber
    or

  • unmounted beside Timber.

​

While mounted:

  • All damage dealt to Grog is applied to the mounted Worg first

  • Grog cannot be directly targeted unless the mounted Worg is defeated

  • Grog uses the mounted Worg’s movement while mounted

​

As a Free Action (FA):

  • If Grog is within 3 inches of a friendly Worg, he may mount that Worg

  • Grog may voluntarily dismount at any time

​

When Grog dismounts:

  • Place him within 1 inch of the mounted Worg.

Grog is not considered a Worg unit and does not gain Universal Worg Rules while mounted.

​

Grog follows all Universal Mounted Rules.

​

​

​

​

Tactics and Strategies

​

Grog functions as the battlefield momentum engine of the Warfang Clan, enabling devastating coordinated assaults through aggressive positioning and explosive speed enhancement.

​

Forbidden Speed is the defining ability of Grog’s battlefield role, allowing nearby Worgs to rapidly collapse objectives, overwhelm exposed targets, and create sudden engagement pressure across the battlefield.

​

Alpha’s Command gives Grog flexible battlefield utility, allowing him to adapt the pack’s defensive posture based on the current engagement while reinforcing coordinated Worg aggression.

​

Huntmaster’s Fury transforms Grog and his mounted Worg into a chain-attacking predator duo capable of collapsing clustered enemy formations through relentless momentum. The ability rewards aggressive positioning, target chaining, and battlefield awareness while perfectly reinforcing the faction’s identity as relentless pack hunters.

​

Although capable in direct combat, Grog performs best when positioned near multiple Worg units capable of capitalizing on sudden momentum swings through coordinated pack aggression.

Abilities:

​

Bone Sword

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Grog’s brutal weapon is forged from the remains of massive beasts hunted by the Warfang Clan.

​

Successful attacks generate:

  • 1 Fate Token.

Grog may only generate:

  • 1 Fate Token per round through Bone Sword.

​

Alpha’s Command

  • Type: Free Action (FA)

  • Cost: 1 Fate Token

  • Range: 6-inch radius

​

Grog unleashes a savage command that drives nearby Worgs into coordinated aggression.

​

Choose one of the following:

  • Defense

  • Dodge

  • Willpower

Friendly Worg units within 6 inches of Grog gain:

  • +1 to the chosen stat until the end of the round.

​

Additionally:

  • Affected Worg units may reroll failed Pounce rolls until the end of the round.

​

Forbidden Speed

  • Type: Special Action (SA) / Free Action (FA)

  • Mechanic: Fate vs. 7

  • Cost: 3 Fate Tokens

  • Range: 6-inch radius

​

Grog carves an ancient rune into the air, forcing nearby Worgs into a burst of supernatural speed.

​

On a successful roll:

  • All friendly Worg units within 6 inches of Grog gain +2d6 inches to their next movement during this activation.

  • ​

This bonus movement:

  • may be used with a Run action

  • uses the affected Worg’s Fate dice for the 2d6 roll

  • only applies to the affected Worg’s next movement

​

Forbidden Speed does not affect Grog.

​

After an affected Worg uses this bonus movement:

  • Reduce that Worg’s Speed by 4 during its following activation as exhaustion overtakes the beast.

​

Huntmaster’s Fury

  • Type: Ultimate (U)

  • Cost: 5 Fate Tokens

​

Grog and his mounted Worg become a blurring engine of destruction, tearing through nearby enemies with unstoppable momentum.

​

This ability may only be used while Grog is mounted.

​

When activated:

  • Grog performs Bone Sword

  • The mounted Worg performs Vicious Bite

​

Both attacks resolve simultaneously against the same target.

​

If either attack deals damage:

  • Grog and the mounted Worg may immediately move to another opponent within 3 inches and repeat the assault.

​

This chain continues:

  • until neither attack deals damage
    or

  • There are no additional eligible targets within 3 inches.

​

Alternatively:

  • Grog and the mounted Worg may use this ability against multiple opponents already engaged in melee combat without moving between attacks.

  • ​

Each repeated assault:

  • counts as part of the same Ultimate

  • may generate Fate Tokens normally unless otherwise stated.

Mange

Special:

 

[ Universal Worg Rules ]

​​

Rotting Hide

Mange’s diseased flesh barely reacts to pain.

Mange:

  • cannot gain Armor through abilities or effects

  • ignores the first application of Bleeding each round

​

Mange may only be healed by Aurora or abilities that specifically affect Corrupted units.

​

Unstable

At the start of each round:

  • roll Fate vs. 6 for Mange.

​

On a failed roll:

  • Mange becomes Feral until the end of the round.

While Feral:

  • Mange gains +1 Damage

  • Mange suffers -2 Defense

​

Additionally:

·         Mange cannot benefit from Alpha’s Command while Feral.

​

​

​

​

​

Tactics and Strategies

​

Mange is the unstable predator of the Warfang Clan, specializing in explosive aggression, corruption pressure, and unpredictable battlefield momentum.

​

Unlike Ember’s disciplined shock assaults or Timber’s calculated pursuit tactics, Mange constantly shifts between controlled violence and uncontrollable feral rage through his Unstable rule. This unpredictability creates dangerous power spikes where Mange can suddenly become one of the deadliest units in the faction.

​

While in his Feral state, Mange abandons coordinated pack behavior entirely, becoming a savage whirlwind of claws and teeth capable of overwhelming multiple nearby enemies at once.

Mange:

​

Overview

​

Role: Mange is the corrupted terror of the Warfang Clan, a once-powerful Worg twisted by disease, starvation, and endless battle. Unlike the disciplined aggression of the other Worgs, Mange exists in a constant state of instability, sometimes fighting with savage control and other times descending fully into uncontrollable feral madness.

​

Summon Points: 1 (Character)          Keywords: Worg, Large Creature (Ranged), 

Alignment: Grey                                                   Corrupted, Feral

Affiliation: Warfang Clan

Subfaction: N/A

​

Statistics:

  • Health: 7

  • Armor: 0

  • Speed: 6

  • Defense: 8

  • Dodge: 7

  • Willpower: 5

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Mange attacks an opponent already engaged by another friendly Worg during the same round:

  • Mange gains +1 Damage.

​

Feral Vicious Bite

  • Feral State Only

Mange ignores all Pack benefits and becomes a whirlwind of claws and teeth.

​

Instead of his normal Vicious Bite:

Mange performs 3 separate attacks:

  • 1 Bite attack

  • 2 Claw attacks

​

Each attack:

  • deals Light Damage

  • is rolled separately

​

These attacks may:

  • all target the same enemy

or

  • be split among up to 3 enemy units currently in melee combat with Mange.

​

If at least 1 attack successfully deals damage:

  • generate 1 Fate Token.

​

Feral Fury

  • Type: Melee (M) Range (6)

  • Mechanic: Fate vs. Def

  • Cost: 3 Fate Tokens

  • Damage: Light Damage / Heavy Damage

  • Feral State Only

​

Mange launches himself into a violent frenzy of claws and teeth.

Mange may immediately leap up to 6 inches to engage a target.

​

This movement:

  • may enter melee combat

  • ignores engagement restrictions

  • may be used even if Mange has already moved this round

​

Choose one of the following attack modes:

​

Frenzied Assault

  • Perform 4 Light Damage attacks.

OR

Savage Mauling

  • Perform 2 Heavy Damage attacks.

​

If the target has a Shield:

​

  • It may only block one of these attacks.

​

After using Feral Fury:

  • Mange becomes locked in melee combat with the target.

​

​​

​

Aurora

Special:

 

[ Universal Worg Rules ]

​

Natural Armor

Timber's dense, matted fur provides inherent protection. While this armor cannot be repaired once damaged, it is capable of being augmented by external buffs.

​

Celestial Stride

Aurora possesses the effortless, loping gait of the Worgs.

​

When Aurora performs a Run action:

  • She automatically adds 6 inches to her movement without requiring a Fate roll.

​

Uniquely:

  • Aurora may perform a non-attack ability immediately after completing a Run action.

​

Maternal Bond

Aurora is the only member of the Warfang Clan capable of calming Mange’s corrupted fury.

​

Aurora may target Mange with healing abilities normally despite his Corrupted condition.

​

Additionally:

  • When Aurora successfully heals Mange, she may immediately remove Feral from him if it is currently active.

​

​

​

​

​

Tactics and Strategies

​

Aurora is the sustain engine and spiritual protector of the Warfang Clan. Unlike the other Worgs who specialize in aggression and battlefield pressure, Aurora ensures the pack survives prolonged engagements through mobility, healing, and battlefield stabilization.

​

Celestial Stride allows Aurora to rapidly reposition across the battlefield before immediately supporting wounded allies, making her one of the most flexible support units in the faction.

​

Lick Your Wounds excels at stabilizing overextended Worgs in the middle of combat, while Divine Howl provides powerful, large-scale sustain during critical pack engagements.

​

Aurora’s Maternal Bond with Mange gives her a unique role within the faction, allowing her to stabilize his corrupted fury and briefly restore clarity during battle.

​

Although capable of defending herself through coordinated pack attacks and Vicious Bite, Aurora performs best slightly behind the frontline where she can safely support the pack while still remaining close enough to exploit Pack Unity and coordinated Worg assaults.

Aurora:

​

Overview

​

Role: A divine protector and mobile combat medic. Aurora serves as a rare beacon of light within the Warfang Clan, utilizing her massive size and celestial energy to mend the pack’s wounds while coordinating lethal strikes.

Unlike the other Worgs, Aurora possesses an unusually calm and nurturing spirit, making her both protector and caretaker of the pack. She is also the mother of Mange, the clan’s corrupted Worg, and remains the only being capable of calming his violent feral episodes.

​

Summon Points: 1 (Character)          Keywords: Worg, Large Creature (Melee), 

Alignment: Grey                                                   Divine Protector, Support

Affiliation: Warfang Clan

Subfaction: N/A

​

Statistics:

  • Health: 6

  • Armor: 1

  • Speed: 6

  • Defense: 6

  • Dodge: 7

  • Willpower: 7

Abilities:

​

Vicious Bite:

  • Type: Melee (M)

  • Mechanic: Fate vs. Def

  • Damage: Medium Damage

​

Successful attacks generate:

  • 1 Fate Token.

​

If Aurora attacks an opponent already engaged by another friendly Worg during the same round:

  • Aurora gains +1 Damage.

​

Lick Your Wounds

  • Type: Free Action (FA), Melee (M), Burst 2 (B2)

  • Mechanic: Fate vs. 6

  • Cost: 1 Fate Token

​

Aurora carefully tends to the wounds of nearby allies, stabilizing them through instinctive nurturing and celestial energy.

​

Aurora may heal:

  • up to 2 Health total

  • divided between up to 2 allied units within melee range.

​

Aurora may:

  • Split the healing between targets
    or

  • Apply all healing to a single target.

​

Aurora is not locked in melee combat while using this ability.

​

Divine Howl

  • Type: Ranged 6, Burst 4 (B4)

  • Mechanic: Fate vs. 6

  • Cost: 3 Fate Tokens

  • ​

Aurora releases a celestial howl infused with radiant spiritual energy, restoring strength to nearby allies.

​

Aurora may heal:

  • up to 4 allied units within 6 inches.

​

Each target:

  • rolls separately.

​

Successful targets recover:

  • Medium Health.

​

Aurora may not move during a round in which she activates Divine Howl.

​

While channeling Divine Howl:

  • Aurora gains +1 Defense

  • Aurora gains +1 Dodge

  • Aurora gains +1 Willpower

until the start of her next activation.

​

​

​​

​

bottom of page