The chill mists have an evil reputation, billowing and moving like a thing alive. But the true terror lies within the mist, a dead kingdom garrisoned by undying legions.

Every barony in the Land of Steel has its share of ghost stories, but few of them agree about the details of the spirits. The nature of Wraiths is speculated on in everything from the tales of peasant folk to a troubadour's courtly ballads—even in the dusty halls of Greyhaven—but little more than supposition is truly available. For every verified encounter, there are a dozen stories spread by frightened travelers or passed down to misbehaving children.

But now, these dark forces, older than Waiqar himself, awaken once again in the cold lands of mist. The undead embodiment of nightmares, the Wraiths, have declared for the dark lord of the thirteenth barony and now glide across the battlefields of Terrinoth, leaving destruction in their wake. Fantasy Flight Games is proud to announce the upcoming release of the Wraiths Unit Expansion for Runewars Miniatures Game!

Creeping Apparitions

Though Waiqar the Undying commands numberless hordes of Reanimate soldiers, the walking dead are among the least of the terrible weapons in his arsenal. His reach extends beyond simply commanding the fallen to his service, even beyond the ancient oath that bound the Deathborn Legion to his will. His magic has grown over the centuries of his unlife, reaching to ensnare deadly forces of other origins to bolster his legions.

Wraiths are elusive, able to slip away through locked doors and solid walls at a whim. During a march or shift action, a player commanding the Wraiths may ignore any number of units and terrain. Once either of these actions are executed, the Wraiths perform a reform action, disappearing and then reappearing before their enemies have a chance to defend themselves. With the low cost of seventeen for two trays of Wraiths, it is a simple matter for Waiqar’s necromancers to call forth these undead horrors and unleash them upon their enemies.

Spectral Assault

When Wraiths turn their attention to the living, few who encounter them survive, and those who do are often struck silent by terror or driven to horror so powerful that they are unable recall the encounter. There are few in the armies of the Daqan Lords who were not raised on these frightening tales, and rare are the soldiers who can keep the old legends from rising unbidden to mind when the Wraiths approach. During battle, Wraiths can move either early or late in the round, with initiatives falling between three and seven. The key to the evil spirits’ strength lays in their command tool which bears a unique melee modifier that can be paired with either the reform or melee on their action dial. If the Wraiths are caught in a flank, they can quickly reform and return the attack, or they can relentlessly execute attack after attack with a ferocity that is unmatched in Terrinoth.

Vengeful Spirits

The Wraiths Unit Expansion includes four Wraith miniatures, housed in two cavalry movement trays, that a player commanding the Deathborn Legion can unleash upon the mortals of Terrinoth. When the Reanimate hordes march, the Wraiths are bidden by their necromantic masters to torment enemy camps and destroy the enemy’s morale, sapping the prey’s will to live with their bone-chilling wails as well as drawing sentries away from their posts with furtive movements. Even before the battle begins, the Wraiths may use their Undying Hate to select an opponent to torment. This enemy is then afflicted by the Mark of Vengeance condition. The Wraiths will pursue their mark with tireless cruelty until their life has been claimed. When engaged in combat against an enemy who bears the Mark of Vengeance, the Wraiths may replace one of their dice with a white die to greatly increase their chances of rending their enemies apart.

Wake the Dead

Call upon the ancient spirits of the Mistlands and bend the Wraiths to your will. With these nightmare forces in your employ, Terrinoth shall soon be yours to command!