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Warhammer Underworlds – New Fighters for Arena Mortis!

Today is a good day for fans of Warhammer Underworlds, as games developer John Bracken is here with rules for some new fighters that you can download right now! What’s more, John’s provided some advice for using these new fighters so that you can make the most of them in the arena from the get-go. Over to the man himself…

John: Hey, everyone. I have the honour of introducing two new fighters to Arena Mortis – Dolorghast, a Knight of Shrouds, and Regis Fulbringer, a Knight-Incantor. These two mighty fighters have been designed specifically with the arena in mind and offer even more ways to unleash death and destruction (and maybe a little Order too) in this fast-paced, multiplayer game mode.

Let’s start by taking a look at their stats…

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Both fighters weigh in at 4 Wounds each, making them a tough prospect in the early game. It also means they both begin a match with two upgrades, so start on an even footing (well, Dolorghast has no actual feet, but let’s move on). In terms of speed. Regis’ Move of 3 is significantly slower than Dolorghast’s Move of 5. Not only that, but the Knight of Shrouds also has a rule that allows him to avoid lethal hexes while he floats around the battlefield. Regis makes up for that shortfall by being better defensively, with a worthy 2 Block to Dolorghast’s 2 Dodge. Regis also has the Steadfast rule, preventing him from being driven back, which is a great ability for maintaining control of the Mortis Lens.* Finally, both fighters have a special rule in common – neither can be un-Inspired, so you can expect them to stay at full power at all times, firmly cementing their place in the Arena Mortis.

Now onto the exciting stuff – Attack actions! As a Knight-Incantor, Regis Fulbringer has a Wizard Level of 3 and can bring his mystical might to bear from a great distance with his supremely powerful Spirit Storm spell Attack action.

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This mighty spell Attack action deals colossal damage at range – so much so that its reaction deals damage to adjacent enemy fighters in addition to your target! Canny opponents may seek to take advantage of this by finishing off fighters wounded in this manner before you can, so keep an eye out. Luckily, Fulbringer is also armed with an Incantor’s Staff – a perfectly good Attack action in case you don’t want to risk providing targets to lurking opportunists. 

Dolorghast is more of a brawler. His deadly Sword of Stolen Hours has a terrifying set of characteristics, but being only Range 1 means he has to risk it all to get to his target.

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If the Knight of Shrouds succeeds, however, his reward is an ability that allows you to draw a card from your Gambit deck. This powerful ability means you can build bigger decks and retain a handful of dirty tricks to help the Knight of Shrouds survive the inevitable counter-attack.

‘Are there any downsides?’ I hear you cry. Well, these fighters need to overcome one significant challenge – having no warband of their own, they have no faction cards. As such, you must build decks made entirely of universal cards, which puts their upgrades at serious risk. While both are good fighters, without upgrades they won’t last much longer than anyone else in the Arena Mortis.**

So there you have it – two brand-new fighters are now available to use in games of Arena Mortis. All that remains is to grab the one you prefer and get stuck in!

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Thanks, John! You can download the pdf of their rules right here. If you haven’t already picked up a copy of Warhammer Underworlds: Beastgrave – Arena Mortis, grab your copy today and join in the fun!

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* The Mortis Lens is a special objective marker in games of Arena Mortis that provides glory points and powerful abilities to whomever controls it.

** Duplicate upgrades cannot exist in Arena Mortis – a foul curse ensures that when an upgrade is given to a fighter, any duplicates on enemy fighters are discarded!