Dwarven Genocide – The Mole Uprising

Disclaimer: I really like dwarves. Tolkien dwarves, Dark Sun bald OCD dwarves, Warhammer 40k Biker Squats, Warhammer Fantasy Grudge-book red haired berserker dwarves and the Alcoholic Maniacs from Dwarf Fortress. But they have become a crutch from where I prop my ideas, and as such, they gotta go. Hence the history of their demise.

It had been 20 years since the last goblinoid was put on the run.

The “Goblin Purge”, was it was called, was a drawn-out and bloody affair, but resulted in the near extinction of orcs, ogres, goblins and giants.

A few years before the Purge, the human lands had been stricken with a deadly plague, but it only affected humans and half-elves. While their people died in droves on the streets of their cities, the Orc Clans Confederacy saw the opportunity to strike, and marched for war.

Orcs, ogres, gnolls and goblins ravaged the countryside, and the Hobgoblin fleet landed on every island and coastal city, blockading the defenders.

The human kingdoms fought fiercely, even as their infected troops succumbed to arrow and disease, knowing that would be last war. The corpses of the enemies piled against the walls, and served as ramps for the attackers.

The elves and dwarves offered token assistance. Certain forests and jungles under elvish rule were so threatening for the goblinoids, that human settlements on the borders benefitted from the relative peace.

However, no refugees were accepted under the argument of quarantine, even though scholars suspected that the fair folk were immune to the plague.

The dwarves kept a steady flow of weapons for the humans, but more than one kingdom was surprised when the enemies took routes through mountain passes that otherwise should be heavily guarded by the dwarven republics.

In the end, the humans were vanquished. With their cities razed and burnt, refugees fled to their so-called allies.

In foreign lands, the few humans who survived found little comfort. Reduced to servants, their masters denied proximity under the same pretense of not wanting to be infected with the deadly pathogen that had weakened the men and women who sought refuge.

Cold, heat, hunger, floods. All of this proved too much for the refugees, who dwindled too close to extinction. In far off lands, isolated clans and roving bands of nomads are still said to exist, but these could never challenge the dwarven or elven kingdoms.

Soon things became peaceful again, as internal conflicts kept the goblinoids from mounting an unified front.

Forests began to expand without the depredations of human logging activities, and the plateaus between the mountains were too heavily defended to be attacked from below.

The dwarven republics got greedy though, and unified under the Great Dwarf Collective, a new system were elected leaders overthrew the old clan appointed republican consuls.

This new government sought to rid the land of all goblinoids, and gathered every other intelligent creature from the underground into a foreign legion, promising citizenship in the dwarven lands after the whole affair was over.

They began their raids at night, emerging from behind the orcs and goblin lines, striking their recently rebuilt cities from below.

The ruined walls, still scarred from the war with the humans, were no match for veteran dwarven sappers, and fortifications were crumbled in exceptionally violent cave-ins.

The orcs and goblinoids still put on a fight, and the dwarven overlords rejoiced when the underground denizens legion engaged in large scale battles against the ancient enemies of all dwarfdom.

A meat grinder of a battle, in the same spot where the last human kingdom fell, marked the end of hostilities. A steel clad phalanx composed solely of dwarves mopped the last orcs, bruised and battered from slaughtering the cannon fodder that was thrown at them at the start of the battle.

The few underground creatures that survived the battle found out that second-class citizenship was all they would have, but were too weak to debate this proposition.

In the end, a delicate balance was set between the elves and the dwarves. Not having engaged in the final fight against the orcs, the elves grew their strength quietly, training thousands of light irregulars, hawk riders and moose cavalry.

The dwarves also fielded impressive quantities of soldiers, but their kingdom was too large for their own good, and these troops were often fighting enemies at the fringes of the empire. Nonetheless, if pressed into action, every worker of the Collective could fight, and would carry fine dwarven steel into battle.

Things would change when particularly large incursion of giant ants plagued the underground farms of the Dwarven Collective.

These creatures were troublesome, as they bypassed many of the chokepoints and strongholds made to deter an invasion from the surface. Although few dwarven defenders actually died in the struggle, it was enough to disrupt the food supply of an empire that was already stretched thin.

Meanwhile, disturbing reports started to arrive from the more distant outposts. Whole settlements disappeared overnight, but no sign from sieges or break-in were detected: the attacks came from below.

This detail was too disturbing, as no one dug deeper that the dwarves. Even though, it kept happening, and expeditions were sent to the caves and passageways that the attackers left behind.

Small even for dwarven standards, these tunnels were dug with claws and teeth, although crude stone tools were scattered about.

Soon, the truth was unveiled.

In great caverns that stretched from under the elven lands, a new enemy had been bidding their time, and amassing great strength: the Mole People.

These creatures were cunning, used stone tools and farmed extensive fungal farms, and were expert diggers. Their numbers were great, and once the dwarfs amassed their soldiers to engage all major enemy’s settlements, it was already too late.

The Moles ruptured inside the Collective’s rear lines, killing non-combatants and striking down their leadership. The Dwarf President was assassinated, and every official in the chain of command soon met the same fate.

Leaderless, the dwarf soldiers retreated to the surface, finding the elves waiting for them.

Instead of a helping hand, these dwarves were betrayed and massacred. These elven legionnaires seemed unaffiliated with the known Elvish Satraps, and wore dull grey robes with little ornamentation. Their only symbol was an inverted red triangle.

Pressed between the Mole People and the elven death squads, it was the dwarven turn to flee and be scattered to the winds.

Survivors of the Last Betrayal found hard to understand who these elves were, and why the known Elvish Satraps didn’t return their emissaries.

Unknown to them, these grey-clad soldiers were an order of elven supremacists known as Bloody Tombs.

They were the creators of the plague that afflicted the humans, and secretly spurned the orcs into action. But before these events, they were also behind of the Mole People.

Using dark and forgotten magics, simple forest creatures were experimented upon, with varying levels of success. Raccoon-men and bipedal Rats were smart, but too prone to violence amongst themselves when the population rose to certain levels.

From all the creatures suited to underground combat, the star-nosed Mole proved to be most prone to develop a higher level of consciousness, necessary to build complex societies.

For 50 years they were nurtured and encouraged by their elven overseers, and when the time was right, shown the best way to become the lords of all underground kingdoms.

Now, many years after the goblins and orcs were eradicated, the dwarves had met a similar fate, being supplanted by an species that would develop and thrive upon the remains of once proud underground dwarven cities and palaces.

Elven scholars, affiliated or not with the Bloody Tombs, have visited the Mole People domains, and saw impressive evolution in their ways. Below we present some notes of these expeditions.

A Mole trader emerges from below to inspect some crops

Architecture and decoration

The rooms have little furniture, and molepeople kneel over dry fungi mats.

Almost all rooms are square, and most are symmetrical. They are divided with leather bound sliding doors.

Each Moleperson’s house, above or below ground, has an inner court, covered in course sand. Mole children love digging this soft material.

The rooms are kept in pristine condition, as Mole People loathe the smell of feces or spoilt food.

Most lairs have an aboveground or underground body of water nearby, as Mole People are very good swimmers. Sometimes a secret exit is placed underwater, preventing pursuit from determined attackers. This proved invaluable when steel armored dwarves counter-attacked the moles, but were unable to follow them in the deeper regions of their homes.

Demeanor and communication

Mole people are dour, with a vengeful streak on the side.

When marching for war, a Moleclan charge usually happens at night when aboveground, and is bereft of sound, save for bowstrings and assorted mettalic clashes.

Mole People are impatient when pursuing vengeance, but they are not dumb. Those who have wronged them will soon see their houses caving in, bridges being demolished and Mole Ninja Assassins bursting from the floor at night.

Most Moles understand common and elven, and communicate using their own language, which is composed of high-pitched squeaks and movement of the tendrils located at the tip of their noses. They seldom write, using a simpler form of the elven script when doing so.

Food and Drink

Fungal farms are the main crop of the dark underwold, although the Mole People acquired new types of great mushrooms from the vanquished dwarves. Dried fruits and meats are also popular, as well as annelids in general.

These are bred in large dirt pools, or in vases in every Mole home. Guests are encourage to stick their hands deep into these large clay pots, and grab a handful of worms, ingesting them as squiggly hors d’oeuvre.

The Mole People do not consume alcohol, for it disturbs their senses, masquerading other scents which would be picked up by their prickly noses. Juices from aboveground fruits are considered a delicacy though.

What matters most in the Mole cuisine is scent and texture, harking back to when they were simple mammals searching for worms. As such, very little spices are used, since their sensitive noses are able to pick up even the slightest of scents. Also, a sucession of very soft and hard foodstuffs comprise a Mole gourmet feast.

Guests will find almost colourless puddings and porridges alternating with blocks of hard cane sugar (known to humans as Panela or Rapadura). While the soft foods are felt with the tip of their noses, the harder items of a meal appease their great incisors.

Clothing and physical capabilities

The Mole People are a magically mutated species, differing from their base mammalian ancestors. Standing at around 4 ft. 6 in., the stand on modified legs, and their claws are reduced in size. Although they can still be used for digging, this reduced size allows the manipulation of tools. Keys, lockpicks and other small items are still challenging for them, and aren’t usually found in their lairs.

Coming from the star nosed mole, they have grey fur covering their whole body, sometimes speckled with white dots on the Moles living in colder climates.

Their star shaped noses remain as sensitive as ever, and can be used to feel movement and seismic activities when pressed against a wall or the floor. Some scholars claim that these appendages can even sense incorporeal undead or disturbances in the ethereal plane surrounding a member of this species. Tales of Mole warriors prevailing against invisible or teleporting enemies are not uncommon.

The nerve endings on this organ are also a weak spot, and when fighting the Mole People will usually wear steel helmets and large shields. Long piercing swords are their favourite weapon, except when longer one-handed spears can be fielded.

Mole people have very short reaction times, and are seldom surprised.

Being clad in fur and having excellent body heat control, most clothing is eschewed in favour of belts and pouches. Waterproof containers made of clay are also highly valued, since many members of the Mole society swim on a regular basis.

Setting them apart from their ancestors, the Mole People have better eyesight, and can even use crossbows, but drawing the strings of normal bows is difficult for their clawed fingers.

Government and religion

Mole People are functionally atheists, but are able to channel mystical energies commonly known as “Holy Magic” in the form of healing spells and undead turning. In order to prepare themselves for these activities, they do a ritual called “Eimerring“, when they meditate by pressing their noses on the floor. During these rituals, older Mole persons claim they feel the “heart” of the land or deep magma flows, feeling very relaxed afterwards.

Magic-users and psychics claim that clusters of Mole persons engaging in “Eimerring” generate large quantities of energy, which could theoretically be used to produce great magical effects.

The basic unit of social organization is the “Clan”, organized around the oldest female. Blood relations are relevant, and conflict among brothers is frowned upon. The head of each clan gets a vote to elect a regional representative, who conducts diplomacy and trading in the name of 3 to 10 clans, covering an area of around 1,000 sq. miles.

A Mole clan underground castle always has the biggest gold, silver, copper or tin nugget in the center of this court. Disagreements between clans are settled in favor of the one who has the most valuable nugget in the region, and Miner-Judges calculate the value of a nugget when they are of different metals, according to complex pricing rules.

Naming Elfs and Dwarfs

Tired of copying Tolkien? Doesn’t want to name another character as Bob or Joe? I’ve got you covered.

When I’m running “forest elfs” and “mountain dwarfs”, I like to pick a national forests and similar parks for elfs, and mountain ranges for dwarfs.

Let’s give it a try!

Say I want to give my elfs a bulgarian flavour, as they are gonna be drinking and making a lot of kompot!

Kompot High Res Stock Images | Shutterstock
Not your Phial of Galadriel!

A very important park in Bulgaria is the Pirin National Park, that was once known as Vihren National Park. Therefore, we have the Pirin People, that was once known as People of the Vihren.

When I checked this park on Wikipedia, the list of indigenous plants gave me a good list of cool names (unless you got a botanist at your table – this would make him/her/they giggle):

  • Papaver
  • Poa
  • Asyneuma
  • Carex
  • Erigeron
  • Verbascum
  • Festuca
  • Rhinanthus

For the dwarfs, let’s go across the world and choose a mountain range in Ethiopia, called Bale Mountains. Again, it has different names, and is also known as Urgoma Mountains. Because of this, we can say it’s the Urgoma Clan, under chief Bale.

The mountains and rivers of the Ethiopian highlands offer great sounding names:

  • Tullu Dimtu
  • Ras Dashem
  • Ancua
  • Kidus Yared
  • Weyib
  • Batu
  • Tinnish Batu (little Batu)
  • Tilliq Batu (big Batu).

There you go. A quick list of names that sound great, because they actually follow structures of real world languages. Choose a region far away from your own, and quickly name those characters! They aren’t going to last much anyway!

How I made Bargle into a villain (or on the nature of emerging narratives)

Since I started playing D&D Basic with a group of absolute newbies, I had the chance of honing my skills as a Dungeon Master, and get better in the way of engaging players that doesn’t share the same gaming background as me.

Right at the beggining of the introductory group adventure of the 1983’s edition, the group meet a farmer in a very bland encounter.

What’s up with this respectable monster bullshit?

I couldn’t help myself so I gave him a very abrasive personality. Actually, he was a cunt.

This farmer dude was bossing his employees around, being unpleasant, and made fun of the ragtag group of adventurers going to castle Mistamere.

The rogue, being played by an absolute beginner of a player, thought it would be a good idea to pick his pocket.

Sure, if we were playing a more narrative driven game, I could see that happening. But we are playing old D&D, so I was strict with that 10% chance of doing it. She failed, badly.

Instead of turning this first encounter into combat (and having to search for peasant combat stats in the book), I just said that she grabbed his ass instead of his wallet. He was miffed, things got tense but the party moved on, secretly vowing to burn his farm once the castle was clear.

While exploring the castle, I saw that the book suggested that Bargle should be around 4th level, hiding some levels below with a gang of ogres.

Frankly, if he had that kind of firepower, why hide? Why let the party loot the fat treasure in the room with the Harpies? I needed to make something out of Bargle.

I decided then that the farmer would be Bargle, and once they cleared the first the level of the castle, he would ambush them with 10 molemen (reskinned hobgoblins) in the castle courtyard.

To add a touch of mystery, I described some articles of clothing found inside the castle as “farmer’s clothes”. They took the bait, captured a kobold and interrogated him, conforming that the farmer was Bargle.

The trap had been sprung: when returning from the final delve of the castle, they fought Bargle and his crew.

I statted him as a 2nd level magic-user loaded with cash, which he spent bribing ogres and kobold, and giving gifts to his harpy girlfriends, which the players found amusing.

As always, I rolled badly and they rolled well, killing Bargle and losing only one member of the party.

They took his head into town, collected their gold and planned their trip to his not-so-abandoned farm.

There, they fought a couple of Ogre guards and their pet lizard, losing the cleric to a critical hit with a huge cleaver, and had to run away from an animated crystal statue.

I wasn’t ready to give up on Bargle though. To keep the game going, I placed some letters from the high priest to Bargle, assuring him that not even death would be his undoing.

Now they want to search the temple and bring justice to this high priest, which may be chance to bring them to B1 – In search of the Unkown, where this high priest will have fled to.

I conclusion, the whole campaign is sustained by a novice lecherous thief and her butt-grabbing ways, which is on par with my D&D experience.

The Silver Jubilee Issue of the Footprints e-zine

Dragonsfoot is where I began my journey back into gaming, after being away from it from 2004 to 2008.

More than 10 years later, I’m very happy to see that the community is still going strong, and making excellent material.

Classic Beholder action!

In this issue we have the brief story of RPG gaming in Brazil: a subject that explains and consolidates my own journey in this great hobby.

I hope you enjoy this issue as much as I did – it’s free!


1d6 delicious dishes for your tavern

Some time ago I saw somebody’s signature in a gaming forum that read: “98% of adventures start in a tavern. Copy this if you are part of the 2%”.

Clearly this was written by somebody that has never spent any amount of meaningful time with friends, around a table, cooking up the craziest ideas.

What better place to think about the future, and make far-fetched plans? In this case, the “Fantasy” in “Medieval Fantasy” is that these plans get done at some point.

But what should a party of crafty adventurers fill their bellies with? Bread? Stew? NO! Enough of the same stuff. Let’s get creative:

1. Sweetbread

It’s not bread, and it ain’t sweet. Sweetbread is made from the thymus or pancreas of calves or lambs. Sometimes is called “fancy meat”, increasing the chance of an adventurer spending more gold in something they’re not expecting.

2. Head cheese

Another item with a confusing name. Head cheese is made from the head, but not the brain, of a calf or pig, enclosed in gelatin, and served as terrine. This is the kind of dish I would use to spook my players, since man-eating ogres and trolls with a culinary bent might cook “Head cheese” from the actual heads of unwary adventurers. No more getting roasted over an open fire, from now on we’re having only gourmet ogres.

3. Turtle butter

During the XIX Century, deep in the Amazon Jungle, the natives traded the so called “turtle butter” with the Europeans. This oily substance could be used for lighting lanterns, facial anti-aging cream or as foodstuff, albeit the taste was not something to write home about. Actually, it was something to write home about, since many travellers described it in their letters, only to say it was foul.

This “butter” was made from the turtle’s eggs, digged from riverine sand beaches during mating season. The egg piles would be almost 4 feet tall. These eggs were then cracked open right on the botton of the native’s canoes, and mixed with water, producing a thick cream.

Left under the hot Amazonian sun, the egg fat would lower itself while the water evaporated, and then be collected in copper cauldrons, being cooked and filtrated until done. This whole process would take no more than 4 days, and would lead to the near extinction of the turtles in the Amazon Basin – something that would enrage druids in a Fantasy setting. Who’s up for a war on the turtle butter dealers?

5. Titanic Tardigrade icebox pie!

This one I “cooked up” myself. Titanic tardigrades are tough creatures, and can be found in the cuisine of most underground dwelling monsters.

6. Leaf-cutter ants

A dish that endures in certain parts of Brazil and Mexico, the saúvas (large leaf-cutter ants) are the ingredient of sweet and salty dishes.

Usually fried or roasted, they can be mixed with brown sugar, or even ant-tacos!

I have eaten these ants in a salty recipe, and I can say it reminded me of a crunchy piece of bacon without fat. A great high-protein snack for going to the movies or a game-night.

Attack on Castle Mistamere – all character sheets for 1983 D&D Basic

The folks at work wanted to play some D&D, so I set up a Roll20 table, and used the pre-gen characters given in the book.

In the character sheets below I filled in the information provided in the book, including the names suggested for each class. The only class without a name is the Fighter, since he’s used to run the first solo adventure in the Player’s Guide part of the book.

I only made two changes: the alignment were chosen at random, and instead of calculating the weight for individual items, I used 700 c.n. (the “coin unit” used the book) for people with armor, with only the Magic-User lighter than the rest.

Hope you enjoy!

Morgan Lost – Apêndice Pulp

Morgan Lost, lançado pela Editora 85, é um quadrinho moderno (de 2015) mas com a pegada pulp de clássicos de décadas passadas.

A personagem principal é Morgan Lost, um caçador de serial killers melhor definido pelos seus defeitos do que qualidades.

Morgan e galeria de psicopatas

Ele é daltônico (só vê tons de vermelho e cinza), tem insônia e foi torturado por cultistas com uma pegada egípcia, que deixaram sua cara tatuada.

Por isso trata-se de uma personagem interessante: sua luta interna é tão grande quanto a externa.

O cenário é uma cidade distópica e esfumaçada, no estilo “diesel punk”. Os temas egípcios – a cidade é chamada de Nova Heliópolis – permeiam a cultura e arquitetura.

Note as estátuas e decoração com temas egípcios

Isso me faz lembrar a fixação que a Art Noveau tinha por temas do Oriente Médio e Ásia, como exposto aqui. Conforme as viagens foram sendo facilitadas a partir de 1850, novas imagens e estilos foram trazidos da Ásia à Europa.

Isso também pode ser visto em outro herói “pulp”: O Sombra.

Nas história d’O Sombra temos várias referências ao Oriente Distante, apresentado como origem dos poderes psi do herói, que cria ilusões e controla a mente de pessoas menos dotadas.

Voltando pata Morgan Lost, apesar dele não ter poderes especiais, é interessante ver como ele reage aos demônios de seu passado, e como os utiliza para resolver os mistérios que encontra.

Para quem gosta de histórias de suspense despretensiosas e bem desenhadas, é uma boa pedida.

Com certeza serve de inspiração para criadores que querem desenvolver histórias no estilo dos grandes aventureiros dos anos 30 e 40, mas com temas atuais como o controle da mídia e o poder da burocracia estatal.

O quadrinho pode ser comprado direto com a editora:


World Engines and Metallic Mummies

In the last installment of the Sacrebleu Campaing, the players had regrouped after a goblin machine-gun ambush, and planned an assault on the goblin mound.

For this post I will divide the action in scenes, as this campaign has evolved from a HexCrawl into a Pointcrawl, which entails some considerations on what kind of game I like best, and why. This will be subject of a post in the near future.

Scene 1 – Assault on the Goblin Mound

The group gathered fresh mangoes, water and prepared to strike the mound at sunset, positioning themselves with the sun on their backs, trying to hamper ranged attacks from the firestick wielding goblins.

The barren mound had a system of trenches around it, but it was scarcely patrolled.

Alma, the rogue, managed to draw the attention of a patrol by tossing some fake coins in a trench, and peppering them with throwing daggers to the back.

Then they approached the heavy door that blocked the entrance. It was slightly open, and they peeked inside. Not much could be seen, so they tossed a grenade they had obtained from one of the goblins.

It went off, but failed to kill the machine-gun crew behind sandbags. The alarm went off, and shots began peppering the door from the inside, injuring the party.

They fled without getting in, under fire from guns and bows.

Scene 2 – The world engine

With the goblins in pursuit, they went back up the mountains. I rolled randomly, and a small crack in the mountain could be seen from the base, with a deadly path winding to it.

The group chose the path, and climbed up the mountain, entering the small cave that led inside, squeezing in.

In a large opening there was a large machine-like structure, amidst green crysoberil clusters.

They inspected it, and on a back opening found a bound metallic mummy, with telephatic powers. They went back and forth, and got to know that this machine was made to allow dimensional travel, and that the “mummy” was once a powerful creature, bound in the cave for defying the gods.

Epaminondas found a very sharp shovel in what seemed to be a firebox for the World Engine (TM), and began using it as a Battle Axe +1, and Anuin drank engine oil that seeped from the mummy, after she offered knowledge for it.

He tripped hard, and suffered a kind of phase shifting, coming in and out of the material world. He travelled to another universe, his ethereal form flying atop a golden pyramid.

He saw that each point of light in the night sky is a pearly island, surrounded by colorful baubles. On these worlds, red glass rained bone mountains, obsidian towers miles high perforated the clouds, giving birth to black holes.

Finally, his senses were sharpened (+1 WIS).

As Anuin changed colors, settling for a shiny black skin, the machine began to tremble, and shards of crysoberil began falling upon the group. Hot steam filled the cave, and soon they decided this was bad news.

Gorgoradin led them through the narrow crack on the wall and left the mummy hanging, while it emitted a psychic shriek, urging them to stay and be “blessed”.

Session notes: pretty good exploration session. The World Engine is not written in the original Sacrebleu! module, and I might include it under an additional points of interest supplement.

The group found their first magical weapon, and had to make a quick decision, which would come to haunt them later on.

The Crusade is ON! Black Templars drop force

As a lot of people, I’ve known Warhammer 40k for a long time, playing PC Games, reading books and lore.

This pandemic got me working from home, with more time in my hands and alas (!), my WH40k army began to form.

Initially I bought a painted Commander Shrike for a fraction of a new one, and began building a Raven Guard list around it.

My brother got involved with the hobby, but after reading Hellsreach, asked if we couldn’t build a Black Templar Crusade. Initially I was against it, but another gamer was selling a lot of unopened stuff that would fit very well with a BT Force.

To speed things up, I hired the services of two local painters: The Lord of Miniatures and War Paint.

Below, the Storm Raven, Captain, Master of Marches and Sword Brethren were painted by TLoM, the rest by me.

The next additions to the Crusade are: two Tac Squads with custom sargeants, one firstborn Chaplain with Power Fist and Thunderfire Cannon.

Also, War Paint is finishing a Terminator Assault Squad, another Terminator Squad and Bolter Inceptors.

The idea behind this is having the Captain riding the Storm Raven with the Sword Brethren and a Chapter Ancient (which will be represented by the Master of Marches), contesting backfield objectives.

The Reivers do actions and earn Victory Points that do not require combat, such as the Recon Sweep Secondary in the RECONNAISSANCE MISSION, or the Repair Teleport Homer Secondary. If needed, they charge the same enemies which are attacked by the Sword Brethren.

The Primaris Lieutenant is working as a Emperor’s Champion, and he walks with the three Intercessor Squads holding the table, countercharging stuff like Daemon Princes, Terminators, Carnifexes and Wraithlords.

Finally, the Landspeeder start in Reserves, showing up to pop wounded vehicles or defending my own backfield against Infiltrators and the like.

Without further ado, the current state of the Titonian Crusade, under Marshall Tito: