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Factions of the Rebellion3

Necropolis Sect

Necropolis Sect warriors have talents in areas completely foreign to Atlantis and Elemental. These Dark Elves and Vampires are skilled in Flight, Vampirism and Necromancy, with a heavy dose of Stealth thrown in. The Sects weakness is an almost complete lack of ranged attacks. In battle, a Necropolis army will not heal its wounded fighters. Rather, if they don't have the ability to heal themselves, Necropolis warriors are left to die so that they can be raised from the dead later in the fight. Though this is a very strong strategy for battlefield longevity, it is degenerative in most game situations. Since victory points are scored whenever a figure is eliminated, Necromancy will ultimately fail as warriors are killed over and over in the same battle. This allows opponents to build up insurmountable point leads. However, when used wisely, Necromancy will be able to turn a battle in the Sect's favor when a key figure is brought back at a crucial point.

Orc Raiders

What is a fantasy game without Orcs? Not much! Which is why Mage Knight has this minor faction packed with frothing, battle-hungry grunts. The Orcs are characterized by good combat values. After they take some damage, they go berserk before ultimately turning tail and running away. If nothing else, they are predictable. Orcs are also known for their quirkiness, and nowhere is this more evident than in the Chaos Mage, who at one time or another displays an aptitude in just about every Mage Knight skill.