RulesPal
Chat
Rulebook
Warhammer Underworlds: Shadespire – The Farstriders thumbnail

Warhammer Underworlds: Shadespire – The Farstriders

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Shadespire – The Farstriders Rulebook

Table of Contents

Table of Contents

  • Fighters
  • Warband Abilities
    • Inspire
    • Vanguard
    • Ranger Elite
    • Forward the Vanguard!
    • Behind Enemy Lines
  • Fighter Cards
    • Farstrider
    • Eagle-Eye
    • Swiftblade

Fighters

  1. Sanson Farstrider
  2. Almeric Eagle-Eye
  3. Elias Swiftblade

Warband Abilities

The warband sheet lists the following abilities. Inspire is printed with a yellow background; the remaining abilities are printed on the sheet without a fighter attribution. Icons printed in the abilities are written out as words below.

Inspire

Immediately after a friendly fighter's second Attack in the same phase and a different weapon was picked for those Attacks, Inspire that fighter.

Vanguard

Use this immediately after an Inspired vulnerable friendly fighter in enemy territory used a Core ability. Pick one:

  • Uninspire and heal that fighter. For the rest of the battle round, this fighter cannot be healed or Inspired.
  • Pick an enemy fighter within 3 hexes of this fighter and roll a number of Attack dice equal to the battle round. On a hammer or a critical symbol (the burst with an exclamation mark), inflict 1 damage on that fighter.

Ranger Elite

To deliver the killing blow, first a hunter must find the right position…

Use this immediately after your Action step. Push each friendly fighter a number of hexes equal to the battle round. Those pushes must end in enemy territory. You can only use this ability once per game.

Forward the Vanguard!

To fight in the Vanguard Chamber demands a courageous and adventurous spirit indeed.

Use this immediately after your Action step. Pick a friendly fighter that is not in enemy territory and not adjacent to any enemy fighters. That friendly fighter can Move. You can only use this ability once per game.

Behind Enemy Lines

Like all Vanguard warriors, the Farstriders are well used to fighting in hostile conditions and without support.

Use this immediately after your Action step. Pick a damaged friendly fighter in enemy territory. Give that fighter a Guard token. You can only use this ability once per game.

Fighter Cards

Each fighter has a front card and an Inspired card (the gold card), which replaces the front card when the fighter becomes Inspired. The Move, Defence, Wounds and Bounty values are printed on the left edge of each card, and the attack actions are printed along the bottom, with the melee attack on the top row and the ranged attack (bow icon) on the bottom row.

Note on icons: the printed stat cards carry symbols rather than words. The mapping used below is inferred from the card layout and the characteristics named in the core Shadespire rulebook (Move, Defence, Wounds, Bounty; Range, Dice and Damage for attacks). The top blue hexagon is read as Move, the green shield as Defence, the red roundel as Wounds, and the orange coin as Bounty. Attack dice are written as the hammer or swords face printed on the card. Small keyword glyphs printed beside some attacks are not identified here and are marked as such.

Note on the Farstrider card: the v1.1 sheet prints a hammer on the first melee weapon of the Farstrider front card. The official Rules Updates (February 2026) sheet states that this die is changed from Swords to Hammer, so the value below is Hammer.

Farstrider

Front card: Move 3, Defence 1, Wounds 5, Bounty 3.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 3 (hammer), Damage 1.

Inspired card: Move 3, Defence 1, Wounds 5, Bounty 3.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 3 (hammer), Damage 1.

Eagle-Eye

Front card: Move 3, Defence 1, Wounds 5, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2, with a keyword glyph (not identified here).
  • Attack 2 (ranged): Range 3, Dice 3 (swords), Damage 1.

Inspired card: Move 3, Defence 1, Wounds 5, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2, with two keyword glyphs (not identified here).
  • Attack 2 (ranged): Range 3, Dice 3 (swords), Damage 1.

Swiftblade

Front card: Move 3, Defence 1, Wounds 5, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 3 (swords), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 3 (swords), Damage 1.

Inspired card: Move 3, Defence 1, Wounds 5, Bounty 2.

  • Attack 1 (melee): Range 1, Dice 4 (swords), Damage 2, with a keyword glyph (not identified here).
  • Attack 2 (ranged): Range 3, Dice 4 (swords), Damage 1.