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Warhammer Underworlds: Rivals of the Mirrored City thumbnail

Warhammer Underworlds: Rivals of the Mirrored City

Expansion for Warhammer Underworlds: Shadespire

Warhammer Underworlds: Rivals of the Mirrored City Rulebook

Table of Contents

Table of Contents

  • Reading the Fighter Cards
  • Spiteclaw's Swarm
    • Fighters
    • Abilities
      • Inspire
      • Swarm
      • Scheming Pack
      • Untimely Promotion
      • Skitter
      • Justified Paranoia
      • 'Out my way, fool-things!'
    • Fighter Cards
      • Skritch Spiteclaw
      • Krrk the Almost-Trusted
      • Hungering Skaven
      • Festering Skaven
      • Lurking Skaven
  • Zarbag's Gitz
    • Fighters
    • Abilities
      • Inspire
      • Too Bouncy!
      • Squig Herder
      • Scurry
      • Spiteful Volley
      • Spinnin'
      • Overconfidence
    • Fighter Cards
      • Zarbag
      • Drizgit da Squig Herder
      • Snirk Sourtongue
  • Mollog's Mob
    • Fighters
    • Abilities
      • Inspire
      • Tag Along
      • Always Lurking
      • Unnatural Hazards
    • Fighter Cards
      • Mollog the Mighty
      • Stalagsquig
      • Bat Squig
      • Spiteshroom
  • The Thorns of the Briar Queen
    • Fighters
    • Abilities
      • Inspire
      • Soul Warden
      • Wave of Terror
      • Stare of Death
      • Endless Malice
      • Spectral Touch
      • Throttle
    • Fighter Cards
      • The Ironwretch
      • Briar Queen

Reading the 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 down the left edge of each card.

  • Defence is written as a number of defence dice followed by the face to roll: shield or hook.
  • Attack actions are printed along the bottom of each card. Each line gives the attack type (melee, shown by the crossed-weapons icon, or ranged, shown by the bow icon), then Range, Dice (a number and a face) and Damage.
  • Dice faces are hammer or crossed-blades, as printed.
  • Keywords on an attack line are named where the sheets name the same glyph elsewhere (Cleave, Ensnare, Grievous, Volley). A critical symbol (a burst with an exclamation mark) placed before a keyword makes it a Critical weapon ability, written here as "Critical" followed by the keyword.
  • Abilities are listed in the order printed on each sheet, left column first. The sheets do not say which abilities are warband-wide and which belong to one fighter, so no such split is made here.
  • Runemarks in the right-hand column are written as words: Leader (crown), Minion (sun and chains), Schemer (horned skull), Lurker (stalagmite), Flying (winged blade). The warband symbol at the top right is not a runemark and is not listed.

Spiteclaw's Swarm

Source: "Spiteclaw's Swarm (v1.2)", © Games Workshop Limited 2025.

Fighters

  1. Skritch Spiteclaw
  2. Krrk the Almost-Trusted
  3. Hungering Skaven
  4. Festering Skaven
  5. Lurking Skaven

Abilities

Inspire

Immediately after resolving a Ploy that picked a friendly fighter, Inspire that fighter.

Swarm

Pick a friendly leader to use this ability. Pick a slain friendly minion. Raise that fighter and place them on an empty starting hex then give that fighter a Raise token.

Scheming Pack

Friendly schemers' melee weapons have Grievous while the target is Flanked or Surrounded.

Untimely Promotion

While a friendly Skritch is slain, Krrk is a leader.

Skitter

'He who fights and runs away…'

Reaction. Use this immediately after a friendly fighter adjacent to any friendly fighters is picked to use a Core ability. Push that fighter 1 hex. You can only use this ability once per game.

Justified Paranoia

A Skaven must always be on their guard. Especially when around other Skaven.

Reaction. Use this immediately after a friendly fighter adjacent to any friendly fighters is picked to use a Core ability. Give that fighter a Guard token. You can only use this ability once per game.

'Out my way, fool-things!'

Skritch and his more useful minions are well-versed in getting themselves out of danger, and into the best position.

Use this in your Power step. Pick a friendly fighter and another fighter that is adjacent to them. Remove those fighters from the battlefield and then place each in the hex the other was removed from. You can only use this ability once per game.

Fighter Cards

Skritch Spiteclaw

Runemarks: Leader, Schemer.

Front card: Move 5; Defence 2 (hook); Wounds 4; Bounty 2.

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

Inspired card: Move 5; Defence 2 (hook); Wounds 4; Bounty 2.

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

Krrk the Almost-Trusted

Runemarks: Schemer.

Front card: Move 5; Defence 1 (shield); Wounds 3; Bounty 2.

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

Inspired card: Move 5; Defence 2 (hook); Wounds 3; Bounty 2.

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

Hungering Skaven

Runemarks: Minion.

Front card: Move 5; Defence 1 (shield); Wounds 3; Bounty 1.

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

Inspired card: Move 5; Defence 1 (shield); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 1, with an unidentified keyword glyph (a circle with a diagonal slash). The sheet does not name this keyword, so it is not written out here.

Festering Skaven

Runemarks: Minion.

Front card: Move 5; Defence 1 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 5; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 1, with Critical Grievous.

Lurking Skaven

Runemarks: Minion.

Front card: Move 5; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 5; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 1.
  • Attack 2 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1.

Zarbag's Gitz

Source: "Zarbag's Gitz (v1.2)", © Games Workshop Limited 2025.

Fighters

  1. Zarbag
  2. Drizgit da Squig Herder
  3. Snirk Sourtongue
  4. Prog da Netter
  5. Bonekrakka
  6. Gobbaluk
  7. Redkap
  8. Stikkit
  9. Dibbz

Zarbag is the warband's leader (crown runemark on his fighter card).

Abilities

Inspire

Immediately after your total Glory points are greater than the number of friendly fighters on the battlefield, Inspire each friendly fighter.

Too Bouncy!

Friendly fighters with the Flying runemark cannot Delve or hold treasure tokens.

Squig Herder

Reaction. Immediately after deploying a friendly Drizgit, you must place a friendly Gobbaluk and Bonekrakka each in an empty hex that is not a starting hex and has no feature tokens in it adjacent to that fighter.

Scurry

Grots have well-honed survival instincts, and know a moving target is harder to hit.

Reaction. Use this immediately after a friendly fighter Moves, if a different friendly fighter with no Move or Charge tokens was adjacent to the fighter that Moved before it started that Move. That friendly fighter can Move. You can only use this ability once per turn.

Spiteful Volley

Dibbz, Stikkit and Redkapp love nothing more than pin-cushioning prey with their arrows.

Reaction. Use this immediately after a friendly fighter's successful Attack made with a weapon with Volley. Pick a different friendly fighter within 3 hexes of that fighter whose ranged weapon has Volley. That fighter can immediately Attack with that weapon. You can only use this ability once per turn.

The sheet prints "Redkapp" in this ability and in its introduction. The fighter's card name is Redkap; the spelling is transcribed as printed.

Spinnin'

Snirk Sourtongue isn't long for the world. Neither is anyone who gets in his way.

Reaction. You must use this immediately after a fighter is pushed, is placed in or enters a hex adjacent to a friendly Snirk. Inflict 1 damage on that fighter.

Overconfidence

When he truly gets going, Snirk is liable to end up hurting someone. Himself included.

Snirk cannot be given Guard tokens.

Fighter Cards

Zarbag

Runemarks: Leader.

Front card: Move 3; Defence 2 (hook); Wounds 3; Bounty 1.

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

Inspired card: Move 3; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2.
  • Attack 2 (ranged): Range 3, Dice 4 (hammer), Damage 1.

Drizgit da Squig Herder

Runemarks: none.

Front card: Move 3; Defence 1 (shield); Wounds 3; Bounty 1.

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

Inspired card: Move 3; Defence 1 (shield); Wounds 3; Bounty 1.

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

Snirk Sourtongue

Runemarks: none.

Front card: Move 3; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 3.

Inspired card: Move 3; Defence 3 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 3.

Prog da Netter

Runemarks: none.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

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

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

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

Bonekrakka

Runemarks: Flying.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

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

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

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

Gobbaluk

Runemarks: Flying.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

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

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

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

Redkap

Runemarks: none.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.

Stikkit

Runemarks: none.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.

Dibbz

Runemarks: none.

Front card: Move 3; Defence 1 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 2 (crossed-blades), Damage 1, with Volley.

Inspired card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (ranged): Range 3, Dice 3 (crossed-blades), Damage 1, with Volley.

Mollog's Mob

Source: "Mollog's Mob (v1.1)", © Games Workshop Limited 2025.

Fighters

  1. Mollog the Mighty
  2. Stalagsquig
  3. Bat Squig
  4. Spiteshroom

Abilities

Inspire

Immediately after damage is inflicted on your leader, if they have 4 or more damage tokens, Inspire each friendly fighter.

Tag Along

Mollog doesn't really lead his menagerie, so much as simply endure their presence.

Reaction. Use this immediately after your leader Moves. You can push a different friendly fighter up to 2 hexes. That push must end adjacent to your leader or an enemy fighter adjacent to your leader.

Always Lurking

Just watch your step…

When you deploy a friendly Lurker, you can place that fighter in an empty hex that does not contain a feature token and is not a starting hex in enemy territory. That fighter cannot be removed from the battlefield unless it is slain. It cannot be pushed and cannot Move.

Unnatural Hazards

The denizens of a Dankhold might be bizarre, but none should be taken lightly.

At the start of the first Action step in each battle round, you can pick 1 of the following abilities to apply until the end of the current battle round:

  • Nasty Critters: Enemy fighters adjacent to any friendly Minions are Surrounded.
  • Tripping Hazard: After an enemy fighter enters a hex adjacent to any friendly Minions, give that enemy fighter a Stagger token.
  • Watch Out, They Bite!: After an enemy fighter is pushed, placed or enters any hex adjacent to any friendly Minions for the first time, roll an Attack dice. On a hammer or a critical symbol, inflict 1 damage on that fighter.

Fighter Cards

Mollog the Mighty

Runemarks: Leader.

Front card: Move 3; Defence 1 (shield); Wounds 7; Bounty 4.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 3, with an unidentified keyword glyph (a circle with a diagonal slash). The sheet does not name this keyword, so it is not written out here.
  • Attack 2 (melee): Range 2, Dice 2 (hammer), Damage 2.

Inspired card: Move 3; Defence 1 (shield); Wounds 7; Bounty 4.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 3, with Grievous and the same unidentified keyword glyph.
  • Attack 2 (melee): Range 2, Dice 2 (hammer), Damage 2, with the same unidentified keyword glyph.

Stalagsquig

Runemarks: Minion, Lurker.

Front card: Move 0; Defence 1 (shield); Wounds 3; Bounty 1.

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

Inspired card: Move 0; Defence 1 (shield); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2, with Cleave.

Bat Squig

Runemarks: Flying, Minion.

Front card: Move 4; Defence 1 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 1.

Inspired card: Move 5; Defence 1 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.

Spiteshroom

Runemarks: Minion.

Front card: Move 3; Defence 1 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 3; Defence 1 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 2.

The Thorns of the Briar Queen

Source: "The Thorns of the Briar Queen", © Games Workshop Limited 2024.

Fighters

  1. The Ironwretch
  2. Briar Queen
  3. The Silenced
  4. Varclav The Cruel
  5. The Exhumed
  6. The Ever-Hanged
  7. The Uncrowned

Abilities

Inspire

At the start of your turn, Inspire each friendly fighter adjacent to any enemy fighters.

Soul Warden

You can use this ability once per battle round. Pick up to 2 friendly Minions. Push those fighters up to 2 hexes. Then you can give each of those fighters a Charge token.

Wave of Terror

While a friendly fighter targets an enemy fighter that is adjacent to a different friendly fighter with any Charge tokens, the target is Surrounded.

Stare of Death

To gaze into the empty eyes of a gheist can stop the heart.

Use this in your Power step. Pick an enemy fighter within 2 hexes of a friendly fighter. That fighter cannot Charge in the next turn. You can only use this ability once per game.

Endless Malice

Even when the body has rotted and the blood long cooled, hate can remain sharp…

Reaction. Use this immediately after a friendly fighter's failed Attack. That fighter can Attack again with the same weapon. That Attack must target the same enemy fighter. You can only use this ability once per game.

Spectral Touch

The spectral hands of the Nighthaunt pass clean through defences.

Reaction. Use this immediately after picking a melee weapon as part of an Attack. That melee weapons has Cleave and Ensnare for that Attack. You can only use this ability once per game.

Throttle

In life, the Briar Queen's minions were criminals and honourless murderers. Nothing has changed.

Reaction. Use this immediately after your Action step. Roll an Attack dice for each enemy fighter adjacent to a friendly Minion. On a crossed-blades or a critical symbol, give that enemy fighter a Stagger token. You can only use this ability once per game.

Fighter Cards

The Ironwretch

Runemarks: Minion, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 4; Defence 2 (hook); Wounds 2; Bounty 1.

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

Briar Queen

Runemarks: Leader, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.
  • Attack 2 (melee): Range 2, Dice 3 (crossed-blades), Damage 1.

Inspired card: Move 4; Defence 2 (hook); Wounds 3; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (hammer), Damage 2, with Critical Grievous.
  • Attack 2 (melee): Range 2, Dice 3 (hammer), Damage 1.

The Silenced

Runemarks: Minion, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 4; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.

Varclav The Cruel

Runemarks: Flying.

Front card: Move 3; Defence 2 (hook); Wounds 3; Bounty 1.

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

Inspired card: Move 4; Defence 2 (hook); Wounds 3; Bounty 1.

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

The Exhumed

Runemarks: Minion, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 4; Defence 2 (hook); Wounds 2; Bounty 1.

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

The Ever-Hanged

Runemarks: Minion, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 2.

Inspired card: Move 4; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (hammer), Damage 2, with Ensnare.

The Uncrowned

Runemarks: Minion, Flying.

Front card: Move 3; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 2 (crossed-blades), Damage 1.

Inspired card: Move 4; Defence 2 (hook); Wounds 2; Bounty 1.

  • Attack 1 (melee): Range 1, Dice 3 (crossed-blades), Damage 2.
  • Prog da Netter
  • Bonekrakka
  • Gobbaluk
  • Redkap
  • Stikkit
  • Dibbz
  • The Silenced
  • Varclav The Cruel
  • The Exhumed
  • The Ever-Hanged
  • The Uncrowned