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Conquest Army Building Guide

The document provides rules for building and using armies in the Conquest miniatures war game. It explains that an army consists of character stands and regiments selected from army lists to equal a set points value. Each character stand must be accompanied by a warband of regiments, and regiments are drawn from categories of being a mainstay or restricted choice within a warband. Additional upgrades can be purchased and added to point costs. Armies of the W'adrhûn faction follow special rules for a war chant which provides cumulative bonuses when chant markers corresponding to different cults are discarded after being placed in a chant sequence over multiple turns.

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Justin Winsby
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0% found this document useful (0 votes)
378 views32 pages

Conquest Army Building Guide

The document provides rules for building and using armies in the Conquest miniatures war game. It explains that an army consists of character stands and regiments selected from army lists to equal a set points value. Each character stand must be accompanied by a warband of regiments, and regiments are drawn from categories of being a mainstay or restricted choice within a warband. Additional upgrades can be purchased and added to point costs. Armies of the W'adrhûn faction follow special rules for a war chant which provides cumulative bonuses when chant markers corresponding to different cults are discarded after being placed in a chant sequence over multiple turns.

Uploaded by

Justin Winsby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

A R MY LIST S

The rules that


follow will show you
how the models and
Warbands interact
with each other and
the environment. These
chapters will teach you
how to activate your
Warbands, how to move
them as well as how to
engage in combat with
them.
AR MY LISTS WARBANDS

The force you bring to the Battlefield is chosen Each Character Stand in your Army (includ-
using an Army list. To help ensure you’re ing the Warlord) must be accompanied by a
playing a fair and balanced game, these Army Warband of Regiments. You’ll normally have
lists are chosen to equal points values. a choice of Regiments to choose from, but
you must always include a Regiment of the
POINTS VALUES same type – i.e Infantry, Cavalry or Brute – as
your Character Stand to ensure that they have
Each Stand in a game of Conquest has a points a Regiment to join at the start of the battle.
value, representing its overall worth on the
Battlefield. Stands with higher points values E a c h R e g i m e nt i s d raw n f ro m t h e
are generally better or more flexible fighters, Regiments section of the Army List. It will
while those with lower points values are also, depending on the Character Stand
less effective, or are useful in a narrow set of it is chosen for, count as a Mainstay or a
circumstances. Your Army’s points value is Restricted choice. Each Character Stand's
equal to the total points values of every Stand Warband has a Regiment allowance of 4
in your Army, plus those of any upgrades you’ve Regiments. A Warband can include as many
purchased for those Stands. The higher the Mainstay choices as your Warband allowance
points value, the more lethal the Army you’ve allows. Restricted choices are more limited,
selected. By choosing Armies to equal points as the name suggests. Each Warband can
values, you and your opponent can ensure a only include two Restricted choices from all
fair, challenging battle. the options presented. This can be two of the
same Regiment, or two different Regiments
SIZE OF BATTLE from the list. As a further restriction, you
must include one Mainstay choice for each
By default, we recommend battles of 2,000 Restricted choice in your Army. Therefore, a
points – this generally gives enough slaughter Warband that includes two Restricted choices
for an evening’s gaming. However, there’s will always have at least two Mainstay choices
nothing to stop you from choosing a larger or too. Note that a Regiment might be a Mainstay
smaller size for your confrontation. Indeed, choice for one Character type, and a Restricted
smaller games of 1,000 points are an excellent choice for another – check the Character’s
way to learn the rules. Army List entry to be sure.

BUILDING AN AR MY OPTIONAL UPGRADES

An Army consists of two types of entities: Many Character Stands and Regiments have
Character Stands and Regiments. You may additional options that can be purchased for
include any number of either in your Army, them, such as Abilities, Command Models, or
subject to the following rules: even extra Stands (in the case of Regiments).
If you purchase any of these upgrades, simply
THE WARLORD
add the points cost to that of the Character
Stand or Regiment for which the upgrade
You must include one Character Stand to be was purchased.
your Warlord – your avatar on the Battlefield.

4
AR MY RULES
This Army follows the additional ruleset included herein.

WAR CHANT Chant in Sequence (placing Chant Markers and


Chanting the Battlecry) is resolved immediately
One of the distinctive features of the W’adrhûn after indicating the Regiment or Character to
is their War Chant. When creating an army, be activated in the "Draw Command Card"
each Warband (including its Character) must step of the Action Phase. Unless a Special
select to either follow the Cult of Famine, Rule indicates otherwise, there may never be
Death or War (the Character Stand and all more than 3 Chant Markers in the Sequence.
Regiments in the Warband must choose the If you have reached the maximum allowed
same Cult). Unless a Special Rule dictates oth- Chant Markers in the Sequence and you are
erwise, Monster Regiments and Regiments with required to place another (most commonly
the Unsung Special Rule are not considered because the third Chant Marker was placed by a
to follow any Cult and do not benefit from Character), place a Chant Marker belonging to
these rules. Items, Masteries or other rules the Cult of the Active Character or Regiment,
may later change a Character's or Regiment's and discard any one of the previously placed
Cult to Conquest or another Cult, however Chant Markers.
the initial choice remains unaffected for the
rest of the Warband. Chant the Battlecry
Chant in Sequence Follow these steps in order to Chant the
Battlecry;
At the beginning of the Battle, designate a visible 1. Exchange all Conquest Markers in the
area outside the Battlefield where you will be Sequence for a Famine, Death or War Chant
placing Chant Markers. This designated area Marker.”
is now considered to be your Sequence. When 2. Choose:
you draw a Command Card belonging to a a) Chant a Cult’s Battlecry and discard up to
Regiment or Character Stand on the Battlefield, 3 Chant Markers belonging to the chosen
if that Regiment or Character Stand follows a Cult to gain the benefit listed on the table
Cult, place one Chant Marker corresponding below equal to the number of Chant Markers
to its Cult in the Sequence. discarded.
b) Alternatively you may Chant Conquest’s
If there are two or more Chant Markers in Battlecry. When doing so discard Chant
the Sequence, a Regiment may “Chant the Markers, making sure that each Marker
Battlecry” (Character Stands may never Chant belongs to a different Cult (to a maximum
the Battlecry, but are affected by its effects as of 3) and gain the Conquest bonus listed
normal if they are part of a Regiment Chanting on the Battlecry table.
the Battlecry). Unless instructed otherwise, 3. Finally, discard any unused Chant Markers
when a Regiment places the 3rd Chant Marker from the Sequence.
in the Sequence, that Regiment must imme-
diately Chant the Battlecry. The bonus of each Cult tier are cumulative and
last until the start of the affected Regiment's
next activation (you gain the benefit of each
tier).

6
Chant Battlecry
Markers
Reguired Famine Death War Conquest
Tier 1 The Regiment The The Regiment The Regiment
(2 Markers) gains the Shock Regiment Immediately and any
Special Rule. gains +1 removes its Character
Clash. Broken Status. Stands in that
If the Regiment Regiment gain
was not Broken, +3 March while
it gains the the Regiment is
effects of Bastion resolving a
(1) until end of March Action.
Round.

Tier 2 The Regiment The The Regiment The Regiment


(3 Markers) gains +2 to Regiment gains +2 Resolve gains +1 Evasion.
their Charge gains the and the Cleave 1
Distance. Flawless Special Rule until
Strikes the start of its
Special Rule. next Activation.
Tier 3 The Regiment The Hits caused by The Regiment
(4 Markers) gains the Flurry Regiment this Regiment’s may perform
Special Rule. If gains the Counter-Attack an additional
the Regiment Deadly Special Rule also Action (normal
already has the Blades have the Smite rules apply). Add
Flurry Special Special Rule. Special Rule. If one Conquest
Rule, it gains the Regiment Chant Marker
Cleave +1 did not have the to the Sequence
instead. Counter-Attack at the end of
Special Rule, it the Regiment's
gains that Special activation.
Rule instead.

Example:
The Sequence already has 1 Famine, 1 Death and 1 War Chant Markers. A Conquest Regiment
activates next. As the maximum number of Chant Markers has been reached, a Conquest Chant
Marker is placed, and the player chooses to discard the Death Chant Marker. Then, as there
are 3 Chant Markers in the Sequence and a Regiment is active, that Regiment must Chant the
Battlecry. The Regiment replaces the Conquest Chant Marker with a Famine Chant Marker, and
now chooses a bonus from the table. As the Sequence has 2 Famine and 1 War Chant Markers,
they may only choose the Famine bonus corresponding to the 2 Famine Chant Markers and
discard them. Finally, the War Chant Marker is discarded from the Sequence.

7
SUPR EMACY ABILITIES
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.

MATRIARCH QUEEN

The Matriarch Walks: While this Character Stand is on the Battlefield, you may re-roll a
single Reinforcement die per Round. This Supremacy Ability is always considered to be active.

CHIEFTAIN

Shock Assault: Fiendly Regiments in this Character Stand's Warband, gain the Shock Special
Rule. If they already have this Special Rule, they receive no further benefit. This Supremacy
Ability is considered to be always active.

PREDATOR

Thrill of the Kill: Your Regiments may re-roll their Charge Roll this Round. In addition,
Light Regiments add +3 to their Charge Distance, Medium Regiments add +1 to their Charge
Distance, and Heavy Regiments add 1 Attack for each Engaged Stand of that Regiment to any
Impact Attacks they make.

SCION OF CONQUEST:

Vision of Conquest: Until the end of this Round, each time you would draw a card from the
Command Stack, instead search your Command Stack and play a Command Card of your
choice. In addition, until the end of this Round all Regiments that can add Chant Markers to
the sequence add Conquest Markers instead.

8
Characters
You may include any number of Character Stands, but at least one Character Stand must be
included as your Warlord.

Matriarch Queen 100 Points


Name Type Class M V C A W R D E Special Rules
Matriarch Infantry Heavy 5 2 3 4 4 3 3 0 Character,
Queen Inspiring
Presence,
Cleave 1

Draw Event: To the Last Breath


Number of Stands: 1
Models per Stand: 1
Options:
Artefacts: May have a single Artefact at the indicated points cost.

Warband:
Mainstay: Bound
Blooded
Warbred
Braves
Hunters

Restricted: Apex Predator


Drum Beast
Chosen of Conquest
Quatl
Tontorr
Retinue:
Teachings of Conquest Available
Combat Available
Arcane Restricted

Masteries: Teachings of Conquest, Combat

9
Scion of Conquest 90 Points
Special
Name Type Class M V C A W R D E
Rules
Scion of Infantry Medium 5 2 3 4 4 4 2 2 Character,
Conquest Priest 3,
Cleave 2

Draw Event: None


Number of Stands: 1
Models per Stand: 1

Options:
Artefacts: May have a single Artefact at the indicated points cost.
Cult: A Scion of Conquest belongs to the Cult of Conquest
Spells: Must have a minimum of 1 Spell from the following list:
Crescendo 40 points
Dissonance 30 points
Cacophony 10 points

Warband:
Mainstay: Bound
Blooded
Braves
Chosen of Conquest

Restricted: Chosen of Famine


Chosen of Death
Chosen of War

Retinue:
Teachings of Conquest Available
Combat Restricted
Arcane Available

Masteries: Teachings of Conquest, Combat,


Arcane

10
Chieftain 95 Points
Name Type Class M V C A W R D E Special Rules
Chieftain Infantry Medium 5 2 3 5 4 3 3 0 Character,
Cleave 2
Draw Event: None
Number of Stands: 1
Models per Stand: 1

Options:
Artefacts: May have a single Artefact at the indicated points cost.
Way of War: May select one of the following Draw Events as a Way of War:
Fury 1 30 points
Bellowing Shout 20 points
Seize the Day 20 points

Warband:
Mainstay: Bound
Braves
Blooded
Veterans

Restricted: Drum Beast


Quatl
Raptor Riders
Thunder Riders
Warbred

Retinue:
Teachings of Conquest Restricted
Combat Available
Arcane Not Available

Masteries: Teachings of Conquest,


Combat

11
Predator Infantry: 85 Points / Cavalry: 110 Points
Name Type Class M V C A W R D E Special Rules
Predator Infantry Light 6 3 3 4 4 3 2 0 Character,
Barrage 3, (24'',
Armor Piercing
1, Deadly Shot),
Fiend
Hunter

Predator Cavalry Light 9 3 3 6 4 3 2 0 Character,


Barrage 3, (24'',
Armor Piercing
1, Deadly Shot),
Fiend
Hunter

Draw Event: None


Number of Stands: 1
Models per Stand: 1
Options:
Artefacts: May have a single Artefact at the indicated points cost.
Way of the Hunt: May select one of the following Draw Events as a Way of the Hunt:
Fire and Advance 20 points
True Shot 20 points
Warband:
Mainstay: Bound
Braves
Blooded
Hunters
Hunting Pack
Raptor Riders

Restricted: Apex Predator


Slingers
Tontorr
Retinue: Infantry Cavalry
Teachings of Conquest Not
Available
Available
Combat Not
Restricted
Available
Arcane Not
Not Available
Available
Masteries: Teachings of Conquest, Combat

12
CHAR ACTERS AND CHAR ACTER UPGR ADES
Magical Items and Heraldry are an important part of a Faction’s culture and history. Each
Faction has access to a list of Character Upgrades as described in their Army List.

Unless noted otherwise, each entry may only be selected once in your Army List, and it does
not have to be visually represented on the Character Stand. Each Upgrade confers abilities or
attributes to the Character Stand, and their bonuses are lost as soon as the Character Stand is
removed from the game for any reason.

Unless otherwise specified, the following restrictions apply: Selecting an Upgrade from the
Arcane category requires the Character Stand to possess the Wizard X or Priest X Special Rule.
Selecting an Upgrade from the Banner category requires the Character Stand to possess at least
1 Tier in the Tactical category. Finally, Character Stands with the Wizard X Special Rule may
not purchase Upgrades from the Armor category. If a Character Stand can have more than
one Upgrade, they must purchase Upgrades from different categories.

ARTEFACTS
Each Artefact may only be included in your Army once.

Banners Death’s Gaze 25pts


(Infantry Characters Only)
Roar of the Tribe 45 points Crafted by the most dedicated of Death’s Cult,
Each Tribe has its own Battlecry, taught and Death’s Gaze is much more than a series of
preserved by the Voices, gifted chanters from all stone throwing axes with ornate bone handles.
walks of life. It is a testament to the blossoming They are a blessing of the cult of Death granted
culture of the W’adrhûn that these battlecries to warriors whose vision of war is not merely
form a perfect Chant. victory, but the end of one’s foes before they even
Once per game, while this Character Stand is have a chance to flee.
part of an Infantry Regiment, that Regiment Any Regiment the Character has joined gains
may use this Banner after placing its Chant the Throwing Weapons Special Rule. While
Marker. That Regiment Chants the Battlecry, the Regiment has 4 or more non-Character
but only discards 1 Chant Marker from the Stands, or already has the Throwing Weapons
Sequence. Special Rule, they also gain the Unstoppable
Charge Special Rule.
The Blood Horn 30 points
Aitta of the Bloodhusk Tribe was known for many Scars of Endekar 15 points
things, but one above all else: her single-minded Endekar of the Tribe of the Spear Tree was the
aggression in combat. Crafted from one of the first to perfect the art of body scarring. It is said
tusks of Ulla, her legendary mount, the sound of that when was asked why he was marking his
the Blood Horn resonates with her song, urging own skin, his answer was simple: “I will not
warriors beyond their limits. be thought a coward simply because none have
All friendly Regiments within 8" may re-roll scarred me.”
their Charge Rolls. The Character gains +1 Evasion, to a Maximum
of 3.

13
Armors The Character Stand changes its Type to
Cavalry and its Class to Light, adds +2 to its
Beads of Death 25 points March Characteristic, and gains the Throwing
“Like wind, like light, like heat, Death is a force” Weapons, Brutal Impact 2 and Unstoppable
says the Cult of Death. Their prayer beads seem Charge Special Rules , but may no longer
to support this creed, absorbing the force of blows, select a Retinue.
even if they break in the process.
Before making Defense Rolls during a Duel Death's Reach 35pts
Action, the Character removes one successful (Predator with Apex Master only)
Hit caused by their opponent. W’adrhûn warriors have the potential nurture
such a spiritual bond with these beasts, where
Hide of the Silent Hunter 25 points the beast and rider can coordinate their move-
(Predator Only) ments and hunt as one, decimating their prey.
The leaders of the W’adrhûn have learned to The Predator gains +1 Attack and the Cleave
bide their time and study their enemies’ tac- 1 Special Rule. The Apex Predator gains +1
tics, easily determining the weak spots in their Attack.
adversaries’ plans.
Any Regiment the Character joins gains the Beast Drums 30 points
Bastion (+1) Draw Event. All know and hear the Chants but to have the
Beast Drums beat in their rhythm next to you
Kill Marks 20 points is something else entirely.
Carved with verses of past victories and the names The Character gains +1 Attack and Flurry
of the defeated, one’s Kill Marks are made of Special Rule.
fire hardened clay and are carried onto the field
as a show of prowess. Carry enough of them Kiss of the Dilosaur 30 points
and their benefits outweigh their burden. None know if the venomous Dilosaur was a
Character with the Rider Special Rule only. The beast of old preserved by the Spires or if it was
Monster Regiment the Character is attached one of their creations. Even if not lethal in small
to inflicts 2 more Impact Attacks. dosages, the venom of the Dilosaur causes
horrible pains; especially if a coated blade delivers
Heartsblood Draught 5pts into the bloodstream.
Brewed with the blood of the hardiest dinosaurs Successful Defense Rolls caused by this
and mixed with ingredients known only to the cult Character must be re-rolled.
of War, this concoction is said to imbue the drinker
with the endurance and stamina of W’adrhûn Glaives of Iskarant 15 points
beasts. While the effects are not permanent, the Iskarant the Dancing Warrior was known for two
addiction it causes, unfortunately, is. things: his fluid fighting style that dominated the
The Character gains +1 Wound. opponent through a relentless series of attacks
and the specially crafted two-sided glaives he
Weapons had forged to support this style.
During a Duel Action, successful Defense
Brood of Omgorah 45pts Rolls made by this Character Stand imme-
Omgorah the Unbound is said to have sin- diately cause the opposing Character Stand
gle-handedly destroyed the Spire of Ghan’ta. to suffer an equal number of Hits (with no
Legends claim that once driven into frenzy would further Special Rules). Hits caused this way
not stop, would not feel pain and would not die. cannot generate additional Hits in any way.
Choosing one of his brood for a mount can be a
dangerous choice but not without its rewards…

14
The Hidden Fang 10 points Action if they are able to perform such an
When one sees a W’adrhûn warrior, one can’t Action. They gain +1 Attack per Chant Marker
not notice their heavy, obvious weapons to match currently in the Sequence when fighting in a
their built. So when the Hidden Fang is drawn, Duel Action.
few expect the fast strike of a dagger.
The Character gains the Quicksilver Strike Touched by the Goddess 10 points
Special Rule. None knows the exact criteria by which the
Scion’s choose those that their Living God will
Talismans favor. All that we know is that only one has ever
denied their call.
Dreamcatcher 45 points The Character follows the Cult of Conquest.
The dreamcatcher that captured these living
nightmares has long been a favored tool of the Sacred Censer 5 points
shaman. When released from their prison, the The intricacies of the creation of sacred objects
spiteful sylphs that it imprisons know to guide differ from Cult to Cult, but their absolute
the warrior’s shots toward their targets. If the secrecy is a common factor. None know what it
master is pleased, they might be given a few days is the Sacred Censers burn but they are designed
freedom to run rampant. to protect warriors from the foul touch of
The Character Stand gains the following enemy magic.
Supremacy Ability in addition to any other For Enemy Interference purposes, this
they may have: Wind’s Children: All Friendly Character Stand counts as having the Wizard
Regiments within 8" gain the Torrential Fire 1 Special Rule.
Special Rule.
Arcane
Mantle of the Devoted 30 points
While different Tribes favor different Cults, Essence of the Phonopteryx 20pts
there are some individuals who are recognized as When leading their kin into battle, many a Scion
true paragons among a Cult. Seeing one's leader are known to consume parts of the beast known
clad in the Cult’s mantle can inspire a warrior as Phonopteryx, making their chants as loud as
to reach undreamed of levels of fervor. the beast’s roar.
Any Regiment joined by this Character gains The Character increases their Spells’ Range
the Fanatic Special Rule. by 6” (Spells with a Range of “Self ” are unaf-
fected). In addition, if the Effects indicate a
Eritu’s Mark 25 points Range, the Character increases their Spells’
Among the tribes the name of Eritu is whispered Effects by 6”.
in awe. No other W’adrhûn has lived as long as
he has or earned as many honors as he has. It Primordial Splinter 20pts
is considered a tremendous honor to have one’s Much was found in the remnants of the broken
bone plates carved by this grizzled veteran. Spires that spawned the oases; much that per-
The Character Stand gains +2 Defence. haps should have been left forgotten. Infinitely
less than a shard, these slithers of primordial
Tribal Spear 25 points essence are still powerful enough to elevate one’s
To be awarded the Spear of one’s Tribe is to magic to beyond mortal interference.
have proven to be the most able warrior in When this Character casts a Spell, they add
the Nighudda, the proving ring. To be worthy 1 Dice to their Spellcasting attempt and are
of keeping it, you must prove your worth as a unaffected by Enemy Interference.
combatant at every opportunity.
This Character must always perform the Duel

15
CHAR ACTERS AND R ETINUES
These options can be taken by any Infantry Character Stands unless stated otherwise. Certain
tiers of upgrades can only be reached by certain Characters Stands. Unless otherwise specified,
you need to have obtained the previous Tiers in order to obtain the Tier you wish (i.e. to obtain
Tier 2, you must have also obtained Tier1 etc)

Not every Character Stand has access to all categories of Retinues. Those allowed will be
clearly stated in the relevant entry in the Army List, with the indication of either “available”
or “restricted”. The Character Stand selects Tiers freely from the available categories, while
they may only reach up toTier 2 in the restricted categories. In addition, selecting a Tier from
a restricted category costs double the points indicated.

Tier Teachings of Conquest Combat Arcane


1 The Character Stand and The Character The Character Stand gains +1
any Regiment they have Stand gains +1 Wizard/Priest Level.
joined re-roll one failed Wound. If the Character Stand is not
Resolve die per Tier in (10pts) a Wizard/Priest, they count
Teachings of Conquest. as Wizard (1) for Enemy
(5pts) Interference. (10pts)

2 The Character Stand The Character The Character Stand gains the Blessed
and any Regiment Stand gains Special Rule. In addition when using
they have joined +1 Attack. a Spellcasting Action, the Character
count as following (15pts) Stand treats all Regiments as having
the Cult of Conquest. 3 fewer Stands for Scaling purposes.
(25pts) (15pts)

3 The Character Stand The Character The Character Stand adds 1 suc-
and any Regiment they Stand gains cess when using a Spellcasting
have joined gain the Cleave 1 and +1 Action. (30pts)
Flank Special Rule. Clash. (25pts)
(35pts)

16
MASTERIES
Characters are heroes of renown or highly gifted individuals, who excel above and beyond the
masses. Be it through luck, education, training and effort or other powers at work, Characters
have mastered abilities that make them exceptional, though it is not uncommon for two such
heroes to have mastered the same path.

Masteries are optional upgrade abilities for your Characters Stands which are noted on your
army list and confer bonus abilities to your Character Stand. A Character Stand may select
only one Mastery according to the Character Stand's allowed lists in the following section.
Each Mastery can be bought multiple times, however each time you wish to add a duplicate
(or more) of the same Mastery you pay double the costs of the previous Mastery. For example,
selecting a Mastery that costs 20 points, while taking it a second time it would cost the second
Character 40 pts, and a third time it would cost the third Character 80 pts.

There are three categories of Masteries, and each Character Stand may select one Mastery from
a category allowed in his entry in the relevant Army List. Although there are common Mastery
lists provided below, each Army List may include additional Masteries specific to that Faction.

Teachings of Conquest Calm Strategist 25 points


Once per game, the Character Stand may
Disciplined 40 points refuse a Duel without suffering any penalty.
Light or Medium Character Stands Only –
Once per game, the Character Stand and the Eccentric 20 points
Regiment they are attached to may perform (Must be Tier 2 in Tactical Retinue) The
1 Clean Withdrawal Action without rolling a Character Stand must select 2 Mainstay
die or suffering any Wounds. Regiments and only 1 Restricted Regiment,
but they may select any Regiment in their
Knowledged 35 points Faction Army List as their Restricted option.
(Must be Tier 3 in Tactical Retinue) The
Character Stand may replace their Supremacy Wasteland Adder 20 points
Ability with any other Supremacy Ability in “The oasis feeds. The wasteland teaches.”
their Faction Army List. – W’adrhûn proverb.
At the start of the game, if this Character
Loyalty 30 points Stand does not have the Rider Special Rule,
The ability to command loyalty comes from the Regiment they have joined gains the Flank
the individual, not the trinkets one wears, no Special Rule.
matter how powerful.
Regiments in this Character Stand's Warband Long Lineage 15 points
have their Reinforcement roll value modified The Character Stand may select an additional
by +1 (e.g. a Roll of 3 or under becomes a 4 or Artefact.
under. A roll of 6 is always a failure.

17
Combat Apex Master 5 points
(Matriarch Queen or Predator Character
Expose Weakness 20 points on foot Only.)
At the beginning of a Duel Action where this Any W’adrhûn must earn the respect of a beast
Character Stand is involved, choose one of to ride it. Some W’adrhûn will only ride beasts
your opponent’s Special Rules. That Special that have done the same.
Rule has no effect during this Duel. The Character Stand gains the Rider Special
Rule and must choose to ride an Apex Predator
Marksmanship 15 points in their Warband.
The Character Stand gains Barrage +2. If the
Character Stand does not have Barrage, they Arcane
gain Barrage 2 (24”).
Magus 20 points
Veteran Warrior 15 points The Character Stand increases any non-Scaling
(Requires Tier 3 in Combat Retinue) The Spell Attunement value by 1.
Character Stand counts as also having select-
ed the Tier 1 Tactical Retinue for all game One Voice 20 points
purposes but does not need to represent it A word can shape an event. A Chant can shake
with a Model the world.
When this Character Stand performs a
Disorienting Strikes 10 points Spellcasting Action, they gain a number of
Any Character Stand in a Duel Action with dice equal to the amount of Chant Markers
this Character Stand suffers a -1 Clash penalty in the Sequence.
for the duration of the Duel.
Cautious Casting 15 points
Hymn of the Victor 10 points (Requires Rank 2 in Arcane Retinue) Once
Sing of my victories and they may inspire yours. per game, the Character Stand may re-roll all
When this Character Stand causes an enemy dice for a single Spellcasting Roll.
Character Stand to be removed as a Casualty
in a Duel Action, this Character Stand may Focused 15 points
add up to two Chant Markers to the Sequence. The Character Stand may reroll 1 die during
any Spellcasting Action.
Overkill 10 points
(Requires Tier 2 in Combat Retinue) Every Wizened Caster 15 points
time this Character Stand wounds an enemy (Requires Rank 3 in Arcane Retinue) The
Character Stand during a Duel Action, the Character Stand, benefits from the Tier 1
accompanying enemy Regiment must make a Tactical Retinue abilities without having to
number of Morale Tests equal to the wounds represent it with a Model.
suffered by their Character Stand.

18
SPELLS
Some character Stands can purchase Spells from the following list:

SCION OF CONQUEST
Name Range Attunement Effect
Cacophony 12" 4 (Scaling) Target Regiment (and any attached Character Stand)
may not resolve Draw Events other than Decay X,
until the caster’s next activation.
Crescendo Self 4 Add a Conquest Chant Marker to the Sequence.
Reveal your next Command Card. If it belongs to
a Regiment, draw that Command Card and the
Regiment activates immediately, otherwise return
it to the top of the Command Stack. Regiments
activated this way do not add a Chant Marker to
the Sequence.
Dissonance Self 4 Until the end of the caster’s next activation, each
time an enemy Spellcaster attempts to cast a Spell
onto a Regiment within 12” of this caster or attempts
to Cast a Spell while within 12” of this caster, after
rolling for success and before the result is calculat-
ed, you may discard any number of Chant Markers
from the Sequence to discard a die of your choice
for each Chant Marker discarded this way.
Regiments
You may include Regiments as part of your Characters' Warband.

Bound 75 Points
Name Type Class M V C A W R D E Special Rules
Bound Infantry Light 5 1 1 1 1 2 1 0 Support 1,
Unsung

Draw Event: None


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 25 points per Stand
Mistress 10 points

Braves 115 Points


Name Type Class M V C A W R D E Special Rules
Braves Infantry Medium 5 1 2 1 1 2 2 0 Support 1, Shield,
Bloodlust
Draw Event: None
Number of Stands: 3
Models per Stand: 4
Options:
Additional Stand 35 points per Stand
Standard Bearer 10 points
Leader Free
The Regiment may also have ONE of the options presented below:
Champion 15 points

20
Blooded 115 Points
Name Type Class M V C A W R D E Special Rules
Blooded Infantry Medium 5 1 2 1 1 3 2 1 Flurry

Draw Event: None


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 35 points per Stand
Standard Bearer 10 points
Leader Free
The Regiment may also have ONE of the options presented below:
Aberration 20 points
Champion 15 points
Skirmisher 15 points
Tracker 15 points

Veterans 235 Points


Name Type Class M V C A W R D E Special Rules
Veterans Infantry Medium 5 1 3 1 2 3 2 1 Shield

Draw Event: Forged in Battle


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 75 points per Stand
Standard Bearer 10 points
Leader Free
The Regiment may also have TWO of the options presented below:
Chief 25 points
Tribe Shaman 25 points
Champion 15 points

21
Hunters 145 Points
Name Type Class M V C A W R D E Special Rules
Hunters Infantry Light 6 2 2 1 1 2 1 0 Barrage 1 (14",
Armor Piercing 1,
Deadly Shot),
Strong Arm
Draw Event: None
Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 45 points per Stand
Standard Bearer 20 points
Leader Free
The Regiment may also have ONE of the options presented below:
Skirmisher 15 points
Tracker 15 points

Slingers 145 Points


Name Type Class M V C A W R D E Special Rules
Slingers Infantry Light 6 2 1 1 1 3 1 0 Barrage 1 (20'',
Armor Piercing 1,
Torrential Fire)
Draw Event: None
Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 45 points per Stand
Leader Free
The Regiment may also have ONE of the options presented below:
Bullet Carver 25 points
Skirmisher 15 points

22
Chosen of Conquest 240 Points
Name Type Class M V C A W R D E Special Rules
Chosen of Infantry Medium 5 1 3 1 2 4 2 2 Throwing
Conquest Weapons,
Cleave 1,
Shield,
Fanatic

Draw Event: None


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 80 points per Stand
Relic Bearer (Combines the 20 points
benefits of a Standard Bearer
and Leader)
Cult: The Regiment always counts as following the Cult of Conquest.

Chosen of Death 210 Points


Name Type Class M V C A W R D E Special Rules
Chosen of Infantry Medium 6 1 3 2 1 3 0 2 Cleave 1,
Death Fanatic

Draw Event: None


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 70 points per Stand
Relic Bearer (Combines the 15 points
benefits of a Standard Bearer
and Leader)
Cult: The Regiment always counts as following the Cult of Death.

23
Chosen of Famine 205 Points
Name Type Class M V C A W R D E Special Rules
Chosen of Infantry Light 6 1 2 2 1 4 0 2 Flurry,
Famine Fanatic

Draw Event: None


Number of Stands: 3
Models per Stand: 4
Options:
Additional Stand 65 points per Stand
Relic Bearer (Combines the 15 points
benefits of a Standard Bearer
and Leader)
Cult: The Regiment always counts as following the Cult of Famine.

Warbred 190 Points


Name Type Class M V C A W R D E Special Rules
Warbred Brute Medium 6 1 2 5 4 3 3 0 Cleave 2,
Relentless Blows

Draw Event: None Options:


Number of Stands: 3 Additional Stand 60 points per Stand
Models per Stand: 1 Penitent 35 points

Hunting Pack 150 Points


Name Type Class M V C A W R D E Special Rules
Hunting Pack Cavalry Light 7 1 2 6 3 3 1 2 Fluid Formation,
Feral, Vanguard,
Unsung,
Opportunistic

Draw Event: None


Number of Stands: 3
Models per Stand: 1
May not be joined by Characters.

Options:
Additional Stand 50 points per Stand
24
Raptor Riders 190 Points
Name Type Class M V C A W R D E Special Rules
Raptor Riders Cavalry Light 8 2 2 5 4 3 2 2 Barrage 2 (12”,
Armor Piercing
1), Strong Arm,
Fluid Formation,
Flurry
Draw Event: None
Number of Stands: 3
Models per Stand: 1
Options:
Additional Stand 60 points per Stand
Huntress (Combines 20 points
the benefits of a
Standard Bearer and
a Leader)

Thunder Riders 250 Points


Name Type Class M V C A W R D E Special Rules
Thunder Riders Cavalry Heavy 6 1 3 5 5 3 3 0 Brutal Impact 1,
Linebreaker,
Unstoppable
Charge,
Trample 1

Draw Event: None


Number of Stands: 3
Models per Stand: 1

Options:
Additional Stand 80 points per Stand
Standard Bearer 20 points
Leader Free

25
Chosen of War 220 Points
Name Type Class M V C A W R D E Special Rules
Chosen of War Brute Medium 5 1 3 5 4 4 3 1 Linebreaker,
Cleave 1,
Fanatic,
Shield,
Counter
Attack
Draw Event: None
Number of Stands: 3
Models per Stand: 1
Options:
Additional Stand 70 points per Stand
Relic Bearer (Combines the 20 points
benefits of a Standard Bearer
and Leader)
Cult: The Regiment always counts as following the Cult of War

Quatl 150 Points


Name Type Class M V C A W R D E Special Rules
Quatl Monster Light 9 1 2 8 8 3 3 2 Cleave 1,
Terrifying 1,
Rake Attack,
Fly, Feral
Draw Event: Bellowing Shout
Number of Stands: 1
Models per Stand: 1

Options:
May have the Icon of Conquest Special Rule for +20 points.

26
Drum Beast 115 Points
Name Type Class M V C A W R D E Special Rules
Drum Beast Monster Medium 7 1 2 6 8 4 4 0
Draw Event: Sound of the Drums
Number of Stands: 1
Models per Stand: 1
Options:
May have the Icon of Conquest Special Rule for +20 points.
Each Drum Beast must either have a Cult Shrine or Expert Drummers:
Cult Shrine (40 Points): This Regiment counts as following the Cult of Conquest and uses
the War Chant rules.
Expert Drummers (20 Points): This Regiment gains the Drum Beat Draw Event and may
resolve it in addition to the Sound of the Drums Draw Event.

Tontorr 190 Points


Name Type Class M V C A W R D E Special Rules
Tontorr Monster Heavy 7 2 2 8 24 3 3 0 Cleave 3,
Relentless
Blows,
Linebreaker,
Trample 3,
Vantage Point,
Barrage 8 (12",
Armor Piercing
1), Strong Arm
Draw Event: None Options:
Number of Stands: 1 May have the Icon of Conquest Special Rule
Models per Stand: 1 for +20 points.

Apex predator 185 Points


Name Type Class M V C A W R D E Special Rules
Apex Predator Monster Heavy 8 1 3 10 12 4 3 0 Cleave 2,
Deadly Blades,
Unstoppable,
Terrifying 2,
Fearless,
Fiend Hunter
Draw Event: None Options:
Number of Stands: 1 May have the Icon of Conquest Special Rule for
Models per Stand: 1 +20 points.
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COMMAND MODELS
Certain Regiments have the option of taking Command Models. Each Regiment may only take each
Command Model once. If the Command Model is removed as a casualty, all benefits are lost. A
Command model is purchased on top of the model it replaces. In the case of Cavalry or Brute Stand
you need to pay for the Stand and the Command Model.

Aberration
A Regiment with 5 or less Stands, excluding
Character Stands, may include an Aberration.
The Regiment gains the Lethal Demise Special
Rule.

Bullet Carver
Wounds caused by this Regiment as a result of
a Volley Action cause Morale Tests. This Rule
does not apply to Character Stands that have
joined the Regiment.

Champion
The Regiment has the Fury 1 Draw Event.

Chief
The Regiment gains the Flurry Special Rule.

Mistress
The Regiment loses the Unsung Special Rule
and gains the Decay 1 Draw Event.

Penitent
The Regiment gains the Burnout Draw Event.

Skirmisher (1 per Army)


The Regiment gains +1 March and may
perform the Withdraw Action once each
Round in addition to its two normal Actions,
obeying normal rules.

Tracker (1 per Army)


The Regiment gains the Flank Special Rule.

Tribe Shaman
The Regiment gains the Aura of Death 1
Special Rule.

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DR AW EVENTS AND Flawless Strikes: When this Stand performs
SPECIAL RULES a Clash Action, all To Hit Rolls of ‘1’ have the
Smite Special Rule. Additional Hits generated
Draw Events by other Special Rules do not benefit from the
Smite Special Rule.
Bellowing Shout: Place a Conquest Chant
Marker in the Sequence. Icon of Conquest: Regiments with this Special
Rule may Chant the Battlecry regardless of their
Drum Beat: Add one Chant Marker that Type. They count as following the same cult
matches the Cult of any Chant Marker already as their Warband's Character Stand.
in the Sequence.
Inspiring Presence: While this Character
Forged in Battle: When the Regiment resolves Stand has joined a Regiment, that Regiment
this Draw Event, it may choose a Tier 1 Battlecry may not be Broken.
belonging to either its own Cult or the Cult
of Conquest. Treat the Regiment as if it has Rider: Characters with this Special Rule
Chanted the Battlecry with this effect, but do do not use a separate Stand, and must join a
not discard any Chant Markers. This Draw Monster Regiment. The Character's March
Event may not be resolved if the Regiment Characteristic is ignored, and the Monster gains
already Chanted the Battlecry this Round the Bastion 1 Draw Event and re-rolls failed
using the Chant in Sequence rules. unmodified Defense Rolls 6. That Monster
Regiment gains the You and what Army?
To the Last Breath: Select a friendly Regiment Special Rule, and Duel Actions issued by this
within 8" of this Character Stand. That Character may not be refused. Characters
Regiment Heals 3 Wounds. Each Regiment are represented on the Monster Regiment
may be the target of To the Last Breath Draw they have joined, may no longer use the Seek
Event only once per Round. new Escort Action, may no longer choose a
Retinue and are otherwise treated exactly as
True Shot: Until the Character’s next activa- if they were an Infantry Character Stand in
tion, the Regiment they have joined gains the an Infantry Regiment for all game purposes.
Sureshot Special Rule.
Shock: In a Round where a Stand with this
Special Rules Special Rule issued a Charge Action, their
Inspire bonus is increased to +2 Clash instead
Counter-Attack: During each enemy Clash of +1.
Action taken against this Regiment, any
unmodified Defense Rolls of 1 made by a Sound of the Drums: As long as the Drum
Regiment with this Special Rule cause 1 Hit Beast is on the Battlefield, your Regiments
to the active enemy Regiment. are not obligated to Chant the Battlecry (it
becomes optional).
Fanatic: When a Regiment with this Special
Rule chooses a Tier bonus due to Chant the Strong Arm: This Regiment never counts the
Battlecry, it always counts as having discarded targets of their Volley Action as Obscured due
from the Sequence an additional Chant Marker to Long Range (Obscuration due to Line of
belonging to their Cult (to a maximum of four), Sight rules applies as normal).
but may only choose their own Cult’s bonus.

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Trample X: At the end of this Regiment's
Activation check to see if there is an Enemy
Regiment in contact with it. If there is only
one Enemy Regiment in contact with this
Regiment you may attempt to Trample it.

When Trampling an Enemy Regiment your


opponent chooses whether their Regiment
will move 4" directly away from your Regiment
or suffer 8 Hits with the Cleave X Special
Rule, where the X in Cleave is equal to the
Trample X value.

If the Enemy Regiment is unable to move the


full 4" away for any reason then it must suffer
the 8 Hits. After the Regiment is pushed back,
move that Regiment back into contact using
the shortest route whilst maximizing the
amount of enemy Stands in contact. Enemy
Regiments in Garrison Terrain are not affected
by this Special Rule.

Vantage Point: Regiments with this Special


Rule may perform an additional Volley Action
for free, even if they are in Combat or they have
already performed the Volley Action, but must
target a Regiment they are not in contact with
and suffer -1 to their Volley Characteristic for
this free Action.

Unsung: This Regiment never follows a Cult


(they do not place Chant Markers and they
may never Chant the Battlecry).

You and what Army?: Friendly Regiments do


not become Broken when an accompanying
Character Stand with this Special Rule chooses
to Refuse a Duel Action.

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