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Kingdom of Cathay
Versio 1.0 by Markus Vilander and Marko Vesa
This document is completely unofficial and in no way endorsed by Games Workshop Limited. No challenge to their status intended. All Rights Reserved to their respective owners.
CONTENT......................................................2 INTRODUCTION...........................................3 Folk of Cathay.................................................4 FORCES OF GRAND KINGDOM...............5 Royal Officers..................................................5 Commander.....................................................6 Masters of Arcane Arts....................................6 Tao Magic - Powers of Oneself...........7 Warrior-Monks................................................8 Levied Infantry................................................9 Light and Medium Cavalry.............................9 Mobbing.............................................10 Fire Spear Launcher ......................................11 Veteran Troops...............................................11 Firework Teams.............................................12 Heavy Cavalry...............................................12 Horse Masters ...............................................13 Cathayan Cannons.........................................13 SUMMARY...................................................28 Core Units.................................................25 Special Units.............................................26 Rare Units.................................................27 Lords.........................................................23 Heroes.......................................................24 CATHAYAN ARMY LIST............................22 Cathay's Finest Common Magic Items..............................14 Magic Weapons.........................................15 Talisman....................................................16 Magic Armours.........................................17 Arcane Items.............................................18 Enchanted Items........................................19 Magic Standards.......................................19 Fireworks.......................................................20 Cathayan Equipment ....................................21
The Grand Kingdom of Cathay is largest and most powerful human kingdom ever known. Under quidance of Immortal Emperor, land has long strong and lasting tradion in paths of medicine, philosophy and science – not easy tast which has border with Chaos Wastes. This book is made to bring life for country which have gone without real attention outside sidenotes, yet even it is the final point where all those caravans are hoping to arrive once they have left the Old World behind. Or just to be able to field all those great-looking converted armies. Material in this book is not official and may have serious errors or imbalances. Any thoughts, experiences, questions and feedback would be highly valuabled. We wish happy gaming and enjoyable time with the Grand Kingdom of Cathay.
Folk of Cathay
While Cathay is single large nation, it is divined by multiple etnic groups. Common for all of them is that they serve Immortal Emperor and are part of his bureaucracy, even areas maybe very different from each others – from blooming ricefields to merciless deserts. It is said that early days of Cathay, avatar of Gods of Law gave Emperor nearly thirdteen thousand dialects how people should live and rule – something that every man or woman should known by heart if willingly to be treated as a educated one. For making sure that all these rules would be followed, Immortal Emperor upkeep large and heavy bureaucratic system including countless scholars, judges and other learned ones. While spot of bureaucrat is theorically open for anyone who can pass exams, most of the posts are taken persons from families with good repuation. Still, chance to improve sosial status drives many study if chance is offered. Majority of people still earn their living from fields, trade or craft. And while military skills are one part exams, there are few who are fulltime soldiers outside of cavalry, forts or few honour regiments. Most of commoners have more important things to do than train fighting. As Cathay is large country with numerous population, it is faster to muster forces there were they are needed – especially when facing ogres or nomads – than make standing forces just running after invaders who easily may avoid the pursuers. After all, any reasonable man should be able to field weaponry while following orders is said to be second nature for them. However, not everyone follow common to live their lives. There are those who enlightment through dicipline and training of one of many temples monasteries of Cathay. path seek hard and Many of the monks who have passed their initial training will leave their homemonastery and seek masters to teach them. And while these monks are allowed only to defend themselves, countless bandits are lost their life when though such monk as a easy prey. Even without weapons they are deadly woe. Also, there are many areas populated nomadic tribes. They are skilled raiders and proud warriors which make them both valuable allies and baneful woes. They do not have unity same way as many other etnic groups within Cathay and their friendly attitude towards Grand Kingdom varies from chief to chief. And when tensions between tribes are added to soup, it is better to prepare to their attacks and wish that this time each tribe would be satisficed long enough to finish those preparations.
FORCES OF GRAND KINGDOM
This section of the book details the forces from the Grand Kingdom of Cathay. It provides rules neccessery to use all elements of the army in your games of Warhammer. Every regiment and character is descripted here. Any special rules that apply to a particular model are given here. Additionally, Forces of Grand Kingdom is affected by following special rule: Cathay have very strick laws - punishment from treason is beheading. For this reason, all fleeing units are treated as a enemy until they re-group.
Royal officers are skilled individuals and masters in what they do. Some of them are inspiring warlords, legendary weapon masters or skilled tacticians while some of them are mere bureaucrats or smiths. However, there is one thing common with all Royal Officers: they have gained some name and privileges in eyes of Immortal Emperor. And one of these privileges is legal right to lead Grand Army. While many will gladly accepts such request with great honour, there are many who would refuse if such action wouldn't count as treason. And where more militant officers are gladly leading their forces from front, not everyone's skills fit there. It is said that each grand army looks like the royal officer who is leading them: even if bureaucrat have no skills to deal with enemy, he surely knowns how to deal with keeper of armoury. M Bureaucrat 4 Siege Engineer 4 Smith 4 Tactician 4 Warlord 4 Weapon Master 4 WS 3 3 3 4 5 7 BS 3 5 3 4 5 3 S 3 4 4 3 4 4 T 3 4 4 4 4 4 W 3 3 3 3 3 3 I 3 3 4 4 5 6 A Ld 1 9 2 9 2 8 2 10 3 9 4 8 Leader of Grand Army If present, Royal Officer will always be army general. If multiple officers are present, player is free to choose which one he uses regardless who have highest leadership value. Bureaucrat One character may bought their magic items at half price. If army general, one unit of Cathayan Heavy Cavalry can be taken as a core choise for each full thousand points. Siege Engineer Gain three defensive objects. If army general, great cannons can be taken as special choise as well as rare choise. Smith Up to three infantry detachments may upgrade their light armour to heavy armour by +1 point per model. If army general, every infantry detachment may do so. Tactician After all units are deployment, one unit or mob may make free march move before battle begins. If army general, one mob for each full thousand points may make such move. Warlord He makes unit he joins stubborn. If army general, Levied Infantry gains +1 to WS. Weapon Master Any two-handed weapon gives him killing blow ability while wielding one-handed gives opponent -1 to hit him. 5
Commanders are next in hierarchy of Grand Armies, as they are responsible of one of many wings Grand Army is often divined. While there is no set number size of wing, single commander generally have two to three hundred men under their command – including men working with supplu lines. Rank of commander is gained through military success, bravety and heroic deeds performed on battlefield – sometimes even if not actually performed by oneself. However, many of commanders are still willing to risk their forces to daresome attacks even if situation would require withdraw in hope of fame and promotions, making them respected but also feared by their men. While many of commanders are replaced in swift motion after failure or two, few of them manages to perform great victories time after time and are forgiven loses that otherwise would have counted as treason. And when time goes on, some of them earn title of warlord. M WS BS S T W I A Ld Commander 4 5 5 4 4 2 5 3 8
Masters of Arcane Arts
Cathay holds long traditions in medicine and science but magic as well and magic do has many forms inside such grand kingdom. Most common type of magic is elemental magic which is bound to one of five basic elements. Unlike teachings in Old World, in Cathay wood is element on its own. Yet not all magic is centered around elements. Practicers of necromancy and daemonology do exist, even it will cost life of caster if ever caugh by the law. Most mystic type of magic practiced in Cathay is still Tao-magic. It is strange mixture of powers that is somewhat similar to magic used by elves. According Teclis – powerful elven archmage and founder of Aldorf's College of Magic – pure magic is too powerful and difficult to wield or understand by human mind. Yet those who know that and have still witnessed powers of Tao-magic are left puzzled in disbelief. Cathayans themselves doesn't seems to have such difficulties to understanding. For them, users of Tao-magic aren't traditional wizards at all. For them, Tao-users are just monks who have unlocked secrets within their own soul – it is said that shaking balance of forces of Tao is hard yet if there is off-balance, Tao itself helps to seek balance. Magician
M WS BS S T W I A Ld 4 3 3 3 3 2 3 1 7 4 3 3 3 4 3 3 1 8
Cathayan Magicians may choose their spells from any of the Lores of Magic that are presented in the Warhammer Rulebook or Taomagic descripted later in this book.
Tao Magic - Powers of Oneself Tao magic is formed wihin soul of caster and fuelled by surrounding off-balance instead just harnessing Winds of
Magic. This makes it difficult to wield but is powerful once mastered. Yet there is only few who can truly become Masters of Oneself. To make it work in gameplay, it is treated as normal magic with following exceptions: Unlike most spells, each Tao spell is worth of two spells. Each Tao spell have Ying-side, which is treated as Dark Magic and Yan-side which is treated as High Magic. Tao spells cannot be stolen. However, if caster would normally lose a spell because it is destroyed (result of Miscast, Seal of Destruction etc), Tao-caster suffers instead d3 wounds without armour saves due spiritual shock. Additionally, it is important for keep track of successful casts of any High or Dark magic spells (including Tao). If number of successful casts aren't equal, Tao-caster reduces the difference from final result if to using magic type more often used or add the difference to final result if he uses less used type. All Tao-casters are Immune to Psychology as controlling own emotion is very basic of learning Tao powers. Additionally, each odd wizard level is left without true spell as caster must to master both sides of the Tao spell to be able to use it. Each Tao-caster generate single Tao spell for each two wizard levels he has. To randomly generate a spell from Tao Magic lore, roll a d6 and consult the chart below. If same spell is rolled twice, roll again. Tao-caster may always swamp one of his spells for Valour of One
1 2 3
Valour of One Weight of Security Exchange of Vitality
8 8 9
4 5 6
Fate of War Incarnation of Slayers Wrath of Rain Dragon
12 14 16
Valour of One Cast on 8+ Standing foolishy brave or run like coward? Last one Turn, Range 18” Target must roll extra d6 when making any leadership test and... Ying: discard the lowest. Yan: discarding the highest. Weight of Security Cast on 8+ Hoping the best or waiting the worst? Last one Turn, Range 18” Ying: Targeted unit may march and it must reroll all successful armour saves they make. Yan: Target may always march and may re-roll all failed armour saves. Incarnation of Slayers Cast on 14+ Legendary warriors or merciless butchers? Last on Turn, Range 18”, Line of Sight Target gains following special rules: Ying: Frenzy, Skirmish and Unbreakable. Target treat every one as enemy. Yan: Immune to Psychology, Stubborn and Killing Blow.
Exchange of Vitality Cast on 9+ Standing strong or bend to aid other? Range 12”, Line of Sight required Ying: Caster steals d3 wounds from single model without armour saves allowed. Yan: May gift up to 3 own wounds to single model. Eate of War Cast on 12+ Will fate protect or will it forsake? Last on Turn, Range 18” Ying: All failed To Hit and To Wound rolls made against target may be re-rolled. Yan: All successful To Hit and To Wound rolls made against target must be re-rolled. Wrath of Rain Dragon Cast on 14+ Heat or rain, why people always grumble? Remains in Play. Affect whole table. Ying: Watery terrain is open ground. Anyone in mundane heavy armour or heavier suffers -1 to Weapon Skill, Strength and Initiative. Yan: All open terrain becomes Difficult. Weapons maximum ranges are halved. Black powder weapons requires to roll 4+ to be used. 7
Anyone who seek enlightenment may become monk in lands of Cathay. Leaving previous life behind, one has to offer their every moment for their training, and even basics may take years to complite. Methods between monasteries varies but in general to understand oneself is first step forward and it requires meditation but also heavy physical exercises. And even commonly monks do not use or carry weapons, they rarely need those. Once monks have survived his novice years within monastery, many of them will leave the place to search out masters to teach them more. This is due masters living within monasteries will rarely have more than handful of disciples at given time and waiting for spot could take years. Additionally, traveling and helping those in need is perfect way to use learned skills for good. And even if no masters without dsciples would be found, travel itself is teaching experience. There is only few who dare to challange a monk. However, mistaking them as a lonely travellers is bough end for many bandit – even monks are expected to endure when it is its time, they are allowed to defend themselves if there is no reason why they should be punished. And even they are powerful individuals, they are still mere whelps to compared those masters who have archived enlightement.
Styles Styles are fighting techniques or methods to improve oneself. Those who have mastered styles have some edge in combat but as mere diciplines, warrior-monks cannot use more than one technique at same turn. Changing style is possible at start of own turn. The Style of Sacred Touch Monk gains following special qualities against non-living opponents: Magical, Poisonous and Killing Blow. The Style of Inner Fire Monk attacks are treated having Strenght 5 and flaming quality. Additionally, monk may cast Fireball from Lore of Fire with limited range of 12” as a bound spell with spell power of 3. The Style of Mountain's Might Monk gains stubborn and regeneration special rules and +1 to his wounds and toughness The Style of Painless Death Monk causes d3 wounds against living targets. The Style of Shattered Wind Monk gains Magic Resistance (3). The Style of Stunning Speed Monk gains Always Strike First quality. Additionally, enemy hit by monk must pass toughness test for each successful hit or lose their attack on that turn. The Style of Ten Centuries Monk may trade all his normal attacks for single special attack. If monk hits living target and then passes leadership test, opponent is instantly slain by old age unless victim pass single ward save (if any). Slanns and dragons are immune of this style as even they do age, they never die because of it.
M WS BS S T W I A Ld 5 3 4 4 2 6 3 8
Immune to Psychology
Cathay is blessed with large territories and numerous population – even if not equally divined. Even rulership covers multiple etnics groups, commoners are still the most common member no matter how people are counted. Grand Kingdom have quite marginal standing army to compared it size and number of population. However, for Immortal Emperor situation it is not a problem but a good solution. Upkeeping large army would be costly as it would mean that large number of men would be away from fields but still expecting being fed! Additionally, even they could offer more skilled soldiers than levied troops, their effectiviness would be quite limited to near area they are stationared. Instead, Immortal Emperor has small but well fortified and geared bases through the country. When need arises, people around bases are levied and armed from the base, forming quickly armed troops were needed.Once fighting is done, equipments are returned and people may start to return their daily basic. Even inexperience of commoners is saw as a good thing. It halts overpopulation which often leads rebellions – or attempts at least. And even if rebellion would occur, they would turn inexperienced enemies which are easy to deal. However, it is not unheard that experienced generals would train levied troops during long campaigns, turning them from levied troops to true soldiers. M WS BS S T W I A Ld Levied Infantry 4 2 3 3 3 1 3 1 7 Mobbing
Light and Medium Cavalry
Not all dwellers within Cathay's borders are its citizens. Large areas are ill-suitable for cathayan stationary life-style but have been home for generations for nomadic tribes. These nomads have their own tribal cultures and religions, often varies as much from neighbour tribes as from cathayan traditions, And even tribes themselves rarely stay unchanged more than few generations; sometimes new ways are declared once old chieftan is passed away. In other words, while one tribe may raid Grand Kingdom during spring, they may fight alongside with Cathayans against rival tribe for all summer, only to join great chieftain who attempt to conqure parts of Cathay at autumn. And even they cause continuous troubles, any attemps to root out them permanently have proven ineffective. It is even assumed that Immortal Emperor doesn't even want nomads to be removed, as they are –strangely enough– reliable source of skilled horsemen when needed. It is also suggested that herd-like formation was originally used by nomads and only after then adopted by Cathayan forces with great success. True or not, nomad riders can truly take benefit of fluent and natural movement of their mounts, allowing them perform manouvers and charges not possible for anyone else.
M 4 4 8
WS 3 4 3
BS 3 3 0
S 3 3 3
T 3 3 3
W 1 1 1
I 3 3 3
A Ld 1 7 1 7 1 5
Mobbing, Fast Cavalry
Mobbing Cathayans have long history of war – often than not against fast but lightly armoured foes like nomadic riders, hobgoblin khans, marauding ogres, beastmen herds... and thus they were forced to adapt or die. So the way of warfare took different path than in Old World and instead phalanxes and other solid formations, Cathayan formations are much less static, ever-changing mixture of detachments working together – or sometimes just natural instinct trying to stay alive within crowd. Any unit-type that have Mobbing special rule are affected following rules: Loose Formation Any models in unit may move any direction during their movement phase as long as unit keeps 1” coherency and penalties from moving in difficult and very difficult terrain is halved. After moves are made, it is important to pivot all troops in unit/mob to face same (freely chosen) direction to make sure unit's facing. However, unit lack the push and never gain rank bonuses in combat. Cathayan Unit Cathayan unit is common name for single detachment. Full-strength Cathayan unit has unit strength of 10 meaning either ten infantry or five mounted troops. Any Cathayan unit with more than unit strength 10 is counted as mobbed, Deployment When deployding any special or rare Cathayan unit, they can be immediatly split and mobbed up with other Cathayan units that are already deployed, as long as all models from splitted unit are part of one of the mobs. This allow firework teams – who fill role of standard bearers – and veteran troops or horse masters – who do champion's job – to be there were they are wanted instead spending whole first turn or two just to mobbing and separeting to get wanted mix. Forming and Separating Mobs If two or more friendly Cathayan units of same type (infantry or cavalry) are within 1” from each other and not in combat, they are automatically counted as a mobbed and treated as single, large unit. As long as mobbed unit isn't fleeing or in base contact with enemy, it may always split out by simply moving more than 1” away from rest of the mob. It is possible to even charge only part of the mob or multiple different enemies. Howerer, when separated, each part must have minimum unit strength of 10. Sooner or later Mobs and even Cathayan units end up having mixed equipment. Once combat begins, Cathayan player must declare using spears or hand weapon; If using spears, only those without spears fights with hand weapons, otherwise nobody in unit uses spears. Unless hit by templates, models with most generic gear within unit is hit by ranged attacks. If even, randomise the hits between most common types. Disperse and Reform Mobbed units (but not lone Cathayan units) have special charge reaction known as disperse and reform. If used, each model in unit is allowed to move freely d3” in any direction, as long as their loose formation doesn't break. This can move mob outside of charge range, in short charge range or even allow mob to split if large enough. However, if unit is still drawn to combat, opponent may re-roll any failed to hit rolls. 10
Fire Spear Launcher With quick glanse, fire spear launcher is merely large crossbow or very light boltthrower. And that is correct, as much heavier weaponry would slow armies down too much. Yet it has power to rival those who have heavier build. When combared most of other bolt-throwers, fire spear launcher also shoot lighter projectiles made from bamboo instead wood. When armed with metal tip, it can cause as much damage than any other giant bolt. However, most devastating quality of the launcher are 'fire spears' that have give name for whole machina. These bolts lack metal tip but are filled with black powder and long fuse, making sure that it blows up only after spear is truly stop. Variation of bolts makes fire spear launcher extremely useful against multiple different types of enemies and are rightfully feared by enemies of Cathay – and sometimes friends alike. Crew Launcher M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 - - - 4 2 - - -
Veteran Troops Veteran troops are those few combat units in Cathayan forces that are actually professional members of standing armies. While generally responsible for manning, guarding and defending fortifications and other vital locations, they are also responsible delivering equipment for levied troops. For this reason, units of veteran troops are present within any Cathayan army, even not always take part to fights. And when they do, they often spread out to bolster fighting skills of levied troops. Yet, if there is some specific objective during the battle to archive, nothing can deal it better than strikeforce made from veteran troops. M WS BS S T W I A Ld Veteran Troop 4 4 3 3 3 1 3 2 7 Mobbing Forefighters Veteran troops can issue and accept challanges and they are placed in base contact with enemy if possible when engaged in combat. Fire Spear Misfire Table d6 Result 1 One of fire spear is accidentally lit and it
manages to lit all other fire spears too... Place 5” template centered on one of crew. That crew is automatically removed and anyone else under the template suffer 1 Sd6 hit on 4+. No more fire spears may be shot with launcher. No more fire spears may be shot with launcher.
Instead shooting normal bolt as presented in the Warhammer rulebook (p. 90), launcher may be used to shoot fire spear instead. Fire spear works like normal bolt but only has range of 24”, Strength 4 and count as Black Powder weapon. If fire spear fails to penetrate whole regiment, place large (5”) template centered on top of the model where spear stopped. Anyone even only partially under template suffer Strength 2 hit on 4+. If natural 1 is rolled when rolling to Hit with fire spear, consult Fire Spear Misfire table on adjaced column (or just use fireworks misfire table, these two are identical in effects). =>
2 There goes the last fire spear and didn't even hit. 3 -5 Miss and dud. No effect at all.
6 Wind catch! Spear just vanishs... and boom!
Spear scatters 3d6” from original target. Place 3” template on spot were spear lands. Model directly under the hole suffer d3 S4 hits and any other model touching template suffer single S3 hit.
Firework Teams In lands of Cathay fireworks holds important part of within traditions. There is no festival or other major events without fireworks – and war isn't exception. One reason for popularity of fireworks is belief that they scare off evil spirits with loud sound and flashes. No confirmation if such belief is true but during combat such spectacle can send at least living enemies to run in fear. However, true power of fireworks on battle field isn't their ability to scare enemies. Unless really cloudy, fireworks are used to send signals between forces – pretty much same way as swinging banners in spesific way are used to deliver orders – even between long distances and over most of terrain that normally would block line of sight. Cathayan fireworks are generally safe in hands of skilled users. However, careful usage requires time that is rarely avaiable on battle fields, posing serious risk for any handlers. Another serious risk is lightly but tightly packed fireworks themselves. Even smallest spark turn those fireworks in to single big ball of colourful flame. And while often taking place in front lines, these men are firework specialits, not soldiers, making them extremely fragile on their own. Fireworker Mobbing Fire Sensitive If fireworker is hit with flaming attack and there is still fireworks left, roll immediatly Firework Misfire table, treating hit fireworker as original target. M WS BS S T W I A Ld 4 2 3 3 3 1 3 1 7
While most of cavalry is hired from nomad tribes – heavy cavalriers are professional Cathayan soldiers armed to crush any enemy they would encounter. More often than not, they are left in the reserve if problem are can be deal with levied troops. That way they make sure that enemy doesn't just change its face instead being defeated. Presence of heavy cavalry generally allows veteran troops to collect lend war-gear back once fighting is done without serious troubles, even in more unstable areas. Nobody wants to get in way of forces that are specialized to deal opponents exactly like them. Unlike knights of Old World, actions and duties are not stated by the codes. Instead, they are men who are trained to crush any rebellion that may arise against Immortal Emperor without any compassion towards their enemy. They are keen of their own status as elite strike force, treating any others as inferior. This elitism is often reflected even on battle fields, where they are more willing to make their job done even if would mean friendly casaulties in hooves of their mounts.
M 4 4 8
WS 4 4 3
BS 3 3 0
S 4 4 3
T 3 3 3
W 1 1 1
I 3 3 3
A Ld 1 8 2 8 1 5
Bringers of Justice Heavy Cavalry uses all normal rules when fleeing instead Cathayan special rule. Charge Through As long as able to see enemy, Heavy Cavalry can charge through any Cathayan infantry unit or mob. Such unit is treated as difficult terrain and unit suffer d6 S3 hits + additional d6 hit for eaeh full 2” move within the unit. If unit was in combat, make room for cavalry and add removed infantry to rear of their unit.
Horse Masters While every nomad is familiar with their mounts, few can rival horse-master in art of riding. They are skilled, dangerous men and women who can turn their mounts into weapons, trusting solely their skill to handle their mount and riding to very heart of the enemy formation. Such feature is devasteting if enemy fails to react to it soon enough. And even it isn't very reliable method to break readied enemy, it has benefit against skilled opponents; while parrying blade could be done easily, parrying whole horse is another story. In general, horse-masters are quite direct warriors, who often race who can get to enemy first and many times the winning path is most direct, even it should have been impossible for horses to move on or so heavily blocked down that even infantry would have hard time to pass those obstacles.
Horse Master 4
Cathayan Cannons Cathayans have been masters of gun powder for ages, and cannons that can challange those who are made in Nuln are more than common. Howerer, heavy war machines do not fit well in selection of Cathayan army, which rely more on mobility than cheer firepower. Drawbacks takes all benefits those would generally bring. However, while mobility has great deal of battles, its importance reduces when it comes to sieges. No matter who is attacking or defending, cannons will bring their wrath on those who dare to stand against them. Crew Cathayan Cannon M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 - - - 7 3 - - -
M WS BS S T W I A Ld 4 3 3 3 1 4 2 8 8 3 3 3 3 1 3 1 5
Cathayan Cannon follows all normal rules of great cannon found on page 87 on the Warhammer rulebook.
Mobbing, Fast Cavalry Forefighters Horse masters can issue and accept challanges and they are placed in base contact with enemy if possible when engaged in combat. Leap of Beast Horse masters ignore difficult terrain and defensive obstacles that are less than 2” high. This benefit is negated if horse master loses fast cavalry status. Tramble On turn horse master charges enemy infantry, he can trade his normal attacks to deal d3 Strength 3 impact hits. If fast cavalry status is negated, he causes Strength 4 impact hits instead.
In this section the common magic items are listed first (see page 122 of the Warhammer rulebook for a complete description). ‘Cathay only’ magic items are also listed and these can only be used by models from this book. Any magic items chosen must be selected within the point limitations set by the army list section. All the rules on magic items presented in Warhammer rulebook also apply to the ‘Cathay only’ magic items.
Common Magic Items
Sword of Striking:...……………..…… 30 pts Weapon; +1 To Hit. Sword of Battle:……...………..……… 25 pts Weapon; +1 Attack. Sword of Might:…...………….……… 20 pts Weapon; +1 Strength. Biting Blade:..………………..……….. 10 pts Weapon; -1 Armour save. Enchanted Shield:…..……..…………. 10 pts Armour; +5 Armour save. Talisman of Protection:....…………… 15 pts Talisman; 6+ Ward save. Dispel Scroll:……………….………… 25 pts Arcane; One Use Only; Automatically dispel an enemy spell. Power Stone:………………..………… 25 pts Arcane; One Use Only; +2 dice to cast a spell. Staff of Sorcery:………….…………... 50 pts Arcane; +1 to dispel. War Banner:..................……………… 25 pts Banner; +1 Combat Resolution.
Wedding Blade 100 points This blade has been ordered to be crafted by Immortal Emperor himself to be dowry for powerful nomad warlord. While potent weapon, it true power came for enchantment that make wielder unquestinable loyal. Long Jian. Each strike ignores armour and causes 1d3 wounds instead one. More importantly, character and unit he is with becomes Stubborn and Immune to Psychology. Monk’s Quarterstaff 50 points Character on foot. Legends tell about old monk who barely managed to move without help of his trusted quarterstaff. However, no bandits or robbers were ever able to lay hands on the monk, so well he fought with his quarterstaff. And it is said monk's spirit was so bound to his staff that he imbued himself to it so he could continue his travels after his death. Halberd. Gives extra attack, provides 5+ Ward save and magic resistance (1). Blade of Blessed Jade 45 points It is said that jade have some special powers over unholy and twisted. This weapon is not unique as there are hundreds of these blades in Land of Cathay. However, these blades seem to avoid each other and it is said that these blades will gathers to one place only when great disaster is coming. Hand Weapon. Any model with Mark of Chaos, Mutation, ability to cast Chaos spell or is Daemon that is hit by blade must pass toughness test or suffer automatic wound that ignores Ward Saves. Any wound caused towards Daemons that way are d6 instead 1. Revenge of Blind One 40 points Created by blind smith Kikomaru. It is said that man was cheated and was demanding the righting the wrong. However local lawbringer - whose brother was made the crime – ordered that issue would be settled in duel and younger of course was the one who was allowed to choose the guidelines: Open yard and no closer distance than twenty-five adult man’s steps at next dawn. To everyone’s surprise, the young poor soul was literally nailed to his spot before he was even able to raise his crossbow to aim. Non-magical Repearting Crossbow. 2D6-2 x Multiple Shots. Each shot will hit 5+ regardless modifiers or user's ballistic skill. Hunter’s Spear 25 points Character on foot. It is not uncommon that high-ranking officials take part of hunting trips even their quarry are usually non-existential when compared to those who hunt or fight as their profession. Tenoki – wealthy merchant and noble in rank – angered when he didn’t managed win the competition and ordered magistrate to make him hunting spear that would make sure that he would win next competition. In the end, he did win the competition at price of his life. Spear. Gives Killing Blow against living Large Targets. If target is slain, character must pass Initiative test or suffer d3 wounds due falling body of the slain beast.
Signet Ring of Command 100 points Royal Officers Only (No kidding!) Such signet rings are sometimes given to Royal Officers to gain full rights to fullfil their role in Grand Army even not promoted to lead the warhost in battle. Character's profession's special benefit being army general takes effect even if he actually isn't one. Locket of Sealed One 50 points One Use Only It is said that Cathay is also Kingdom of Celestial Dragons. And some people are said to have bounded spirits within them. Bounded spirits that are sealed deep within person's soul and are only released in merge of death. As soon as character is reduced to single wound, character loses all his wizard levels and equipment excluding single hand weapon. However, he gains d3 to every his statistics to maximum of 10, Frenzy and 4+ ward save. Ward of Oneself 35 points Tao-magic is something very powerful and yet gains all its strength from oneself. It is not surprise that power is used also to protect against hostile effects of Winds of Magic. However; for those who do not control their inner Tao must rely items like this. This amulet gives Magic Resistance (2) against all but High and Dark magic. Fenghuang’s Tear 25 points This deep blue jewel is hanging in necklace made from jade links. Legends tell that tears of Fenghuang can heal even the most mortally wounded if pure in heart. When losing last wound, character is allowed to take leadership test. If succeed, he can continue battle with single wound left. Each additional use will give cumultive -1 penalty on leadership test.
Lóng Shân Wen Kai 45 points Headband of Valiant 15 points Cherrie Mei was beautiful peasant girl that disguised and joined ranks of levied citizens to avoid unwanted marriage. On very same day scouting troops were ambushed by marauding ogres and Mei was forced to hold narrow mountain pass alone until reinforced arrived. And even joining army was forbidden act for female, she was treated as guardian spirit of that pass instead as no other remains were found but this beautiful headband. Gives +1 to arrmour saves. Additionally, character and unit is Immune to Fear as long as they stay in combat.
This magnificent armour was made from strongest metals by best armour-smiths millennia ago. At first glance it looks just fine armour made with mountain pattern armour with dragon mark on the chest. However, the Dragon Mark is made from scales of dragon, legends even tell tale that those scales were gifted by Celestial Dragons themselves. Truth or not, no force can damage the armour. Lóng Shân Wen Kai is heavy armour that offers 3+ armour save. Additionally strength of any attack – mundane or magical – is reduced by one. Crimson Robe 50 points These red robes are wearied by Monks of Fenghuang. It is said that they are beasts to beasts but merely men for men. This robe isn't actually magical, it just identifies Monk of Fenghuang. Style of Fenghuang makes user Unbreakable and Immune to Psycholoy, Killing Blow and multiplied wounds (so no more than 1 wound per hit). Character wearing Crimson Robe may not have any other equipment than hand weapon and may never be general or join unit. Tarred One 25 points These black suits were made after spreading legend of Tarred Doll – it is said that beautiful princess tricked her jealous and blood-thirsty mother to attack tarred doll instead herself and thus foiling mother’s deed and revealed the one who was behind the series of assassination attempts. Light Armour. For each passed armour save in duel, opponent is forced to make initiative test or lose their weapon (mundane hand weapon cannot be lost).
Didong Yi 50 points This remarkable invention has allowed to discern direction of tremors of ground. These are often kept near areas prone such quakes to be able to send help in right direction. However, too valuable to be lost, these things are often secured by armed forces if enemies are present. At start of player's every magic phase, place single marker anywhere on table top and then roll d6. If number is same as current turn, all area within 3” from markers are treated as very difficult terrain until next player's magic phase. Unbalancer 25 points These weird amulets with green glowing stone is said to mess balance of Tao. And even it is seen harmful and destructable, those stones are hard to get rid and some alchemists belive that those stones holds secret of transmutation of elements thus not willingly give them up. Yet not willingly to cause unbalance either, they have added jade shell to many these amulets to negate any harmful effects they could cause. Each time any spell that isn't High or Dark is succesfully cast, imbalance between High and Dark is increased by d3-2. If even in beginning, even Unbalancer is powerless against balanced Tao. Shroud of Mirage 20 points Neither mists and mirages are unheard in lands of Cathay. Sometimes those can even affect very same place on very same day. Many elementalists are facinated by those and some have managed to capture its power to use it on their own. Mob that character is joined do not suffer normal drawbacks for using Disperse and Regroup even if drawn combat. This benefits affects also any unit that were still part of mob before disperse move. Jar of Capturing 30 points One use Only This jar is said to collect winds of magic. Once full, jar cannot be re-opened for single month. If character is affected by spell, roll d6. On 4+ spell has no effect and wizard may not cast that spell again during the battle.
Enchanted Items Jade Dragon 50 points Even this jade statue is small enought to fit inside man's palm, it said to hold blessing of Celestial Dragons. No magic weapons work against character. Manual of Art of War 35 points Thirdteen chapters of insight and wisdom. Character gains +1 to his leadership to maximum of 10.
Magic Standards Banner of Royal Battery 100 points Under this banner serves best cannoneers of all Cathay. Once per shooting phase, each Cathayan cannon within 8” from banner may re-roll artillery dice if first result isn't pleasing. Standard of First and Final 50 points Banner of infamous heavy cavalry unit that becomed known for crushing rebellions in every direction of Cathay – even in areas that weren't rebellions. Unit gains +1 to their Attack on turn they charge. Emperor's Blessed 50 points Garrier of banner is said to be blessed by Immortal Emperor himself. And might of his holiness is spread to anyone who follows the banner. Unit gains +1 to their Strength on turn they charge. Standard of Lost Duty 40 points It is said that this banner bestow courage for those respect it, yet drains it from those who do not. If in combat with stubborn enemy, stubborn affect unit carrying this standard instead original unit. Banner of Trampled Earth 15 points One use only This banner were originally blanked of northern princess' favourite horse. Her camp was attacked by bandids and when she realizes that blanked were just throw to ground instead packed before quick escape, she angered. Despite the possible pursuers, she directed back to camp just to retire cloth of her most trusted friend. Not sure what happened but she did return with blanked. Unless caugh, unit automatically re-groups immediatly after their flee move has made.
All fireworks are black powder weapons that have move or shoot special rule. Unless noted otherwise, maximum guess range for fireworks is 24”. After target chosen and range guessed, roll scatter and artillery dices to see where firework truly lands. Firework Misfire Table d6 Result 1 One of fireworks is accidentally lit and it
manages to lit all other fireworks too... Place 5” template centered on one of user of fireworks. He is removed and anyone else under the template suffer 1 Sd6 hit on 4+. All fireworks are gone and no more may be shot. No more fireworks may be shot.
Unlike most non-magical equipment, special fireworks carried by characters are One Use Only. Character may still carry any number of fireworks as long as he has paid the points and he is always treated as one man's firework team. Dragon's Wrath Dragon Wrath is very showy firework used generally mimic dragons or other mighty beast. Spot where fireworks lands is treated as Terror-causing thing for everyone until beginning player's next shooting phase. Burning Fate This heavy rocked is one of those rare fireworks used solely in warfare. While very powerul, it is difficult to control. Instead guessing range, just select direction and roll Artillery dice and two to four d6's. Ignore any doubles (or triples etc) and count distance how far rocket managed to fly. If doubles (etc) are rolled, randomise direction of flame template, otherwise it is placed away from user. Anyone even partially under template suffer single Strenght 6 flaming hit. Crasshopper's Revenge This firework has double charged and long fuse. First charge will throw cluster of small charges five, six feet in air, where it finally explodes in flashy way. While generally used in festivals, this prove some additional firepower if attached to common fireworks. Additionally to normal effects, it causes d6 Strenght 1 hits on unit it lands.
2 Wet? How this is possible? You kept thes in rain? 3 -5
Dud, dud, dud.Gime me another! No effect at all. Firework scatters 3d6” from guessed spot. Place 3” template on spot were it lands. Model directly under the hole suffer d3 S4 hits and any other model touching template suffer single S3 hit.
6 Wind catch! Firework just vanishs... and boom!
Common Fireworks Fireworks are common part Cathayan life. During wartime, spesific fireworke teams are formed to carry signals over long distances. Firework team may perform one of following once per shooting phase as long fireworks left: Scare the enemy: Unless misfired, any unit – firend or woe – under spot where where fireworks lands must take panic test. OR Send command signal: Roll only artillery dice and unless misfired, any friendly unit within 6” from firework team gains +1 to their combat resolution. Bonuses from multiple signals do not stack and effects last until beginning of players next shooting phase. Additionally, if both members of firework team is alive, they ignore normal limitation of move or shoot.
Long Jian Jian is general name for all straigth, doubleedged swords in Cathay. Jians are seen as gentlemens of all weapon, and Long Jians – roughly transleted as Cathayan Longswords – are said to be best of their kind. Hand weapon. Add +1 to user's Weapon Skill, Initiative and gives Armour Piercing special rule. Sabre Sabres are weapons belonging family of Daos, one-edged blades. However, larger and heavier than normal daos, sabres are mainly used cavalry unit that gain benefit of weapon's weight for attacking enemies lower than they are. Hand Weapon. If used against infantry, attacks are made with +1 Strength. Laminated Umbrellas Laminated umbrellas are popular in areas prone to sudden and heavy rains. They are also nessessery for any force wishing to utilize fireworks or other gun powder weaponry in territories of daily raining. Any model in base to base contact with models with laminated umbrellas may re-roll any check black powder weaponry requires to take to be used in rain.
CATHAYAN ARMY LIST
This section is here to build your own army. As descripted in Warhammer rulebook, the army list is divined into four sections: Characters (Lords and Heroes), Core Units, Special Units and Rare Units.
Characters are divined into two gategories: Lords and Heroes. The maximum number of characters an army can include is shown on the chart below. Of these, only certain number can be lords. Arny Point Max Total Max Max Value Character Lords Heroes Less than 2000 3 0 3 2000 or more 4 1 4 3000 or more 6 2 6 4000 or more 8 3 8 Each +1000 .+2 .+1 .+2 Cathayan army must always have one character to act as a general. Unless Royal Officer is present, character with highest leadership without Battle Standard is treated general. If multiple characters with equal leaderships, player is free to choose who is leading.
Army List Entries
Profiles: The characteristic profile for the model(s) in each unit are provided as a reminder. Where several profiles are included, these are also given even if they are optional. Unit Size: Each troop entry specifies the minimum number size for each unit, which is smallest number of models needed to form that unit. In some cases, this also includes the maximum number of models. Equipment:Each entry lists the standard armours and weapons for that type of unit. The cost of those items is included the base point value. Additional or optional equipment cost extra and are covered in the Options section of the unit entry. Special Rules: Many troops have special rules that are fully descripted earlier in this book. The names of these rules are listed as a reminder. Options: Many entries list different armours, weapons and equipment options, along with any additional point cost for giving then in the unit. This includes magic items and other upgrades for characters. It may also include the option to upgrade unit member to chaption, musicant or standard bearer.
The number of each type of unit allowed and required depends on the army's point value Arny Point Core Value Units Less than 2000 .4+ 2000 or more .6+ 3000 or more .8+ 4000 or more .10+ Each +1000 .2+ Special Units 0-4 0-5 0-6 0-7 +0-1 Rare Units 0-1 0-2 0-3 0-4 +0-1
60 points Bureaucrat Siege Engineer Smith Tactician Warlord Weapon Master Warhorse M WS 4 3 4 3 4 3 4 4 4 5 4 7 4 3 BS 3 5 3 4 5 3 0 S 3 4 4 3 4 4 3 T 3 4 4 4 4 4 3 W 3 3 3 3 3 3 1 I 3 3 4 4 5 6 3 A 1 2 2 2 3 4 1 Ld 9 9 8 10 9 8 5 Must have one of following: Bureaucrat (+60 points), Siege Engineer (+40 points), Smith (+25 points), Tactician (+70 points), Warlord (+60 points) or Weapon Master (+55 points). All officers may have Long Jian (+10 points). Excluding tactican and bureaucrat, all other officer may have great weapon (+6 points) and/or halberd (+6 points) or if mounted, sabre (+4 points) and/or lance (+6 points). All officers except Weapon Master may have bow (+6 points), crossbow (+10 points), repeating crossbow (+10 points) or handgun (+10 points). Warlords, Tacticians and Siege Engineers may have heavy armour (+3 points). Excluding weapon master, all officers may have shield (+3 points) and they can be mounted on warhorse (+15 points), which may have barding (+6 points). Unmounted officers may have any number of Dragon's Wraths (+10 points per Wrath) and / or Burning Fates (+20 points per Fate). May choose up to 100 points of magic items chosen from Cathayan or Common magic items. Options
Equipment Hand Weapon and Light Armour. Special Rules Leader of Grand Army, Professions
175 points. Royal Magician M WS BS S 4 3 3 3 T 4 W I 3 3 A 1 Ld 8 Options May be upgraded to for level 4 wizard for +35 points May have any number of Dragon's Wraths (+10 points per Wrath) and / or Burning Fates (+20 points per Fate). May choose up to 100 points of magic items chosen from Cathayan or Common magic items.
Magic Royal Magician is level 3 wizard. Equipment Hand Weapon
60 points Commander M WS BS S 4 5 5 4 T 4 W I 2 5 A 3 Ld 8 Options: May have Long Jian (+8 points) May have great weapon (+4 points) and/or halberd (+4 points) or if mounted, sabre (+4 points) and/or lance (+6 points). May have bow (+6 points), crossbow (+10 points), repeating crossbow (+10 points) or handgun (+10 points). May have shield (+2 points) and / or heavy armour (+2 points) May be mounted on warhorse (+10 points), which may have barding (+4 points). May have any number of Dragon's Wraths (+10 points per Wrath) and / or Burning Fates (+20 points per Fate) if unmounted. One commander may be upgraded to army standard bearer (+25 points) and he may have magic standard without point limit instead normal magic items. May choose up to 50 points of magic items chosen from Cathayan or Common magic items.
Equipment Hand Weapon and Light Armour
65 points Magician M WS BS S 4 3 3 3 T 3 W I 2 3 A 1 Ld 7 Options May be upgraded to for level 2 wizard for +35 points May have any number of Dragon's Wraths (+10 points per Wrath) and / or Burning Fates (+20 points per Fate). May choose up to 50 points of magic items chosen from Cathayan or Common magic items.
Magic Magician is level 1 wizard. Equipment Hand Weapon
55 points Warrior-Monk Equipment Hand Weapon M WS BS S 4 5 3 4 T 4 W I 2 6 A 3 Ld 8 Special Rules Immune to Psychology Options May have any number of Styles at +30 points per style.
40 points per Cathayan Unit Levied Infantry Unit Size 10 M WS BS S 4 2 3 3 T 3 W I 1 3 A 1 Ld 7 Special Rules Mobbing Options Cathayan Unit may have spears at +10 points. Cathayan Unit may replace their shields with handguns at +40 points, crossbows at +40 points or bows at +20 points. Cathayan Unit may have laminated umbrellas at +10 points.
Equipment Hand Weapon Light Armour and Shield
90 points per Cathayan Unit Light Cavalier Warhorse Unit Size 5 M WS BS S 4 3 3 3 4 3 0 3 T 3 3 W I 1 3 1 3 A 1 1 Ld 7 5 Special Rules Mobbing, Fast Cavalry Options None
Equipment Long Bow and Sabre Light Armour
100 points per Cathayan Unit Medium Cavalier Warhorse Unit Size 5 M WS BS S 4 4 3 3 4 3 0 3 T 3 3 W I 1 3 1 3 A 1 1 Ld 7 5 Special Rules Mobbing, Fast Cavalry Options Cathayan Unit may change light armour and long bow for heavy armour, lance and shield for +20 points. Howerer, if doing so, they lose their fast cavalry status.
Equipment Long Bow and Sabre Light Armour
160 points per Cathayan Unit Veteran Unit Size 10 Special Rules Mobbing, Forefighters M WS BS S 4 4 3 3 T 3 W I 1 4 A 2 Ld 7 Options Cathayan Unit may have spears at +20 points. Cathayan Unit may replace their shields with handguns at +40 points, crossbows at +40 points or bows at +20 points. Cathayan Unit may have laminated umbrellas at +10 points.
Equipment Hand Weapon Shield and Light Armour
Fire Spear Launcher
1-2 per single special choice and 75 points per Launcher. M WS BS S FireSpear Launcher - Crew 4 3 3 3 T 4 3 W I 2 1 3 A 1 Ld 7 Unit Size Two crew members Equipment Hand Weapon and Light Armour
Options One additional crew member may be added for +15 points. Unlike original crew, he also carry laminated umbrella.
125 points per Cathayan Unit Firework Team Unit Size 5 two men teams. M WS BS S 4 2 3 3 T 3 W I 1 3 A 1 Ld 7 Special Rules Mobbing, Fire Sensitive Options Teams may carry laminated umprella for +25 points. Teams may upgrade their Common Crasshopper's Revenges for +25 points. Rireworks to
Equipment Hand Weapon and Light Armour
25 points per model Heavy Cavalier Cavalier Captain Warhorse Unit Size 5+ M WS BS 4 4 3 4 4 3 4 3 0 S 4 4 3 T 3 3 3 W I 1 3 1 3 1 3 A 1 2 1 Ld 8 8 5 Options Unit may upgrade their Sabres to Long Jian at +3 points per model. Unit may upgrade one Cavalier to Cavalier Captain at +16 points. Unit may upgrade one Cavalier to Musician at +8 points. Unit may upgrade one Cavalier to Standard Bearer at +16 points, which may have magic standard worth up to 50 points.
Equipment Sabre and Lance Shield and Heavy Armour Mounted on Barded Warhorse
Special Rules Bringers of Justice, Charge Through
145 points per Cathayan Unit Horse Master Warhorse Unit Size 5 M WS BS S 4 4 3 3 4 3 0 3 T 3 3 W I 1 4 1 3 A 2 1 Ld 8 5 Special Rules Mobbing, Fast Cavalry, Forefighters, Leap of Beast, Trample. Options Cathayan Unit may change light armour and long bow for heavy armour, lance and shield for +20 points. Howerer, if doing so, they lose their fast cavalry and leap of beast special rules.
Equipment Long Bow and Sabre Light Armour
100 points Cathayan Cannon Crew M WS BS S - 4 3 3 3 T 7 3 W I 3 1 3 A 1 Ld 7 Unit Size Three crew members Equipment Hand Weapon and Light Armour
Options One additional crew member may be added for +15 points. Unlike original crew, he also carry laminated umbrella.
Lords Bureaucrat Siege Engineer Smith Tactician Warlord Weapon Master Royal Magician Heroes Commander Magician Warrior-Monk Troops Levied Infantry Light Cavalier Heavy Cavalier Veteran FireSpear Launcher Crew Firework Team Heavy Cavalier Cavalier Captain Horse Master Cathayan Cannon Crew Mounts Warhorse M 4 4 4 4 4 4 4 M 4 4 4 M 4 4 4 4 4 4 4 4 4 4 M 8 WS 3 3 3 4 5 7 3 WS 5 3 5 WS 2 3 4 4 3 2 4 4 4 3 WS 3 BS 3 5 3 4 5 3 3 BS 5 3 3 BS 3 3 3 3 3 3 3 3 3 3 BS 0 S 3 4 4 3 4 4 3 S 4 3 4 S 3 3 3 3 3 3 4 4 3 3 S 3 T 3 4 4 4 4 4 4 T 4 3 4 T 3 3 3 3 4 3 3 3 3 3 7 3 T 3 W 3 3 3 3 3 3 3 W 2 2 2 W 1 1 1 1 2 1 1 1 1 1 3 1 W 1 I 3 3 4 4 5 6 3 I 5 3 6 I 3 3 3 4 3 3 3 3 4 3 I 3 A 1 2 2 2 3 4 1 A 3 1 3 A 1 1 1 2 1 1 1 2 2 1 A 1 Ld 9 9 8 10 9 8 8 Special Rules Leader of Grand Army, Bureaucrat Leader of Grand Army, Siege Engineer Leader of Grand Army, Smith Leader of Grand Army, Tactician Leader of Grand Army, Warlord Leader of Grand Army, Weapon Master
Ld Special Rules 8 7 8 Immune to Psychology, Styles Ld 7 7 7 7 7 7 8 8 8 7 Ld Special Rules 5 Special Rules Mobbing Mobbing, Fast Cavalry Mobbing, Fast Cavalry Mobbing, Forefighter Mobbing, Fire Sensitive Bringers of Justice, Charge Throught Mobbing, Fast Cavalry, Forefighters, Trample, Leap of Beast
Cathayan Equipment Long Jian Hand Weapon. +1 to WS and Initiative; Armour Piercing. Sabre Hand Weapon. +1 to Strength when attacking infantry. Laminated Umbrella Models in base contact may re-roll failed checks when trying to use black powder weapon in rain.
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