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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 in your Army (including the
using an Army list. To help ensure you’re Warlord) must be accompanied by a Warband
playing a fair and balanced game, these Army of Regiments. You’ll normally have a choice
lists are chosen to equal points values. of Regiments to choose from, but you must
always include a Regiment of the same type – i.e
POINTS VALUES Infantry, Cavalry or Brute – as your Character
to ensure he or she has a Regiment to join at
Each Stand in a game of Conquest has a points the start of the battle.
value, representing its overall worth on the
Battlefield. Stands with higher points values Each Regiment is drawn from the Regiments
are generally better or more flexible fighters, section of the Army List. It will also, depending
while those with lower points values are on the Character it is chosen for, count as a
less effective, or are useful in a narrow set of Mainstay or a Restricted choice. Each Character’s
circumstances. Your Army’s points value is Warband has a Regiment allowance of 4
equal to the total points values of every Stand Regiments. A Warband can include as many
in your Army, plus those of any upgrades you’ve Mainstay choices as your Warband allowance
purchased for those Stands. The higher the allows. Restricted choices are more limited,
points value, the more lethal the Army you’ve as the name suggests. Each Warband can
selected. By choosing Armies to equal points only include two Restricted choices from all
values, you and your opponent can ensure a the options presented. This can be two of the
fair, challenging battle. same Regiment, or two different Regiments
from the list. As a further restriction, you
SIZE OF BATTLE must include one Mainstay choice for each
Restricted choice in your Army. Therefore, a
By default, we recommend battles of 2,000 Warband that includes two Restricted choices
points – this generally gives enough slaughter will always have at least two Mainstay choices
for an evening’s gaming. However, there’s too. Note that a Regiment might be a Mainstay
nothing to stop you from choosing a larger or choice for one Character type, and a Restricted
smaller size for your confrontation. Indeed, choice for another – check the Character’s
smaller games of 1,000 points are an excellent Army List entry to be sure.
way to learn the rules.
OPTIONAL UPGRADES
BUILDING AN AR MY
Many Characters and Regiments have
An Army consists of two types of entities: additional options that can be purchased for
Characters and Regiments. You may include any them, such as Abilities, Command Models, or
number of either in your Army, subject to the even extra Stands (in the case of Regiments).
following rules: If you purchase any of these upgrades, simply
add the points cost to that of the Character or
THE WARLORD
Regiment for which the upgrade was purchased.

You must include one Character to be your


Warlord – your avatar on the Battlefield.

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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, Death Rule indicates otherwise, there may never be
or War (the Character and all Regiments in the more than 3 Chant Markers in the Sequence.
Warband must choose the same Cult). Unless If you have reached the maximum allowed
a Special Rule dictates otherwise, Monster Chant Markers in the Sequence and you are
Regiments and Regiments with the Unsung required to place another (most commonly
Special Rule are not considered to follow any because the third Chant Marker was placed by a
Cult and do not benefit from these rules. Items, Character), place a Chant Marker belonging to
Masteries or other rules may later change a the Cult of the Active Character or Regiment,
Character's or Regiment's Cult to Conquest and discard any one of the previously placed
or another Cult, however the initial choice Chant Markers.
remains unaffected for the rest of the Warband.
Chant the Battlecry
Chant in Sequence
Follow these steps in order to Chant the
At the beginning of the Battle, select a visible Battlecry;
place outside the Battlefield where you will be 1. Exchange a Conquest Chant Marker in the
placing Chant Markers. This area is now con- Sequence for a Famine, Death or War Chant
sidered to be your Sequence. When you draw Marker any number of times.
a Command Card belonging to a Regiment or 2. Choose:
Character on the Battlefield, if that Regiment a) Chant a Cult’s Battlecry and discard up to
or Character follows a Cult, place one Chant 3 Chant Markers belonging to the chosen
Marker corresponding to its Cult in the Cult to gain the benefit listed on the table
Sequence. below equal to the number of Chant Markers
discarded.
If there are two or more Chant Markers in b) Alternatively you may Chant Conquest’s
the Sequence, a Regiment may “Chant the Battlecry. When you do this discard 1 Chant
Battlecry” (Characters may never Chant the Marker from each Cult (to a maximum of
Battlecry, but are affected by its effects as normal 3) and gain the Conquest bonus listed on
if they are part of a Regiment Chanting the the table below.
Battlecry). Unless instructed otherwise, when a 3. Finally, discard any unused Chant Markers
Regiment places the 3rd Chant Marker in the from the Sequence.
Sequence, that Regiment must immediately
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).

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Chant Battlecry
Markers
Reguired Famine Death War Conquest
Tier 1 When the The The Regiment The Regiment
(2 Markers) Regiment Regiment Immediately and any
would count gains +1 performs a free Characters in
as Inspired, it Clash. Rally or Combat that Regiment
gains +2 Clash Rally Action (as gain +3 March
instead of +1. appropriate). while the
If the Regiment Regiment is
was not Broken, resolving a
it gains the March Action.
Bastion 1 Draw
Event.
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.

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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 Turn. This Supremacy Ability is always considered to be active.

CHIEFTAIN

Shock Assault: Until the end of Turn, all friendly Regiments gain the Shock Special Rule. If
they already have this Special Rule, they receive no further benefit.

PREDATOR

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

SCION OF CONQUEST:

Vision of Conquest: Until the end of this Turn, each time you would draw a card from the
Command Stack, instead search your Command Stack and play a Command Card of your choice.

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Characters
You may include any number of Characters, but must include at least one Character to be
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:
Tactical Available
Combat Available
Arcane Restricted

Masteries: Tactical, Combat

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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: Blooded
Braves
Chosen of Conquest

Restricted: Chosen of Famine


Chosen of Death
Chosen of War

Retinue:
Tactical Available
Combat Restricted
Arcane Available

Masteries: Tactical, 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:
Tactical Restricted
Combat Available
Arcane Not Available

Masteries: Tactical, Combat

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Predator Infantry: 85 Points / Cavalry: 110 Points
Name Type Class M V C A W R D E Special Rules
Predator Infantry Light 5 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 3 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: Braves
Hunters
Hunting Pack
Raptor Riders

Restricted: Apex Predator


Slingers
Tontorr
Retinue: Infantry Cavalry
Tactical Not
Available
Available
Combat Not
Restricted
Available
Arcane Not
Not Available
Available
Masteries: Tactical, Combat

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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. Each Upgrade confers abilities or attrib-
utes to the Character, and their bonuses are lost as soon as the Character 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 to possess the Wizard X or Priest X Special Rule.
Selecting an Upgrade from the Banner category requires the Character to possess at least 1 Tier
in the Tactical category. Finally, Characters with the Wizard X Special Rule may not purchase
Upgrades from the Armor category. If a Character 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.

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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 Injury 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 adds 2 dice to their Impact Hits roll. 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 Injury Rol ls 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 Injury Rolls
Brood of Omgorah 45pts made by this Character Stand immediately
Omgorah the Unbound is said to have sin- cause the opposing Character Stand to suffer an
gle-handedly destroyed the Spire of Ghan’ta. equal number of Hits (with no further Special
Legends claim that once driven into frenzy would Rules). Hits caused this way cannot generate
not stop, would not feel pain and would not die. additional Hits in any way.
Choosing one of his brood for a mount can be a
dangerous choice but not without its rewards…

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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

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CHAR ACTERS AND R ETINUES
These options can be taken by any Infantry Character unless stated otherwise. Certain tier of
upgrades can only be reached by certain Characters. 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 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 selects Tiers freely from the available categories, while they may only reach
Tier 2 on the restricted categories. In addition, selecting a Tier from a restricted category
costs double the points indicated.

Tier Tactical Combat Arcane


1 The Character and The Character The Character gains +1 Wizard/
any R e g i ment t he y gains +1 Wound. Priest Level.
have joined re-roll one (10pts) If the Character is not a Wizard/
failed Resolve die per Priest, he counts as Wizard (1) for
Character ’s Tier in disruption purposes.
Tactics of Conquest. (10pts)
(5pts)
2 The Character and The Character The Character gains the Blessed
any Regiment they gains Special Rule.
have joined count as +1 Attack. In addition when using a Spellcasting
following the Cult of (15pts) Action, the Character treats all
Conquest. Regiments as having 3 fewer Stands
(25pts) for Scaling purposes.
(15pts)

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

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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, which are noted on your army
list and confer bonus abilities to your Character. A Character may select only one Mastery
according to the Character’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 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.

Tactical Eccentric 20 points


(Must be Tier 2 in Tactical Retinue) The
Disciplined 40 points Character must select 2 Mainstay Regiments
Characters of Light or Medium Type Only and only 1 Restricted Regiment, but they may
– Once per game, the Character and any select any Regiment in their Faction Army List
Regiment they have joined may perform 1 as their Restricted option.
Clean Withdrawal without rolling a die or
suffering any Wounds. Wasteland Adder 20 points
“The oasis feeds. The wasteland teaches.”
Knowledged 35 points – W’adrhûn proverb.
(Must be Tier 3 in Tactical Retinue) The At the start of the game, if this Character does
Character may replace their Supremacy Ability not have the Rider Special Rule, the Regiment
with any other Supremacy Ability in their they have joined gains the Flank Special Rule.
Faction Army List.
Long Lineage 15 points
Loyalty 30 points May take an extra Heirloom/Trove Find/
The ability to command loyalty comes from Relic/Mutation.
the individual, not the trinkets one wears, no
matter how powerful. Combat
Regiments in this Character's Warband add
+1 to their Reinforcement Rolls. Expose Weakness 20 points
At the beginning of a Duel Action where this
Calm Strategist 25 points Character is involved, choose one of your
Once per game, the Character may refuse a opponent’s Upgrades, Retinue Bonuses or
Duel without suffering any penalty. Masteries. It has no effect during this duel.

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Marksmanship 15 points Arcane
The Character gains Barrage +2. If the
Character does not have Barrage, they gain Learned in the Occult 35 points
Barrage 2 (24”). Choose a Spell from a different School in
this Character’s entry. The Character knows
Veteran Warrior 15 points the Spell in addition to any other Spells they
(Requires Tier 3 in Combat Retinue) The have purchased
Character counts as also having selected the
Tier 1 Tactical Retinue for all game purposes Magus 20 points
but does not need to represent it with a Model The Character increases any non-Scaling Spell
Casting Difficulty value by 1.
Disorienting Strikes 10 points
Any Character in a Duel Action with this One Voice 20 points
Character suffers a -1 Clash penalty during A word can shape an event. A Chant can shake
the duel. the world.
When this Character performs a Spellcasting
Hymn of the Victor 10 points Action, they gain a number of dice equal to
Sing of my victories and they may inspire yours. the amount of Chant Markers in the Sequence.
When this Character causes an enemy
Character to be removed as a Casualty in a Cautious Casting 15 points
Duel Action, you may add up to two Chant (Requires Rank 2 in Arcane Retinue) Once
Markers to the Sequence. per game, the Character may re-roll all dice
for a single Spellcasting Roll.
Overkill 10 points
(Requires Tier 2 in Combat Retinue) Every time Focused 15 points
this Character wounds an enemy Character The Character may reroll 1 die during any
during a Duel Action, the accompanying Spellcasting Action.
enemy Regiment must make a number of
Morale Tests equal to the wounds suffered Wizened Caster 15 points
by their Character. (Requires Rank 3 in Arcane Retinue) The
Character counts as also having selected the
Apex Master 5 points Tier 1 Tactical Retinue for all game purposes
(Matriarch Queen or Predator Character but does not need to represent it with a Model.
on foot Only.)
Any W’adrhûn must earn the respect of a beast
to ride it. Some W’adrhûn will only ride beasts
that have done the same.
The Character gains the Rider Special Rule
and must choose to ride an Apex Predator in
their Warband.

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

SCION OF CONQUEST
Name Range Casting Effect
Difficulty
Cacophony 12" 4 (Scaling) Target Regiment (and any attached Character
Stands) 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 130 Points
Name Type Class M V C A W R D E Special Rules
Blooded Infantry Medium 5 1 2 1 1 3 2 0 Flurry

Draw Event: None


Number of Stands: 3
Models per Stand: 4

Options:
Additional Stand 40 points per Stand
Standard Bearer 10 points
Leader Free
The Regiment may also have ONE of the options presented below:
Aberration 35 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 3 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 160 Points


Name Type Class M V C A W R D E Special Rules
Slingers Infantry Light 5 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 50 points per Stand
Leader Free
The Regiment may also have ONE of the options presented below:
Bullet Carver 50 points
Skirmisher 15 points

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Chosen of Conquest 275 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 85 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 220 Points


Name Type Class M V C A W R D E Special Rules
Chosen of Infantry Medium 5 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 Penintent 35 points

Hunting Pack 165 Points


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

Draw Event: None


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

Options:
Additional Stand 55 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 30 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 Heavy 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 4 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 6 24 2 2 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
One Regiment of up to 6 Stands in the Army
may include an Aberration. The Regiment
gains 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 (1 per Army)


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
Turn 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 Special
Rule.

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DR AW EVENTS AND
SPECIAL RULES Fanatic: When a Regiment with this Special
Rule chooses a Tier bonus due to Chant the
Draw Events Battlecry, it always counts as having discarded
from the Sequence an additional Chant Marker
Bellowing Shout: Place a Conquest Chant belonging to their Cult (to a maximum of four),
Marker in the Sequence. but may only choose their own Cult’s bonus.

Drum Beat: Add one Chant Marker that Flawless Strikes: When this Stand performs
matches the Cult of any Chant Marker already a Clash Action, all To Hit Rolls of ‘1’ have the
in the Sequence. Smite Special Rule. Additional Hits generated
by other Special Rules do not benefit from the
Forged in Battle: If the Regiment opts to Smite Special Rule.
resolve this Draw Event, it may then choose
a Tier 1 Battlecry belonging to either its Icon of Conquest: Regiments with this Special
own Cult or the Cult of Conquest. Treat the Rule may Chant the Battlecry regardless of
Regiment as if it has Chanted the Battlecry their Type (they do not place Chant Markers
with this effect, but do not discard any Chant using the Chant in Sequence rules).
Markers. This Draw Event may not be resolved
if the Regiment already Chanted the Battlecry Inspiring Presence: While this Character
this Turn using the Chant in Sequence rules. Stand has joined a Regiment, that Regiment
may not be Broken.
Sound of the Drums: For the remainder
of the Turn, you may keep as many Chant Rider: Characters with this Special Rule
Markers in the Sequence as you can place, and do not use a separate Stand, and must join a
you only discard the Chant Markers you used Monster Regiment. The Character's March
when Chanting the Battlecry. Additionally, Characteristic is ignored, and the Monster
your Regiments are not obligated to Chant gains the Bastion 1 Draw Event and re-rolls
the Battlecry (it is always optional). At the failed Injury Rolls of a natural 6. That Monster
end of Turn, discard down to 3 Chant Markers. Regiment also gains the You and what Army?
Special Rule, and Duel Actions issued by this
To the Last Breath: Select a friendly Regiment Character may not be refused. They are rep-
within 8" of this Character Stand. That resented on the Monster Regiment they have
Regiment Heals 3 Wounds. Each Regiment joined, may no longer use the Seek new Escort
may be the target of To the Last Breath Draw Character Action, may no longer choose a
Event only once per Turn. Retinue and are otherwise treated exactly as
if they were an Infantry Character Stand in
True Shot: Until the Character’s next activa- an Infantry Regiment for all game purposes.
tion, the Regiment they have joined gains the
Sureshot Special Rule. Shock: In a Turn where a Stand with this
Special Rule issued a Charge Action, their
Special Rules Inspire bonus is increased to +2 Clash instead
of +1.
Counter-Attack: During each enemy Clash
Action taken against this Regiment, any Injury Strong Arm: This Regiment never counts the
Rolls of natural 1 made by a Regiment with targets of their Volley Action as Obscured due
this Special Rule cause 1 Hit to the active to Long Range (Obscuration due to Line of
enemy Regiment. Sight rules applies as normal).

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Trample X: If, at the end of this Regiment's
activation, this Regiment is engaged with only
one enemy Regiment and only in its front,
that enemy Regiment must choose to either
be moved directly away from this Regiment
4”, or suffer 8 Hits with the Cleave X Special
Rule. A Regiment unable to move directly away
from this Regiment exactly 4" must choose the
second option. After the move is complete,
move this Regiment back into contact with the
previous Regiment using the shortest route.
If for any reason, this Regiment's movement
is interrupted by another Regiment, the
movement ends and the enemy Regiment
receives 8 Hits with the Cleave X Special Rule.
Enemy Regiments in Garrison Terrain are only
affected by this Special Rule if its Trample X
value is 2 or more.

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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