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Conquest - Rule Book (Version 1.0)

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Page 1: Conquest - Rule Book (Version 1.0)
Page 2: Conquest - Rule Book (Version 1.0)
Page 3: Conquest - Rule Book (Version 1.0)

ARMY LISTS

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.

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AR MY LISTS

The force you bring to the Battlefield is chosen using an Army list. To help ensure you’re playing a fair and balanced game, these Army lists are chosen to equal points values.

POINTS VA LUES

Each Stand in a game of Conquest has a points value, representing its overall worth on the Battlefield. Stands with higher points values are generally better or more flexible fighters, while those with lower points values are less effective, or are useful in a narrow set of circumstances. Your Army’s points value is equal to the total points values of every Stand in your Army, plus those of any upgrades you’ve purchased for those Stands. The higher the points value, the more lethal the Army you’ve selected. By choosing Armies to equal points values, you and your opponent can ensure a fair, challenging battle.

SIZE OF BATTLE

By default, we recommend battles of 2,000 points – this generally gives enough slaughter for an evening’s gaming. However, there’s nothing to stop you from choosing a larger or smaller size for your confrontation. Indeed, smaller games of 1,000 points are an excellent way to learn the rules.

BUILDING AN AR MY

An Army consists of two types of entities: Characters and Regiments. You may include anynumber of either in your Army, subject to the following rules:

THE WARLORD

You must include one Character to be your Warlord – your avatar on the Battlefield.

WARBANDS

Each Character in your Army (including the Warlord) must be accompanied by a Warband of Regiments. You’ll normally have a choice of Regiments to choose from, but you must always include a Regiment of the same type – i.e Infantry, Cavalry or Brute – as your Character to ensure he or she has a Regiment to join at the start of the battle.

Each Regiment is drawn from the Regiments section of the Army List. It will also, depending on the Character it is chosen for, count as a Mainstay or a Restricted choice. Each Character’s Warband has a Regiment allowance of 4 Regiments. A Warband can include as many Mainstay choices as your Warband allowance allows. Restricted choices are more limited, as the name suggests. Each Warband can only include two Restricted choices from all the options presented. This can be two of the same Regiment, or two different Regiments from the list. As a further restriction, you must include one Mainstay choice for each Restricted choice in your Army. Therefore, a Warband that includes two Restricted choices will always have at least two Mainstay choices too. Note that a Regiment might be a Mainstay choice for one Character type, and a Restricted choice for another – check the Character’s Army List entry to be sure.

OPTIONAL UPGRADES

Many Characters and Regiments have additional options that can be purchased for them, such as Abilities, Command Models, or even extra Stands (in the case of Regiments). If you purchase any of these upgrades, simply add the points cost to that of the Character or Regiment for which the upgrade was purchased.

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WAR CHANT

One of the distinctive features of the W’adrhûn is their War Chant. When creating an army, each Warband (including its Character) must select to either follow the Cult of Famine, Death or War (the Character and all Regiments in the Warband must choose the same Cult). Unless a Special Rule dictates otherwise, Monster Regiments and Regiments with the Unsung Special Rule are not considered to follow any Cult and do not benefit from these rules. Items, Masteries or other rules may later change a Character's or Regiment's Cult to Conquest or another Cult, however the initial choice remains unaffected for the rest of the Warband.

Chant in SequenceAt the beginning of the Battle, select a visible place outside the Battlefield where you will be placing Chant Markers. This area is now con-sidered to be your Sequence. When you draw a Command Card belonging to a Regiment or Character on the Battlefield, if that Regiment or Character follows a Cult, place one Chant Marker corresponding to its Cult in the Sequence.

If there are two or more Chant Markers in the Sequence, a Regiment may “Chant the Battlecry” (Characters may never Chant the Battlecry, but are affected by its effects as normal if they are part of a Regiment Chanting the Battlecry). Unless instructed otherwise, when a Regiment places the 3rd Chant Marker in the Sequence, that Regiment must immediately Chant the Battlecry.

Chant in Sequence (placing Chant Markers and Chanting the Battlecry) is resolved immediately after indicating the Regiment or Character to be activated in the "Draw Command Card" step of the Action Phase. Unless a Special Rule indicates otherwise, there may never be more than 3 Chant Markers in the Sequence. If you have reached the maximum allowed Chant Markers in the Sequence and you are required to place another (most commonly because the third Chant Marker was placed by a Character), place a Chant Marker belonging to the Cult of the Active Character or Regiment, and discard any one of the previously placed Chant Markers.

Chant the Battlecry

Follow these steps in order to Chant the Battlecry;1. Exchange a Conquest Chant Marker in the Sequence for a Famine, Death or War Chant Marker any number of times.2. Choose:a) Chant a Cult’s Battlecry and discard up to

3 Chant Markers belonging to the chosen Cult to gain the benefit listed on the table below equal to the number of Chant Markers discarded.

b) Alternatively you may Chant Conquest’s Battlecry. When you do this discard 1 Chant Marker from each Cult (to a maximum of 3) and gain the Conquest bonus listed on the table below.

3. Finally, discard any unused Chant Markers from the Sequence.

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).

AR MY RULES

This Army follows the additional ruleset included herein.

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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.

Chant Markers Reguired

Battlecry

Famine Death War Conquest

Tier 1 (2 Markers)

When the Regiment would count as Inspired, it gains +2 Clash instead of +1.

The Regiment gains +1 Clash.

The Regiment Immediately performs a free Rally or Combat Rally Action (as appropriate). If the Regiment was not Broken, it gains the Bastion 1 Draw Event.

The Regiment and any Characters in that Regiment gain +3 March while the Regiment is resolving a March Action.

Tier 2 (3 Markers)

The Regiment gains +2 to their Charge Distance.

The Regiment gains the Flawless Strikes Special Rule.

The Regiment gains +2 Resolve and the Cleave 1 Special Rule until the start of its next activation.

The Regiment gains +1 Evasion.

Tier 3 (4 Markers)

The Regiment gains the Flurry Special Rule. If the Regiment already has the Flurry Special Rule, it gains Cleave +1 instead.

The Regiment gains the Deadly Blades Special Rule.

Hits caused by this Regiment’s Counter-Attack Special Rule also have the Smite Special Rule. If the Regiment did not have the Counter-Attack Special Rule, it gains that Special Rule instead.

The Regiment may perform an additional Action (normal rules apply). Add one Conquest Chant Marker to the Sequence at the end of the Regiment's activation.

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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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CharactersYou 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 RulesMatriarch Queen

Infantry Heavy 5 2 3 4 4 3 3 0 Character, Inspiring Presence, Cleave 1

Draw Event: To the Last BreathNumber of Stands: 1Models per Stand: 1Options: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 QuatlTontorr

Retinue:Tactical AvailableCombat AvailableArcane Restricted

Masteries: Tactical, Combat

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Scion of Conquest 90 Points

Name Type Class M V C A W R D E Special Rules

Scion of Conquest

Infantry Medium 5 2 3 4 4 4 2 2 Character, Priest 3, Cleave 2

Draw Event: NoneNumber of Stands: 1Models 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 ConquestSpells: Must have a minimum of 1 Spell from the following list:CrescendoDissonanceCacophony

40 points30 points10 points

Warband:Mainstay: Blooded

BravesChosen of Conquest

Restricted: Chosen of Famine Chosen of Death Chosen of War

Retinue:Tactical AvailableCombat RestrictedArcane Available

Masteries: Tactical, Combat, Arcane

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Chieftain 95 Points

Name Type Class M V C A W R D E Special RulesChieftain Infantry Medium 5 2 3 5 4 3 3 0 Character,

Cleave 2Draw Event: NoneNumber of Stands: 1Models 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 Bellowing Shout Seize the Day

30 points20 points20 points

Warband:Mainstay: Bound

Braves Blooded Veterans

Restricted: Drum Beast QuatlRaptor RidersThunder RidersWarbred

Retinue:Tactical RestrictedCombat AvailableArcane 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 RulesPredator 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: NoneNumber of Stands: 1Models per Stand: 1Options: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 True Shot

20 points20 points

Warband: Mainstay: Braves

Hunters Hunting Pack Raptor Riders

Restricted: Apex Predator Slingers Tontorr

Retinue: Infantry CavalryTactical Available Not

AvailableCombat Restricted Not

AvailableArcane Not Available Not

AvailableMasteries: 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.

BannersRoar of the Tribe 45 pointsEach Tribe has its own Battlecry, taught and preserved by the Voices, gifted chanters from all walks of life. It is a testament to the blossoming culture of the W’adrhûn that these battlecries form a perfect Chant.Once per game, while this Character Stand is part of an Infantry Regiment, that Regiment may use this Banner after placing its Chant Marker. That Regiment Chants the Battlecry, but only discards 1 Chant Marker from the Sequence.

The Blood Horn 30 pointsAitta of the Bloodhusk Tribe was known for many things, but one above all else: her single-minded aggression in combat. Crafted from one of the tusks of Ulla, her legendary mount, the sound of the Blood Horn resonates with her song, urging warriors beyond their limits.All friendly Regiments within 8" may re-roll their Charge Rolls.

Death’s Gaze 25pts(Infantry Characters Only)Crafted by the most dedicated of Death’s Cult, Death’s Gaze is much more than a series of stone throwing axes with ornate bone handles. They are a blessing of the cult of Death granted to warriors whose vision of war is not merely victory, but the end of one’s foes before they even have a chance to flee.Any Regiment the Character has joined gains the Throwing Weapons Special Rule. While the Regiment has 4 or more non-Character Stands, or already has the Throwing Weapons Special Rule, they also gain the Unstoppable Charge Special Rule.

Scars of Endekar 15 pointsEndekar of the Tribe of the Spear Tree was the first to perfect the art of body scarring. It is said that when was asked why he was marking his own skin, his answer was simple: “I will not be thought a coward simply because none have scarred me.” The Character gains +1 Evasion, to a Maximum of 3.

ARTEFACTS

Each Artefact may only be included in your Army once.

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ArmorsBeads of Death 25 points“Like wind, like light, like heat, Death is a force” says the Cult of Death. Their prayer beads seem to support this creed, absorbing the force of blows, even if they break in the process. Before making Injury Rolls during a Duel Action, the Character removes one successful Hit caused by their opponent.

Hide of the Silent Hunter 25 points (Predator Only)The leaders of the W’adrhûn have learned to bide their time and study their enemies’ tac-tics, easily determining the weak spots in their adversaries’ plans. Any Regiment the Character joins gains the Bastion 1 Draw Event.

Kill Marks 20 pointsCarved with verses of past victories and the names of the defeated, one’s Kill Marks are made of fire hardened clay and are carried onto the field as a show of prowess. Carry enough of them and their benefits outweigh their burden.Character with the Rider Special Rule only. The Monster Regiment the Character is attached to adds 2 dice to their Impact Hits roll.

Heartsblood Draught 5ptsBrewed with the blood of the hardiest dinosaurs and mixed with ingredients known only to the cult of War, this concoction is said to imbue the drinker with the endurance and stamina of W’adrhûn beasts. While the effects are not permanent, the addiction it causes, unfortunately, is.The Character gains +1 Wound.

WeaponsBrood of Omgorah 45ptsOmgorah the Unbound is said to have sin-gle-handedly destroyed the Spire of Ghan’ta. Legends claim that once driven into frenzy would not stop, would not feel pain and would not die. Choosing one of his brood for a mount can be a dangerous choice but not without its rewards…

The Character Stand changes its Type to Cavalry and its Class to Light, adds +2 to its March Characteristic, and gains the Throwing Weapons, Brutal Impact 2 and Unstoppable Charge Special Rules , but may no longer select a Retinue.

Death's Reach 35pts(Predator with Apex Master only)W’adrhûn warriors have the potential nurture such a spiritual bond with these beasts, where the beast and rider can coordinate their move-ments and hunt as one, decimating their prey. The Predator gains +1 Attack and the Cleave 1 Special Rule. The Apex Predator gains +1 Attack.

Beast Drums 30 pointsAll know and hear the Chants but to have the Beast Drums beat in their rhythm next to you is something else entirely.The Character gains +1 Attack and Flurry Special Rule.

Kiss of the Dilosaur 30 pointsNone know if the venomous Dilosaur was a beast of old preserved by the Spires or if it was one of their creations. Even if not lethal in small dosages, the venom of the Dilosaur causes horrible pains; especially if a coated blade delivers into the bloodstream.Successful Injury Rol ls caused by this Character must be re-rolled.

Glaives of Iskarant 15 pointsIskarant the Dancing Warrior was known for two things: his fluid fighting style that dominated the opponent through a relentless series of attacks and the specially crafted two-sided glaives he had forged to support this style. During a Duel Action, successful Injury Rolls made by this Character Stand immediately cause the opposing Character Stand to suffer an equal number of Hits (with no further Special Rules). Hits caused this way cannot generate additional Hits in any way.

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The Hidden Fang 10 pointsWhen one sees a W’adrhûn warrior, one can’t not notice their heavy, obvious weapons to match their built. So when the Hidden Fang is drawn, few expect the fast strike of a dagger. The Character gains the Quicksilver Strike Special Rule.

TalismansDreamcatcher 45 pointsThe dreamcatcher that captured these living nightmares has long been a favored tool of the shaman. When released from their prison, the spiteful sylphs that it imprisons know to guide the warrior’s shots toward their targets. If the master is pleased, they might be given a few days freedom to run rampant. The Character Stand gains the following Supremacy Ability in addition to any other they may have: Wind’s Children: All Friendly Regiments within 8" gain the Torrential Fire Special Rule.

Mantle of the Devoted 30 pointsWhile different Tribes favor different Cults, there are some individuals who are recognized as true paragons among a Cult. Seeing one's leader clad in the Cult’s mantle can inspire a warrior to reach undreamed of levels of fervor.Any Regiment joined by this Character gains the Fanatic Special Rule.

Eritu’s Mark 25 pointsAmong the tribes the name of Eritu is whispered in awe. No other W’adrhûn has lived as long as he has or earned as many honors as he has. It is considered a tremendous honor to have one’s bone plates carved by this grizzled veteran.The Character Stand gains +2 Defence.

Tribal Spear 25 pointsTo be awarded the Spear of one’s Tribe is to have proven to be the most able warrior in the Nighudda, the proving ring. To be worthy of keeping it, you must prove your worth as a combatant at every opportunity. This Character must always perform the Duel

Action if they are able to perform such an Action. They gain +1 Attack per Chant Marker currently in the Sequence when fighting in a Duel Action.

Touched by the Goddess 10 pointsNone knows the exact criteria by which the Scion’s choose those that their Living God will favor. All that we know is that only one has ever denied their call.The Character follows the Cult of Conquest.

Sacred Censer 5 pointsThe intricacies of the creation of sacred objects differ from Cult to Cult, but their absolute secrecy is a common factor. None know what it is the Sacred Censers burn but they are designed to protect warriors from the foul touch of enemy magic.For Enemy Interference purposes, this Character Stand counts as having the Wizard 1 Special Rule.

ArcaneEssence of the Phonopteryx 20ptsWhen leading their kin into battle, many a Scion are known to consume parts of the beast known as Phonopteryx, making their chants as loud as the beast’s roar.The Character increases their Spells’ Range by 6” (Spells with a Range of “Self ” are unaf-fected). In addition, if the Effects indicate a Range, the Character increases their Spells’ Effects by 6”.

Primordial Splinter 20ptsMuch was found in the remnants of the broken Spires that spawned the oases; much that per-haps should have been left forgotten. Infinitely less than a shard, these slithers of primordial essence are still powerful enough to elevate one’s magic to beyond mortal interference.When this Character casts a Spell, they add 1 Dice to their Spellcasting attempt and are unaffected by Enemy Interference.

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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 Arcane1 The Character and

any Re giment t hey have joined re-roll one failed Resolve die per Character ’s Tier in Tactics of Conquest. (5pts)

The Character gains +1 Wound.(10pts)

The Character gains +1 Wizard/Priest Level.If the Character is not a Wizard/Priest, he counts as Wizard (1) for disruption purposes.(10pts)

2 The Character and any Regiment they have joined count as following the Cult of Conquest. (25pts)

The Character gains +1 Attack.(15pts)

The Character gains the Blessed Special Rule. In addition when using a Spellcasting Action, the Character treats all Regiments as having 3 fewer Stands for Scaling purposes.(15pts)

3 The Character and any Regiment they have joined gain the Flank Special Rule. (35pts)

The Character gains Cleave 1 and +1 Clash.(25pts)

The Character adds 1 success when using a Spellcasting Action.(30pts)

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TacticalDisciplined 40 pointsCharacters of Light or Medium Type Only – Once per game, the Character and any Regiment they have joined may perform 1 Clean Withdrawal without rolling a die or suffering any Wounds.

Knowledged 35 points(Must be Tier 3 in Tactical Retinue) The Character may replace their Supremacy Ability with any other Supremacy Ability in their Faction Army List.

Loyalty 30 pointsThe ability to command loyalty comes from the individual, not the trinkets one wears, no matter how powerful. Regiments in this Character's Warband add +1 to their Reinforcement Rolls.

Calm Strategist 25 pointsOnce per game, the Character may refuse a Duel without suffering any penalty.

Eccentric 20 points(Must be Tier 2 in Tactical Retinue) The Character must select 2 Mainstay Regiments and only 1 Restricted Regiment, but they may select any Regiment in their Faction Army List as their Restricted option.

Wasteland Adder 20 points“The oasis feeds. The wasteland teaches.” – W’adrhûn proverb.At the start of the game, if this Character does not have the Rider Special Rule, the Regiment they have joined gains the Flank Special Rule.

Long Lineage 15 pointsMay take an extra Heirloom/Trove Find/Relic/Mutation.

CombatExpose Weakness 20 pointsAt the beginning of a Duel Action where this Character is involved, choose one of your opponent’s Upgrades, Retinue Bonuses or Masteries. It has no effect during this duel.

MASTER IES

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.

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Marksmanship 15 pointsThe Character gains Barrage +2. If the Character does not have Barrage, they gain Barrage 2 (24”).

Veteran Warrior 15 points(Requires Tier 3 in Combat Retinue) The Character counts as also having selected the Tier 1 Tactical Retinue for all game purposes but does not need to represent it with a Model

Disorienting Strikes 10 pointsAny Character in a Duel Action with this Character suffers a -1 Clash penalty during the duel.

Hymn of the Victor 10 pointsSing of my victories and they may inspire yours.When this Character causes an enemy Character to be removed as a Casualty in a Duel Action, you may add up to two Chant Markers to the Sequence.

Overkill 10 points(Requires Tier 2 in Combat Retinue) Every time this Character wounds an enemy Character during a Duel Action, the accompanying enemy Regiment must make a number of Morale Tests equal to the wounds suffered by their Character.

Apex Master 5 points(Matriarch Queen or Predator Character 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.

Arcane Learned in the Occult 35 pointsChoose a Spell from a different School in this Character’s entry. The Character knows the Spell in addition to any other Spells they have purchased

Magus 20 pointsThe Character increases any non-Scaling Spell Casting Difficulty value by 1.

One Voice 20 pointsA word can shape an event. A Chant can shake the world. When this Character performs a Spellcasting Action, they gain a number of dice equal to the amount of Chant Markers in the Sequence.

Cautious Casting 15 points(Requires Rank 2 in Arcane Retinue) Once per game, the Character may re-roll all dice for a single Spellcasting Roll.

Focused 15 pointsThe Character may reroll 1 die during any Spellcasting Action.

Wizened Caster 15 points(Requires Rank 3 in Arcane Retinue) The Character counts as also having selected the Tier 1 Tactical Retinue for all game purposes but does not need to represent it with a Model.

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SPELLS

Some character Stands can purchase Spells from the following list:

SCION OF CONQUESTName Range Casting

DifficultyEffect

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.

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RegimentsYou may include Regiments as part of your Characters' Warband.

Braves 115 Points

Name Type Class M V C A W R D E Special RulesBraves Infantry Medium 5 1 2 1 1 2 2 0 Support 1, Shield,

Bloodlust

Draw Event: NoneNumber of Stands: 3Models per Stand: 4Options:Additional StandStandard BearerLeader

35 points per Stand10 pointsFree

The Regiment may also have ONE of the options presented below:Champion 15 points

Bound 75 Points

Name Type Class M V C A W R D E Special RulesBound Infantry Light 5 1 1 1 1 2 1 0 Support 1,

Unsung

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandMistress

25 points per Stand10 points

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Blooded 130 Points

Name Type Class M V C A W R D E Special RulesBlooded Infantry Medium 5 1 2 1 1 3 2 0 Flurry

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandStandard BearerLeader

40 points per Stand10 pointsFree

The Regiment may also have ONE of the options presented below:Aberration 35 pointsChampion 15 pointsSkirmisher 15 pointsTracker 15 points

Veterans 235 Points

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

Draw Event: Forged in BattleNumber of Stands: 3Models per Stand: 4

Options:Additional Stand 75 points per StandStandard Bearer 10 pointsLeader Free

The Regiment may also have TWO of the options presented below:ChiefTribe ShamanChampion

25 points25 points15 points

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Slingers 160 Points

Name Type Class M V C A W R D E Special RulesSlingers Infantry Light 5 2 1 1 1 3 1 0 Barrage 1 (20'',

Armor Piercing 1, Torrential Fire)

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandLeader

50 points per StandFree

The Regiment may also have ONE of the options presented below:Bullet Carver 50 pointsSkirmisher 15 points

Hunters 145 Points

Name Type Class M V C A W R D E Special RulesHunters Infantry Light 6 2 2 1 1 2 1 0 Barrage 1 (14",

Armor Piercing 1, Deadly Shot), Strong Arm

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandStandard BearerLeader

45 points per Stand20 pointsFree

The Regiment may also have ONE of the options presented below:Skirmisher 15 pointsTracker 15 points

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Chosen of Conquest 275 Points

Name Type Class M V C A W R D E Special RulesChosen of Conquest

Infantry Medium 5 1 3 1 2 4 2 2 Throwing Weapons, Cleave 1, Shield, Fanatic

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandRelic Bearer (Combines the benefits of a Standard Bearer and Leader)

85 points per Stand20 points

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 RulesChosen of Death

Infantry Medium 5 1 3 2 1 3 0 2 Cleave 1, Fanatic

Draw Event: NoneNumber of Stands: 3Models per Stand: 4

Options:Additional StandRelic Bearer (Combines the benefits of a Standard Bearer and Leader)

70 points per Stand15 points

Cult: The Regiment always counts as following the Cult of Death.

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Chosen of Famine 205 Points

Name Type Class M V C A W R D E Special RulesChosen of Famine

Infantry Light 6 1 2 2 1 4 0 2 Flurry, Fanatic

Draw Event: NoneNumber of Stands: 3Models per Stand: 4Options:Additional StandRelic Bearer (Combines the benefits of a Standard Bearer and Leader)

65 points per Stand15 points

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 RulesWarbred Brute Medium 6 1 2 5 4 3 3 0 Cleave 2,

Relentless Blows

Draw Event: None Options:Number of Stands: 3 Additional Stand

Penintent60 points per Stand35 pointsModels per Stand: 1

Hunting Pack 165 Points

Name Type Class M V C A W R D E Special RulesHunting Pack Cavalry Light 7 1 1 6 3 3 1 2 Fluid Formation,

Feral, Vanguard, Unsung, Flurry

Draw Event: NoneNumber of Stands: 3Models per Stand: 1May not be joined by Characters.

Options:Additional Stand 55 points per Stand

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Raptor Riders 190 Points

Name Type Class M V C A W R D E Special RulesRaptor Riders Cavalry Light 8 2 2 5 4 3 2 2 Barrage 2 (12”,

Armor Piercing 1), Strong Arm, Fluid Formation, Flurry

Draw Event: NoneNumber of Stands: 3Models per Stand: 1Options:Additional StandHuntress (Combines the benefits of a Standard Bearer and a Leader)

60 points per Stand20 points

Thunder Riders 250 Points

Name Type Class M V C A W R D E Special RulesThunder Riders Cavalry Heavy 6 1 3 5 5 3 3 0 Brutal Impact 1,

Linebreaker, Unstoppable Charge, Trample 1

Draw Event: NoneNumber of Stands: 3Models per Stand: 1

Options:Additional StandStandard Bearer Leader

80 points per Stand30 pointsFree

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Quatl 150 Points

Name Type Class M V C A W R D E Special RulesQuatl Monster Light 9 1 2 8 8 3 3 2 Cleave 1,

Terrifying 1, Rake Attack, Fly, Feral

Draw Event: Bellowing ShoutNumber of Stands: 1Models per Stand: 1

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

Chosen of War 220 Points

Name Type Class M V C A W R D E Special RulesChosen of War Brute Heavy 5 1 3 5 4 4 3 1 Linebreaker,

Cleave 1, Fanatic, Shield, Counter Attack

Draw Event: NoneNumber of Stands: 3Models per Stand: 1Options:Additional StandRelic Bearer (Combines the benefits of a Standard Bearer and Leader)

70 points per Stand20 points

Cult: The Regiment always counts as following the Cult of War

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Apex predator 185 Points

Name Type Class M V C A W R D E Special RulesApex 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

+20 points.Models per Stand: 1

Tontorr 190 Points

Name Type Class M V C A W R D E Special RulesTontorr 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

for +20 points.Models per Stand: 1

Drum Beast 115 Points

Name Type Class M V C A W R D E Special RulesDrum Beast Monster Medium 7 1 2 4 8 4 4 0

Draw Event: Sound of the DrumsNumber of Stands: 1Models per Stand: 1Options: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.

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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.

AberrationOne Regiment of up to 6 Stands in the Army may include an Aberration. The Regiment gains Lethal Demise Special Rule.

Bullet CarverWounds 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.

ChampionThe 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.

PenitentThe 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 ShamanThe Regiment gains the Aura of Death Special Rule.

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DR AW EVENTS AND SPECIA L RULES

Draw EventsBellowing Shout: Place a Conquest Chant Marker in the Sequence.

Drum Beat: Add one Chant Marker that matches the Cult of any Chant Marker already in the Sequence.

Forged in Battle: If the Regiment opts to resolve this Draw Event, it may then choose a Tier 1 Battlecry belonging to either its own Cult or the Cult of Conquest. Treat the Regiment as if it has Chanted the Battlecry with this effect, but do not discard any Chant Markers. This Draw Event may not be resolved if the Regiment already Chanted the Battlecry this Turn using the Chant in Sequence rules.

Sound of the Drums: For the remainder of the Turn, you may keep as many Chant Markers in the Sequence as you can place, and you only discard the Chant Markers you used when Chanting the Battlecry. Additionally, your Regiments are not obligated to Chant the Battlecry (it is always optional). At the end of Turn, discard down to 3 Chant Markers.

To the Last Breath: Select a friendly Regiment within 8" of this Character Stand. That Regiment Heals 3 Wounds. Each Regiment may be the target of To the Last Breath Draw Event only once per Turn.

True Shot: Until the Character’s next activa-tion, the Regiment they have joined gains the Sureshot Special Rule.

Special Rules Counter-Attack: During each enemy Clash Action taken against this Regiment, any Injury Rolls of natural 1 made by a Regiment with this Special Rule cause 1 Hit to the active enemy Regiment.

Fanatic: When a Regiment with this Special Rule chooses a Tier bonus due to Chant the Battlecry, it always counts as having discarded from the Sequence an additional Chant Marker belonging to their Cult (to a maximum of four), but may only choose their own Cult’s bonus.

Flawless Strikes: When this Stand performs a Clash Action, all To Hit Rolls of ‘1’ have the Smite Special Rule. Additional Hits generated by other Special Rules do not benefit from the Smite Special Rule.

Icon of Conquest: Regiments with this Special Rule may Chant the Battlecry regardless of their Type (they do not place Chant Markers using the Chant in Sequence rules).

Inspiring Presence: While this Character Stand has joined a Regiment, that Regiment may not be Broken.

Rider: Characters with this Special Rule do not use a separate Stand, and must join a Monster Regiment. The Character's March Characteristic is ignored, and the Monster gains the Bastion 1 Draw Event and re-rolls failed Injury Rolls of a natural 6. That Monster Regiment also gains the You and what Army? Special Rule, and Duel Actions issued by this Character may not be refused. They are rep-resented on the Monster Regiment they have joined, may no longer use the Seek new Escort Character Action, may no longer choose a Retinue and are otherwise treated exactly as if they were an Infantry Character Stand in an Infantry Regiment for all game purposes.

Shock: In a Turn where a Stand with this Special Rule issued a Charge Action, their Inspire bonus is increased to +2 Clash instead of +1.

Strong Arm: This Regiment never counts the targets of their Volley Action as Obscured due to Long Range (Obscuration due to Line of 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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