Sorcerer KingsArmy Book
In this chapter10
"Be ever respectful of your peers and fellow magical academics – and be ever ready to demonstrate your superiority over them. Excellence comes only in the company of kindred spirits and the inevitable antagonism it kindles."
— Dyelin, Pyre of Gods and Mortals
Far to the south and east of the lands of the Hundred Kingdoms and the City States lie lands that exist on no map known to mankind, even the wide-ranging exploration fleets of the Old Dominion, for they quite simply did not exist at that time.
These are the lands of the last successors to the legacy of the Old Dominion; they are the cabal of Sorcerer Kings who transcended the limits of mortal magic by binding themselves to the Incarnate Souls of Balance, the Primordial Elemental Lords, and channeled their awesome primordial power to bring down their mad God, Hazlia, and usher the Fall.
Fleeing the destruction of Capitas across a chain of volcanic islands they raised, they were ultimately forced to bind the last of these islands into an entire continent their burgeoning power allowed them to raise from the very seafloor. Barren and desolate, the four surviving Sorcerer Kings: Erme, Who moves the Oceans, Dyelin, Pyre of Gods and Men, Hormus, Who Lays Mountains Low and Alessa, Weaver of Winds and Fates, gazed upon it and called it good.
It is, perhaps, as inevitable that the pursuit for magical excellence will ignore the dull realities of everyday administration, as it is that rival Elemental Courts, Sorcerers and even apprentices will compete in their race for absolute elemental mastery.
What is an Army Book?
An Army Book serves as your Faction specific Rules companion for Conquest: First Blood. This Book along with the Conquest: First Blood Rulebook will provide you everything you need to Muster and Play your Warband.
This Army Book is divided into the following sections:
Army Rules
Sorcerous Patronage
The populace of the Sorcerer Kings are an elementally attuned people, their forces marching to war wielding arcane armaments, harnessed magical powers, and bound elemental beings. Warriors of the Sorcerer Kings will possess any of the following Battlefield Roles: Enclaves, Mahabharati, or Elemental. Additionally, many Warriors will also have a Battlefield Role corresponding to their Elemental Court of either Air, Earth, Fire, or Water.
Elemental Envoy
A Sorcerer Kings Warlord may choose a single Restricted Elemental Regiment of their Court as their Retinue.
Walk between Worlds
Friendly Elemental Warriors ignores the effects of the following type of Terrain corresponding with their Court Battlefield Role: Air- Hindering Earth- Broken Ground Fire- Dangerous Terrain Water- Water
Primordial Confluence
Friendly Spellcasters and Elementals will generate Confluence throughout the Battle which can be harnessed by your Warband in many ways to imbue your Warriors and conjure Rituals. Your Warband generates and spends from a single Confluence Pool, track your Confluence to the side of the Battlefield. Certain Special Rules and Abilities require spending Confluence to gain their benefits. Confluence persists between Rounds!
Mysticism
At the start of the Command Phase, gain 1 Confluence for each Friendly Spellcaster or Monster on the Battlefield.
Rituals
During the Command Phase, you may spend Confluence to conjure Rituals. You may only perform Rituals that you have Spellcasters or Monsters of the indicated Battlefield Roles on the Battlefield. Choose a Ritual available to you, spend the required Elemental Confluence, then resolve the Ritual's effect. You may perform multiple Rituals, however each Ritual may only be performed once per Command Phase. A Ritual's effect lasts until the End of the Round. The Rituals available to your Warband can be found on the next page. Example: to perform the Thundersrike Ritual, you must have both a Fire Spellcaster or Monster, and an Air Spellcaster or Monster on the Battlefield.
Rituals
Fire — Confluence: 7
Flamestorm
Select a Friendly Fire Warrior on the Battlefield. Enemies within Command Range of that Warrior suffer a Hit. Enemies Engaged with Fire Warriors instead suffer 2 Hits.
Water — Confluence: 7
Rejuvenating Tides
Select a Friendly Water Warrior on the Battlefield. All Friendly Warriors within their Command Range Rally and Heal 1. Any Enemies Engaged with Friendly Water Warriors within Command Range may immediately be Driven Back.
Earth — Confluence: 7
Earthen Embrace
Select a Friendly Earth Warrior on the Battlefield. While Friendly Warriors are within their Command Range, they gain the Special Rule. Earth Warriors within Command Range additionally gain the Special Rule.
Air — Confluence: 7
Zephyr
Select a Friendly Air Warrior on the Battlefield. The Target and Friendly Warriors within Command Range of them may immediately Move up to half their March Characteristic (rounding up). Air Warriors may instead Move their entire March Characteristic.
Air+Water — Confluence: 5
Cyclone
Select a Friendly Air or Water Warrior on the Battlefield. While Friendly Warriors are within their Command Range, they count as being within Obscuring Terrain.
Water+Earth — Confluence: 4
Lahar
Select a Friendly Earth or Water Warrior on the Battlefield. All Enemies within their Engagement Range must immediately Test their Resolve, if Failed they become Broken! Enemies who become Broken are not Driven Back by this Ritual!
Fire+Air — Confluence: 6
Thunderstrike
Select a Friendly Fire or Air Warrior on the Battlefield. Target Enemy within their Command Range suffers Hits equal to the Target's Defense Characteristic.
Earth+Fire — Confluence: 5
Caldera
Select a Friendly Earth or Fire Warrior on the Battlefield. While Enemies are within their Engagement Range, they suffer -1 Defense.
The Sorcerer Kings Warband
Each Warlord, Hero, Regiment, and Monster in your Warband possess their own corresponding Profile. These include their Characteristics, Points Cost, Battlefield Roles, and Options for Upgrades, Command Models, and Additional Warriors.
All Profiles are categorized into Slots, which represent the Warrior's role, rarity, and how readily available they are to include in your Warband. Each Warlord, Hero, Regiment or Monster may only be included in your Warband once regardless of their Slot.
Many Warlords have a Retinue listed in their profile; drawn from their most trusted and loyal Warriors. When included in your Warband, the Retinue Regiment becomes a Mainstay instead of a Restricted.
The Points total of your Warband determines the maximum number of selections for each Slot. and how many Warriors may be included within each Regiment.
The Rules for Mustering your Warband can be found in the Main Rulebook.
Warlords & (Retinues)
Heroes
Mainstay Regiments
Restricted Regiments
Monsters & (Riders)
Description▾
The loftiest heights of power a Sorcerer can reach is the coveted title of Maharajah. One step below the four Sorcerer Kings themselves, Maharaja's represent the pinnacle or arcane and political power a mortal might hope to achieve.
These paragons have delved deep into the Elemental Domains they master, deep enough to command the respect and even fear from its mightiest denizens, enticing or coercing them into lifelong pacts that only further their power.
When a Maharajah deigns to step upon the field of battle the enemy soon learns the true meaning of terror: the knowledge that their life could be snuffed out in an instant by a deluge of sorcerous power from a man so steeped in elemental puissance he can only barely be called mortal any more.
Regiment Composition▾
This unit's Retinue is [Elemental] of the same Court. When included in your Warband, the Retinue Regiment counts as a Mainstay instead of a Restricted Regiment.
Options
When Mustering your Warband, this Character gains the following Court Battlefield Role: Air, Earth, Fire, or Water
Special Rules▾
, , Akasha, Magus
Unique Special Rules▾
Spells▾
- Master Conjurer — Essence: X, Type: Unique Action. You may immediately conjure a Ritual, spending Essence equal to its Confluence Cost.
- Sorcerous Bolt — Essence: 2, Type: Incantation. After an Enemy ends a March Action within Command Range, inflict 2 Hits to that Enemy.
- Occultist — Essence: 3, Type: Command Ability. All Friendly Warriors within Command Range gain the following Special Rule corresponding with this Character's Court:
- Air-Rushing Winds:
- Earth-Stone Fortitude:
- Fire-Flickering Flame:
- Water- Crashing Tides: Impact +1
Available Upgrades▾
Each [Character] in your Warband may purchase a single Upgrade; a Warlord may instead purchase up to 2.
Bound to the Elements · — 30 pointsDancing Scimitar · — 20 pointsJadoo Kavach · — 20 pointsNiyantran · — 10 pointsShu'laat · — 15 pointsSigils of Binding · — 20 pointsPrimordial Pact · — 5 pointsDescription▾
A Raj is typically the ruler of an Enclave. Invariably trained in the Elemental Courts, they have mastered the sorcerer arts, but are not bonded to a Deva. This frees them from the burden of sorcerous pursuit, allowing them to focus on the development of their own prowess and that of their city.
Often bridging the gap between the common people and the Elemental Courts, a Raj is well respected by his followers and leads from the front, fighting his foe directly with both steel and sorcery.
Regiment Composition▾
This unit's Retinue is [Elemental] of the same Court. When included in your Warband, the Retinue Regiment counts as a Mainstay instead of a Restricted Regiment.
Options
When Mustering your Warband, this Character gains the following Court Battlefield Role: Air, Earth, Fire, or Water
Special Rules▾
, , , Court Vizier, Mystic Warrior
Unique Special Rules▾
Spells▾
- Imbue Blades — Essence: 3, Type: Command Ability. Friendly Warriors within Command Range gain the Special Rule.
- Elemental Blast — Essence: 2, Type: Unique Volley Action. This Spellcaster performs a Volley Action with the (10") and Special Rules.
- Arcane Armaments — Essence: 1, Type: Incantation. When a Friendly Warrior performs a Clash Action, they gain the following Special Rule corresponding with this Character's Court:
- Air-Swiftstrike:
- Earth-Heft of Granite: Cleave +1
- Fire-Emberstrike:
- Water- Tidal Blows:
Available Upgrades▾
Each [Character] in your Warband may purchase a single Upgrade; a Warlord may instead purchase up to 2.
Bound to the Elements · — 30 pointsDancing Scimitar · — 20 pointsJadoo Kavach · — 20 pointsNiyantran · — 10 pointsShu'laat · — 15 pointsSigils of Binding · — 20 pointsPrimordial Pact · — 5 pointsDescription▾
For those among the gifted, there can be no greater accomplishment than to be named a Sorcerer by the Elemental Courts. Bonded to a Deva and capable of exploring their primordial Domain, Sorcerers have delved into secrets of sorcery their purely mortal counterparts can only dream of.
Few and far between to begin with, these extended sojourns into the Elemental Domains, and their inherent dangers make Sorcerers rare upon the battlefields of Ea, but when present, they make their presence known through howling blasts and ritual sorcery, dominating the battlefield while safely protected by their loving subjects.
Regiment Composition▾
This unit's Retinue is [Elemental] of the same Court. When included in your Warband, the Retinue Regiment counts as a Mainstay instead of a Restricted Regiment.
Options
When Mustering your Warband, this Character gains the following Court Battlefield Role: Air, Earth, Fire, or Water
Special Rules▾
, Elemental Cohort, Ritualist
Unique Special Rules▾
Spells▾
- Mystic Shot — Essence: 1, Type: Incantation. When a Friendly Warrior within Command Range performs a Volley Action, they gain the Special Rule.
- Elemental Extoller — Essence: 2, Type: Command Ability. Friendly Elemental Warriors within Command Range gain the Special Rule.
- Primordial Blast — Essence: 3, Type: Unique Volley Action. This Spellcaster performs a Volley Action with the (12") Special Rule, and gains the following effect corresponding with this Character's Court:
- Air- Whirlwind: Enemy Warriors within 2" of the Target must take a Resolve Test. If Failed, they become Broken!
- Earth-Crushing Force: This Volley Action gains the Special Rule.
- Fire-Incinerate: Other Enemies within 2" of the Target suffer 1 Hit.
- Water- Erosion: Enemies Wounded by this Volley Action must immediately take Resolve Tests equal to their Size; for each Failure they suffer an additional Wound.
Available Upgrades▾
Each [Character] in your Warband may purchase a single Upgrade; a Warlord may instead purchase up to 2.
Bound to the Elements · — 30 pointsDancing Scimitar · — 20 pointsJadoo Kavach · — 20 pointsNiyantran · — 10 pointsShu'laat · — 15 pointsSigils of Binding · — 20 pointsPrimordial Pact · — 5 pointsDescription▾
Sardar are a relatively recent development in the Sorcerer Kings armies: decorated Rajakur servicemen who reenlist at the request of their Raj to lead their forces on their behalf. Having served amongst the men and backed directly by the Raj, their authority and influence within their own troops is absolute, allowing them to lead with none of the infighting and bickering so common amongst other cultures.
Regiment Composition▾
Special Rules▾
, , , Thakur, Primordial Bond
Unique Special Rules▾
Command Abilities▾
Available Upgrades▾
Each [Character] in your Warband may purchase a single Upgrade; a Warlord may instead purchase up to 2.
Bound to the Elements · — 30 pointsDancing Scimitar · — 20 pointsJadoo Kavach · — 20 pointsNiyantran · — 10 pointsShu'laat · — 15 pointsSigils of Binding · — 20 pointsPrimordial Pact · — 5 pointsBalance of Power · — 20 pointsElemental Emissary · — 10 pointsDescription▾
Well equipped, thoroughly trained and highly motivated, the Rajakur infantry are the backbone of the Enclaves' military might. Clad from head to toe in heavy chain, bearing finely crafted shields and maces, the Rajakur infantry can be trusted to hold their ground against all comers.
Their loyalty and professionalism are heavily rewarded, allowing veterans of two enlistments to move on to a wealthy landowning retirement, a privilege reserved only for those who have served in the army.
Regiment Composition▾
Recruitment: 4 Warriors — the minimum size of this Regiment.
Options
- LeaderUpgrade15 points
- Standard BearerUpgrade10 points
- Additional WarriorAdd25 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, ,
Description▾
The wealth and stability provided by the Sorcerer Kings in the Enclaves has allowed them to devote themselves almost exclusively to the perfection of their art and the pursuit of knowledge.
Archery, and its perfection, is the main focus on the Dhanur, a centuries old military treatise that has been compiled and recompiled for centuries among the Enclaves. The only real need the Enclaves have is defense against the Free Khanates, and to this end, those that devote themselves to the mastery of the bow do so with a zeal unmatched anywhere in the world.
Regiment Composition▾
Recruitment: 4 Warriors — the minimum size of this Regiment.
Options
- LeaderUpgrade15 points
- Additional WarriorAdd25 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, Adept Archery, (14")
Unique Special Rules▾
Description▾
Straddling the line between a mortal and the Gifted, Mahabharati were created with the express purpose of policing the Sorcerers and their summoned servants. Bonded from early childhood to a small elemental that grows and matures as they do, the mahabharati are not quite Sorcerers, but possess instinctive elemental gifts and are entirely at ease when visiting the Elemental Domains.
These gifts and the powers of their elemental companions grow with time, experience and mastery, such that the greatest of Mahabharati Warrior Saints more than a match for an errant sorcerer or even a regiment. Even Mahabharati Initiates are dangerous foes on the battlefield, despite the fact that their Elemental companions do little more than enhance their physical prowess.
Even so the martial skill, discipline and self mastery they are inculcated in since birth makes them formidable warriors even at this early stage.
Regiment Composition▾
Recruitment: 4 Warriors — the minimum size of this Regiment.
Options
- LeaderUpgrade20 points
- Standard BearerUpgrade15 points
- Additional WarriorAdd30 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , Counter Attack, Primordial Bond
Unique Special Rules▾
Description▾
The Sorcerer Kings were initially shocked to find out that human thoughts and beliefs contaminate the Elemental Domains, much as they do the Divine.
The Ghols were amongst the first creatures they encountered among the shallows of the Domain of Fire, spawned by mankind's greed, pride and aggression. Their simple minds and base impulses have made them easy to dominate, allowing the Sorcerer Kings to discover a nigh unlimited source of cheap, expendable fodder for the battlefield.
Regiment Composition▾
Recruitment: 4 Warriors — the minimum size of this Regiment.
Options
- Additional WarriorAdd15 points
Special Rules▾
, , , Elemental Vessel
Unique Special Rules▾
Description▾
While friendly is not the correct term, the turbulent nature of the Marid allowed for at least some open communication when the Sahar were first encountered deep in the layers of the Azure Tides.
Drawn to mortal Gifted with a curiosity they have never bothered to explain, the Marid Sahar will only come to the service of one who has impressed them through magic, either by besting them in a magical duel or showcasing extreme skill in the wielding of Water—for a mortal, at least.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd100 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , , Incarnate of Water, Healing Mists, Shallal, Walk Between Worlds, (8"),
Unique Special Rules▾
- Incarnate of Water: (Draw Event) Gain 1 Confluence.
- Healing Mists — Confluence: 1, Type: Unique Action. Target Friendly Warrior within Command Range Heals 1.
- Shallal — Confluence: 2, Type: Unique Action. Select a Friendly Warrior within Command Range; all Enemies Engaged with the Target Warrior are Driven Back.
Description▾
While friendly is not the correct term, the turbulent nature of the Marid allowed for at least some open communication when they were first encountered deep in the layers of the Azure Tides.
Marid Lancers are the guardians and protectors of their kind, bound to their steeds and the ever changing nature of the sea. They are particularly skilled at adapting their nature to the needs of the battlefield, changing roles in a flash and descending on an unsuspecting foe with the power of a tidal wave.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd110 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , , , Incarnate of Water, Prabal Pravaah, Esoteric Erosion
Unique Special Rules▾
- Incarnate of Water: (Draw Event) Gain 1 Confluence.
- Prabal Pravaah: When performing March Actions, this Warrior counts as Charging if it ends its Movement Engaged. This does not allow this Warrior to Charge multiple times an Activation. Simply put, this Warrior does not have to Move in a straight line when Charging!
- Esoteric Erosion — Confluence: 2, Type: Unique Inspire Action. This Warrior becomes Inspired! and Engaged Enemy Warriors suffer -1 Defense during this Activation.
Description▾
Split into countless small enclaves scattered across the vast expanse of the Ruby Shores, the Efreet have escaped the fate of the Ghols and retained their higher function.
Strong, proud and vengeful, only their fractious nature has allowed the Sorcerer Kings to bow these powerful combatants to their will. Flamecasters excel at ranged support and disrupting the foe, while Sword Dancers wade into combat with a malicious glee that is terrifying to behold.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd110 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, Incarnate of Fire, Dancing Flames, (10"), ,
Unique Special Rules▾
- Incarnate of Fire: When this Warrior Slays an Enemy, gain 1 Confluence.
- Dancing Flames — Confluence: 2, Type: Unique Volley Action. Target Enemy within 10" suffers 2 Hits, all other Enemies within 2" of the Target suffer 1 Hit.
Description▾
Split into countless small enclaves scattered across the vast expanse of the Ruby Shores, the Efreet have escaped the fate of the Ghols and retained their higher function.
Strong, proud and vengeful, only their fractious nature has allowed the Sorcerer Kings to bow these powerful combatants to their will. Flamecasters excel at ranged support and disrupting the foe, while Sword Dancers wade into combat with a malicious glee that is terrifying to behold.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd80 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , Incarnate of Fire, Flaming Dervish
Unique Special Rules▾
- Incarnate of Fire: Each time this Warrior Slays an Enemy, gain 1 Confluence.
- Flaming Dervish — Confluence: 2, Type: Unique Inspire Action. This Warrior becomes Inspired! and gains the Special Rule.
Description▾
Aloof and powerful, it is only the natural curiosity of these powerful Yakshas that has allowed the Sorcerer Kings to leverage their access to the material Domain into short term contracts of service.
The price for the powerful primordial warriors is high, for they are masters of whatever craft they choose to follow. The Windborn Djinn slay their foes from afar with deadly accurate volleys, while the Steelheart Djinn can be found in the heart of combat, their speed and grace lending deadly power to their elegant weaponry as they carve their way through even the most heavily armored foes.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd90 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , , , Bladestorm, Incarnate of Air
Unique Special Rules▾
- Incarnate of Air: Each time this Warrior performs a March or Reposition Action, gain 1 Confluence.
- Bladestorm — Confluence: 2, Type: Unique Clash Action. All Enemies within Engagement Range suffer 2 Hits with the Special Rule.
Description▾
Aloof and powerful, it is only the natural curiosity of these powerful Yakshas that has allowed the Sorcerer Kings to leverage their access to the material Domain into short term contracts of service.
The price for the powerful primordial warriors is high, for they are masters of whatever craft they choose to follow. The Windborne Djinn slay their foes from afar with deadly accurate volleys, while the Steelheart Djinn can be found in the heart of combat, their speed and grace lending deadly power to their elegant weaponry as they carve their way through even the most heavily armored foes.
Regiment Composition▾
Recruitment: 1 Warrior — the minimum size of this Regiment.
Options
- LeaderUpgrade25 points
- Additional WarriorAdd105 points
An Upgrade (Leader or Standard Bearer) promotes an existing Warrior of the Regiment, so the number of Warriors does not change. Add (Additional Warrior) adds a new model to the Regiment.
Special Rules▾
, , , Incarnate of Air, Guiding Winds, (12"),
Unique Special Rules▾
- Incarnate of Air: Each time this Warrior performs a March or Reposition Action, gain 1 Confluence.
- Guiding Winds — Confluence: 2, Type: Unique Take Aim Action. During this Activation, this Warrior's Volley Action may Target any Enemy Warrior within Range ignoring Line of Sight and Terrain. This ignores all Intervening Warriors and the Targeted Enemy does not count as being Obscured!
Description▾
Among the countless deaths that occurred during the Sorcerer King's evacuation, the death of the last elephant could perhaps have gone unnoticed had it not been Hormus' own loyal steed who died in defense of his master.
Since then the grief-stricken Sorcerer King has crafted and animated hundreds, if not thousands, of faithful stone replicas of his beloved steed. Each more grandiose than the last, they have all, thus far, disappointed him.
Nevertheless he has gifted hundreds of them to his faithful subjects so that they might enjoy their protection like he once did. These ponderous stone constructs have been the bane of countless foes since, their brutal power a testament to the craft and might of the Sorcerer Kings.
Regiment Composition▾
This unit normally fills a Monster slot, but if you take the Favored of Hormus upgrade the same profile also fills the Warlord slot. Unlike a Retinue it does not bring another unit — this one unit uses both slots (Monster Characters rule).
Options
- Favored of HormusAdd55 points
Special Rules▾
, , , , , , Mystic Barrage, Stone Stampede
Spells▾
Favored of Hormus only.
Friendly Warriors within Command Range gain the and Special Rules.
Before resolving this Monster's Mystic Barrage Special Rule, you may instead inflict 3 Hits.
Options▾
Special Rules
, , , , , , Mystic Barrage, Stone Stampede
Unique Special Rules
- Mystic Barrage: Whenever an Enemy ends their Activation Unengaged within Command Range, that Enemy Suffers 1 Hit.
- Marble Masterwork: Each time this Monster Rolls a Block result of '1', gain a Confluence.
- Stone Stampede — Confluence: 2, Type: Draw Event. This Monster gains the and Special Rules. Favored of Hormus only.
- Magus: This Spellcaster may Spend Confluence as if it were Essence.
- Akasha: Your Warband may conjure Rituals from the Court of any Friendly Elemental Warrior within this Character's Command Range.
Description▾
While the corruption of the Elemental Domains was eventually understood, the existence of the Asuras has never been explained. Violent, malicious and powerful, the effort needed to defeat and bind one of these monstrosities is exceeded only by their effectiveness on the battlefield.
The Sorcerer Kings have found it easier to control these beasts if their bloodthirsty urges are satiated on the battlefield: the Ravanar look only to destroy while the Bakasura seek worth foes to hunt down and consume. T
heir binders travel the length and breadth of the Sorcerer King domains to find worthy foes for these minor deities, and while few are worthy, but all serve to satiate their hunger for pain and bloodshed.
Regiment Composition▾
Special Rules▾
, , Teriifying, Fire Lord, Mubarizun
Unique Special Rules▾
- Fire Lord: Each time this Monster Slays an Enemy, gain Confluence equal to the Slain Warrior's Size.
- Mubarizun — Confluence: 2, Type: Draw Event. This Monster may immediately perform the Duel Command Ability as if they were a Character. Even if the Enemy Character is not a Monster!
Special Rules
, , , , Fire Lord, Mubarizun
Unique Special Rules
- Fire Lord: Each time this Monster Slays an Enemy, gain Confluence equal to the Slain Warrior's Size.
- Mubarizun — Confluence: 2, Type: Draw Event. This Monster may immediately perform the Duel Command Ability as if they were a Character. Even if the Enemy Character is not a Monster!
Description▾
While the corruption of the Elemental Domains was eventually understood, the existence of the Asuras has never been explained.
Violent, malicious and powerful, the effort needed to defeat and bind one of these monstrosities is exceeded only by their effectiveness on the battlefield. The Sorcerer Kings have found it easier to control these beasts if their bloodthirsty urges are satiated on the battlefield: the Ravanar look only to destroy while the Bakasura seek worth foes to hunt down and consume.
Their binders travel the length and breadth of the Sorcerer King domains to find worthy foes for these minor deities, and while few are worthy, but all serve to satiate their hunger for pain and bloodshed.
Regiment Composition▾
Special Rules▾
, , , Fire Lord, Ruination, Agnikand
Unique Special Rules▾
- Fire Lord: Each time this Monster Slays an Enemy, gain Confluence equal to the Slain Warrior's Size.
- Ruination: Enemy Brute and Monster Warriors cannot perform the Reposition Action while Engaged with this Monster.
- Agnikand — Confluence: 3, Type: Unique Clash Action. All Enemies within Engagement Range suffer 2 Hits with the Special Rule.
Special Rules
, , , Fire Lord, Ruination, Shaitan
Unique Special Rules
- Fire Lord: Each time this Monster Slays an Enemy, gain Confluence equal to the Slain Warrior's Size.
- Ruination: Enemy Brute and Monster Warriors cannot perform the Reposition Action while Engaged with this Monster.
- Agnikand — Confluence: 3, Type: Unique Clash Action. All Enemies within Engagement Range suffer 2 Hits with the Special Rule.
Description▾
It has long been conjectured by the Sorcerer Kings that the Elemental Domains, while anchored around the Prime, exist at varying spiritual 'depths'. This could go a long way to explaining the existence of the Marid Apsara, powerful Water Asura who despite their title, bear humanity no ill will.
In fact many a tale of stranded sailors and wounded rescued from the deep by dolphins is the work of these beautiful spirits. Enigmatic and reclusive, they are, however, not immune to the powers and efforts of the Water Sorcerers in enlisting their aid.
When they arrive onto the battlefield they seldom do so alone, suddenly appearing with their entire court to deal a decisive blow, enhanced by their spellcasting ability.
Regiment Composition▾
Special Rules▾
, , , , Water Lord, Jadugarni, Ethereal Serenity
Unique Special Rules▾
Special Rules
, , , , Water Lord, Jadugarni, Ethereal Serenity
Spells
All Friendly Warriors within Command Range gain the Special Rule.
You may spend any amount of Confluence. For each Confluence spent, select a single Unengaged Friendly Water Warrior anywhere on the Battlefield and Place them wholly within Command Range of this Spellcaster.
When another Friendly Warrior within Command Range fails a Resolve Test, you may Re-Roll the result.
Description▾
The Marid Shaytan is perhaps the most dangerous of the Asura. A dark reflection of the beneficent Apsara, the Shaytan embodies the wrath of the sea and its fiercest storms.
Savage, capricious and greedy, these terrifying demons must be securely bound before their savagery can be unleashed on the battlefield.
Eschewing the sorcerous abilities of its fairer kin, the Shaytan strikes with the unrelenting fury of the storm, reveling in the carnage and destruction it leaves in its wake.
Regiment Composition▾
Special Rules▾
, , , , Daayan, Asuric Malevolence, Jalapralaya
Unique Special Rules▾
- Daayan: Whenever an Enemy within Command Range is Slain, gain 1 Confluence.
- Asuric Malevolence: Each time a Friendly Warrior within Command Range is Slain, this Monster immediately Heals 1.
- Jalapralaya — Confluence: 3, Type: Draw Event. Enemies within the Command Range of this Monster count as being within Water Terrain until the end of the Round.
Special Rules
, , , Daayan, Asuric Malevolence, Jalapralaya
Unique Special Rules
- Daayan: Whenever an Enemy within Command Range is Slain, gain 1 Confluence.
- Asuric Malevolence: Each time a Friendly Warrior within Command Range is Slain, this Monster immediately Heals 1.
- Jalapralaya — Confluence: 3, Type: Draw Event. Enemies within the Command Range of this Monster count as being within Water Terrain until the end of the Round.
Upgrades
Upgrades: All
Each Character in your Warband may purchase a single Upgrade from the lists below. A Character can only purchase Upgrades from the Lists of their corresponding Battlefield Roles. A Warlord may instead purchase 2 Upgrades. A Monster Character cannot purchase any Upgrades.
Bound to the Elements
— 30 points▾Infantry Spellcaster only. This Character gains +1 Wound, +1 Evasion, +1 Attack, and gains the Special Rule. This Character changes their Size to '3', replaces their Infantry Battlefield Role with Brute, and must be modeled on a 50mm base.
Dancing Scimitar
— 20 points▾This Character gains the and Special Rules.
Jadoo Kavach
— 20 points▾Friendly Unengaged Warriors within Command Range gain +1 Evasion.
Niyantran
— 10 points▾Leader only. While within Command Range, Warriors of this Regiment may ignore the penalties of Dangerous, Hindering, Water, and Broken Ground Terrain.
Shu'laat
— 15 points▾Spellcaster only. When Rolling for Attunement, for each result of '1' gain 1 Confluence.
Sigils of Binding
— 20 points▾Elemental Warriors within Command Range gain the Special Rule.
Primordial Pact
— 5 points▾Spellcaster only. This Character gains the following Draw Event: Invoke: (Draw Event) Target Friendly Elemental Warrior suffers 1 Wound. This Spellcaster gains 1 Essence.
Upgrades: Mahabharati
Balance of Power
— 20 points▾When an Enemy Spellcaster within Command Range casts a Spell, gain 1 Confluence.
Elemental Emissary
— 10 points▾This Character may always be selected as the Target of a Ritual, regardless of Court.
Upgrades: Air
Urumi of Alessa
— 15 points▾Enemies that end their Activation Engaged with this Character suffer 1 Hit.
Akshay Tunir
— 10 points▾Friendly Warriors within Command Range gain the Special Rule.
Upgrades: Earth
Bhaibandh
— 20 points▾Friendly Warriors within Command Range gain the Special Rule.
Talisman of Hormus
— 15 points▾The first time this Character would be Slain; instead of Testing Resolve, they survive with 1 Wound remaining and become encased within stone. This Character cannot be Targeted or be Activated, and counts as an Impassable Terrain feature of the same Size until the End of the Round; when the protective powers of the amulet dissipate.
Upgrades: Fire
Sultan of Cinders
— 20 points▾Ghols in your Warband gain the Lethal Demise +1 Special Rule.
Lamp of Dyelin
— 15 points▾Friendly Fire Elemental Warriors within Command Range gain the Aura of Death +1 Special Rule.
Upgrades: Water
Tears of Erme
— 15 points▾When a Friendly Enclave or Mahabharati Warrior within Command Range is Slain, gain 1 Confluence.
Kalasha
— 25 points▾Once per Game, this Character may perform the following Draw Event: Reincarnate: (Draw Event) Select a Friendly Warrior within Command Range, you may immediately Raise another Warrior of that Regiment wholly within this Character's Command Range. The Warrior is Raised with a single Wound Remaining. The Raised Warrior may be Activated as normal this Round.
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