☠

Search

Chapters · Units · Special Rules

Army Book

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 — Special Rules that affect your entire Warband. These Army Rules define your Faction's playstyle and identify what Battlefield Roles are found within the Army.
Warband Composition — The Slots that each type of Warrior in your Warband fills, the Rules for how many of each Slot can be selected and the maximum number of Warriors per Regiment allowed are determined by the Total Points of your Battle. The Rules for how to Muster your Warband can be found in the Conquest: First Blood Rulebook.
Warrior Profiles — Includes the Points Cost, Characteristics, Special Rules, and Options for each type of Warrior in your Warband.
Upgrades — Artefacts, trinkets, mutations, and anything in between! Upgrades are used to customize the Characters in your Warband.

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)

MaharajahRetinue: Elemental of the same Court
RajRetinue: Elemental of the same Court
SorcererRetinue: Elemental of the same Court

Heroes

Mainstay Regiments

Restricted Regiments

Monsters & (Riders)

Maharajah🔍

Warlord — 145 pointsSize 2
M
V
C
A
W
R
D
E
CR
5
3
3
3
4
4
2
2
7
EnclavesInfantryCharacterSpellcaster

Raj🔍

Warlord — 120 pointsSize 2
M
V
C
A
W
R
D
E
CR
6
2
3
4
3
3
3
1
6
EnclavesInfantryCharacterSpellcaster

Sorcerer🔍

Warlord or Hero — 100 pointsSize 2
M
V
C
A
W
R
D
E
CR
6
2
2
2
3
2
1
2
5
EnclavesInfantryCharacterSpellcaster

Sardar🔍

Warlord or Hero — 90 pointsSize 2
M
V
C
A
W
R
D
E
CR
5
1
3
3
3
3
3
0
6
MahabharatiInfantryCharacterEnclaves

Rajakur🔍

Mainstay Regiment — 90/25 pointsSize 2
M
V
C
A
W
R
D
E
CR
5
1
2
2
1
2
2
0
4
EnclavesInfantry

Dhanur Disciples🔍

Mainstay Regiment — 100/25 pointsSize 2
M
V
C
A
W
R
D
E
CR
5
2
1
1
1
2
1
1
4
EnclavesInfantry

Mahabharati Initiates🔍

Mainstay Regiment — 110/30 pointsSize 2
M
V
C
A
W
R
D
E
CR
6
1
2
1
1
3
2
1
5
MahabharatiInfantry

Ghols🔍

Mainstay Regiment — 65/15 pointsSize 2
M
V
C
A
W
R
D
E
CR
6
0
1
1
1
1
0
1
3
ElementalInfantry

Marid Sahar🔍

Restricted Regiment — 85/100 pointsSize 3
M
V
C
A
W
R
D
E
CR
7
2
2
4
5
3
2
2
5
ElementalWaterCavalry

Marid Lancers🔍

Restricted Regiment — 95/110 pointsSize 3
M
V
C
A
W
R
D
E
CR
7
1
3
3
5
3
2
2
5
ElementalWaterCavalry

Efreet Flamecasters🔍

Restricted Regiment — 90/110 pointsSize 3
M
V
C
A
W
R
D
E
CR
6
2
2
4
4
3
2
1
5
ElementalFireBrute

Efreet Sword Dancers🔍

Restricted Regiment — 70/80 pointsSize 3
M
V
C
A
W
R
D
E
CR
6
1
2
5
4
3
2
1
5
ElementalFireBrute

Steelheart Djinn🔍

Restricted Regiment — 75/90 pointsSize 3
M
V
C
A
W
R
D
E
CR
8
1
3
3
4
3
1
2
5
ElementalAirBrute

Windborn Djinn🔍

Restricted Regiment — 85/105 pointsSize 3
M
V
C
A
W
R
D
E
CR
8
3
2
3
4
3
1
2
5
ElementalAirBrute

Mahut🔍

Monster — 255 pointsSize 5
M
V
C
A
W
R
D
E
CR
6
2
3
5
7
4
4
1
7
M
V
C
A
W
R
D
E
CR
5
2
3
5
5
3
3
1
7
Injured Size 5

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.
ElementalEarthMonster

Rakshasa Bakasura🔍

Monster — 245 pointsSize 5
M
V
C
A
W
R
D
E
CR
7
1
4
8
6
3
3
2
6
M
V
C
A
W
R
D
E
CR
6
1
5
7
5
3
2
1
6
Injured Size 5

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!
ElementalFireMonster

Rakshasa Ravanar🔍

Monster — 260 pointsSize 5
M
V
C
A
W
R
D
E
CR
7
1
4
6
6
3
3
2
6
M
V
C
A
W
R
D
E
CR
6
1
4
5
5
3
2
1
6
Injured Size 5

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.
ElementalFireMonster

Trinavarta Chandavat🔍

Monster — 250 pointsSize 5
M
V
C
A
W
R
D
E
CR
9
3
3
5
5
3
2
3
6
M
V
C
A
W
R
D
E
CR
8
3
3
4
4
3
1
2
6
Injured Size 5

Special Rules

, , , , , Eye of the Storm

Unique Special Rules

Eye of the Storm — When this Spellcaster Rolls for Attunement, they generate Confluence instead of Essence. This Spellcaster spends Confluence to cast Spells instead of Essence. Any Confluence generated is added to your Warband's Confluence Pool.

Spells

VortexConfluence 2Command Ability

Friendly Warriors within Command Range gain +1 March, Enemies within Command Range suffer -1 March.

BavandarConfluence 3Unique Volley Action

Target Enemy within Command Range suffers 3 Hits with the Special Rule. All other Enemies within 3" of the Target suffer 1 Hit with the Special Rule.

Slicing WindsConfluence 1Incantation

After an Enemy performs a Volley or Clash Action against this Monster, the Enemy immediately suffers 1 Hit. Hits from this Spell may only be Blocked by Rolls below their result.

AirMonsterElementalSpellcaster

Trinavarta Sabhagrih🔍

Monster — 265 pointsSize 5
M
V
C
A
W
R
D
E
CR
9
1
4
7
5
3
2
3
6
M
V
C
A
W
R
D
E
CR
8
1
3
5
4
3
1
2
6
Injured Size 5

Special Rules

, , , , , Pavana, Wind Lord, Khecaratva

Unique Special Rules

  • Pavana: Warriors within Command Range of this Monster can be Targeted by your Warlord's Spells regardless of distance.
  • Wind Lord: Each time an Enemy Rolls an Attack of '6' against this Monster, Gain 1 Confluence.
  • Khecaratva — Confluence: 3, Type: Out of Combat Action. Place this Monster anywhere on the Battlefield outside of Enemy Command Ranges.
ElementalAirMonster

Marid Apsara🔍

Monster — 245 pointsSize 5
M
V
C
A
W
R
D
E
CR
8
1
3
6
5
3
2
2
6
M
V
C
A
W
R
D
E
CR
7
1
3
5
5
3
2
2
6
Injured Size 5

Special Rules

, , , , Water Lord, Jadugarni, Ethereal Serenity

Spells

OasisConfluence 3Command Ability

All Friendly Warriors within Command Range gain the Special Rule.

BhanwarConfluence XUnique Action

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.

Soothing TidesConfluence 1Incantation

When another Friendly Warrior within Command Range fails a Resolve Test, you may Re-Roll the result.

ElementalWaterMonster

Marid Shaytan🔍

Monster — 235 pointsSize 5
M
V
C
A
W
R
D
E
CR
8
1
4
6
5
3
2
2
5
M
V
C
A
W
R
D
E
CR
7
1
4
7
5
3
2
2
5
Injured Size 5

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.
ElementalWater, [Monster

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.

Upgrades: Mahabharati

Upgrades: Air

Upgrades: Earth

Upgrades: Fire

Upgrades: Water

Last updated