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The Dweghom

Descendants of the dwarves who embrace or reject the curse of war

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Army 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 Values

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 Regiment and Character in your Army, plus those of any upgrades you've purchased for them. 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 โ€“ 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 Army

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

You must include one Character to be your Warlord โ€“ your avatar on the Battlefield.

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 โ€“ i.e Infantry, Cavalry or Brute โ€“ as your Character to ensure that they have 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 โ€“ check the Character's Army List entry to be sure.

Many Characters and Regiments have additional options that can be purchased for them, such as Abilities, Officers and 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.

If you are able to purchase additional Stands, the cost will be clearly indicated in the top right corner of the Army List Entry, along with the Entry's points value.

Additionally, many Regiments include Command Models as part of their Army List Entry. These can be found under the "Command Models" section of the Entry.

Special Rules and Supremacy Abilities

Certain rules like those acquired through the purchasing of Masteries, Character Upgrades and Supremacy Abilities may provide unique abilities that extend beyond merely providing Characteristic upgrades to Character or Regiments and instead benefit an entire Warband or even the entire Army.

This raises the question of whether these abilities are "always active", "activated" or only applicable when the Character Stand or Regiment is on the Battlefield.

For this reason rules like this are followed by identifiers that allow the Player to easily recognize when these rules are applied. The identifiers are the following:

Always Active: This Ability is always considered to be active regardless of whether the Character or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.

Activated: This Ability can only be used once per Battle and requires the Character or Regiment to currently be on the Battlefield. Once Activated the effects last until the end of the Round regardless if the Characteror Regiment has been removed from the Battlefield in the meantime.

Battlefield: This Ability is considered to be active while the Character or Regiment is currently on the Battlefield.

The Gift

Infused by the primordial force that is War and the elements of its prison, all Dweghom are Imbalanced, Gifted with the primordial elements of Fire and Earth and the potential for magic. The Tempered seek to moderate their magic through the use of grafts, while the Ardent embrace War's gifts wholeheartedly, riding the waves of ruin as their reshaped nature demands. For the rest, most ignore their Gift, enjoying the simple blessings it offers in their everyday lives. Dormant but ever eager, the Gift can drive them to new extremes when properly awakened.

Throughout the game, Abilities and Creed Special Rulesโ€”as seen later onโ€”can cause Dweghom Regiments to become "Awakened" until the end of the Round. While a Dweghom Regiment is "Awakened," it cannot become Broken. Should the Regiment already be Broken it immediately performs an out-of-sequence Rally or Combat Rally Action upon becoming "Awakened".

If the Regiment is currently Awakened or always counts as Awakened it cannot become Awakened again.

Forged

While the Gift of both Earth and Fire is present in all Dweghom, it need not beโ€”and rarely isโ€”in... equal imbalance. Thus, many of the warriors and the tools of war of the Dweghom have been forged by the influence of Fire, Earth, or even Magma, bringing about constructs and forms imbued with awe-inspiring elemental power.

Certain Regiments in the Army have the Forged Battlefield Role referring to their elemental nature. Forged Regiments may generate and spend markers to gain powerful abilities as explained further below.

At the beginning of the Battle, designate a visible area on the Battlefield where you will be placing Elemental Power Markers. This designated area is now considered to be your Elemental Power Pool. Various Special Rules, Spells, Battlefield Roles and Abilities may allow you to generate Elemental Power Markers. There can never be more than 10 Markers in the Elemental Power Pool.

All Forged Regiments gain the following Draw Event:

Forged By the Elements Draw Event: The Regiment may spend Markers from your Elemental Power Pool to gain a bonus as mentioned in their Army List Entry under "Empowerment." When a Regiment spends an Elemental Power Marker for the purposes of an Empowerment ability, it is immediately considered "Awakened" until the end of the Round. You may not gain the benefits of an Empowerment ability more than once.

In addition, at the end of a Forged Regiment's Activation, if the Regiment has not activated its Forged By the Elements Draw Event, add an Elemental Power Marker to your Elemental Power Pool.

The Unbound

...There, surrounded by a fury and rage that dwarfed even their own, they came across their doom, as well as their salvation. Bound by the Dragons in Primordial Earth and Fire since Ea itself was still young, it had languished in the smothering embrace of its chthonian tomb for eons uncounted, beyond the reach of the mortal races โ€“ or so the Dragons thought. Every rage-fueled strike of the Ancestors' pickaxes and every angry, shattering blow of their hammers had become a prayer, turning their ordeal into a pilgrimage that burrowed through not only the miles of obdurate stone that separated them, but across the very borders of reality itself, until they stood before the throne and prison of War, the Second Horseman and Incarnate Soul of Destruction.

Dweghom Regiments cannot be Shattered.

The Dweghom Creeds

Split between the fanatical Ardent, the gifted Tempered, and the civilian populous, Dweghom society is riven through and through. Violent confrontations between members of these factions are a common sight, where long-standing feuds can spark isolated incidents into full-fledged internecine warfare at a moment's notice. Leadership within each hold rests on a tenuous distribution of responsibilities and power between these three castes, established and held only through a delicate balance of violence, compromise, and efficiency, under the supervision and guidance of the Mnemancers. One of the only things the leadership can agree on is that internal conflicts can be set aside in the face of an exterior enemy; as a result, most Dweghom hosts are in a state of perpetual conflict and ever ready to bring War to any brave, or foolish, enough to give them cause.

The Dweghom are divided into three Sub-Factions, each representing a distinct aspect of Dweghom society and ideology. Each Sub-Faction is identified by its respective Battlefield Role and Creed and includes the following: Ardent, Clan, and Tempered.

Your Regiments may belong to one or more Sub-Factions, gaining the associated Battlefield Role. These often synergize particularly well with Character's and Creeds from the same Sub-Faction.

When building your Army List you must select one of the three Creeds. Creeds provide powerful bonuses to your Army but only allow for specific choices in Warlords. Each Warlord's Supremacy ability is listed under each Creed for ease of reference and Army List building.

The Ardent Creed

Among the Dweghom, those who follow the Ardent Creed are the most fanatical proponents of war and conflict as an expression of self, as a perpetual defiance of the hardships and obstacles the world would place in their path.

Only an Ardent Kerawegh, Exemplar, or Lost Ancestor may be the Warlord of a Dweghom Army following the Ardent Creed.

Your Army gains the following benefits:

To command authority among a Creed that prizes individuality above all is impossibleโ€ฆ Ardent Keraweghs are not commanders, but leaders in the truest sense of the word. Trailblazers whose individual achievement and charisma means that where they go, others follow in the knowledge that his path is righteousโ€ฆ and promises a lot of Aghm can be earned.

: When the Regiment this Character is attached to becomes "Awakened," all Friendly Ardent Regiments within 8" of the Regiment immediately become "Awakened" as well.

: Friendly Ardent Regiments immediately Heal 4 Wounds and gain the (+4) Special Rule until the end of the Round.

Examples of what all Dweghom should aspire to, these warriors have shown immense skill through both body and mind, spearheading their kin into battle with skill and determination in abundance. Often considered to be future candidates for Raeghdom, they are Exemplars, and they hold on to said title with each mighty swing of their weapon.

:

The Dweghom are so fractious and intransigent that not even the arrival of the Ancestors and the Lost has swayed them from their chosen paths. If the Ancestors want to guide, they have to earn the right like all others, earning Aghm in duels and on the field of battle. However, once an Ancestor has proven himself, his authority is unassailable, capable of making even the Tempered and Ardent put aside their differencesโ€ฆ at least while the battle rages.

: The Army does not select a Creed; instead, both the Ardent and Tempered Creeds are considered to be Active.

The Tempered Creed

When the Tempered Creed looks to the past, they see a squandered opportunity to elevate the Dweghom into a superior form: harnessing the magic that rages within them and being injured by hardship but absent the uncontrolled, fiery aspect they unwittingly inherited from the Primordial. They seek to temper the current excesses of the Dweghom race to see it rise once more.

Only a Tempered Sorcerer, Tempered Steelshaper, or Lost Ancestor may be the Warlord of a Dweghom Army following the Tempered Creed.

Your Army gains the following benefits:

The truth that few sorcerers among the Tempered are willing to acknowledge about the final step of the path of the Forge, the fusion of Fire and Earth into Metal, is that it requires such mastery and control that its practitioners are no longer Dweghom. The demands and pressures of their path have led them to the threshold of something completely new and alienโ€ฆ

:

: During this Round when a Friendly Forged Regiment Activates, immediately add an Elemental Power Marker to your Elemental Power pool.

Unlike the institutions of higher learning among humanity or the spires, the Tempered Halls do not operate in a communal manner. Each forge is manned by a single Sorcerer and apprentices rotate amongst each sorcerer's forge until such time as they are awarded the title of Journeyman, when they become part of that Sorcerer's Forge until such time as they are acknowledged, or force their master to acknowledge, their rise to the Rank of Sorcerer, whereupon they set off on their own, expanding the Halls with the addition of one more Forge whose residents and their weaponry become an expression of his own brand of sorcery.

:

The Dweghom are so fractious and intransigent that not even the arrival of the Ancestors and the Lost has swayed them from their chosen paths. If the Ancestors want to guide, they have to earn the right like all others, earning Aghm in duels and on the field of battle. However, once an Ancestor has proven himself, his authority is unassailable, capable of making even the Tempered and Ardent put aside their differencesโ€ฆ at least while the battle rages.

: The Army does not select a Creed; instead, both the Ardent and Tempered Creeds are considered to be Active.

The Clan Creed

Raised to both the Ardent and Tempered Creed, the Clan embodies the core values of each, without descending into extremes. Inheritors of the legacy of their Ancestors, these fearless warriors fear nothing and stop at nothing.

Only a Hold Raegh or Exemplar may be the Warlord of a Dweghom Army following the Clan Creed.

Your Army gains the following benefits: While Friendly Clan Regiments are "Awakened," they gain the and Special Rules.

Rising to the rank of Raegh requires a Dweghom to be an exceptional warrior and canny strategist. To truly command the Hold, to not only hold back the influence of the Creeds but also harness their resources for the betterment of the Clan, while preventing the hold from descending into pure anarchy, requires a Dweghom of almost preternatural focus, commitment, and sheer will.

: At the end of each Round's Supremacy Phase, select two Friendly Regiments anywhere on the Battlefield, to become "Awakened" until the end of the Round.

In addition, the Character gains the Special Rule.

Examples of what all Dweghom should aspire to, these warriors have shown immense skill through both body and mind, spearheading their kin into battle with skill and determination in abundance. Often considered to be future candidates for Raeghdom, they are Exemplars, and they hold on to said title with each mighty swing of their weapon.

: While the Regiment this Character is attached to is currently in contact with an Enemy Regiment all Friendly Regiments on the Battlefield become Awakened. In addition, the Character gains the Special Rule.

Rules in a Nutshell

Just starting out and got questions? Here's a quick rundown of how the Dweghom rules work! These explanations are brief and will help you quickly start playing your first games or answer some questions you may have! Make sure to join our Discord channel and you may always reach out to us at rules@para-bellum.com with any questions you may have.

What Does My Army Do?

When commanding the Dweghom, you take charge of a faction locked in both physical and ideological conflict. Should one embrace or resist the pull of their primordial Gift? Is it wiser to master one's nature, or to rise above it through discipline and choice?

To wrestle with these questions is to begin to understand the Dweghom mind. This Army List is your guide through that struggle - offering insight into the forces at play, both on the battlefield and within.

To start, you'll need to choose a Creed - your stance in the Dweghom's ongoing ideological divide. Ardent represents raw aggression, living for the moment, and embracing violence as a truth of existence. Tempered values magical prowess, control, and the pursuit of refined power. Clan stands for the here and now - pragmatic, immovable, and stalwart in the face of any threat.

Think of your Creed as the lens through which your army views the worldโ€ฆ and the battlefield.

Once you decide on your Creed it is time to decide who will be your Warlord. The Warlord choice allows you to delve deeper into your Creed's strengths and unlock its full potential.

Next comes the Giftโ€”that ancient, primal force woven into the very being of every Dweghom. How it manifests is shaped by the Creed you choose.

Ardent Awakens the Gift through Charging and Destroying enemy Regiments, feeding off the fury of battle. As they unleash violence, their Regiments unlock unique, aggressive effects.

Tempered Awakens by amassing Elemental Power. Their Forged Regiments gather this energy and expend it to trigger potent magical abilities - controlling the field through measured bursts of arcane force. Your Forged Regiments can make use of Elemental Power regardless of Creed - but its the Tempered Creed that truly elevates them.

Clan Awakens through discipline, sustained combat, and a direct call to action. Their leaders play a pivotal role, commanding their forces into Awakening, representing the unyielding unity and resilience of the Clan way.

No matter which path you choose, the Dweghom will raise a wall of steel that only the mightiest foes can hope to break through. And if they do... well, that's a foe worthy enough to have another go.

Characters

Ardent Kerawegh๐Ÿ”

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CharacterArdent

Hold Raegh๐Ÿ”

100 PointsInfantry
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CharacterClan

Exemplar๐Ÿ”

100 PointsInfantry
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CharacterClanArdent

Tempered Sorcerer๐Ÿ”

110 PointsInfantry
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CharacterTemeperedForged

Tempered Steelshaper๐Ÿ”

110 PointsInfantry
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CharacterTemeperedForged

Lost Ancestor๐Ÿ”

120 PointsBrute
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CharacterTemeperedArdent

Characters and Character Upgrades

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 model or Stand. Each Character Upgrade confers abilities or attributes to the Character, and their bonuses are lost as soon as the Character is removed from the game for any reason.

Relics

Each Relic may only be included in your Army once.

Weapons

Chthonic Flame โ€” 25 points

Either a salvaged Flame Berserker axe or a replica weapon designed by Sorcerers, these weapons radiate fire and liquid flame with every blow. Enemy Stands Re-Roll successful Morale Tests when suffering Wounds from this Character as part of a Clash or Duel Action.

Draegbhrud โ€” 25 points

No Dweghom blade is forged as a Draeghbrud, a Dragonkiller. There are only blades that already have killed dragons. Be it because they were baptized in dragon blood or because their wielders are fueled by the weight and honor of wielding it, no armor can withstand the might of such a weapon. The Character gains the (+1) and Special Rules.

Tempered Goad โ€” 35 points

To tame the drake progeny of Dragons or the might of shards of Destruction is no easy feat, even for the Dweghom and even for the mightiest Tempered. Specially crafted goads, infused with the power of Fire, ensure enraged obedience through unparalleled pain. Enemy Characters cannot decline a Duel by this Character.

Champion's Horns โ€” 5 points

One's worth includes one's following. This simple Dweghom proverb is no mere saying. When a Dweghom is worthy enough to lead, a large following will make sure that the most worthy among them can deliver as much pain to the enemy as he or she can. The Character adds +1 to their Attacks Characteristic.

Memories

Gifted in Fire โ€” 20 points

Control is not the main Characteristic of those Gifted with the element of Fire. Be they trained in sorcery or not, in the heat of battle, these individuals bring their own, often without realizing it, and their reflexes flare beyond what is natural. Can Only Purchase if the Army is Following the Tempered Creed The Character adds +1 to their Attacks Characteristic and gains the following Draw Event:

Gifted in Fire Draw Event: Add an Elemental Power Marker to your Elemental Power pool.

Invocation of the Shattering โ€” 20 points

It is the nature of the Kerawegh, to hear the echoes of all wars ever waged, to invoke the power of each battle ever fought. But while there are many wars and many battles, there is one achievement none but the Dweghom can claim: to have broken the world. The Character gains the Special Rule. Should the Character perform a Duel Action, the Regiment the Character is currently attached to also gains the Special Rule until the end of the Round.

Litanies of Victory โ€” 10 points

Filled with Memories of ages past, when dragons still roamed the worldโ€”until they met the Dweghom. These runes speak of the very essence of victory: persevere against all odds. The Regiment the Character is attached to always counts as being "Awakened."

Armor

Runeforged Plate โ€” 25 points

Inscribed with elemental runes gleaned from War's shattered prison, such armor hungers with primordial malice, drawing from the elements around it to empower the wearer. The Character gains access to the Runeforged Plate Draw Event: The Character may spend up to 2 Markers from your Elemental Power pool to gain one of following effects until the end of the Round based on the amount of Markers spent:

The Crown of Ushkelodh โ€” 25 points

The rule of the Flame Berserker Ushkelodh as King of Ognisros was violent, glorious and short lived. The same can be said for all who dare wear his onyx helmet to this day. The Infantry Regiment this Character is currently attached to adds +1 to its March Characteristic and gains the (+2) Special Rule to a maximum of (5).

Masteries

Characters are heroes of renown or highly gifted individuals, who excel above and beyond the masses. Be it through luck, education, training and effort or other powers at work, Characters have mastered abilities that make them exceptional.

Masteries are optional upgrade abilities for your Characters and confer bonus abilities to your Character. As a rule of thumb a Character may select one Mastery, however there are cases in which a Character may be able to purchase more than one. This will be clearly stated in the Character's Army List Entry. Each Mastery can only be purchased once, unless stated otherwise.

Domination

World Breakers โ€” 60 points

The Dweghom once broke the worldโ€”that Memory drives them to this day. The Character can never have its modified Defense, Evasion, and Resolve Characteristics reduced below 3. While the Infantry Regiment this Character is currently attached to is "Awakened", it also benefits from the effects of this Mastery.

First in the Fray โ€” 30 points

To embrace War is to be the first to leap into the fray. Can Only Purchase if the Army is Following the Ardent Creed

: While a Friendly Infantry Regiment is currently the foremost Regiment, it gains the (+1) Special Rule (to a maximum of 2).

Superiority โ€” 20 points

To claim superiority in war is to dominate others on the battlefieldโ€”a claim affirmed only through victorious combat and the Aghm it awards. If this Character destroys an Enemy Character as a result of performing or participating in a Duel Action, the Enemy Regiment that Enemy Character was attached to immediately suffers a -1 to its Resolve Characteristic until the end of the Round.

Bloody-Minded Focus โ€” 5 points

The battlefield is no place for hesitation; you are to fight until your muscles give out and your enemy lies dead. This Character always Dies Fighting!

Command

Bergont Raegh โ€” 30 points

While the greatest standing a Dweghom Warrior can attain is that of Hold Raegh, not all Raeghs are equal. The greatest among them are given the title of Bergont Raegh, riding atop formidable Ironclad Drakes as is their right. Such an honor persists beyond deathโ€”the Bergont Raegh's cadaverous form remains atop the Ironclad Drake until another might match his achievements and claim his title. (Warlord Hold Raegh only) The Character gains the Special Rule and must choose to ride an Ironclad Drake in their Warband. Furthermore, the Characterand Ironclad Drake gains the and adds +2 to its Wounds Characteristic.

Hellbringer Sorcerer โ€” 30 points

When the Dweghom turned on their creators, it was their affinity for sorcery and metallurgy that allowed them to create weaponry capable of threatening even creatures as mighty as the Dragons. Hellbringer Sorcerers are the custodians of this ancient craft and, even to this day, ride the debased descendants of their ancestral enemies, ready to rain down hell on their unsuspecting opponents. (Tempered Sorcerer only) The Character gains the Special Rule and must choose to ride a Hellbringer Drake in their Warband.

When the Hellbringer Drake spends an Elemental Power Marker, it may choose to spend a total of 3 to gain the benefits twice.

Alternatively, it may choose to spend a total of 5 and gain the benefits three times instead. The benefit of this Mastery, regardless of how many Elemental Power Markers were spent, may never exceed (2).

Relentless March โ€” 30 points

The word for "School" in the language of the Dweghom literally translates to "Training Camp". There are benefits to this.

: Friendly Infantry Regiments add +1 to their March Characteristic during the second March Action they perform each Activation.

Thaumaturge โ€” 30 points

"Bow before my power and despair, for I have mastered sorcery beyond your feeble comprehension!" Whenever an Enemy Regiment is destroyed as a result of this Character's Spellcasting Action the Character gains the (+1) Special Rule for the duration of the Battle (to a maximum of +2).

Ferric Throne โ€” 20 points

Seated on an iron-streaked, craggy throne infused with steel or crystalline matrices whose complexity boggles the minds of most, the Steelshaper now rides a tectonic Stoneforged into battleโ€”the titanic construct granting him hitherto unreached dominion over the battlefield. (Tempered Steelshaper only) The Charactergains the Special Rule and must choose to ride a Stoneforged Regiment in their Warband.

In addition, all Friendly Forged Regiments within 8" of this Regiment gains the Unstable Alloys Special Rule.

Unstable Alloys: When an Enemy Regiment selects this Regiment as a Target of a Volley Action this Regiment gains the Special Rule until the end of that Action.

Elemental Schools

School of Fire

NameRangeAttunementEffect
Coruscation16"4Like the fiery embers of an exploding volcano, an infernal cascade of sparks showers the enemy with their hissing embrace. Target Enemy Regiment: โ€ข The Regiment suffers 1 Hit per success.
Fireball12"3A tale as old as time, when a roiling ball of fire explodes, engulfing enemies in its burning embrace. Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success. These Hits have the (2) Special Rule.
Flame Wall12"3A fire-born partition whose flames sputter with intense heat; its embrace invites a most devastating conflagration. Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success. โ€ข If at least four successes are scored, that Regiment counts as being within a piece of Hindering Terrain until the end of the Round.

School of Magma

NameRangeAttunementEffect
Magmatic Seep12"3Like a wound, the earth splits, and, from within, magma seeps out. Target piece of Zonal Terrain: โ€ข The Zonal Terrain counts as Erupting until the end of the Round. โ€ข The Zonal Terrain loses the Cover keyword until the end of the game.
Pyroclast10"3A rock wreathed in magma is a terrible thingโ€”when hurled at an enemy, it is more terrifying still. Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success. These Hits have the (1) Special Rule. This Spell may target an Enemy Regiment within 6" of an Erupting piece of Zonal or Garrison Terrain regardless of the Spell's Range or the Spellcaster's Line of Sight. These Hits count as being inflicted on the of the Regiment.
Eruption12"3When the earth bursts open and its magmatic contents erupt onto the world, destruction is assured. Target piece of Zonal or Garrison Terrain: โ€ข The Zonal Terrain counts as Erupting until the end of the Round. โ€ข All Stands currently within the Target piece of Zonal Terrain suffer 1 Hit with the (1) Special Rule. These Hits are treated as being inflicted on the of the Regiment. โ€ข All Stands currently occupying the Target piece of Garrison Terrain suffer 2 Hits with the (1) Special Rule and gain no benefits from occupying a piece of Garrison Terrain.

School of Earth

NameRangeAttunementEffect
Roots of Stone12"4 (Scaling)To root oneself into the earth is to be as immovable and unyielding as stone. Target any Regiment, until the end of the Round: โ€ข Friendly Regiment gains and Special Rules. โ€ข Enemy Regiment suffers -2 to its March Characteristic (to a maximum of -2).
Broken Ground12"3The stability and solidity of the very ground we stand upon is often taken for granted; made brittle and collapsing, one turns a trusted path into an unexpected obstacle. Target Enemy Regiment, until the end of the Round: โ€ข The Regiment loses the Special Rule and cannot Re-Roll its Charge Distance. โ€ข If the Regiment fails a Charge it suffers wounds equal to the result of the die determining that Charge distance. These Wounds do not trigger Morale Tests.
Rock Shaping12"4Stone and rock can be reshaped by those that command itโ€”impaling and crushing their enemies. Target Enemy Regiment: โ€ข The Regiment suffers 1 Hit per success. โ€ข After resolving these Hits, add an Elemental Power Marker to your Elemental Power Pool.

School of Steel

NameRangeAttunementEffect
Hone Blades12"3 (Scaling)An edge willed sharperโ€”a blade made deadlier. Target Friendly Regiment, until the end of the Round: The non Tempered Regiment Re-Rolls failed Hit Rolls of 6's during a Clash Action. โ€ข The Tempered Regiment gains the Special Rule instead.
Unmake Armor12"X (Scaling)A song of rust and brittle verses, cast upon the opponent's armor and wasting it away. The Spell's Attunement value is equal to the Target Regiment's Defense Characteristic. Target Enemy Regiment, until the end of the Round: โ€ข The Regiment suffers a -1 to its Defense Characteristic and loses the (X) Special Rule.
Temper Plate12"3"Temper your resolve as I temper your armor. By my will and yours, both shall be unyielding!" Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the (1) and (1) Special Rules.

Ardent Kerawegh

NameRangeAttunementEffect
Fear12"3 (Scaling)The Ardent Kerawegh understands the true nature of War and knows that fear inevitably grips the minds and hearts of even the bravest; all that needs to be done is crack the walls of bravery that contain it. Target Enemy Regiment, until the end of the Round: โ€ข The Regiment Rolls 2D6 and picks the lowest when determining its Charge Distance and Re-Rolls Successful Morale Rolls of "1" Note: Special Rules that would allow Re-Rolling Charge Distances cause both D6s to be Re-Rolled.
Rancor8"3With terse commands, the Ardent Kerawegh can imbue his followers with bitter determination, channeling said ill will toward the enemy. Target Friendly Ardent Regiment, until the end of the Round: โ€ข The Regiment gains the Special Rule
Dismay12"3 (Scaling)There is no certainty in battle, not even for the most experienced. Wielding doubt and dismay like others wield blades, the Kerawegh can snuff out all hope of victory from enemy hearts. Target Enemy Regiment: โ€ข The Regiment Re-Rolls successful Morale Tests of "1" and Characters attached to that Regiment may not deny a Duel Action.
Resolve12"3Fortifying their resolve, the Kerawegh can transform allies into calamitous throngs, unmoving, unyielding, and unending in their advance. Target Friendly Ardent Regiment, until the end of the Round: โ€ข The Regiment gains the (X) Special Rule, where X is 1 point of for every 2 successes scored (to a maximum of (3)).

Lost Ancestor

NameRangeAttunementEffect
Songs of the Descent10"-The deep places of the world growl with tectonic rhythm; to the uninitiated, such a cadence invites only harm. The Spell counts as being automatically cast. Target Enemy Regiment: โ€ข The Regiment suffers 1 + X Hits where X is the number of Awakened Regiments within 12" of this Character (to a maximum of 6 Regiments).
Litanies of Battle12"-The rhetoric of warโ€”hymns turned into promises of bloodshed. The Spell counts as being automatically cast. Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the Special Rule

Regiments

Dragonslayers๐Ÿ”

220 Points / +70 Per StandInfantryHeavy
M
V
C
A
W
R
D
E
5
1
4
5
5
4
4
0
Clan

Fireforged๐Ÿ”

160 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
2
2
3
5
3
3
0
TemperedForged

Flame Berserkers๐Ÿ”

155 Points / +60 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
1
3
6
5
-
2
1
Ardent

Hellbringer Drake๐Ÿ”

180 PointsMonsterMedium
M
V
C
A
W
R
D
E
7
2
2
10
16
3
3
0
TemperedForged

Hold Warriors๐Ÿ”

130 Points / +35 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
4
5
3
2
0
Clan

Hold Ballistae๐Ÿ”

130 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
5
2
1
4
5
2
2
0
Clan

Hold Thanes๐Ÿ”

180 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
3
4
5
4
3
0
Clan

Inferno Automata๐Ÿ”

180 Points / +170 Per StandBruteLight
M
V
C
A
W
R
D
E
7
1
2
6
5
3
3
2
TemperedForged

Initiates๐Ÿ”

140 Points / +45 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
4
5
3
2
0
Ardent

Ironclad Drake๐Ÿ”

220 PointsMonsterHeavy
M
V
C
A
W
R
D
E
7
1
3
12
18
3
4
0
Clan

Lost๐Ÿ”

180 Points / +70 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
1
3
5
6
4
3
0
ArdentTempered

Found๐Ÿ”

160 Points / +60 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
2
2
4
6
4
3
0
ArdentTemperedForged

Magmaforged๐Ÿ”

190 Points / +60 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
3
4
5
4
3
0
TemperedForged

Steelforged๐Ÿ”

210 Points / +70 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
1
3
4
5
4
4
1
TemperedForged

Stoneforged๐Ÿ”

230 PointsMonsterHeavy
M
V
C
A
W
R
D
E
6
1
3
10
20
4
4
0
TemperedForged

Wardens๐Ÿ”

180 Points / +60 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
5
5
3
3
0
Ardent

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.

Heralds

An enigma among the bulk of Dweghom society, the phenomenon of the Heralds is understood only by the most capable of Sorcerers and the powerful Steelshapers, though they share not how such gifted individuals come to be without officiated training of any kind. Possessing a near-instinctive mastery of elemental earth, fire, or a combination of both, the Heralds are a truly dominant presence on the battlefield.

When a Friendly Regiment purchases a Herald, if the Army follows the Ardent Creed, then the Regiment gains the Ardent Battlefield Role.

Alternatively, if the Army follows the Tempered Creed, then the Regiment gains the Tempered Battlefield Role and may spend any one Marker from your Elemental Power pool to immediately become Awakened.

Herald of Fire: The Regiment Re-Rolls failed Hit Rolls of "6."

Herald of Magma: The Regiment gains the Special Rule.

Herald of Stone: The Regiment gains the Special Rule.

Flamecaster: The Regiment gains access to the Flamethrower (Combat Action).

Flamethrower (Combat Action): The Regiment immediately performs a Volley Action against one Regiment in Contact with its front Arc. The Regiment cannot perform a Clash Action and "Flamethrower" during the same Activation.

Such is the prestige and Aghm of the position of a Dweghom Warlord that even the eldest of Mnemancers begrudgingly concede that their deeds must be recorded. Sending even the most junior of their members to witness and record the Warlord's actions in combat is a tremendous boon to an ambitious leader. Warriors under their command will fight like possessed, refusing to take a single backward step while under the merciless gaze of history personified. The Regiment gains the Special Rule.

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