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The Hundred Kingdoms

Human realms of empire, knightly orders and faith

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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 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 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: Character Stands and Regiments. You may include any number of either in your Army, subject to the following rules:

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

Each Character Stand 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 Stand 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 Stand it is chosen for, count as a Mainstay or a Restricted choice. Each Character Stand'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

Many Character Stands 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 Stand or Regiment for which the upgrade was purchased.

Regiments and Character Stands in your Army have special descriptors called Battlefield Roles. These are supertypes that are used to identify a game entity as part of a broader category going beyond Type or Class.

These supertypes appear in the Battlefield Roles section of each game entity's Army List Entry and can be found within brackets. E.g. Titan for Nords and City States.

Often abilities or Special Rules may refer to these Battlefield Roles for targetting purposes. If for example all The Tribes regiments are affected by a Supremacy Ability then all Regiments with that supertype will be affected regardless of Type or Class. A Character's Battlefield Role is not applied to the Regiment they are currently attached to.

Finally, it is possible to refine targeting restrictions further. For example a W'adrhun ability could target only Infantry The Tribes Regiments leaving Warbred (who are Brutes) out.

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.

Army Rules

This Army follows the additional Faction Specific Rules seen below:

One Hundred Kingdoms

The Hundred Kingdoms is a diverse Faction - whose many leaders and Nobles all compete for power through elaborate political schemes and strategic alliances. Each individual actor in these schemes depends on their own power structure and resources to do so rather than a more centralized form of power commonly seen in other Factions.

For this reason, the Hundred Kingdoms have two kinds of Faction Rules - Army Rules and Sub-Faction Rules. This will allow you to greatly customize your force to fit your personnal narrative, emphasizing on a single Sub-Faction or exploring intricate and delicate strategic alliances between Characters from different backgrounds.

For ease of reference every Regiment and Character has a Battlefield Role corresponding to their Sub-Faction easily identifying what troops work best with what theme.

The Sub-Faction Battlefield Roles are the following: Imperial, Theist, Feudal and the Orders.

Memories of the Red Years

A Hundred Kingdoms' Army List cannot include a Theist Character and a The Orders Character at the same time.

Example: A Theist Priest or Crusading Noble Lord cannot fielded in the same Army as a Priory Commander, Order of the Shield or Order of the Sword Commanders.

Dynastic Alliances

When creating your Army List you may select one additional Character to be your "Dynastic Ally". A "Dynastic Ally" must be a different Character Entry as the Warlord and cannot share the same Sub-Faction Battlefield Role. A "Dynastic Ally" Character has access to their Supremacy Ability and Sub-Faction Rule as if they were a Warlord - they do not however count as the Warlord for any other purposes.

You may only activate one Activated Supremacy ability per Supremacy Phase, regardless of how many you have available.

Relentless Drills

While a Veteran Infantry Regiments in this Army is comprised of 5 or more Stands it counts as having the Special Rule.

Designer's Note: As you do not "always" count as having the Inspired Special Rule, charging through Hindering Terrain or other abilities might cause your Regiment to lose the Inspired Special Rule

In addition, non-Light Infantry Regiments' Command Stands in this Army counts as +X additional Stands for the purposes of Seizing Objective Zones where X is the Resolve bonus they receive based on their Regiment's Size (as described under the Calculating a Regiment's Resolve part of the rulebook page 60).

Designer's Note: As the footpring of a larger Regiment makes it difficult to bring all of its Stands within range of an Objective Zone, Relentless Drills allows for some of that Seizing power to be concetrated on the Regiment's Command Stand.

Sub-faction Rules

This Army follows the additional Sub-Faction Rules seen below:

Rapid Deployment

If the Army's Warlord has the [Imperial] Sub-Faction Battlefield Role then the Army gains access to this Sub-Faction Special Rule.

: During your Reinforcement Phase, choose up to two Friendly Imperial Infantry Regiments or one Friendly non Imperial Infantry Regiment per Round currently not on the Battlefield and after Rolling for Reinforcements, to gain the (5) Special Rule.

March of the Faithful

If the Army's Warlord has the [Theist] Sub-Faction Battlefield Role then the Army gains access to this Sub-Faction Special Rule.

: Veteran Theist Regiments in the Army gain the Divine Purpose Special Rule.

In addition, while a Friendly Theist Regiment is within 12" of a Friendly Theist Character it gains the (+1) Special Rule.

Family Traditions

If the Army's Warlord has the [Feudal] Sub-Faction Battlefield Role then the Army gains access to this Sub-Faction Special Rule.

: All Feudal Regiments in the Warlord's Warband gain the Veteran Battlefield Role at no additional cost.

Feudal Regiments and Character Stands in the Army also gain the Dynastic Ally's Sub Faction Battlefield Role.

Example: A [Feudal] Noble Lord has a Theist Priest as their Dynastic Ally. This means that Regiments like Household Guard or Household Knights that would otherwise not have access to the [Theist] Sub-Faction Battlefield Role may now benefit from the synergies integral to the [Theist] Part of the Faction.

Martial Prowess

If the Army's Warlord has the [The Orders] Sub-Faction Battlefield Role then the Army gains access to this Sub-Faction Special Rule.

: Veteran The Orders Command Stands and The Orders Characters gain the Special Rule.

Supremacy Abilities

Each Sub-Faction grants a different Supremacy Ability should your Warlord belong to it.

Combat Maneuvers

If the Army's Warlord has the [Imperial] Sub-Faction Battlefield Role then the Army gains access to this Supremacy Ability.

: Friendly Veteran Infantry Regiments gain the and Opportunist Special Rules until the end of the Round.

The Spirit Shines

If the Army's Warlord has the [Theist] Sub-Faction Battlefield Role then the Army gains access to this Supremacy Ability.

: When a Friendly Theist Character successfully casts a Spell Targeting a Friendly Theist Regiment, all other Friendly Theist Regiments currently on the Battlefield are also Targeted and affected by that Spell.

In addition, upon activating this Supremacy, One Theist Character may immediately perform one additional out-of-sequence Spellcasting Action. The Spell is automatically successfully resolved.

Professional Troops

If the Army's Warlord has the [Feudal] Sub-Faction Battlefield Role then the Army gains access to this Supremacy Ability.

: While Friendly Feudal Regiments are within 8" of a Friendly Feudal Character they Re-Roll unmodified Rolls of "6" during Clash Actions and when making Defense Rolls.

The First Blessing

If the Army's Warlord has the [The Orders] Sub-Faction Battlefield Role then the Army gains access to this Supremacy Ability.

: All Friendly The Orders Regiments add +1 to their Attacks Characteristic and gain the (+1) Special Rule.

Rules in a Nutshell - What Did I Just Read?

Starting out and got questions? Here's a quick rundown of how the Hundred Kingdoms rules work and what we just went through the last few pages. 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 with any questions you may have here!

What Does My Army Do?

The Hundred Kingdoms represents humanity's resilience against fantastical creatures and if you didn't have enough being a human in real life you can now be one in a fantasy world too! Oh and you can play full-Knight lists!

Unlike other factions, a Hundred Kingdoms army is made up of smaller forces banding together to combat a larger threat. Each force, or Sub-Faction brings its own set of Sub-Faction rules and related abilities. This unique aspect makes it the only faction that fields two Warlords in battle as Dynastic Allies!

Designer's Note: This also means you get two Supremacy Abilities!

When creating an Army List, you may choose either to play with very well trained and disciplined infantry formations - with additional abilities to reflect said combat experience - or regiments of zealous troops unleashing a mighty crusade of religious fervor!

What to Keep in Mind

When playing Hundred Kingdoms always make sure to remember:

Characters

Imperial officer๐Ÿ”

90 PointsInfantry
M
V
C
A
W
R
D
E
-
2
2
4
4
3
3
0
CharacterImperial

Chapter Mage๐Ÿ”

80 PointsInfantry
M
V
C
A
W
R
D
E
-
3
1
3
4
2
1
0
CharacterImperial

Noble Lord๐Ÿ”

70 PointsInfantry
M
V
C
A
W
R
D
E
-
1
3
4
4
3
3
0
CharacterFeudal

Mounted Noble Lord๐Ÿ”

105 PointsCavalry
M
V
C
A
W
R
D
E
-
1
3
5
5
3
3
0
CharacterFeudal

Crusading Noble Lord๐Ÿ”

90 PointsInfantry
M
V
C
A
W
R
D
E
-
1
3
5
4
4
3
0
CharacterTheist

Theist Priest๐Ÿ”

90 PointsInfantry
M
V
C
A
W
R
D
E
-
1
2
4
4
3
3
0
CharacterTheist

Priory Commander๐Ÿ”

120 PointsCavalry
M
V
C
A
W
R
D
E
-
1
4
6
6
4
4
0
CharacterThe Orders

Errant of the Order of the Shield๐Ÿ”

90 PointsInfantry
M
V
C
A
W
R
D
E
-
1
3
5
4
4
3
0
CharacterThe Orders

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

Unless otherwise specified, the following restrictions apply for Hundred Kingdom Character Stands:

Heirlooms

Each Heirloom may only be included in your Army once.

Armors

Armor of Dominion โ€” 50 points

(Infantry Character Only)

Forged using techniques lost among the ashes of Capitas, these suits of armour were forged blending the faith and sorcery of the Old Dominion. The few that have survived the Fall are considered treasures without equal among the Hundred Kingdoms. The Regiment this Character is attached to does ignores the (X), (X) and Special Rules when making Defense Rolls.

Bakkian Token โ€” 20 points

While their roots are often forgotten, the culture of the Hundred Kingdoms is steeped with references, superstitions and beliefs that have endured since the Old Dominion. Often fashioned after feathers to symbolize his fickle nature, bronze tokens of the trickster god Bakkus are still worn as good luck charms. This Character gains the Special Rule.

Mask of Eakides โ€” 10 points

Greatest among the storied heroes of the City States, Eakides of Tauria could not be felled in honorable combat. When a cowardly arrow took his life at the battle of Aella, his death shattered the spirit of his forces. While his body would eventually be recovered through the heroic efforts of his Companions, his panoply was plundered and lost. His masked helm has changed hands countless times since then, a mark of excellenceโ€ฆ and doom. The Veteran Regiment this Character is currently attached to, gains the (+1) Special Rule (to a maximum of 2).

Weapons

Caledburn โ€” 25 points

The sword of the first Cadeyrn, Arktus the Bear, used to defeat each of the other Breannan Kings in ritual duel. While many claim ownership through distant relations, the sword seems to disappear and resurface time and again, always in the hands of a worthy bearer. Enemy Regiments must Re-Roll successful Defense Rolls against Hits from this Character during Charge, Clash and Volley Actions.

The Flesh Cleaver โ€” 15 points

When Charles Armatellum walked from the Sealed Temple to negotiate peace with the living god of the W'adrhรปn, he returned with peace, and this axe. Carved from a single piece of obsidian, few are capable of wielding itโ€ฆ fewer still of withstanding it. This Character's Clash Attacks ignore the (X) Special Rule.

Laurean Lance โ€” 15 points

Awarded to the victor of the Klaean Trials, Laurean lances are a very rare sight on the field. Not only must the bearer win a course at the Trials, he must also Turn down the invitation to join the Orders that follows victory. This Character may Re-Roll failed Hit Rolls when performing Attacks and gains the (+1) Special Rule.

From the Vault

Standard of Steel โ€” 40 points

(Infantry Character Only)

These are the challenge standards issued by the Legion of Steel. To have accepted this challenge, let alone survived, is a feat that gives pause to even the mightiest of opponents. The Imperial Regiment this Characteris currently attached to gains the Special Rule. Should the Regiment this Character is attached to has the Veteran Battlefield Role as well, it gains the Special Rule.

Regalia of the Empire โ€” 35 points

(Infantry Character Only)

The Regalia include a series of items, such as weapons, rods, a staff, clothing, rings, jewels and, of course, the Imperial Crown, composed of eleven smaller crowns. Being temporarily granted any of them means the bearer has secured the favour of the Conclave and acts in the name of the Hollow Throne. The Feudal Regiment this Character is currently attached to, gains the Special Rule.

Olefant's Roar โ€” 30 points

Charles Armatellum's squire was present in all but one of his battles, yet only his nickname, Olefant, is remembered. While not an official part of the Imperial Regalia, Olefant's Roar, the ornate oliphant horn he carried, is kept with them. The Regiment this Feudal Character is currently attached to, gains the Special Rule.

Elysian Fragment โ€” 25 points

These mystical fragments are said to be shattered remnants of the Shepard's Palace that crashed onto Capitas during the Fall. If they are brought near one's ear, one can still hear the prayers of the faithful, trapped in the glass. Breaking the gem releases these faint whispers into an overwhelming crescendo of power. The Character Stand gains the following Draw Event:

Elysian Fragment: This Draw Event can only be Activated once per Battle. The Theist Regiment this Character is currently attached to gains the (3) Special Rule until the end of the Round.

Gilded Rampart โ€” 25 points

(Infantry Character Only)

It is said that the Empire was forged not by the number of men Charles Armatellum commanded, but by their training and discipline. While all War Colleges carry the same legacy, the Gilded Legion has set a standard above even that. The impact that the handful of commanders that have earned the Gilded Rampart have on their men's drills is evidence enough. The Veteran Regiment this Character is currently attached to, gains the Special Rule.

Mantle of Saint Nicholas โ€” 20 points

This simple robe is still stained with the blood of Saint Nicholas, whose murder at the hands of the unpious plunged the Hundred Kingdoms into decades of conflict from which the Tellian Empire rose. Such is its significance and St Nicholas' legacy that even the most jaded atheists are moved in its presence. The Regiment this Character is currently attached to, gains the Divine Purpose Special Rule.

Masteries

Character Stands 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, Character Stands have mastered abilities that make them exceptional.

Masteries are optional upgrade abilities for your Characters, which are noted on your Army List and confer bonus abilities to your Character Stand. As a rule of thumb a Character Stand may select one Mastery according to the Available categories listed on their Army List profile, however there are cases in which a Character Stand may be able to purchase more than one. This will be clearly stated in the Character Stand's Army List Entry.

Student of Strategy

Get in Position โ€” 30 points

(Infantry Character only.) The Character Stand gains the Special Rule.

Seize the Advantage โ€” 30 points

: Imperial Regiments Activated as a result of an Entourage Activation add +2" to their Charge Distance until the end of their Activation.

Art of War โ€” 25 points

: Once per Round, the Player may forgo their "Draw Command Card" Step and pass play to their Opponent.

Pious Conviction

Conviction โ€” 25 points

(Theist Character Only)

The Theist Regiment this Character is currently attached to adds +1 to its Resolve Characteristic (to a maximum of 4).

Glimmer of Faith โ€” 25 points

(Theist Priest Only)

The Theist Regiment this Character is currently attached to Re-Rolls failed Resolve Tests.

Student of War

Tip of the Lance โ€” 25 points

The Veteran Cavalry Regiment this Character is currently attached to gains the Wedge! Special Rule.

Eccentric Fighting Style โ€” 25 points

The Character Stand adds +2 to its Attacks Characteristic and Re-Rolls failed Hit Rolls and successful Defense Rolls.

Front of the Line โ€” 20 points

The Veteran Infantry Regiment this Character is currently attached to gains the Special Rule.

Student of the Arcane

Talented โ€” 20 points

(Chapter Mage Only) The Character may select a second School and gains its Spells.

Protective Glyphs โ€” 15 points

(Chapter Mage Only)

: Enemy Spellcasters selecting a friendly Regiment within 10" of this Character as the Target of their Spellcasting Action, require one additional success in order to successfully cast that Spell.

Spells

Chapter Mage

NameRangeAttunementEffect
Stone Spikes12"3 (Scaling)Target Friendly Infantry Regiment, until the end of the Round: โ€ข The Regiment gains the Pike Formation Special Rule.
Call Fog12"3 (Scaling)Target Friendly Infantry Regiment, until the end of the Round: โ€ข The Regiment counts as being within a piece of Cover Zonal Terrain against Enemy Volley Actions.
Earth to Mud14"3 (Scaling)Target Enemy Regiment, until the end of the Round: โ€ข The Regiment can perform a Charge Action only as its first Action. โ€ข The Regiment can only perform a maximum of 2 Actions until the end of the Round.
Kindle Courage12"3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment adds +1 to its Resolve Characteristic.
Fire Dart16"4Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success. These Hits have the (1) Special Rule.
Seeking Winds12"3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the Special Rule.
Guide12"3Target Friendly Regiment, until the end of the Round: โ€ข The Regiment Re-Rolls failed Hit rolls of "6" during a Volley Action.
Ninuah's Tears12"4Target Infantry Regiment Heals one Wound per success.
Elemental Vortex 12"4Target Friendly Regiment, until the end of the Round: โ€ข When an Enemy Spellcaster Targets this Regiment for the purposes of performing a Spellcasting Action, the Spellcaster counts as having Rolled two fewer Successes.
Elemental Missile 12"-The Spell counts as being automatically cast. Target Enemy Regiment: โ€ข The Regiment suffers 3 Hits.

Theist Priest

NameRangeAttunementEffect
Divine Sanction12" 3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment's Command Stand and any attached Character gains the (+1) Special Rule.
Fervour12" 3Target Friendly Regiment, until the end of the Round: โ€ข The Regiment's Command Stand and any attached Character gains the Special Rule.
Heavenly BlessingSelf 3 (Scaling)Until the end of the Round: โ€ข The Regiment with currently attached Character gains the Special Rule.
Holy Fire12" 3Target Enemy Regiment: โ€ข The Regiment suffers 2 Hits per success.
Saint's Favour12" 3Target Friendly Regiment, until the end of the Round: โ€ข The Regiment adds +1 to its Evasion Characteristic (to a maximum of 3).

Regiments

Imperial Ranger Corps๐Ÿ”

120 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
3
1
4
4
2
1
1
Imperial

Mercenary Crossbowmen๐Ÿ”

110 Points / +35 Per StandInfantryLight
M
V
C
A
W
R
D
E
5
2
1
4
4
2
1
0
Imperial

Hunter Cadre๐Ÿ”

160 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
2
3
4
4
3
1
2
VeteranImperial

Men-At-Arms๐Ÿ”

110 Points / +35 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
4
4
2
2
0
ImperialFeudal

Gilded Legion๐Ÿ”

160 Points / +40 Per StandInfantryHeavy
M
V
C
A
W
R
D
E
5
1
3
4
4
4
3
0
VeteranImperial

Steel Legion๐Ÿ”

160 Points / +50 Per StandInfantryHeavy
M
V
C
A
W
R
D
E
5
1
3
5
4
3
3
0
VeteranImperial

Longbowmen๐Ÿ”

130 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
2
1
4
4
2
1
0
Feudal

Militia๐Ÿ”

100 Points / +30 Per StandInfantryLight
M
V
C
A
W
R
D
E
5
1
2
4
4
2
1
0
FeudalTheist

Militia Bowmen๐Ÿ”

90 Points / +25 Per StandInfantryLight
M
V
C
A
W
R
D
E
5
2
1
3
4
2
1
0
FeudalTheist

Mounted Squires๐Ÿ”

130 Points / +40 Per StandCavalryLight
M
V
C
A
W
R
D
E
9
1
2
4
4
2
2
0
Feudal

Household Guard๐Ÿ”

140 Points / +40 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
4
4
3
3
0
Feudal

Household Knights๐Ÿ”

170 Points / +55 Per StandCavalryMedium
M
V
C
A
W
R
D
E
7
1
2
5
4
3
3
0
Feudal

Sicarii๐Ÿ”

160 Points / +40 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
5
4
4
2
2
VeteranTheist

Crusaders๐Ÿ”

130 Points / +40 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
4
4
3
2
0
Theist

Archangel๐Ÿ”

240 PointsMonsterHeavy
M
V
C
A
W
R
D
E
7
1
3
12
18
4
3
2
Theist

Order of the Sealed Temple๐Ÿ”

200 Points / +70 Per StandCavalryMedium
M
V
C
A
W
R
D
E
8
1
3
4
4
4
3
0
VeteranThe Orders

Order of the Ashen Dawn๐Ÿ”

240 Points / +90 Per StandCavalryHeavy
M
V
C
A
W
R
D
E
7
1
4
5
6
5
4
0
VeteranThe Orders

Order of the Crimson Tower๐Ÿ”

210 Points / +70 Per StandCavalryHeavy
M
V
C
A
W
R
D
E
7
1
3
5
5
4
3
0
VeteranThe Orders

Trebuchet๐Ÿ”

200 PointsMonsterLight
M
V
C
A
W
R
D
E
-
3
1
4
14
2
2
0
Imperial

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.

This Regiment adds +1 to its Clash Characteristic.

This Regiment adds +1 to its Attacks Characteristic and gains the (4) Special Rule.

This Regiment gains the and Special Rules.

When the Regiment performs a Clash or Volley Action against an Enemy Regiment containing any Stands with the (X) or (X) Special Rule the Regiment gains the Deadly Shots and Special Rules until the end of that Action.

Servite (Only available if the Army includes a The Orders Character.)

The Regiment adds +1 to both its March and Resolve Characteristics.

The Regiment gains the (1) Special Rule.

Draw Events & Special Rules

Wedge!: After performing a successful Charge, this Regiment gains the (+1) Special Rule until the end of the Round.

Divine Purpose: When this Regiment becomes the Target of a Friendly Theist 's Spell, during its Activation the Regiment may choose to either add +2" to its first March Action OR +2" to its Charge Distance until the end of the Round.

Last updated