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Faction Finder
Find a faction for your play style
Start hereRules at a Glance
The order of play on one page
Rules
The Principles of Battle
Stands, Regiments and Models, measuring, Line of Sight and the Characteristic Profile
Ch. 2The Round Sequence
Reinforcement, Command, Supremacy, Action and Victory Phases
Ch. 3Out-of-combat Actions
March, Charge, Rally, Reform, Take Aim, Volley and Pass
Ch. 4Combat Actions
Clash, Combat Rally, Combat Reform, Inspire and Withdraw
Ch. 5Allocating Wounds & Removing Casualties
Allocating Wounds, Removing Casualties and Healing
Ch. 6Testing Morale
Morale Tests, Broken, Shattered and Stranded Regiments
Ch. 7Command Models
Command Stands, Leaders, Standard Bearers and Officers
Ch. 8Characters
Character Stands, Duels and the Warlord
Ch. 9Magic
Spellcasting, Attunement and Scaling
Ch. 10Terrain
Zonal and Garrison Terrain
Ch. 11Draw Events
Draw Events (the Special Rules have their own page)
Ch. 12Fighting a Battle
Building an Army, setting up and the four core Scenarios
Factions
The City States
Greek-inspired city states fighting in phalanxes beside Minotaurs
FactionThe Dweghom
Descendants of the dwarves who embrace or reject the curse of war
FactionThe Hundred Kingdoms
Human realms of empire, knightly orders and faith
FactionThe Nords
Humans of the ice continent alongside giants and Half-Bloods
FactionThe Old Dominion
Undying legions in service of a fallen god
FactionSorcerer Kings
A magical empire ruling four Elemental Courts
FactionThe Spires
A civilisation that breeds its soldiers through biomancy
FactionThe Weaver Courts
Nature's wardens divided into four Seasonal Courts
FactionThe W'adrhŭn
Tribal warriors who chant to war on the backs of dinosaurs
FactionThe Yoroni
Yokai and samurai who move by Ideal Cards
Scenarios
Reference
Special Rules
Every Special Rule in Conquest
ReferenceGlossary
Special rules, draw events and rules terms
Tools