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The Nords

Humans of the ice continent alongside giants and Half-Bloods

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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. Jotun 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 may 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.

Ice, Flesh & Blood

Had the gods themselves created a crucible to test mankind they could not have crafted a worse hell than the icy lands of the northern continent. It is bound by ice nine months of every year, surrounded by the most dangerous waters man has yet to discover and hemmed in by peaks that have dominated the landscape, untamed and unbeaten by the hand of man since the birth of the planet.
Now make those peaks the home of the Ice Jotnar, fierce giants, spawn of Thyrm, firstborn of Ice and fire. Make its forests and glades the prowling grounds of the spawn of Fenris, wolf children of a mad god. Fill its lakes and seas with spawn of Jorgumandr and scorch what few fertile areas remain with the wrath of Surtr and his children and you might begin to understand and fear what it is the Nords have accomplished.

Friendly Regiments can benefit from the Special Rule while Charging through a piece of Hindering Terrain.

Tribal Tactics

Their wrath shook the mountains to their very core. The untrammeled fury of their Einherjar raged across the icy landscape, sweeping the Jotnar and all their works before them in a tidal wave of blood and savagery. It is claimed that their savagery was such that the skies themselves shied from witnessing their vengeance, refusing to clear even after the Jotnar and their foul, icy sorcery were broken, as the Jotnar fell, the remnants of humanity flocked to the Einherjar, whether liberated slaves or desperate survivors, they fought with maddened fury along their superhuman survivors.

: Friendly Mortals and Exalted Regiments as well as Characters are affected by Tribal Tactics. Note: Same Tribal Tactics do not stack.

Once per game: At the end of the Supremacy Phase select a single Tribal Tactic as seen below, it grants its benefits until the end of the Round.

The Regiments gain Special Rule.

The Regiments gain (+1) Special Rule (to a maximum of 2).

Before Rolling a die, Friendly Regiments Charging Enemy Regiments in the flank or the Rear can choose to count as rolling 4 for the purpose of determining Charge Distance.

Regiments Charging an Enemy Regiment's or Rear gain the Special Rule.

Upon declaring a Volley Action, Friendly Regiments immediately gain the Opportunist Special Rule.

Prophecy Unfulfilled

Around each of the Einherjar a battle hardened group of veterans and survivors had gathered, these would form the nucleus around which human dominion of the north would come.
Still mindful of their creators, the Einherjar led the surviving Nord as kings, leaders and seers, denying all claims at divinity, guiding the Nords once more along to the path of the almost forgotten Aesir and Vanir, promising that the gods would return. Their vengeful eyes are turned over to the south, bent on revenge on the children of Surtr, the god who stole their destiny.

While an Enemy Regiment is currently Engaged, Friendly Regiments add +2" to their Charge Distance when Charging that Enemy Regiment.

Supremacy Abilities

Each Character grants a different Supremacy Ability if chosen as your Warlord.

Driven By Carnage :

Activated part of the Ability: Until the end of the Round

Wild Beasts :

Raid Tactics! :

Activated Part of the Ability:

Ruler of Manheim :

Activated part of the Ability: All Friendly Regiments and Characters are affected by All Tribal Tactics until the end of the Round.

Note: You count as having chosen all Tribal Tactics when using the activated part of this ability.

Skรฝvald :

โ€ข Niflmire: All Regiments Range is reduced by half until the end of the Round.

โ€ข Hregg: Target one Enemy Regiment on the battlefield. It suffers 5 wounds which cannot be reduced or avoided. These wounds do not trigger Morale Tests.

โ€ข Snรฆstormur: All Enemy Regiments reduce their March Characteristic by -1 and cannot Re-Roll dice when determining their Charge distance until the end of the Round.

Divine Protection :

Characters

Blooded๐Ÿ”

100 PointsInfantry
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W
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-
2
4
5
5
3
2
0
CharacterHalf-Bloods

Jarl๐Ÿ”

100 PointsInfantry
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V
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A
W
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D
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-
2
3
6
4
3
2
0
CharacterMortals

Konungyr๐Ÿ”

120 PointsInfantry
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W
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D
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-
3
4
7
5
4
2
2
CharacterExalted

Shaman๐Ÿ”

80 PointsInfantry
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A
W
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D
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-
1
2
3
4
3
1
1
CharacterMortals

Volva๐Ÿ”

100 PointsInfantry
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V
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A
W
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-
1
3
5
4
3
2
0
CharacterMortals

Vargyr Lord๐Ÿ”

110 PointsBrutes
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A
W
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D
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-
1
3
6
5
3
3
1
CharacterHalf-Bloods

Jotnar Seidr๐Ÿ”

260 PointsMonsterHeavy
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7
2
3
12
20
4
3
2
CharacterJotun

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 restriction apply for Nord Character Stands:

Trove-finds

Each Trove-Find may only be included in your Army once.

Tribal Treasures

Raven Messengers โ€” 10 points

([Mortals] Character Stands only.)

The Eagle, the Bear, the Wolf and the Raven feature prominently in Nord mythology. While their roles are complex and varied, few would challenge that the Raven is a creature of cunning and deep memory whose favor marks the greatest of leadersโ€ฆ or the most ruthless. During the Reinforcement Phase, if at least one of your Regiments is Engaged, select an additional Regiment to automatically pass its Reinforcement Roll.

Heralds of the Storm โ€” 10 points

(Shaman and Volva Only)

Any Working of magic is difficult, be it by Gifted individuals or the Faithful, requiring immense concentration in thought and precision in method. Bringing to ghostly life the circumstances that birthed it, these wands made of pieces of old oak or drake bones struck by lightning, once broken summon an aetheric storm that makes tampers with the mystical energies around them, while making concentration incredibly difficult. All Regiments currently within 10" of this Character Stand counts as +3 Stands for the purposes of Scaling when they become the Target of an Enemy Spellcasting Action.

Coils of the Serpent โ€” 20 points

Ripped from the flank of a jormungandr serpent, blood still drips from this rough banner, imbuing the unit that bears it with some of the serpent's unholy resilience. The Regiment this Character Stand is currently attached to, adds +1 to its Evasion Characteristic (to a maximum of 2).

Figurehead of the Naglfar โ€” 20 points

Naglfar was the ship of Jarl Vignik Vignarson, who during Ragnarรถk had been tasked with sailing through the Hreggfjorden under cover of mist, in a flanking maneuver against Surtr's forces. They were never seen again. After the return of the Einherjar, on a rare clear morning in Hreggford, Naglfar landed quietly on the shores, intact but bereft of crew or their remains. When the Regiment this Character Stand is currently attached to becomes the Target of an Enemy Regiment's Volley Action it gains the (2) Special Rule until the end of that Action.

Occultists Charm โ€” 10 points

(Shaman and Jarl Only.)

Character gains access to Bloody Sacrifice Draw Event:

Armors

Ty Jokull, the Rimeheart โ€” 40 points

Wrested from the shattered form of Aurgelmir, greatest and last of the great Ice Jotnar sorcerers by the Einherjar Svankarl, this unmelting slab of ice has been fashioned into a shield that absorbs the power of even the most powerful of blows by cracking and then refreezing. The Regiment this Character is currently attached to gain the (1) Special Rule

Massive Frame โ€” 10 points

While the average Nord towers a head over most 'sunlanders', there are a few rare individuals who tower above even them. This height is often ascribed to a long lost Einherjar ancestor, but whatever the cause they make terrifying foes to face with a naked blade, capable of shrugging off blows and shattering enemy lines. The Character Stand gains the (+2) and Special Rules.

Mark of the Beast โ€” 5 points

The Regiment this Character is currently attached to, gains Half-Bloods Battlefield Role in addition to any other ones it currently has.

Weapons

Elding, the Skypiercer โ€” 30 points

(Blooded, Jarl or Kongyur only)

Rjรณรฐa, the Red Bringer โ€” 30 points

Seven bright, flawless blades surface time and again in Nord myth, granting their wielders fame, glory and victory, before the curses bound into each cause their death. Rjรณรฐa, the Red Bringer, causes the wearer to enter an uncontrollable rage when drawn, making the warrior unstoppable in the field. Invariably, its wielders will lose the ability to tell friend from foe, killing friends and family before guilt drives them to exile and suicide. The Regiment this Character Stand is currently attached to, gains the (2) Special Rule.

In addition, this Character Stand adds +2 to its Attack Characteristic and may always Die Fighting! regardless of whether the Character or their Regiment has Acted this Round.

Blรณรฐรญss, the Blood Thirster โ€” 20 points

Vinda, the Dancer โ€” 20 points

Second of the Seven Blades, Vinda is a slender, well balanced and flexible blade that seems to move of its own accord, seeking holes and weaknesses in the opponent's guard. Her bearer is doomed to slowly lose all sense of humor, and in time to come to perceive even the friendliest of gestures as a deadly insult. For every two successful Hits (rounding up) this Character Stand makes during a Clash or Duel Action, roll one additional Attack and add any Hits to the total number of Hits. These additional Hits do not generate additional Attacks.

Reyngeir, the God Spear โ€” 20 points

Legend claims that this spear was forged entirely from the heart of a fallen star. Heavy enough that only the strongest of warriors could hope to wield it, let alone throw it, it remains superbly balanced and eternally sharp. The Character Stand gains the and (2) Special Rules.

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 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.

Each Mastery can only be purchased once, unless stated otherwise.

Teachings of Manheim

Wealth of a Hundred Raids โ€” 30 points

([Mortals] and [Exalted] Characters only.)

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

Cautious Strikes โ€” 10 points

(Konyngur or Jarl Warlord Only)

When a Friendly Exalted Regiment fails a charge it may move up to its March Characteristic instead of the Roll result.

Lessons of the Jotun War โ€” 10 points

(Konungyr and Jarl Only)

Once per Battle, when you activate the Regiment this Character is currently attached to, it gains the effects of one tribal Tactic until the end of the Round.

Jotun Shepard โ€” 5 points

(Shaman Only)

Friendly Jotun Regiments currently within 12'' gain the (+2) Special Rule.

Northern Sagas

Ancestors' Blessing โ€” 15 points

(Shaman and Volva Only)

The Regiment this Character Stand is currently attached to, gains the (1) Draw Event. Currently attached Character Stands do not gain the (1) Draw Event.

Tales of Savagery

Call the Hunt โ€” 30 points

([Half-Bloods] Warlord only)

When selecting a Regiment to arrive from Reinforcements automatically this Round, choose one additional Friendly Half- Bloods Regiment. Call the Hunt does not trigger when selecting a Regiment with the Special Rule to arrive.

Vicious Assault โ€” 15 points

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

Pack Tactics โ€” 10 points

([Half-Bloods] Characters only.)

(Always Active) When a friendly Cavalry or Brute Half-Bloods Regiment performs a Clash Action against a Monster Regiment it gains the (X) Special Rule where X is equal to the Regiment's Attack Characteristic until the end of the Action.

Promise of Flesh โ€” 10 points

The Half-bloods Regiment this Character is currently attached to gains the (3) Special Rule.

Written in Bones โ€” 5 points

The Regiment this Character is currently attached to cannot be Shattered.

Spells

Shaman

NameRangeAttunementEffect
Blurred Vision12"3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment counts as if it were in a piece of Cover Zonal Terrain.
Mist Weave12"3Target Friendly Regiment, until the end of the Round: โ€ข The Regiment adds +1 to its Evasion Characteristic (to a maximum of 2).
Reshape DestinySelf3Until the end of the Round: The Character gains : Friendly Regiments declaring a Charge Action while within 12" gain Special Rule.
Hoarfrost12"4Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success with the (1) Special Rule.
Dominate12"3Target Enemy Regiment, until the end of the Round: โ€ข The Regiment suffers -1 to its Resolve Characteristic.
EnrageSelf3Target Friendly Regiments currently within 12" of this Character: The Regiments immediately perform an out of sequence Rally or Combat Rally Action.

Volva

NameRangeAttunementEffect
Aspect of FenrirSelf3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the Special Rule.
Fruit of the Golden Tree12"3Target Friendly Infantry Regiment: โ€ข The Regiment Heals 1 Wound for each success.
Glory of Valhalla12"3Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the (2) Special Rule.
Hela's Caress12"4Target Enemy Regiment: โ€ข The Regiment suffers one Hit per success.
Warbringer's Light12"3 (Scaling)Target Friendly Regiment, until the end of the Round: โ€ข The Regiment gains the Special Rule.

Ice Jotnar

NameRangeAttunementEffect
Ice ArmorSelf3Until the end of the Round: โ€ข The Regiment adds +1 to its Defense Characteristic
Rime Storm12"3Target Enemy Regiment: โ€ข The Regiment suffers two Hits per success.
Encase12"3 (Scaling)Target Enemy Regiment, until the end of the Round: โ€ข The Regiment suffers -2 to its Movement Characteristic.

Regiments

Raiders๐Ÿ”

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

Bow Chosen๐Ÿ”

180 Points / +60 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
3
3
4
5
3
2
2
Exalted

Stalkers๐Ÿ”

130 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
2
2
4
4
2
1
2
Half-Bloods

Werewargs๐Ÿ”

160 Points / +60 Per StandBruteLight
M
V
C
A
W
R
D
E
7
1
2
6
5
3
2
1
Half-Bloods

Huskarls๐Ÿ”

150 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
5
4
3
2
0
Mortals

Trolls๐Ÿ”

180 Points / +60 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
2
5
6
3
2
1
Half-Bloods

Ulfhednar๐Ÿ”

150 Points / +45 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
2
6
4
5
2
1
Mortals

Valkyries๐Ÿ”

150 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
4
4
3
2
0
Mortals

Fenr Beastpack๐Ÿ”

140 Points / +50 Per StandCavalryMedium
M
V
C
A
W
R
D
E
7
1
2
5
4
2
2
2
Half-Bloods

Ugr๐Ÿ”

150 Points / +50 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
1
3
4
5
3
2
0
Half-Bloods

Bearsarks๐Ÿ”

160 Points / +45 Per StandInfantryHeavy
M
V
C
A
W
R
D
E
6
1
3
5
4
5
2
1
Mortals

Steel Chosen๐Ÿ”

160 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
6
5
3
2
1
Exalted

Goltr Beastpack๐Ÿ”

165 Points / +50 Per StandCavalryMedium
M
V
C
A
W
R
D
E
6
1
3
5
5
3
3
1
Half-Bloods

Sea Jotnar๐Ÿ”

240 PointsMonsterHeavy
M
V
C
A
W
R
D
E
7
3
3
13
16
3
3
2
Jotun

Mountain Jotnar๐Ÿ”

210 PointsMonsterMedium
M
V
C
A
W
R
D
E
7
2
3
12
18
3
3
0
Jotun

Ice Jotnar๐Ÿ”

240 PointsMonsterHeavy
M
V
C
A
W
R
D
E
7
1
3
14
16
4
3
2
Jotun

Officers

Certain Regiments have the option of taking Officer Models. Each Regiment may only take each Officer once. If the Officer Model is removed as a casualty, all benefits are lost. An Officer 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 Officer.

The Regiment may perform an additional Clash Action during its Activation.

The Regiment's Command Stand may Die Fighting!

The Regiment adds +1 to its Resolve Characteristic and gains the Special Rule.

Before the first Reinforcement phase, choose a single Tribal Tactic; the Regiment is always under the effect of that Tribal Tactic.

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