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The Spires

A civilisation that breeds its soldiers through biomancy

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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 Spires

For millennia uncounted, the Spires have focused their efforts in the development of their Biomantic prowess towards a singular goal: the highest possible efficiency for the smallest possible investment. All forces at their disposal have been extensively optimised across generations to yield the highest damage for the least resources invested into them. Strains are the most promising development yet: rather than enhancing their warriors permanently, increased capabilities are encoded into each life form individually to be called upon when needed. This way they do not need to adapt the basic biology of the subject to handle the strain constantly. Theโ€ฆ musculoskeletal or neural Decay that results from surpassing the limits of their biological systems is a cost that is ruthlessly measured against the value they might reap on the battlefield once enhanced.

The Spires forces are amassed from various sects and lifeforms of Spires society, coalescing into a teeming mass of synthetic soldiers and looming monstrosities. This variance in Spires armies is represented by Battlefield Roles that indicate the genetic compositional nature of their Regiments and determines what abilities and effects interact with them. These Battlefield Roles consist of the following: Drone, Clone, Husk, and Monstrosity. Every Spires Character and Regiment will possess at least one of these Battlefield Roles, denoting their purpose and status within a Spires army.

Furthermore, Spires hosts march to war in service of one of three sects; The Underspires, The Directorate, and the Sovereign Lineage. When building your Army List you must select one of these sects as part of The Master's Touch army ability as seen below.

The Master's Touch

Spire society is highly stratified as a result of its history of betrayal and loss. The deployment of forces outside of the Spire is no mean matter and favors, alliances, research and all forms of influence are brought to bear on the selection of a commander as the Lineages and Directorate view for the privilege. A stalemate between them often results in a compromise party from the Underspire selected to lead the force, leaving everybody unsatisfied. Only the Merchant Princes sidestep this issue, using their privileges and vast wealth to deploy their own troops as they see fit.

When creating your Army List, you must dedicate it to one of the three Spire Sects. By choosing a Sect your Army gains the respective abilities and Special Rules.

Deep in the bowels of the Spire one can find the vast root complexes, spawning pools and biomass reservoirs that ensure the health, prosperity and growth of the Spire. Tending to these falls upon the dregs and failures of each Lineage, for the chances for advancement in so tightly regulated and supervised an environment are very small. Pheromancers, Executors and the occasional disgraced Scion of a Lineage can be found leading the first line of defense in the Spires, focusing on Drones and a few select Monstrosities with a credo that quantity is a quality all on its own.

Violent Delirium : Friendly Drone Regiments can Heal while Broken and gain the (X) Special Rule where X is equal to the Resolve bonus the Regiment gains based on the number of its Stands.

In addition, friendly Drone and Clone Regiments gain the (+2) Draw Event.

The inner layers of a Spire are where the heart and soul of Spire economy and society thrive: The scientific halls of the Directorate. This is where the cutting edge of Biomancy is expanded through relentless researchโ€ฆ and ruthless skullduggery. The delicate dance between the Lineages and Directorate means that lines are thin and the paths are narrow. Success is the only coin that matters, and to this end, all efforts are bent: intrigue is rife, political infighting for resources ruthless and even violence can be deployed so long as the goal is achievedโ€ฆ and there are no credible witnesses. Commanders come from all corners of Spire society: High ranking Biomancers are loath to interrupt their research and deploy competent executors or Pheromancers on their behalf while critical enterprises are supervised by Biomancers directly or even their Lineage Highborns. The forces they can deploy are highly eclectic drawing upon the most modern designs and developments on the field.

Lobotomytic Override : Once per Round, immediately upon drawing a Command Card, but before performing any Draw Events, you may place it next to the Command Stack face down, without revealing it, and Draw the next Card. Place the first Command Card either on the top or bottom of the Command Stack and proceed with Activating the second.

This ability cannot be Activated if there is only one Command Card left in your Command Stack.

Separated from the world at large by their own vaunted status and immeasurable wealth, these individuals wage war on a daily basis. Whether it is on the battlefield, the halls of the Directorate or the court of the Sovereign, matters little to them: success and influence are the only coins that they truly value. They can call upon almost all of the forces of the Spire, but hesitate to contract directly with the Directorate and absolutely loathe descending to the level of the Underspire. Their forces are often elite and compact, composed of Lineage offspring enjoying the heart pounding rhythms of war from the relative safety of their Husks.

Magnanimity : While performing a Clash or Volley Action Targeting an Enemy Regiment that is Below Starting Strength, all Friendly Husk Regiments gain the and Special Rules until the end of that Action.

Strains

For millennia uncounted, the Spires have focused their efforts in the development of their Biomantic prowess towards a singular goal: the highest possible efficiency for the smallest possible investment. All forces at their disposal have been extensively optimised across generations to yield the highest damage for the least resources invested into them. Strains are the most promising development yet: rather than enhancing their warriors permanently, increased capabilities are encoded into each life form individually to be called upon when needed. This way they do not need to adapt the basic biology of the subject to handle the strain constantly. Theโ€ฆ musculoskeletal or neural Decay that results from surpassing the limits of their biological systems is a cost that is ruthlessly measured against the value they might reap on the battlefield once enhanced.

Spire Regiments have access to Strain abilities that enhance their Characteristics or grant powerful Special Rules. Strain abilities can be activated by performing the Strain Expression Draw Event (as seen below) and their effects last until the end of the Round.

Strain Expression Draw Event: The Regiment gains the benefits of its Strain ability and suffers the Special Rule until the end of the Round.

Strain Expression can be performed in addition to the one Draw Event Regiments or Characters usually have access to. Regiments may perform the Strain Expression Draw Event even if an Enemy Special Rule would normally prohibit them from doing so.

: The Regiment suffers 1 Wound per Stand at the end of its Activation. In the case of a Monster Regiment, it suffers 3 Wounds instead. These Wounds do not trigger Morale Tests.

Bioengineered Subjects

The Spires do not control their forces through the crude methods of the lesser races, though music and flags may tickle the fancy of a given commander and thus be represented on the battlefield. They instead depend on pheromones and biological vectors to convey their intent upon their troops. Those agents specialized in the deployment of these methods, the Biomancers and Pheromancers, can enforce their will upon an entire army in the heat of combat without ever raising their voice.

Some Characters in the Army, like the Biomancer or Pheromancer, have access to Practitioner Actions of a specific Type - seen in parenthesis as described in their Army List Entry. These abilities usually take the form of Biomancies and Pheromancies and allow Regiments to benefit in unique and powerful ways.

Friendly Regiments can only be the Target of one Practitioner Action per Round. Practitioner Action effects do not stack.

Supremacy Abilities

Your Warlord may perform a free additional Practitioner Action each Activation. You cannot perform the same Pheromancy more than once during a single Activation.

: When friendly Drone, Clone and Monstrosity Regiments activate their Strain Expression Draw Event they may exchange their Strain ability and instead add +1 to their Clash (Up to maximum of 4) and +1 to their March Characteristics until the end of the Round.

The Regiment this Character is currently attached to does not suffer Wounds from the Special Rule.

Your Warlord may perform a free additional Practitioner Action each Activation. You cannot perform the same Biomancy more than once during a single Activation.

: Designate a visible area next to the Battlefield, this is your Observation pool. Every time any Regiment on the Battlefield is destroyed, add a Token to your Observation pool. You may only have a maximum of 4 Observation Tokens, any extra Tokens are immediately discarded.

Observation Tokens can be spent in exchange of powerful abilities as follows:

1 Token: When your Warlord performs a Practitioner Action, you may spend a single Token and Roll one additional Die. Then select a Die of your choice as the result. Example: If a Rule asks you to Roll 2D6, you may spend a Token to Roll 3D6 and select the result of your choice instead of highest or lowest.

2 Tokens: When a Friendly Regiment performs its Strain Expression Draw Event you may immediately choose to spend 2 Tokens. The Regiment does not gain the Special Rule as a result of Strain Expression this time.

3 Tokens: Upon drawing the last Command Card in your Stack you may choose to spend 3 Tokens. If the Card belongs to a non-Monster Regiment, immediately remove its Broken status and Heal it for 5 Wounds.

: Friendly Infantry Regiments using Strain Expression Draw Event add +1 to their March Characteristic until the end of the Round.

In addition, once per Round the Warlord may make use of one of the following Ruthless Competences:

1. Immediately upon a Friendly Clone Regiment declaring a Clash or a Volley Action against an Enemy within Effective Range it may gain the Opportunist Special Rule until the end of that Action.

2. Immediately upon a Friendly Clone Regiment being declared as the Target of an Enemy Regiment's Clash Action, that Enemy Regiment does not benefit from the Special Rule until the end of the Round.

3. When a Friendly Regiment is destroyed, Target Friendly Clone Regiment within 12" to perform an Out of Sequence March Action.

: All Friendly Husk Regiments gain the Designate Target Special Rule.

Activated part of the Ability: All Friendly Regiments gain the and Special Rules until the end of the Round.

Designate Target: When this Regiment inflicts a Wound upon an Enemy Regiment during a Clash, Charge or Volley Action, that Enemy Regiment becomes Marked until the end of the Round. When Friendly Regiments perform a Charge Action against a Marked Enemy Regiment, they add +2" to their Charge Distance and Re-Roll failed Hit Rolls during Charge and Clash actions until the end of the Round.

: The Regiment this Character is currently attached to gains the and Special Rules.

: All Friendly Husk Regiments treat every Hit-Roll result of "6" as "1" for the purposes of performing Clash, Volley and Hits until the end of the Round.

: Before the first Reinforcement Phase of the game Roll 5 Dice and note the results by placing them in a designated area visible to your Opponent - this is your Influence Pool.

During the course of the Battle, when you are called to Roll Dice, except from Reinforcement and Supremacy Rolls, but before Rolling them you may choose any number of dice from your Influence Pool and spend them to use their result instead. These results cannot be Re-Rolled or used for the purposes of Re-Rolling a Die.

In addition, every time you make a Supremacy Roll add your final unmodified result to your Influence Pool.

Characters

Pheromancer๐Ÿ”

100 PointsInfantry
M
V
C
A
W
R
D
E
-
1
2
3
4
2
2
1
CharacterClone

Biomancer๐Ÿ”

100 PointsInfantry
M
V
C
A
W
R
D
E
-
1
2
3
4
3
2
1
CharacterClone

High Clone Executor๐Ÿ”

90 PointsInfantry
M
V
C
A
W
R
D
E
-
3
3
5
4
4
3
2
CharacterClone

Lineage Highborne๐Ÿ”

130 PointsBrute
M
V
C
A
W
R
D
E
-
1
4
6
5
4
4
2
CharacterHusk

Lineage Prideborne๐Ÿ”

120 PointsCavalry
M
V
C
A
W
R
D
E
-
3
3
4
5
4
3
2
CharacterHusk

Merchant Prince๐Ÿ”

120 PointsInfantry
M
V
C
A
W
R
D
E
-
1
2
3
4
3
2
2
CharacterClone

Mimetic Assassin๐Ÿ”

60 PointsInfantry
M
V
C
A
W
R
D
E
-
2
3
6
4
1
1
3
CharacterClone

Biomancies

Target Friendly Regiment within 12" and Roll 2D6:

Target Friendly non-Monster Regiment within 12'', until the end of the Round:

1 - 2: The Regiment adds +1 to its March Characteristic.

3 - 4: The Regiment adds +1 to its Clash Characteristic (To a maximum of 4).

5 - 6: The Regiment adds +1 to its Volley Characteristic (To a maximum of 4).

Alternatively, before Rolling the 1D6, you may instead have the Regiment Roll 2D6 and suffer Wounds equal to the lower Roll result and choose which effect to benefit from instead of Rolling. These Wounds do not trigger Morale Tests.

Target Friendly Regiment within 12" and Roll 2D6:

Target Enemy Regiment within 12":

Example: Should a Player Roll 4 then 6-4=2 and therefore (2).

Pheromancies

Target Friendly Regiment within 12", until the end of the Round:

Until the end of the Round:

Target Enemy Monster Regiment within 12", until the end of the Round:

Target Enemy Regiment within 12", until the end of the Round:

Experiments and Eccentricities

Characters are heroes of renown or highly gifted individuals, (or in this Army's case worryingly experimented on!) 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.

The following are optional Character Upgrades for your Characters and confer bonus abilities to your Character. As a rule of thumb a Character may select as many upgrades of any kind as their Army List Profile allows. Each Character Upgrade can only be purchased once, unless stated otherwise.

Apparatuses

Degenerative Aura โ€” 25 points

It takes a certain amount of skill to deploy one's vectors and pheromones in a cloud around oneself. It takes a strong will to be able to extend it across an entire regiment, but only true mastery would allow proper controlโ€ฆ Thankfully destruction and degradation have never really needed control. (Biomancer and Pheromancer only.) When the Regiment this Character is currently attached to suffers Wounds from Special Rule: Each Enemy Regiment currently engaged with it suffer X wounds where X is equal to the number of stands in that Enemy Regiment.

Affliction Absorption โ€” 20 points

Once per round: When another Regiment within 8" suffer wounds from Special Rule you can allocate that wounds into the Regiment this Character is attached to. These wounds do not trigger resolve tests. These wounds cannot be avoided or reduced.

โ€” 20 points

By co-opting the body's own healing mechanisms, isolated pockets of nutrients, fatty tissues and ablative flesh can be used to effect swift and crude healing operations at a moments notice. The results leave horrific scars and probably degrade the lifespan of the subject, but that is seldom a consideration. (Biomancer and Pheromancer only.) The Character gains the following Draw Event: The Regiment theCharacter is currently attached to immediately Heals 3 Wounds.

Grotesque Elixir โ€” 20 points

The Grotesque Elixir provides enough energy and nutrients to stimulate the growth of a brute drone over the course of a single day. But the real secret is in its reagent: a swarm of symbiotic organisms that bond with the host, sacrificing themselves to staunch blood flow and reconnect severed tissue. The shock would kill lesser beings, but the tortured monstrosities of the Spire barely register the neural activity. (Biomancer and Pheromancer only.) Once per game during this Character's Activation, Target Friendly Monstrosity Regiment within 12" immediately Heals 1D6 Wounds.

A Biomancer Warlord may choose to spend a single Observation Token to Roll 2D6 and pick one result instead.

Hyperadrenal Stimulation โ€” 10 points

There are compounds that can increase the rate of neural propagation and synaptic transmission. Expensive, but when dispersed judiciously from a central location at the right time, the increased reaction they afford can mean the difference life and death. (Pheromancer only.) The Regiment this Character is currently attached to gains the Counter Attack Special Rule.

Induce Lethargy โ€” 10 points

While chemo receptors in most neurons are similar, affecting a non primed target is less than optimal and monstrously inefficient. However, when facing down a cavalry charge efficiency takes a back seat to survival and overwhelming doses of narco sedatives and dispersed glutamates can sap the vigour of a nearby foe to rob their charge of momentum. (Pheromancer only.) Enemy Regiments do not benefit from the or Special Rules when selecting the Regiment this Character is currently attached to as the Target of a Charge Action.

Mutations

Mutations can be purchased multiple times but only once per Character.

Ferro-Ossified Carapace โ€” 30 points

Biomancy has drawn traits and inspiration from all corners of the animal kingdom, no matter how humble. Learning the trick to bond iron sulphides to a chitinous carapace of an Avatara Husk was hideously expensive, but has allowed their privileged pilots unrivalled security in the heat of combat. (HuskCharacter only.) The Regiment this Character is currently attached to gains the following Draw Event: The Regiment gains the (1) Special Rule until the end of the Round.

Convulsive โ€” 10 points

The value of sacrifice has long been known and embraced by the Spiresโ€ฆ so long as it is the sacrifice of another. A delicate series of dedicated neural channels and shock repression hormones can be activated in response to massive trauma, massively boosting the offensive combat ability of a dying combat servitor. Although a few desperate Executors have also taken to embracing this modification to ward senseless duels. (CloneCharacter only.) This Character may always Die Fighting! When this Character performs Attacks as part of their Die Fighting! they add +2 to their Attacks Characteristic.

Linked Neuroreceptors โ€” 10 points

Derived from the neural link between a pilot and his husk, a weak sensory connection can be established between willing participants. However this technology is so heavily regulated and proscribed by the Lineage of the Sovereign that few have the means to deploy it, despite its incredible benefits. (CloneCharacter only.) While the Regiment this Character is currently attached to has its Strain ability active, the Regiment gains the Special Rule.

Cultivated Muscle Memory โ€” 10 points

Careful study of the neural pathways of arena prodigies have allowed the Spires to isolate and replicate those related to the most basic forms of combat. By leveraging the incredible reaction speeds that can be attained this way and integrating them into a fighting style, the beneficiary of this enhancement becomes a terrifying opponent. The Character adds +1 to their Clash Characteristic.

Grafted โ€” 5 points

A deceptively complex alteration involving bone grafts, muscle implants and neural pathway development coupled with a lengthy training regime can allow one an additional limb, a great boon in whether one is decanting alembics in the laboratory or disembowelling enemies on the battlefield. The Character adds +1 to their Attacks Characteristic.

Eccentricities

Forlorn Drive โ€” 30 points

The ability of deployed Spire troops to march at exceptional speeds is not simply due to the lighter logistics requirements of their limited bodies. Numerous instances of clones and drones arriving on the battlefield with feet worn to bloody shreds from ruthless forced marches under the pheromantic command of their overlords have been recorded. The tactical and strategic advantages of this are well understood. The Drone or Clone Regiment this Character is currently attached to gains the Special rule.

Preservation Protocols โ€” 30 points

Avatara Husks are not true organisms, but should rather be considered rather organic mechanisms. This means that a lot of functions, such as digestion, reproduction and higher brain functions can be repurposed to redundancies, nutrient and tissue regeneration mechanisms enhanced by symbiotic hives to ensure the preservation of the Husk. (Husk Character only.) The Character gains access to the following (Combat and Out-of-Combat Action): Immediately remove all Wound Markers from this Character and the Husk Regiment they are currently attached to.

No Matter the Price โ€” 20 points

The value of loyalty is well understood amongst a society as fluid and dangerous as the Spires. Implanted behavioural patterns and autonomic responses have long given established Lineages some confidence in the loyalty of their troops. The final form of this conditioning is a complex set of neurochemical responses that result in blind loyalty and self sacrifice on behalf of one's Liege coupled with the suppression of all self preservation instincts. Loyal forces will gladly allow themselves to be struck mortal blows in exchange for a chance to strike their foe in a twisted display uncanny loyalty. Once per game, when the Clone Regiment this Character is attached to perform a Clash Action but before Rolling to Hit you may Activate this Eccentricity. For every failed Hit Roll made during the Clash Action, the Clashing Regiment immediately suffers 1 Wound.

Then all failed Hit Rolls are immediately converted to successful ones. You cannot Re-Roll Hit-Rolls during this Clash Action. Morale tests triggered as a result of the additional Wounds are Rolled at the end of the Action along with all other Wounds that occurred as a result of the Clash Action.

Lineage Commander โ€” 15 points

Despite the expedience, some enlightened Lineages have come to realize that depending on mercenary Executors to lead their troops is a risk. They often mitigate this by assigning one of their promising descendants to overall command of the Lineage's troops, mitigating the loss of leadership experience by upgrading the quality of troops and considering it a worthwhile trade despite the cost. (Lineage Highborne only.) This Character must be attached to a Bound Clones Regiment even though it is a Brute Stand. While attached to the Bound Clones Regiment, the Character's Size is ignored for the purposes of Line of Sight. The Regiment the Characteris currently attached to gains the Husk Battlefield Role in addition to its existing ones.

Master of Flesh โ€” 15 points

At sufficiently advanced mastery levels, a Biomancer can deploy his biological vectors with nary a thought or gesture, allowing him to deliver pinpoint commands and biological triggers to all primed subjects withing range. (Clone Character only.) Once per Game: Should this Character be destroyed, instead of removing it from play you may immediately replace a non-Command Stand in the first Rank of Friendly Regiment with this CharacterStand. The Regiment may not currently have a Character attached and must have a matching Character's Type. The replaced Stand is removed as a casualty, but it does not count towards making the Regiment Broken or Shattered. The Character does not count as being destroyed as a result.

Note: Should this character be removed as a consequence of the Duel action it can still join the same regiment it was attached to if it's possible.

Avatar Projection โ€” 10 points

The ultimate sign of the Sovereign's favor, being awarded an Avatara Husk is a tremendous boon to any enterprising commander. The ability to be in the thick of it, without risking one's life is invaluable, a fact the sovereign knows full well. He wields the gifting of these priceless relics with the political insight gained from millennia of survival. (Biomancer, Pheromancer, or Merchant Prince only - may be purchased multiple times.) The Character changes their Type to Brute, gains the (3) Special Rule and adds +1 to its Clash and Attacks Characteristics.

Induced Fawn Response โ€” 10 points

When properly conditioned, the neurological pathways of subjects can be hijacked by relatively simple commands. One of the easiest ways to apply this is by induing feelings of awe and affection towards the wielder of this ability, overriding fight or flight impulses even if momentarily. That is often all it takes to head off a rout. (Clone Character only.) The first time the Infantry Regiment this Character is currently attached to becomes Broken, immediately remove the Broken status.

Infiltration Optimization Strain โ€” 10 points

Much like the Marksman Optimization, Infiltrator packages are also available to enterprising Executors. Trading the relative security of the backlines for increased effectiveness in forward operations seeks to maximise the reward with little regard for the risk. Success can mean promotion out of the battlefield entirelyโ€ฆ but one must survive first. (High Clone Executor only.) The Character gains the (6), Range (12") Special Rule. The Infiltration Optimization Strain cannot be purchased along with Marksman Optimization Strain.

Marksman Optimization Strain โ€” 10 points

There is real value in specializing in niche roles, and life is so demanding and competitive among Executors that few have failed to grasp its advantages. Whether they can all afford the package of upgrades to increase their own performance enough to earn a spot in the safe backlines of the army is another question entirely. (High Clone Executor only.) The Character gains the (5), Range (18") and Special Rules. The Marksman Optimizations Strain cannot be purchased along with the Infiltration Optimization Strain.

Chain Reaction โ€” 5 points

Originally developed as stylistic flourish by an ambitious Biomancer attempting to distinguish himself from his peers, the complex arrangement of vectored Biomantic commands quickly gained popularity as the feedback cascade it induced in the abnormally receptive brain and chemical structure of the Catabolic Nodes resulted in significantly increased explosive yield. (Biomancer Warlord only.) When a Friendly Catabolic Node Detonates you may immediately select a second Friendly Catabolic within 18" and perform its Detonation ability out-of-sequence too and you may repeat that process one last time to select a third Friendly Catabolic Node within 18" to perform an out-of-sequence Detonation. The second Catabolic Node's Detonation ability inflicts 2 additional Wounds to the Enemy Regiment. The third Catabolic Node's Detonation ability inflicts 4 additional Wounds to the Enemy Regiment.

In addition, during this sequence of Detonations you may spend an Observation Token to Roll 2D6 instead of 1D6 and pick one result instead.

Regiments

Bound Clones๐Ÿ”

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

Desolation Drones๐Ÿ”

160 Points / +55 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
2
1
4
5
2
2
0
Drone

Force Grown Drones๐Ÿ”

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

Marksman Clones๐Ÿ”

150 Points / +50 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
2
1
4
4
2
1
1
Clone

Onslaught Drones๐Ÿ”

135 Points / +35 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
2
5
4
2
2
1
Drone

Stryx๐Ÿ”

110 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
8
1
1
4
4
1
1
2
Drone

Vanguard Clone Infiltrators๐Ÿ”

150 Points / +50 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
2
1
4
4
3
1
2
Clone

Vanguard Clones๐Ÿ”

145 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
1
2
5
4
3
2
1
Clone

Avatara๐Ÿ”

175 Points / +55 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
1
3
5
4
4
4
2
Husk

Brute Drones๐Ÿ”

150 Points / +45 Per StandBruteMedium
M
V
C
A
W
R
D
E
6
1
2
6
5
3
3
0
Drone

Incarnate Sentinels๐Ÿ”

220 Points / +65 Per StandBruteHeavy
M
V
C
A
W
R
D
E
6
1
3
5
6
4
4
0
Monstrosity

Centaur Avatara๐Ÿ”

190 Points / +60 Per StandCavalryHeavy
M
V
C
A
W
R
D
E
7
1
3
5
5
4
3
0
Husk

Leonine Avatara๐Ÿ”

170 Points / +55 Per StandCavalryMedium
M
V
C
A
W
R
D
E
8
3
2
4
4
4
2
2
Husk

Abomination๐Ÿ”

180 PointsMonsterMedium
M
V
C
A
W
R
D
E
8
1
2
12
14
3
3
1
Monstrosity

Siegebreaker Behemoth๐Ÿ”

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

Pteraphon Surveyor๐Ÿ”

180 PointsMonsterMedium
M
V
C
A
W
R
D
E
8
3
2
10
14
3
2
2
Monstrosity

Desolation Beast๐Ÿ”

230 PointsMonsterHeavy
M
V
C
A
W
R
D
E
6
3
2
8
16
3
3
0
Monstrosity

Consumption Beast๐Ÿ”

190 PointsMonsterMedium
M
V
C
A
W
R
D
E
8
1
2
10
20
4
2
2
Monstrosity

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.

Catabolic Node โ€” 20 points

When this Regiment is destroyed or upon declaring a Clash Action you may choose for this Catabolic Node to Detonate.

All Enemy Regiments currently Engaged with this Regiment immediately suffer 1D6+4 Hits, rolling the 1D6 once and applying the result for all Enemy Regiments. This Regiment suffers Hits equal to the 1D6 Rolled. Wounds from these Hits do not trigger Morale Tests.

Once Hits have been resolved, remove this Catabolic Node from play.

This Regiment gains the (1) Special Rule.

In addition, once per Round at the end of an Action in which an Enemy Regiment has completed its movement within 8" of this Regiment, this Regiment may choose to immediately perform an Out of Sequence March of 2" in any direction without suffering penalties for moving backwards or sideways. The Regiment is not allowed to Wheel during this move.

Assault Preceptor โ€” 20 points

This Regiment may Re-Roll failed Hit Rolls of '6' during Clash and Volley Actions.

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