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:
The Warlord
You must include one Character to be your Warlord โ your avatar on the Battlefield.
Warbands
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.
Optional Upgrades
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. Theโฆ 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.
The Underspire
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 Directorate
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 researchโฆ 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 achievedโฆ 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.
- If you put the Command Card on the top, upon drawing that Card without using the Entourage Rule, should it be a Regiment it may use its Strain Expression Draw Event without suffering the Special Rule.
- If you put the Command Card on the Bottom, upon drawing that Card should it be a Regiment it gains +2 to its Attacks Characteristic until the end of the Round.
This ability cannot be Activated if there is only one Command Card left in your Command Stack.
The Sovereign Lineage
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. Theโฆ 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
PHEROMANCER
Your Warlord may perform a free additional Practitioner Action each Activation. You cannot perform the same Pheromancy more than once during a single Activation.
Induced Aggression
: 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.
BIOMANCER
Your Warlord may perform a free additional Practitioner Action each Activation. You cannot perform the same Biomancy more than once during a single Activation.
Field Studies
: 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.
Ruthless Competence โ High Clone Executor
: 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.
Remorseless Hunter โ Lineage Prideborne
: 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.
Lambs to the Slaughter โ Lineage Highborne
: 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.
Tricks of the Trade โ Merchant Prince
: 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
Pheromancer๐
Special Rulesโพ
Abilitiesโพ
Pheromancy represents the lowest form of Biomancy practiced by the Spires, be it by lack of ability or imposed restrictions. The prevailing theory suggests that while Biomancers use their gifts to weave the strands that bind life itself into new forms, Pheromancers guide their gift inwards, they turn their body into a chemical furnace capable of altering the composition of any compound they ingest. This allows them to create new, tailored compounds, hormones and pheromones with a terrifying degree of precision, far beyond the limited capabilities of the growth vats located deep within each Spire. Through such methods, a Pheromancer can issue commands across the battlefield, singling out enemy troops for extermination, turning timid drones into bloodthirsty fiends and even force their troops to march until their feet are little more than bloody stumps.
Practitioner (Pheromancy)
Supremacyโพ
Induced Aggression
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
- Mainstay: Brute Drones, Force Grown Drones, Onslaught Drones, Stryx
- Restricted: Abomination, Consumption Beast, Desolation Drones, Desolation Beast, Pteraphon Surveyor
Biomancer๐
Special Rulesโพ
Abilitiesโพ
To look upon a Biomancer is to look upon Biomancy itself. These are the favored agents of the Directorate, and the full resources of their twisted genius are at their disposal. Everything about them; from their clothing to the menagerie that follows them, even their very bodies, are the direct product of a Biomantic process. Having moved well past the crude art of Pheromancy, these capable individuals look upon the battlefield with the dispassionate eye of a scientist, adapting to the exigencies of the battlefield and expending resources to achieve results with clinical precision.
Practitioner (Biomancy)
Supremacyโพ
Field Studies
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
- Mainstay: Bound Clones, Desolation Drones, Force Grown Drones
- Restricted: Abomination, Consumption Beast, Desolation Beast, Incarnate Sentinels, Pteraphon Surveyor
High Clone Executor๐
Special Rulesโพ
Abilitiesโพ
Ignored and often resented, High Clone Executors provide a critical role that not even the most arrogant of the Lineage Highborn can deny: direct battlefield experience and a core of professional officers to lead the troops. To achieve the rank of Executor, a clone must have advanced through the ranks of the Infantry and Infiltrators. This hard-earned battlefield experience grants them deep tactical and strategic insight that is seldom found within a Spire's forces. While Biomancers and Pheromancers might turn the soldiers into ravening automata and Lineage Highborn might be unstoppable on the field, it is the High Clone Executors who time and again deliver victories across a hundred different battlefields.
Symbiotic Command
Supremacyโพ
Ruthless Competence
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
- Mainstay: Bound Clones, Force Grown Drones, Onslaught Drones, Clones
- Restricted: Brute Drones, Marksman Clones, Pteraphon Surveyor, Siegebreaker Behemoth, Clone Infiltrators
Lineage Highborne๐
Special Rulesโพ
Abilitiesโพ
Among the highest echelons of the Lineages, none are truly expected to risk their lives anymore, much less for something as simple and trivial as combat. The chosen warriors of the Sovereign's Lineages stride through the battlefield safely projecting their consciousness into their Avatara: outlandish creations bedecked in all sorts of ornament and Biomantic enhancements, whose lithe, androgynous frames bely the speed and power they can bring to bear. With almost no personal risk and minimal skill needed to become a deadly foe, many scions of the Lineages have taken to decorating their Avatara as ostentatiously as possible, for the body-vessels have made them such proficient killers that a tally of the slain foes is simply no longer a practical method by which to distinguish oneself.
Character is currently attached to, it suffers 1 Wound. This does not trigger Resolve Tests.
Supremacyโพ
Lambs to the Slaughter
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
This Warband may not contain more than 2 Regiments of Incarnate Sentinels.
- Mainstay: Avatara, Bound Clones, Incarnate Sentinels
- Restricted: Abomination, Centaur Avatara, Leonine Avatara, Siegebreaker Behemoth, Clone Infiltrators
Lineage Prideborne๐
Special Rulesโพ
Abilitiesโพ
Amongst the Lineage Elders who indulge in the base carnal satisfaction of combat there exists a small, but very dedicated and influential, minority for whom the slaughter of lesser foes has lost it's luster. Many of these hoary ancients have found a new purpose and joy not in the indiscriminate slaughter of unworthy rabble, but rather in the patient, collected and premeditated hunt of a worthy foe. They have taken to looking upon the foe not as enemy, but as prey. And like all hunters they take pride in the well executed hunt. Not for them the mindless drive into combat, but rather the patient stalk, the flank and rear charge, and then the unleashing of the murderous potential of their Avatara projections.
Supremacyโพ
Remorseless Hunter
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
This Warband may not contain more than 2 Regiments of Centaur Avatara. This Warband may not contain more than 2 Regiments of Leonine Avatara.
- Mainstay: Centaur Avatara, Leonine Avatara, Clones
- Restricted: Avatara, Marksman Clones, Stryx
Merchant Prince๐
Special Rulesโพ
Abilitiesโพ
A recent development in the long history of the Spires, the Merchant Princes have quickly become a force to be reckoned with. By abandoning all efforts at amassing power and wealth within the Spire, traditionally the domain of the Lineages and the Directorate, and turning their efforts outwards, towards isolated compounds and interactions with the lesser species, they have managed to amass real power, granting them surprising influence within Spire politics for a faction so young. Ruthless, calculating and above all driven, the Merchant Princes have proven a powerful foe to any who oppose them.
If your Opponent accepts the Offer then both Players may select one additional Regiment to automatically succeed on their Reinforcement Roll this Round. In addition, your selected Regiment gains the (3) Special Rule.
If your Opponent declines the Offer then you may choose between Re-Rolling 1 Failed Reinforcement Roll this Round or once Reinforcement Rolls have been made you may choose one Regiment that is currently not on the Battlefield to gain the (3) Special Rule until the end of the Round. Should both Players control a Merchant Prince both Merchant Princes may propose an Offer. Players Roll Off to see who may propose an Offer first.
- Note: Multiple list entries of Merchant Prince does not allow you to propose an Offer multiple times.
Supremacyโพ
Tricks of the Trade
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 2 Apparatuses and Eccentricities in any combination and unlimited Mutations.
Warbandโพ
- Mainstay: Bound Clones, Force Grown Drones, Clones
- Restricted: Any Spires Regiment!
Mimetic Assassin๐
Special Rulesโพ
Abilitiesโพ
The Mimetic Assassin is a nightmare made flesh for enemy commanders. Each segment of its carapace is individually articulated and razor sharp, allowing it to change its body shape, stance and outline to masquerade as any clone (or humanoid biped with minimal effort in disguise) or even produce claws and weapons made from its own body. Coupled with its pheromonic field, these attributes grant the Mimetic an unprecedented edge in infiltration and ambush situations. Easily overlooked in the dead of night or heaving mass of combat, the Mimetic Assassin can close within range of its chosen foe unnoticed before it springs into action, transforming into a whirling, stabbing monstrosity in the flash of an eye.
This Character cannot be the Army's Warlord. In addition this Character does not have a Warband and may be attached to a Regiment as per its Assassination Directive Special Rule (see next page).
Supremacyโพ
No Supremacy Ability
Compositionโพ
- This Character Stand is comprised of 1 Stand with 1 Model on it.
Character Upgradesโพ
May purchase up to 1 Eccentricity and unlimited Mutations.
Biomancies
Essence Transfer
Target Friendly Regiment within 12" and Roll 2D6:
- The Regiment immediately suffers Wounds equal to the lower Roll result. These Wounds do not trigger Morale Tests.
- Target another Friendly non-Monster Regiment within 12", it immediately Heals 4 Wounds.
Unstable Enhancement
Target Friendly non-Monster Regiment within 12'', until the end of the Round:
- The Regiment gains one of the following effects based on the result of the 1D6 Roll.
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.
Catalytic Rupture
Target Friendly Regiment within 12" and Roll 2D6:
- All Enemy Regiments currently in Contact with the Target Regiment immediately suffer X Hits with the (1) Special Rule where X is the highest Roll result of the 2D6. Hits from these Wounds do not trigger Morale Tests.
Grant Virulence
Target Enemy Regiment within 12":
- The Regiment suffers 1D6 Hits with the X Special Rule, where X is equal to 6 minus the result of the Roll. These Wounds do not trigger Morale Tests.
Example: Should a Player Roll 4 then 6-4=2 and therefore (2).
Pheromancies
Induce Vigor
Target Friendly Regiment within 12", until the end of the Round:
- The Regiment gains the Special Rule.
Pheromantic Drive
Until the end of the Round:
- Friendly Drone and Clone Regiments within 12" Re-Roll failed Resolve Rolls of "6"
- The Regiment this Character is currently attached to gains the (1) Special Rule.
Pheromantic Compulsion
Target Enemy Monster Regiment within 12", until the end of the Round:
- The Regiment counts as 0 Stands for the purposes of Seizing or Contesting Objective Zones.
Siphon Strength
Target Enemy Regiment within 12", until the end of the Round:
- The Regiment can never be under the effects of the or Special Rules.
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 controlโฆ 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 Spiresโฆ 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 entirelyโฆ 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 Clones๐
Special Rulesโพ
Draw Eventsโพ
Abilitiesโพ
Lacking the mental prowess to join the Directory or the beauty to serve the Lineages directly as domestics, the vast majority of clones decanted find their way into the ranks of the Bound, the professional forces each Sovereign Lineage keeps on retainer. Clothed, fed, equipped, and trained at the Lineage's expense, these soldiers are kept on standby for those tasks that require a fully cognizant and trained mind that could not be entrusted to a servile drone. This should not lead one to think that their lives mean more to their masters, but rather that their masters expect more for the investment into their continued existence. They are truly bound to the fate of their Lineage.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +40 points per Stand.
Command Modelsโพ
Leader, Standard Bearer
Officersโพ
This Regiment may take one of the following Officers
- Catabolic Node โ 20 points
- Ward Perceptor โ 30 points
- Assault Preceptor โ 20 points
Desolation Drones๐
Special Rulesโพ
Abilitiesโพ
Desolation Drones are some of the most feared troops that the Spires can deploy despite their humble origins. Once no more than disposable spawning pool disinfectants, it did not take long for some enterprising Biomancer to see what the effect of the digestive liquids they sprayed on the vats would have on the battlefield. His immediate promotion granted him all the resources he would need to update the weaponry to deliver the liquids from afar. Though the range still leaves something to be desired, the base trooper design remains unchanged allowing for very efficient production to replace the unavoidable losses.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +55 points per Stand.
Command Modelsโพ
Leader
Officersโพ
This Regiment may take one of the following Officers
- Catabolic Node โ 20 points
Force Grown Drones๐
Special Rulesโพ
Draw Eventsโพ
Abilitiesโพ
After witnessing a Force Grown Drone, one could imagine that they are a byproduct of some other Biomantic process gone awry. Nothing could be further from the truth; the design of their strains represents a groundbreaking triumph for the Biomancers. The end result is a being that can be gestated within a week and kept dormant until quickened. In meantime, they can be stored within vast racks in the massive storage caverns of the Underspire. When requested, entire racks of these dormant drones can be hitched on to massive, tented, cathedral-like wagons, pulled by dozens of the Brute Drones. Hundreds of cycles were devoted to simplifying and streamlining the Force Grown strains, allowing the Directorate to create a creature ideally suited to the needs of the Lineages. After all, Force Grown Drones are not meant to fight at the behest of their masters. They are meant to die at their convenience.
- The Regiment Strain ability permanently changes to (2) and +1 to Movement Characteristics
- The Regiment Draw Event permanently changes to (+4).
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +25 points per Stand.
Command Modelsโพ
Standard Bearer that is also a Leader
Officersโพ
This Regiment may take one of the following Officers
- Catabolic Node โ 20 points
Marksman Clones๐
Special Rulesโพ
Abilitiesโพ
Spliced from a number of tissues to ensure their keen eyesight and flawless hand-eye coordination, these Clones are amongst the most effective ranged troops one can encounter on the battlefield. The addition of a third arm was pioneered by the Fourth Indigo Lineage, which traded the marginal increases in accuracy that other houses blindly pursued for a significantly increased rate of fire. Despite under performing in the sharpshooting challenges, the dominant superiority in their rate of fire brought glory to their Lineage in the melees for decades, until the other Lineages stole, bought or perfected their technique. Unleashed on the outside world for the first time in millennia, Marksmen Clones are reaping a bloody toll on the battlefield, providing withering salvoes of accurate fire for the monstrous throng the Spires call an army.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +50 points per Stand.
Command Modelsโพ
Leader, Standard Bearer
Officersโพ
This Regiment may take one of the following Officers
- Assault Preceptor โ 20 points
- Ward Preceptor โ 30 points
Onslaught Drones๐
Special Rulesโพ
Abilitiesโพ
A portion of all Force Grown Drones is tithed to the Onslaught Program. An advanced research grant established by the directorate to further the development of the Spire's combat drones. It is upon these hapless wretches that the Directorate expands its knowledge of neural and hormonal overstimulation, pushing the boundaries of their own craft a tiny bit further with each test. Already they have borne fruit, allowing the clones' direct supervisors to trigger their hyper aggression only once a safe distance from friendlies has been achieved.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +35 points per Stand.
Command Modelsโพ
Leader
Officersโพ
This Regiment may take one of the following Officers
- Catabolic Node โ 20 points
Stryx๐
Special Rulesโพ
Abilitiesโพ
With bones lightened to the degree they can scarcely support the musculature that power the mighty pinions that bear them aloft, a Spire Stryx would be incapable of posing a significant threat on the battlefield were it not for the cruel disregard their masters have for their livesโฆ and the lethal, toxic lighter than air payload they carry in their bloated chests.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +40 points per Stand.
Command Modelsโพ
Leader
Vanguard Clone Infiltrators๐
Special Rulesโพ
Abilitiesโพ
Those Vanguards who have survived three deployments are given a choice: increased amenities and continued service in the line infantry in perpetuity or five years of service as an Infiltrator after completing the necessary training. It is a testament to the ruthless brutality of the training regime that produces the Infiltrators Squads that only one in ten veterans volunteer for this duty, despite the promise of eventual self-hood and advancement into Executor status upon graduation
Should this Regiment consist of 4 or less stands, its stands contribute barrage to the volley action regardless of rank.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +50 points per Stand.
Command Modelsโพ
Leader
Officersโพ
This Regiment may take one of the following Officers
- Assault Preceptor โ 20 points
- Ward Preceptor โ 30 points
Vanguard Clones๐
Special Rulesโพ
Abilitiesโพ
Unlike the Brute and Force Grown Drones the Clones are not grown in the spawning pits deep within the Underspire. Woven from 100% pure exile tissue, their strands are improved upon and woven to produce superior specimens inducted into the ranks of the Bound Clones. Those that survive a brutal culling process undergo a harrowing training regime to enter the regiments. This first training regime focuses on physical development and martial arts training. By the end of their third year of conditioning and training, a clone is equally comfortable with killing with bows, snap bows, blades and limbs. Their training has been skewed to emphasize evasion and speed over raw power but raised to peak physical condition and trained in combat for three years, the average Clone is more than a match for even a veteran man at arms, capable of going toe to toe with the combat elite of the Dweghom and W'adrhun.
Compositionโพ
- This Regiment is comprised of 3 Stands with 4 Models on each Stand.
- You may add additional Stands for +40 points per Stand.
Command Modelsโพ
Leader, Standard Bearer
Officersโพ
This Regiment may take one of the following Officers
- Assault Preceptor โ 20 points
- Ward Preceptor โ 30 points
Avatara๐
Special Rulesโพ
Abilitiesโพ
Among the highest echelons of the Lineages, none are truly expected to risk their lives anymore, much less for something as simple and trivial as combat. The chosen warriors of the Sovereign's Lineages stride through the battlefield safely projecting their consciousness into their Avatara: outlandish creations bedecked in all sorts of ornament and Biomantic enhancements, whose lithe, androgynous frames bely the speed and power they can bring to bear. With almost no personal risk and minimal skill needed to become a deadly foe, many scions of the Lineages have taken to decorating their Avatara as ostentatiously as possible, for the body-vessels have made them such proficient killers that a tally of the slain foes is simply no longer a practical method by which to distinguish oneself.
Compositionโพ
- This Regiment is comprised of 3 Stands with 1 Model on each Stand.
- You may add additional Stands for +55 points per Stand.
Command Modelsโพ
Leader, Standard Bearer
Brute Drones๐
Special Rulesโพ
Abilitiesโพ
Towering well over two meters, with most specimens touching the three meter mark, Brute Drones are a towering mass of vat grown muscle and aggression. Their skin, where it can be seen beneath the ichor soaked bandages they bear, is a ravaged mass of scar tissue and subdermal bone deposits. Their armor is literally sealed onto their bodies, held in place by alchemically treated cartouches that establish Lineage ownership, lot number and enhancement date of the particular drone. On the battlefield, Brute Drones are little more than living battering rams. As a result, they are always deployed in conjunction with a Pheromancer, whose powerful pheromonal commands are the only thing that can cut through the haze of pain and rage that clouds their mind.
Compositionโพ
- This Regiment is comprised of 3 Stands with 1 Model on each Stand.
- You may add additional Stands for +45 points per Stand.
Command Modelsโพ
Leader
Incarnate Sentinels๐
Special Rulesโพ
Abilitiesโพ
Forgoing any attempt to create a viable organism that could meet their expectations the Directorate instead cultured individual organs to their specifications and assembled them over a reinforced skeleton. Sacrificing almost all attempts at elegance in return for function, the Incarnates are the most successful efforts of the Directorate at overcoming the limits of flesh. Skirting dangerously close to the Sovereigns interdiction on Avatara Husks, Incarnate Sentinels are nothing short of dedicated killing biological entities that straddle the divide between organism and mechanism.
Compositionโพ
- This Regiment is comprised of 3 Stands with 1 Model on each Stand.
- You may add additional Stands for +65 points per Stand.
Command Modelsโพ
Leader
Centaur Avatara๐
Special Rulesโพ
Abilitiesโพ
A massive humanoid torso crowns the baroque, armored equine monstrosity of the Centaur Avatara, bristling with arms each carrying a deadly blade. Scoffing at the notion of partnership with another being, but keenly aware of the advantages of cavalry upon the field, Spires created the Centaur iterations of the Avatara to mimic the original knights, the Companions and Equites of the Old Dominion. To date these have been reserved for only the eldest and most powerful elders of the Lineages. Their recent presence on the western battlefield can only bode ill for the Hundred Kingdoms as these hoary monsters shed millennia of ennui and rekindle their bloodlust and interest in battle.
Compositionโพ
- This Regiment is comprised of 3 Stands with 1 Model on each Stand.
- You may add additional Stands for +60 points per Stand.
Command Modelsโพ
Leader, Standard Bearer
Leonine Avatara๐
Special Rulesโพ
Abilitiesโพ
It did not take long for the Avatara Program to catch on with the Sovereign Lineages. While the Centaur Avatara appealed to a portion of their more wealthy patrons, a few debauched souls have come to view the battlefield as the perfect hunting ground. They have commissioned a new form of Avatar body, one that can stalk its prey amongst the clamor of battle and lose itself to the thrill of the hunt. Spire commanders routinely seek them out on the eve of battle, knowing that the damage they will cause to the foe's plans far outweighs the difficulty of guiding them to the right target.
Compositionโพ
- This Regiment is comprised of 3 Stands with 1 Model on each Stand.
- You may add additional Stands for +55 points per Stand.
Command Modelsโพ
Leader
Abomination๐
Special Rulesโพ
Abilitiesโพ
Abominations were originally an advanced and cruel form of punishment, devised on a whim by the Sovereign. Ensconced deep within an Abomination lies the body of an Exile who has betrayed his trust or breached the most sacrosanct of Spire laws. Survivors speak of a keening whine, just on the verge of hearing that pervades their memories, a sound that registers deeper than the cries of their fallen comrades. This is the only sound an Abomination can make, the only sound it is allowed to make: a keening howl to convey the depth of their misery and torment. Invasive cerebral procedures impairs the cognitive function of the condemned, forcing the body to respond to orders while allowing a compromised psyche trapped within the hellish amalgam only enough control to wail its anguish even while enacting the will of its tormentors.
Compositionโพ
- This Regiment is comprised of 1 Stand with 1 Model on it.
Siegebreaker Behemoth๐
Special Rulesโพ
Abilitiesโพ
No creations of the Spire embody both the Directorates pursuits of efficiency and the Sovereigns quest for perfection as does the Siegebreaker Behemoth. Its limbs are designed to dig, climb and still strike with such force it cavitates the very air, producing a thunderous boom that dwarfs the sound of its impact, shredding metal, pulverizing stone and obliterating flesh. Its sinuous serpentine body is almost nothing but muscle and armour, sacrificing everything for power, mobility and durability. Its nervous system is a complex mix of simple systems that govern its movement and complex self-referencing pain and pleasure receptors attuned only to its hearing. This is intentional, for its control is established by frequencies known only to its master, who dispenses pain or pleasure ensuring the compliance and good behavior of this unstoppable behemoth.
Compositionโพ
- This Regiment is comprised of 1 Stand with 1 Model on it.
Pteraphon Surveyor๐
Special Rulesโพ
Abilitiesโพ
One of the earliest and most successful applications of Biomancy to the art of War, the Pteraphon were originally developed by the Spires as dragon slayers. Refining their efforts they repurposed the suit by eliminating most of its nervous system and turning it instead into a symbiotic "suit" that grants its wearer the power of flight and enhanced senses. Of course the added neural burden of the alien musculature and sensory organs requires unsafe levels of synaptic enhancers which almost invariably leave their unfortunate pilot hosts as wretched, addicted souls. While the bulk and offensive power of the original design was pared down, they were originally designed to combat dragons and as such remain a terrifying weapon of war against all mortal enemies.
Compositionโพ
- This Regiment is comprised of 1 Stand with 1 Model on it.
Desolation Beast๐
Special Rulesโพ
Abilitiesโพ
Originally developed by the Directorate to scour the spawning pools clean of any biological contaminants, Desolation Beasts have been repurposed to become absolute horrors on the battlefield. Their massive scuttling bodies undulate obscenely across the battlefield. Their uniquely spliced flesh allows them to synthesise and contain a terrifying organic acid enhanced by catalytic enzymes. Specialized esophageal linings and a murderously adapted mandible allow this horrifying creation to spray this deadly payload on their hapless foes, dissolving flesh and bone with ease and even ravaging armor in enough volume.
Compositionโพ
- This Regiment is comprised of 1 Stand with 1 Model on it.
Consumption Beast๐
Special Rulesโพ
Abilitiesโพ
Developed alongside the Desolation Beast, Consumption Beasts were originally meant to consume the dregs of a spawning pool before the Desolation Beasts were unleashed. This could be the last of the fluids and amniotic structures left in a vat after a successful spawn, but other, darker scenarios are equally common. It was in fact watching a Consumption beast devour a failed drone vat that inspired the Directorate to deploy them on the battlefield. The carnage these multipedal monstrosities unleash on the battlefield thrilled the observers and ensured their deployment en masse. The psychological impact of eating, and not just killing its foes, is just icing on the cake as far as the Directorate is concerned.
This Regiment starts the Battle with 8 Wound Markers on it.
Compositionโพ
- This Regiment is comprised of 1 Stand with 1 Model on it.
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.
Ward Preceptor
This Regiment gains the (1) Special Rule.
30 points
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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