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The W'adrhลญn

Tribal warriors who chant to war on the backs of dinosaurs

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Army Lists

The force you bring to the Battlefield is chosen using an Army list. To help ensure you're playing a fair and balanced game, these Army lists are chosen to equal points values.

Points Values

Each Stand in a game of Conquest has a points value, representing its overall worth on the Battlefield. Stands with higher points values are generally better or more flexible fighters, while those with lower points values are less effective, or are useful in a narrow set of circumstances. Your Army's points value is equal to the total points values of every Stand in your Army, plus those of any upgrades you've purchased for those Stands. The higher the points value, the more lethal the Army you've selected. By choosing Armies to equal points values, you and your opponent can ensure a fair, challenging battle.

Size of Battle

By default, we recommend battles of 2,000 points โ€“ this generally gives enough slaughter for an evening's gaming. However, there's nothing to stop you from choosing a larger or smaller size for your confrontation. Indeed, smaller games of 1,000 points are an excellent way to learn the rules.

Building an Army

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

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

Each Character Stand in your Army (including the Warlord) must be accompanied by a Warband of Regiments. You'll normally have a choice of Regiments to choose from, but you must always include a Regiment of the same type โ€“ i.e Infantry, Cavalry or Brute โ€“ as your Character Stand to ensure that they have a Regiment to join at the start of the battle.

Each Regiment is drawn from the Regiments section of the Army List. It will also, depending on the Character Stand it is chosen for, count as a Mainstay or a Restricted choice. Each Character Stand's Warband has a Regiment allowance of 4 Regiments. A Warband can include as many Mainstay choices as your Warband allowance allows. Restricted choices are more limited, as the name suggests. Each Warband can only include two Restricted choices from all the options presented. This can be two of the same Regiment, or two different Regiments from the list. As a further restriction, you must include one Mainstay choice for each Restricted choice in your Army. Therefore, a Warband that includes two Restricted choices will always have at least two Mainstay choices too. Note that a Regiment might be a Mainstay choice for one Character type, and a Restricted choice for another

Many Character Stands and Regiments have additional options that can be purchased for them, such as Abilities, Command Models, or even extra Stands (in the case of Regiments). If you purchase any of these upgrades, simply add the points cost to that of the Character Stand or Regiment for which the upgrade was purchased.

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

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

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

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

Special Rules and Supremacy Abilities

Certain rules like those acquired through the purchasing of Masteries, Character Upgrades and Supremacy Abilities may provide unique abilities that extend beyond merely providing Characteristic upgrades to Character or Regiments and instead benefit an entire Warband or even the entire Army.

This raises the question of whether these abilities are "always active", "activated" or only applicable when the Character Stand or Regiment is on the Battlefield.

For this reason rules like this are followed by identifiers that allow the Player to easily recognize when these rules are applied. The identifiers are the following:

Always Active: This Ability is always considered to be active regardless of whether the Character

or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.

Activated: This Ability may be used once per Battle and requires the Character or Regiment to currently be on the Battlefield. Once Activated the effects last until the end of the Round regardless if the Characteror Regiment has been removed from the Battlefield in the meantime.

Battlefield: This Ability is considered to be active while the Character or Regiment is currently on the Battlefield.

War Chant

One of the distinctive features of the W'adrhun is their War Chant. When creating your Army List, each Character Stand must select to follow the Cult of Famine, Death, or War. The only exception is the Army's Warlord who may choose to follow the Cult of Conquest.

All Regiments in that Warband follow the same Cult as the Character Stand unless a Special Rule dictates otherwise. Items, Masteries, or other rules may later change a Character or Regiment's Cult to Conquest or another Cult; however, the initial choice remains unaffected for the rest of the Warband.

Chant in Sequence At the beginning of the Battle, designate a visible area outside the Battlefield where you will be placing Chant Markers. This designated area is now considered to be your Sequence.

At each of your "Draw Command Card" steps, once a Regiment or Character Stand currently on the Battlefield has been selected to Activate, add a Chant Marker to your sequence belonging to that Regiment/Character Stand's Cult.

A Sequence can only hold up to a maximum of 3 Chant Markers. Any additional Chant Marker added may replace an existing one in the sequence otherwise it is discarded.

Chant the Battlecry At the beginning of a Regiment's "Resolve Draw Event" step, but before resolving any Draw Events, if there are three Chant Markers in the Sequence you may "Chant the Battlecry". You can only "Chant the Battlecry" during Regiment Activations.

Follow these steps in order to Chant the Battlecry;

1. You may exchange any number of Conquest Markers for an equal number of Famine, Death, or War Markers in any combination.

2. Choose a Cult.

3. Discard at least two Chant Markers of that Cult. If that is not possible then the Regiment does not count as having Chanted the Battlecry. Exchange back any Markers exchanged during Step 1 and proceed with the Regiment's Activation.

4. Gain the benefits of the Chant until the end of the Round.

5. Finally, remove any unused Chant Markers from the Sequence. Chant Markers removed in this way are considered Unsung.

Finally, some Special Rules have effects that are triggered off Chanting the Battlecry and their effects are applied in addition to the effects gained from Chanting the Battlecry. The part of the Special Rule that is triggered by Chanting is clearly stated in the Special Rule.

You will be able to identify these Special Rules by the Chant indication next to their name.

Battlecries

Make sure to check our Rules in a Nutshell section at the end of the Army List for tips on how to make the most out of your Chants!

Cult of Famine

Famine, the eldest and most dangerous of her brothers, was bound to the Element of Fire. The Ukunfazane could do little to salve the hunger and drive that her brother's fanatics evinced but could help guide this in a direction that raised her people.
Drawing on the sympathetic link to fire and passion, the members of the Cult of famine have become the chroniclers, scribes, poets and performers of the W'adrhลญn.

The Regiment gains the Special Rule until the end of the Round.

Cult of War

War, her mate, was bound by Balance to the element of Earth, and while his primary manifestation remains one of conflict and power, the Ukunfazane was able to cast him in the role of a crafter as well.
To this day the Cult of War are the only W'adrhลญn allowed to cast and forge metal, the spiritual manifestation of their God.

The Regiment gains the (+1) Special Rule until the end of the Round.

Cult of Death

Death, her fiercest rival, was bound to the Element of Water. Unable to reforge the overpowering finality and narrative power of her sister, the Ukunfazane instead drew upon her connection to blood and was able to weave that connection into her people, recasting the Cult of Death as midwives and healers.
Rather than embracing Death, the Cult accepts the reality of it but fights against it to its last breath.

The Regiment gains the Special Rule until the end of the Round.

Cult of Conquest

Perhaps the most subtle manipulation of all was wrought upon Conquest, the Ukunfazane, herself. Bound to the element of Air, her understanding of Conquest has over the years evolved away from the literal embodiment of expansion and domination to one of vision, victory, and adaptability. adaptability.
Rather than looking at her young, vibrant warrior people as a tool for domination, she has instead chosen to see where she and her people might thrive on Eรค and guide them there.

The Regiment adds +2 to its Evasion Characteristic, (to a maximum of 3) until the end of the Round.

The Cults of Ukunfazane

Depending on your Character's Cult - you can expand on their Warband selections!

"War, her Mateโ€ฆ" If a Character follows the Cult of War, the Character's Warband may include up to two Chosen of War Regiments as a Restricted option. Furthermore, the Character and the Regiment they are currently attached to gain the Cult Of War Battlefield Role.

"Death, her fiercest Rivalโ€ฆ" If a Character follows the Cult of Death, the Character's Warband may include up to two Chosen of Death Regiments as a Restricted option. Furthermore, the Character and the Regiment they are currently attached to gain the Cult Of Death Battlefield Role.

"Famine, the eldest Brotherโ€ฆ" If a Character follows the Cult of Famine, the Character's Warband may include up to two Chosen of Famine Regiments as a Restricted option. Furthermore, the Character and the Regiment they are currently attached to gain the Cult Of Famine Battlefield Role.

"The Goddess Herselfโ€ฆ" If a Character follows the Cult of Conquest, the Character's Warband may include up to two Chosen of Conquest Regiments as a Restricted option. Furthermore, the Character and the Regiment they are currently attached to gain the Cult Of Conquest Battlefield Role.

Supremacy Abilities

The Matriarch Walks : When a Friendly Regiment Chants the Battle Cry, it immediately loses its Broken status.

Activated part of the Ability: Once this Player's first Activation and any subsequent Entourage Activation has been completed, immediately return to the "Draw Command Card" step. You may then draw your next Command Card and immediately Activate it.

Concetrated Assault : The Range of the Chieftain's "Crushing Force" changes to cover the entire Battlefield. Furthermore, the Chieftain's "Tempo" value is changed to (4) and now affects all Friendly The Tribes Regiments in the Army.

Thunderous Assault : All Friendly The Speakers Regiments gain the Special Rule.

The Big Game Hunt : Mark one Enemy Regiment to be your "Prey", at the end of the game's first Supremacy Phase, you can choose any Enemy Regiment, even one not currently on the Battlefield. Friendly Regiments always count as under the effects of the / Take Aim Special Rules when performing Clash or Volley Actions against that Enemy Regiment. When that Regiment is Destroyed you may immediately select another Prey.

Visions of Conquest : When a Friendly Regiment Chants the Battlecry from the Cult of Conquest that Regiment immediately gains the effects of the Dissonance Spell until the end of the Round as if it was the Target of that Spell. In addition, all Regiments that would add a Chant Marker to the Chant Sequence may add a Conquest Chant Marker instead.

Activated part of the Ability: Until the end of the Round, each time you would draw a Command Card from your Command Stack, instead search your Command Stack and play a Command Card of your choice.

Visions of War : When a Friendly Regiment Chants the Battlecry from the Cult of War it also gains the (1) Special Rule until the end of the Round.

Activated part of the Ability: Friendly Regiments gain the (1) Special Rule until the end of the Round.

Visions of Death : When a Friendly Infantry Chants the Battlecry from the Cult of Death its Command Stand adds +3 to its Attacks Characteristic until the end of the Round.

Characters

Matriarch Queen๐Ÿ”

100 PointsInfantry
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-
2
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5
5
4
3
0
CharacterThe Tribes

Chieftain๐Ÿ”

100 PointsInfantry
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A
W
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-
1
3
6
5
3
3
0
CharacterThe Tribes

Thunder Chieftain๐Ÿ”

150 PointsCavalry
M
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A
W
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-
1
3
6
6
3
4
0
CharacterThe Speakers

Predator๐Ÿ”

90 PointsInfantry
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A
W
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-
3
3
6
5
3
2
1
CharacterThe Speakers

Mounted Predator๐Ÿ”

100 PointsCavalry
M
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D
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-
2
3
6
6
3
2
2
CharacterThe Speakers

Winglord Predator๐Ÿ”

220 PointsMonsterMedium
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V
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9
3
3
11
16
3
3
2
CharacterThe Speakers

Scion of Conquest๐Ÿ”

110 PointsInfantry
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A
W
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-
1
3
5
5
4
2
2
CharacterScionThe CultsCult of Conquest

Scion of War๐Ÿ”

130 PointsBrute
M
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-
1
3
6
7
4
4
2
CharacterScionThe CultsCult of War

Scion of Death๐Ÿ”

100 PointsInfantry
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1
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7
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4
0
3
CharacterScionThe CultsCult of Death

Characters and Character Upgrades

Magical Items and Heraldry are an important part of a Faction's culture and history. Each Faction has access to a list of Character Upgrades as described in their Army List. Unless noted otherwise, each entry may only be selected once in your Army List, and it does not have to be visually represented on the Character Stand. Each Character Upgrade confers abilities or attributes to the Character Stand, and their bonuses are lost as soon as the Character Stand is removed from the game for any reason.

Unless otherwise specified, the following restriction apply for W'adrhun Character Stands:

Artefacts

Each Artefact may only be included in your Army once.

Cult Artefacts

Roar of the Awe'khwge โ€” 30 points

(Characters Following the Cult of Conquest only.) One of the most feared predators in the Wasteland, the hunting cry of the Awe'khwge has been the last thing many a Hunter and intrepid explorer has heard. Many tribes have coopted its eerie ululating sound for their battle cry. When the Infantry Regiment this Character is currently attached to Chants the Cult of Conquest, it gains the Special Rule until the end of the Round.

Death's Gaze โ€” 25 points

(Characters Following the Cult of Death only.) Crafted by the most dedicated of Death's Cult, Death's Gaze is much more than a series of stone throwing axes with ornate bone handles. They are a blessing of the cult of Death granted to warriors whose vision of war is not merely victory, but the end of one's foes before they even have a chance to flee. The Regiment the Character Stand is currently attached to gains the (3) Special Rule.

Scars of Endekar โ€” 10 points

(Characters Following the Cult of Famine only.) Endekar of the Tribe of the Spear Tree was the first to perfect the art of body scarring. It is said that when was asked why she was marking her own skin, her answer was simple: "I will not be thought a coward simply because none have scarred me." When the Regiment this Character Stand is currently attached to successfully performs a Charge against an Enemy Regiment within range of an Objective Zone, this Regiment gains the (+1) Special Rule until the end of the Round.

The Horn of Ronan โ€” 30 points

(Characters Following the Cult of War only.)

Ronan of the Bloodhusk Tribe was known for many things, but one above all else: being the first to earn the title of Thunder Chieftain through single-minded aggression in combat. Crafted from one of the tusks of Ulla, his legendary mount, the sound of the Blood Horn resonates with his song, urging warriors beyond their limits. When the Cavalry Regiment this Character Stand is currently attached to Chants the Battlecry from the Cult of War, it gains the (+2) Special Rule until the end of the Round.

Armors

Hide of the Silent Hunter โ€” 15 points

The leaders of the W'adrhรปn have learned to bide their time and study their enemies' tactics, easily determining the weak spots in their adversaries' plans. The Regiment this Character Stand is currently attached to gain the Special Rule.

Beads of Death โ€” 10 points

"Like wind, like light, like heat, Death is a force" says the Cult of Death. Their prayer beads seem to support this creed, absorbing the force of blows, even if they break in the process. Character gains access to Bloody Sacrifice Draw Event:

Death's Reach โ€” 10 points

(Predator and Mounted Predator only)

W'adrhรปn warriors have the potential nurture such a spiritual bond with these beasts, where the beast and rider can coordinate their movements and hunt as one, decimating their prey. This Character Stand adds +1 to its Attacks Characteristic and gains the (+1) Special Rule.

Weapons

Brood of Omgorah โ€” 20 points

Omgorah the Unbound is said to have single-handedly destroyed the Spire of Ghan'ta. Legends claim that once driven into frenzy would not stop, would not feel pain and would not die. Choosing one of his brood for a mount can be a dangerous choice but not without its rewardsโ€ฆ The Character Stand changes its Type to Cavalry and gains the (2) and (4) Special Rules. The Character Stand may not purchase a Mastery from the Ways of the Speakers.

Kiss of the Dilosaur โ€” 25 points

None know if the venomous Dilosaur was a beast of old preserved by the Spires or if it was one of their creations. Even if not lethal in small dosages, the venom of the Dilosaur causes horrible pains; especially if a coated blade delivers into the bloodstream. Enemy Regiments and Characters must Re-Roll successful Defense and Morale Test Rolls when inflicted Hits by this Character as part of a Duel, Clash or Volley Action.

Tribal Spear โ€” 20 points

To be awarded the Spear of one's Tribe is to have proven to be the most able warrior in the Nighudda, the proving ring. To be worthy of keeping it, you must prove your worth as a combatant at every opportunity. While the Regiment this Character Stand is currently attached to is within range of an Objective Zone it adds +1 to its Attack Characteristic.

Masteries

Character Stands are heroes of renown or highly gifted individuals, who excel above and beyond the masses. Be it through luck, education, training and effort or other powers at work, Character Stands have mastered abilities that make them exceptional.

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

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

Teachings of Conquest

Vision โ€” 30 points

To inspire is to have a vision... The Character gains the Special Rule.

Adaptability โ€” 20 points

...to adapt is for it to come to fruition. When the Regiment this Character Stand is currently attached to Chants the Battlecry, Target non Friendly Objective Marker within 6" of this Regiment is immediately destroyed.

Teachings of War

Authority โ€” 20 points

The weak shall feed the strong... (Warlord Following the Cult of War only.)

: Blooded, Brave and Veteran Regiments in this Army cannot become Broken even when an another Rule would force them to do so.

Resilience โ€” 20 points

...the strong shall pave the way. (Thunder Chieftain only.)

: Thunder Regiments in this Army gain the (1) Special Rule.

Teachings of Famine

Drive โ€” 20 points

To stop is to forget... (Warlord Following the Cult of Famine only.)

: Infantry Regiments in the Character's Warband gain the Draw Event.

History โ€” 5 points

...to forget is to repeat mistakes.

: Once per Round, when Regiments in this Army Chant the Battlecry, any Unsung Chant Markers may become Famine Chant Markers and immediately return into the Sequence.

Teachings of Death

Blood โ€” 20 points

Blood is life... (Warlord Following the Cult of Death only.)

: The Regiment this Character is currently attached to Heals 1 Wound for each Stand it Destroys during Clash Actions (to a maximum of 5.) The Healing is applied once Morale Tests have been resolved.

Cure โ€” 20 points

(Character Following the Cult of Death only.)...life is war against Death. Both the Regiment and the Character that is currently attached to it ignore Hits or Wounds resulting from the effects of the , and Special Rules.

Character Stands that have selected a Mastery from this category may purchase an additional Mastery.

: In addition if this Army's Warlord has purchased a "Way of the Speakers" Mastery, then all Monster Regiments in the Warlord's Warband have their Reinforcement Roll value adjusted by +1 (e.g. a Roll of 4 or less becomes a 5 or less). A Roll of "6" is always a failure. Roll any Regiment affected by this Mastery in a separate pool.

Apex Master โ€” 10 points

(Matriarch Queen or Predator Character Stands Only) This Mastery may be purchased multiple times. The CharacterStand gains the Special Rule and must choose to ride an Apex Predator in their Warband. In addition, the Apex Predator the Character Stand is attached to may perform a Free Volley Action during its Activation.

Drum Beast โ€” 10 points

(Scion of Conquest only)

This Mastery may be purchased multiple times. The Character Stand gains the Special Rule. A Scion of Conquest must choose to ride a Drum Beast in their Warband.

In addition a Scion Character Stand currently attached to a Drum Beast Regiment has the range of their Spells increased by +4". Spells with a range of "Self " are unaffected.

Tontorr โ€” 10 points

(Chieftain only.)

This Mastery may be purchased multiple times. The Character Stand gains the Special Rule. A Chieftain must choose to ride a Tontorr in their Warband. In addition, the Character's "Tribe's Pride" Special Rule grants (5) instead of the Special Rule.

Spells

Scion of Conquest

NameRangeAttunementEffect
Cacophony12" 4Target Enemy Regiment: โ€ข Enemy Target Regiment suffers one Hit per success.
CrescendoSelf 4Add a Conquest Chant Marker to the Sequence. Secretly look at the top three Command Cards of your Command Stack, then put them back in any order.
Dissonance12" 4Target Friendly Regiment, until the end of the Round: โ€ข When The Regiment Chants the Battlecry, currently Engaged Enemy Regiments do not benefit from the Special Rule until the of the Round.
Discordance12" 4 (Scaling)Target Enemy Regiment, until the end of the Round: โ€ข The Regiment cannot Seize Objective Zones.
Resonance12" 3 (Scaling)Target Enemy Regiment within range of an Objective Zone, until the end of the Round: โ€ข The Regiment gains the Special Rule.

Regiments

Braves๐Ÿ”

125 Points / +35 Per StandInfantryMedium
M
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A
W
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D
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5
1
2
4
5
3
2
0
The Tribes

Blooded๐Ÿ”

130 Points / +40 Per StandInfantryMedium
M
V
C
A
W
R
D
E
5
1
2
6
5
3
2
1
The Tribes

Veterans๐Ÿ”

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

Hunters๐Ÿ”

150 Points / +40 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
2
2
5
5
3
1
0
The Speakers

Slingers๐Ÿ”

150 Points / +45 Per StandInfantryLight
M
V
C
A
W
R
D
E
6
3
2
4
5
3
1
0
The Tribes

Chosen of Conquest๐Ÿ”

200 Points / +60 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
5
6
4
3
1
The CultsCult of Conquest

Chosen of Death๐Ÿ”

210 Points / +70 Per StandInfantryMedium
M
V
C
A
W
R
D
E
6
1
3
6
5
3
0
3
The CultsCult of Death

Chosen of Famine๐Ÿ”

PREVIEWInfantryMedium
M
V
C
A
W
R
D
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6
1
3
6
6
4
0
2
The CultsCult of Famine

Warbred๐Ÿ”

180 Points / +60 Per StandBruteMedium
M
V
C
A
W
R
D
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6
1
3
5
6
3
3
0
The Tribes

Hunting Pack๐Ÿ”

120 Points / +40 Per StandCavalryLight
M
V
C
A
W
R
D
E
7
1
2
6
3
2
1
1
The Speakers

Raptor Riders๐Ÿ”

180 Points / +60 Per StandCavalryLight
M
V
C
A
W
R
D
E
8
2
2
5
5
3
2
2
The Speakers

Thunder Riders๐Ÿ”

220 Points / +70 Per StandCavalryHeavy
M
V
C
A
W
R
D
E
6
1
3
5
6
3
3
0
The Speakers

Chosen of War๐Ÿ”

200 Points / +70 Per StandBruteHeavy
M
V
C
A
W
R
D
E
6
1
3
6
6
4
4
2
The CultsCult of War

Apex Predator๐Ÿ”

190 PointsMonsterHeavy
M
V
C
A
W
R
D
E
8
1
3
11
15
4
3
0
The Speakers

Tontorr๐Ÿ”

300 PointsMonsterHeavy
M
V
C
A
W
R
D
E
6
2
2
16
26
4
3
0
The Speakers

Quatl๐Ÿ”

180 PointsMonsterMedium
M
V
C
A
W
R
D
E
9
3
2
9
15
3
3
2
The Speakers

Drum Beast๐Ÿ”

270 PointsMonsterHeavy
M
V
C
A
W
R
D
E
6
2
2
12
26
4
3
0
The Cults

Officers

Certain Regiments have the option of taking Officer Models. Each Regiment may only take each Officer once. If the Officer Model is removed as a casualty, all benefits are lost. An Officer model is purchased on top of the model it replaces. In the case of Cavalry or Brute Stand you need to pay for the Stand and the Officer.

This Regiment may add one additional Chant Marker to the Chant Sequence belonging to its Cult.

Rules in a Nutshell!

Just starting out and got questions? Here's a quick rundown of how the W'adrhun rules work! These explanations are brief and will help you quickly start playing your first games or answer some questions you may have! Make sure to join our Discord channel and you may always reach out to us at rules@para-bellum. com with any questions you may have.

What Does My Army Do?

Simply put, your army is all about two things. Big dinosaurs and yelling!*

**The writing team would like to express their complete disappointment in Leo's, our Lead Game Designer, appreciation of the finer points of our lore and one of our most cultured and civilized Factions. Leo, for the last time, it's Chanting... not yelling.*

Each of your Regiments/Characters belongs to a Cult, which you can choose during list building. Some Regiments or Character Stands may already be assigned to a specific Cult like the Scion of Conquest or Chosen of Death etc.

Every time you draw a Command Card and select a Regiment or Character to Activate, take a marker corresponding to its Cult and place it next to your Command Stack. You can use anything you like to keep track of Cult Markers, or you can use the Markers provided in the Army Pack!

When you have 3 cult Markers set aside a Regiment - NOT Character - you may "Chant the Battlecry"!

Consult the "Chanting the Battlecry" Rules on page 6. Select a Cult and then remove at least 2 Chant Markers of that Cult. Each Regiment may then have its own Chant Special Rule that provides bonuses in addition to the main Cult Chant.

And that's it! It's as simple as singing "1-2-Chant!" but really loud!

What to Keep in Mind

When playing W'adrhun always make sure to remember:

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