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THE CATHAYAN ARMY ……………..................3 THE ARMY OF CATHAY ……………………...24 THE EMPIRE OF THE DRAGON ………………4 Lords………………………………………………26 Timeline of Cathay………………………………….8Heroes……………………………………………...28 Warriors of the East………………………………..10 Core Units………………………………………...30 Diary of Pieter Dietrich……………………………11 Special Units……………………………………...32 CATHAYAN ARMY SPECIAL RULES ………14 Rare Units…………………………………………34 THE CELESTIAL HOST ……………………….17 THE TREASURES OF THE EAST ……………36 Swordsaints………………………………………..18 Magic weapons...………………………………….36 Living Shadows……………………………………19 Magic armour……………………………………..37 Celestial Dragons………………………………….19 Talismans…………………………………………38 Magistrates………………………………………...20 Enchanted items…………………………………..38 Lowborn…………………………………………...20 Arcane items………………………………………39 Warclad……………………………………………21 Poisons……………………………………………40 Gospodar…………………………………………..21 THE MYSTERIOUS MAGIC OF THE EAST ..41 Foo Statues………………………………………...21 The lore of Day…………………………………...42 Thunder Dragons…………………………………..22 The lore of Night………………………………….43 Ronin………………………………………………22 OF THE EAST …………………………………..44 Phoenix…………………………………………….23 High Magistrate Tziet, Lord of Thunder………….44 Cloud Dragons……………………………………..23 Chuganao the Artificer…………………………....46 Warhorses………………………………………….23 Kaichan, the Shadowshroud………………………48 Noble Warhorses…………………………………..23 Of Nippon………………………………………...50 Of the Steppes…………………………………….52 Of the Provinces…………………………………..54
Written by Stefan Barton-Ross Source Material by Games Workshop ltd. Illustrations by Randal Linbourn and others. Cover Illustration by Randal Linbourn Graphics by Stefan Barton-Ross Pre-Production and Concepts by: Peter Orfanos, Ruben Malingré, Ian Hawkes,
Stefan Barton-Ross, Stefan Blokker Gomez Special Thanks to: The Hammer and Anvil and Warseer forums, ANU Wargames Society, Ben Smith Whately, Håkan Emmer Granqvist, Tim Pennington, Doug Newton-Walters, Newton-Walters, Mitchell Smith
The land of Cathay is a great and varied mass, from the barren and sweeping plains of the Eastern Steppes to the hot, humid jungles of the south. Cathay is a capricious and introverted nation, dedicated only to its own survival and the protection of its domains, and the wrath of the Dragon Throne falls fast and furiously upon any who should threaten it.
masters of the blade and martial honor, the Celestial Dragons, inhuman creatures who kill with naught but their living bodies, and the Living Shadows, stalkers of the night and darkness, who end life with insidious poisons and silent steel. Behind these masters of battle come the endless armies of Cathay, teeming hordes of Lowborn commoners and peasants, led and directed by the mysterious Magistrates, the consort-councilors of the The Cathayan army is as diverse as its native land. A horde of Celestial Emperor himself simple and fairly weak troops is backed up by graceful and deadly elites. Powerful characters are rallying points in the In battle the army of Cathay is a fragile and temperamental force Cathayan army and their fearsome presence in the Cathayan line that is difficult control and almost impossible to master yet is more than enough to strike fear into the heart of most foes. deadly when wielded by the subtle hand. The many dark forces The Cathayan army can represent many forces, from the ill- that threaten it have caused the Empire of the Dragon to develop equipped yet determined militia of Cathayan peasant villages to a style of battle that changes with the winds, flowing around the the deadly entourage of the Celestial Emperor himself or a enemy, destroying them with impunity and retreating like the diverse mix of both. The martial power of Cathay stems from tide. The warriors of Cathay fight in a completely different way warrior ‘Houses’, martial institutions dedicated to the arts of war to those of the Old World and their generals cannot rely on and death. Their aspects are as many as the weapons of the solidity and strength. Cathay does not shatter the enemy with a world- from warriors who deal death with mighty blades to lithe hammer; it reaches in, subtly, and plucks out the foe’s still assassins who disembowel the enemy with razor-sharp daggers. beating heart with the force of lightning, leaving the still warm The multitudes of lesser Houses are dwarfed by the three great corpses of its foes to sink into the bloody soil. houses, the first of the hundred to be created. The Swordsaints,
This book is divided into the following sections:
The Empire of the Dragon This describes the origins and culture of Cathay, its boundaries and the way in which they interact with the other powers of the Warhammer world. It also includes a timeline of events in Cathay, stories and other important and interesting pieces of information related to the east.
The Celestial Host This section contains details on the various Cathayan formations and their roles and duties on and off the battlefield. This section also contains the various special rules that are associated with the Cathayan army and tactics advice for the budding general. This section also includes conversion guides and a gallery of Cathayan models.
The Army of Cathay This section contains the full army list of Cathay, including magic items and new magic lores, allowing you to create a devastating army of the orient.
Of the East This section includes some of the mightiest and most exotic characters to ever walk the lands of the east as well as a variety of variant army lists allowing you to field themed armies from across the length and breadth of the orient.
! "# Far from the civilized lands of the Old World, across the forbidding peaks of the Worlds Edge Mountains lies a great landmass that occupies much of the globe. For miles upon hundreds of miles it is desert, interrupted only by the odd oasis, nomad settlement, or great pillar of Chaos-warped stone. Few dare travel through those forsaken wastes, for the dangers are many. The chief reason to venture into these desolate lands lies farther still across tracts of jungle and barren plains. From across the desert comes a tempting whiff that few can resist. The sharp scents of spices, the delicate odor of silks and exotic fabrics and the decadent meanderings of sickly perfume. All of these emanate from the distant Empire of Cathay. Of the hundreds of merchants who have made the perilous journey across the monster-infested steppes of the east, few have returned, yet the ones that do bring such amazing tales and vast riches that others invariably risk the dangerous voyage. The arrival of a train from the Silver Road is something that happens rarely, but when it does it shakes the markets of nations. There is something for every man, woman and child in the Old World in the bazaars and markets of Cathay: perfumes and silks for the opulent upper class, amazing metals for workmen and soldiers to shape, deadly and insidious poisons for assassins and foods and spices that burn the mouth or are deliciously sweet. Those who survive the passage to and return from the realms of the Celestial Emperor become so rich that they are never in need of anything again. The Cathayans themselves care little for the machinations of the Old World, yet even they are sometimes drawn into the web of conflict that blankets the globe in turmoil.
masters utterly, for those who do not quickly vanish, having incurred the wrath of the ancestors, and are never heard of again. Those masters are the Magistrates, who themselves are the servants of the great Celestial Emperor himself, the godhead and ruler of Cathay
It is believed that the first men to set foot in Cathay were from the kingdoms of Nehekara, that ancient empire that was the birthplace of humanity. Against all odds, settlers successfully made the terrible journey through the Dark Lands and Mountains of Mourn to the lands of the east. There they settled, content with the richness of the land, and from them sprung all the peoples of Cathay. Soon, their own culture began to develop separately from the realms of the west and, as they shaped the new land, the new land shaped them. As they spread and explored Cathay further, settlers found the island of Nippon off the coast of Cathay and there too, the seeds of civilization were planted. Then came Nagash. Just over a thousand years before the coming of Sigmar, the rise of the great necromancer plunged the world into turmoil and split west from east. It was in this year that the first of the Celestial Emperors seized power from the increasingly corrupted council of nobles and elders that governed Cathay. The few trade caravans that had kept Cathay in touch with the west disappeared as all out war ravaged the kingdoms of Nehekara and Araby and Cathay grew even more distant from them. Since then, the Empire of Cathay flourished and as the years rolled on Cathay became one of the great nations of the world.
The islands of Nippon are the true source of many of the greatest artisans and warriors of Cathay. While small in comparison to Cathay is a huge land, as varied as it is vast, changing from open great Cathay, Nippon creates a huge proportion of its skilled plain to dense jungle to rugged mountains seamlessly. While the smiths and workers. The size of Nippon and its richness of peoples of Cathay are not so numerous as the myths of the Old culture have created a people of exceeding skill. In ages past World make them out to be, they still number in their thousands Nippon and Cathay were sworn enemies, yet over time the upon thousands. The vast majority of these men and women live increased predations of Chaos and the attacks of the Dark Elves simply, in what those who see them from an unlearned forced the two nations into at first a shaky and then a rock steady perspective would most likely view as abject poverty, possessing alliance. Nipponese smiths provide the weapons and skills which only their tools and simple mud houses. The Lowborn, as these arm the elite of Cathay’s warriors while the vast agricultural people are known, are devoted to their homeland and will fight capacity of Cathay provides food for the smaller, poorer Nippon. Nippon’s armies are tiny in comparison to Cathay, yet the lords with their bare hands to protect it, for they believe in their of Nippon maintain an elite army of well equipped, highly trained warriors ready at a moment’s notice to repulse any who should threaten her shores
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At the spiritual heart of Cathay lie the Mountains of Heaven, a small yet unreachably stark and tall range of mountains. Foremost of these is the mighty Ho-Huan, the great pillar whereupon sits the Great Flame of Cathay and the Celestial Palace of the Emperor. Upon their western flanks lie lush forests which sweep up the tall slopes like a carpet of deep green. Upon their western slopes lie the hundred great Houses of Cathay, and below them the mighty city of Weijin, the capital of Cathay. The Mountains of Heaven form a natural ring that surrounds Mt. Hohuan, forming a final, nigh impenetrable defense against invaders. Only once in the history of Cathay have its peoples been driven to this mountain citadel, and in that final battle the servants of the Great Flame first came forth to aid the humans who worshipped them as gods.
The Silver Road winds its way like a glittering promise across the wastes between the Old World and the Far East. While technically not a single road, but a conglomeration of many magically warded passages, the Silver Road still forms the most secure method of land travel from the West to the East. The Silver Road travels down from the Border Princes, following the World’s Edge into the badlands, where it turns east for the first time. The pass through the World’s Edge is reasonably safe, but from then on the true perils begin. Winding between the Ash Ridge Mountains and the Plain of Bones in the Dark Lands. From there it passes on to the relative safety of Pigbarter and the Plated Rock. The Silver Road then splits into two distinct pathsthe Ivory Road which passes through the Mountains of Mourn and the Spice Route that passes along the coast of the Sea of Storms, preferring to risk the insidious predations of the Dragon Isles than the more brutish dangers of the Ogre Kingdoms. When the lucky few to ever reach Cathay find themselves on the eastern slopes of the Mountains of Mourn, they have finally The Great Flame is a relic of millennia past, a mighty beacon of reached the land they seek. While danger is still rife in the the Old Ones, who created many such watch-fires to stabilize the western deserts of Cathay, Living Shadow patrols and Lowborn world against Chaos. In the first great assault of Chaos upon the are common in those lands and most caravans who reach that world, most of these fires were overturned and snuffed out by point reach Weijin intact. All that remains then is to trade their the legions of darkness. Only two survived- the Flame of wares and make the return journey… Asuryan in Ulthuan, though it was so battered by the assault of Chaos it was reduced from a furnace to a simple bonfire, and the Great Flame of Cathay. Whether this was because of its physical inaccessibility or because of the creatures that now inhabit it is unknown, but above the clouds, the mighty Flame of Cathay still During the first great Cathayan battles against Chaos, Nippon drives back the darkness of Chaos. Around the Flame for around and Cathay were forced to defend themselves as one. As a mark a mile, the energies of Chaos are held at bay and their corrupting of respect between the one time enemies, a hundred of Nippon’s essence can touch nothing. Creatures born in its influence are finest warriors offered their services to the Celestial Emperor of perfect, untarnished by the blemishes and maladies caused by Cathay. As the east was rebuilt, they formed the Hundred Chaos. The Flame is perpetually guarded by creatures it is Houses of Cathay, warrior institutions without peer. While loyal believed it created solely for that purpose- the Phoenix. Birds of to Cathay in the extreme, the Houses exist first and foremost for flame and raging heat, they are concerned only with the battle itself. Warriors of the Houses are taken from their parents protection of the Flame, yet they have often aided Cathay in her at birth and raised in an environment of constant hardship, wars, ensuring that the people who protect their mountain training their bodies and minds constantly for war. They learn to domain do not succumb to the darkness and leave it once more manipulate Chi- the raw, uncorrupted energy from which the Realm of Chaos is created. While the Magistrates and western defenseless magic users shape the external winds of magic, the warriors of the Houses shape this internal power instead. This allows them to perform amazing feats of endurance, speed and skill impossible for a normal human. Combined with their training Of all the creations of the orient, the palace of the Celestial and the finest of Nippon’s weapons and armour, the Houses Emperor, where sits the Dragon Throne, and the Never-ending produce the some of the finest mortal warriors in the world. The Stair are the greatest. Built by sorcery and alchemy, it sits upon power of the Houses is always at the disposal of the Emperor but the clouds, hundreds of feet above the peak of Ho-Huan. when they are not needed, House warriors are just as likely to Reached only by a paper-thin walkway known as the Never- travel the world seeking battle as to train in their lofty Ending Stair, the Celestial Palace is a place of eternal wonder. monasteries and temples high in the Mountains of Heaven. The Cloud Dragons tilt and dive above its faerie gates and the men and women of the Houses are as far removed from their Magistrates, guardians of the Emperor, stand guard before it, or commoner brethren as men are from Daemons. Their bodies climb onto the great platforms above the clouds from where they course with arcane power and their minds are inhumanly observe the heavens. The palace provides a lookout from which focused, unable to even conceive of a life outside of battle. They the Emperor can observe all who come and go in Cathay and a view the Lowborn as little more than animals, creatures only fit lofty abode from which their decrees can speed, bringing orders to provide the little sustenance they require and utterly from on high to every part Cathay, whether they be tokens of expendable in the pursuit for perfection in battle. Many times the favour or the death warrants of thousands. Houses have used Lowborn as little more than target practice and living sacrifices on which to practice their deadly arts
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#! The name of the Druichi is spoken as a curse in Cathay, for the empires of the east suffered terribly under the sadistic gaze of the Dark Elves. Hundreds of thousands of Cathayans have been dragged screaming to the pits of Naggaroth and many more have been left mutilated in the wake of Dark Elf raids. For more than a millennium Cathay and the Land of Chill have been bitter foes, and wars and raids between them have been common. Cathay is a vast source of slaves for the Dark Elves and they take great pleasure in capturing the subjects of the Celestial Emperor to work in the mines of the Land of Chill. Yet the Houses of Cathay do their best to ensure that every raid against their country is paid for in blood, with Living Shadows destroying temples and outposts in Naggaroth and forces of Swordsaints and other more upfront Houses conducting raids off the Nipponese fleets, freeing slaves and slaughtering as many Druichi as they can before retreating before the Dark Elves can retaliate. It is this mutual hatred of the Dark Elves that has caused the Phoenix King and the Celestial Emperor to become such staunch allies.
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( The realms of the Celestial Emperor are not the utopic land depicted in the fanciful tales of travelers returning from the east. Like all nations, Cathay feels the icy touch of Chaos strongly, with attacks from the north smashing against the Great Bastion almost weekly. The jungles of Southern Cathay are dark and terrible places, inhabited by fearsome monsters and the everpresent Beasts of Chaos. While the forces of the dark powers are the greatest threat to the peace of Cathay, another force just as dark and terrible inhabits the east: the Thushi. Spirits of nature have always existed throughout the world; though they are mostly neutral towards the material races in the Old World, with the notable exception of the spirits of Athel Loren, these nature spirits are far more sinister in the lands of Cathay. These are the spirits known by the superstitious Lowborn as Thushi, dark spirits inhabit every corner of Cathay they are the essence of the land itself- the trees, rocks, mud, water and earth itself all pulse with their influence. The worship of ancestors evolved as a direct counter to the predations of these spirits- the Lowborn believe that their ancestors who still linger in the spirit world can hold off the attentions of the Thushi, and do so eternally as they wander the world in which they once lived. Lowborn pray to them and offer tokens such as incense and food and weapons to make the eternal war easier for the spirits of their forefathers and in return, those spirits are believed to keep their descendants as safe as they can.
The ill-fated city of Dunyang in the north of Cathay has been a thorn in the side of the Emperors since its founding. For the first time in history, greed at the wealth to be found in the desert overcame the loyalties of the Lowborn of Dunyang and they revolted against the rule of the Emperor. Though the city itself was ultimately destroyed, the Dunyan rebels, as the survivors of that battle came to be known, were not. While most are greedy and are interested only in wealth, some have fallen to the worship of Chaos, and the Dunyan have become one of the greatest threats to the stability of Cathay, spreading the faith of the Dark Gods to the weak and easily tempted. The Magistrates have little tolerance for those caught with the Dunyans, and they and any they have associated with are put to the sword as an example to all loyal subjects of Cathay.
) While some of the power of Cathay comes from its might of arms, it’s most powerful asset is undoubtedly trade. The exotic materials that the lands of Cathay produce are in high demand in other kingdoms and empires throughout the world. Even the high elves regularly use Cathayan silks and metals for their clothes and weaponry. There are two routes to Cathay that are used by the inhabitants of the Old World. The first is evidently the Silver Road, but some traders prefer to risk the treacherous waters of the Sea of Storms and the dark creatures of the Dragon Isles and Isles of Elithis and make the passage by boat. Like the great caravans of the Empire, these sea convoys are often more heavily armed than a war fleet. Conglomerations of ships, built together and constructed into veritable towns on hulls, bristling with cannon and a small army of men are seen sometimes in the harbors of Cathay, unloading tonnes of materials into the marketplaces. Though not as large as the Black Arks of the Dark Elves, these floating cities are some of the most powerful vessels upon the seas, and indeed many have been re-fitted to fight in the navies of the world.
* While Cathay has no official standing military, every citizen of the realms of the Emperor is ready to fight and die for his or her land should the needs arise. The Lowborn of Cathay form the great mass of these forces, going to battle with little but their clothes and tools, fanatically hurling themselves upon the foe under the watchful eyes of the Magistrates. Some of the Lowborn populace, however, is wealthy enough to afford a simple suit of armour and a forged weapon. Often these are regarded as treasures, handed down from father to son, along with the ancient art of their use. These Lowborn go to every opportunity to practice with their treasured possessions so in times of battle they can fight more effectively. Known as the Warclad, they are the primary defensive army of Cathay and, accompanied to battle by their less disciplined brethren, they form the core of the Cathayan army. While their combat prowess is mediocre, their numbers are vast and the Magistrates care not should a thousand die, for there are always more to take their place. In stark contrast to the Lowborn, the warriors of the Houses form the crème of Cathay’s army. Their forces form an elite corps who support the Lowborn, hunting down the deadliest enemies and performing roles that the Lowborn simply cannot, such as assassination and line breaking. As well as these ultimate warriors, Cathay can draw upon the beasts and guardians of her lands, from mystical temple dogs to ancient dragons, creating a host so grand and terrifying that many a foe has fled before the battle even commenced rather than face the wrath of Cathay
& While the harshness of the east prevents most attempts to cross it, the few who do make the journey successfully bring amazing tales with which to regale their friends and anyone else who might buy an old veteran a drink. They tell of living statues of stone, commanded by the Magistrates through unspeakable magicks, of beasts that walk masked, appearing human until they uncover their true faces. Stories of Dragons, thin and serpentine, that are wingless yet fly with magical grace and of the Phoenix that guard the Great Flame upon unapproachable Ho-Huan. Stories of the Ronin, children of the Emperor who roam Cathay seeking out evil, and their greatest member, Yin-Tuan, said to have killed a hundred hundreds of the enemies of Cathay before he disappeared and would have given equal battle to Sigmar. They tell of dark spirits of Chaos and nature, of hobbling creatures of the night surrounded by men of earth and clay and the terrible keening of the Nightserpents. Since time immemorial the tales of Cathay and the East have regaled generation upon generation of Old Worlders, tales so fanciful that even the wise cannot believe or justify them. For that is the nature of the east. It is a land of shifting, everchanging beauty and danger. A land of light and darkness, of riches and poverty. Far to the east, across mountain, forest and desert, the Empire of the Sunrise has held many a man spellbound and the minds of those few chosen who make the journey successfully are changed and never the same again.
& -4500: Devastation caused by the collapse of the Old Ones’ polar gateways causes the land that links what is now northern Lustria, Nippon and Cathay to sink into the world pond. Mountains of Heaven are thrown up around the Cathayan Flame by the massive forces unleashed. -2320: Estimated first time of arrival of humans in Cathay, probably explorers from Nehekara and Araby. They settle on the Jade River near the modern fortress-city of Anlu. Over the next hundred years settlers found the port of Lohai, and the cities of Chingbao and Weijin, the latter is later to become the capital of Cathay, founded on the slopes of the Mountains of Heaven. -1948: Destruction of channeling stones in Athel Maraya causes a massive flux of chaotic energy to the north of Cathay and a horde of monstrosities descend from the Eastern Steppes. They are stopped by the colonists at the Jade River. -1911: Human explorers from Lohai discover Nippon. -1896 to -1163: The golden age of Cathay. The council of lords pays Nehekaran mages to create the Silver Road. -1163: Nagash attacks the Priest Kings. He also sends forces to Cathay. Undead raze Hsijing, political upheaval in Cathay and Nippon see the council deposed and Onashinu, the first Emperor, seizes power. -1164: Nippon declares independence from Cathay and blockades Lohai and Heyang. Onashiu orders the construction of the Great Bastion -1040: The first attacks of Chaos worshipping men fall upon outlying Cathayan settlements. Hsijing is rebuilt. -1038: Onashinu receives a man claiming to be able to foretell the future. He takes the seer, named Oziumo as his advisor, founding the order of the Magistrates. -1036 to -1034: Great battle against Chaos. Hordes of Chaos strike to the gates of Weijin. Nipponese join with Cathayans and Phoenix to defeat them, ending the growing enmity between the nations and beginning a period of staunch alliance that has lasted to the modern day. The greatest outcome of the alliance was the founding of the Hundred Houses in -1034 -1000: The Empress, Shiunni makes a pilgrimage to the forbidden line on Ho-Huan with her child to give thanks to the god-birds. The Phoenix allow passage to the Empress who passes up the mountain and is cleansed of the taint of Chaos. -998: Orcs use the Silver Road to attack Cathay, aided by Hobgoblin allies. Shiunni orders the Houses to respond and they slaughter the Orc horde with an army of only a tenth their number. However, the Orc survivors who return to the Old World tell of the kingdom of testing, where Gork and Mork have placed the deadliest warriors for Orcs to hone themselves against.
-951: Shiunni moves her palace from Weijin and takes the court up onto Ho-Huan. -942: The Endless Stair is completed and the Celestial Palace begins to take form. An increasing number of peasants begin to revere the empress as a living god. -851: Elves re-establish links with Cathay and begin trading. Cathayan silks fetch a high price in Ulthuan and elves are willing to trade Ithmilar and other rare metals and weapons, allowing Nipponese weapon-smiths to achieve even deadlier blades. The legendary smith Kanomo was said to have forged a sword that could cut through solid rock, even before it was enchanted. -720: Celestial Palace completed. -713 to -90: The Age of Peace. Cathay enjoys its second golden age and flourishes, with a population reaching into the excess of twenty million. -90: The greatest Magistrate to have lived, Mica, predicts the birth of a man who will be both savior and bane of humanity in western lands. Speculates that the twin tailed comets that have marked important events throughout history are in fact remnants of great, world protecting spells cast by the Old Ones. With every comet fall, the forces holding Chaos at bay are weakening. -87: A massive Dark Elf fleet that had been exploring the eastern coastline raids eastern Cathay breaking the peace. Over a hundred thousand Cathayans are taken captive -30: Mica sees the twin-tailed comet heralding the birth of Sigmar and sends Living Shadows to gauge the potential of this savior. -1: Living Shadows witness Sigmar at the battle of Blackfire Pass and are amazed by the warrior. The leader of the band, Zaharan, resolves to follow Sigmar and protect him. He sends a group of Shadows back to Cathay to report 11: Battle of the Yellow Marshes. A Tzeentchian mage leads the cat-beasts that haunt the hinterlands of Khuresh to destroy the Living Shadow Watchtower of Leng 17: Zaharan sees Sigmar destroy the Skaven horde. He now believes Sigmar is too powerful to be a force for good and infiltrates into the Empire camp during the night after the battle, attempting to assassinate Sigmar. He is killed by the Unbeorgen chieftain as he attempts to slit his throat. Sigmar’s attempts to determine the identity of his attacker fail. 61: Emperor Karu bans the use of prisoners to test the sharpness of a new blade. Captured foes and occasionally even innocent Lowborn were lined up and the sword was swung, the amount of heads fully severed being used to measure the sharpness of the sword. While officially outlawed, this practice continued in some areas of Nippon and Cathay up the present day 78: Magistrates begin the magical enhancing of the Great Bastion in response to a predicted attack
201: Chaos attack predicted by the Magistrates takes place. Three marauders attempt to scale the Great Bastion to seek the glory of their patron, Khorne, but are killed by Suri, the wife of the Wanbao calligrapher with her hair comb. 361: The ill-fated towns of Dunyang and Chen Pap are founded in the Warpstone Desert to mine precious minerals from the sands. Magistrates issue a warning to the settlers that their plan will fail, but the greed of the Lowborn overcomes their loyalty and they continue to build 373: Swordsaints sent to destroy Dunyang. The Swordsaints suffer heavy casualties against rapid, effective missile fire but, furious at the cowardice of the townsfolk, eventually scale the walls and butcher all who oppose them. The Dunyans, as they became known, flee into the steppes. 563: The Emperor Majei’s second son disputes his older brother’s right to the throne. Eventually this sparks violence and Yazu, the younger, attempts to murder his brother, Jiuze. Jiuze escapes and Yazu is brought before his father and begs for forgiveness. Majei expels Yazu and all his younger siblings from the palace, telling them to learn to fight for Cathay instead of endangering it. They become the first of the Ronin 698: Representatives of Phoenix King Aethis of Ulthuan arrive in Cathay to negotiate an increase in trade between the countries. Jiuze approves and, after the elves pay their respects, gifts them with spices and returns greetings of good will to the Phoenix King. He vows to come to the aid of Ulthuan should they need assistance against the greatest foe of both, the Dark Elves. 705: A group of fifty Lowborn is caught associating with the Dunyan. They and the remainder of their village and families are executed and their remains distributed throughout Cathay as a warning 729: Peasants in the north become increasingly rugged and nomadic due to frequent Chaos attacks. They begin to almost live in the saddle so that they can flee and harass larger Chaos hordes. They are called the Gospodar, or saddle-men, by those in the more southerly regions of Cathay and become feared light horsemen 1043: The First Skaven attack in Cathay is repulsed by the defenders of Hsijing. They disappear before the Cathayans can determine the extent and location of the new threat, believing that Skaven were limited to the Old World. 1348: Gospodar nomads begin to migrate into the west as Chaos begins to leak more strongly onto the steppes, corrupting them 1527: Marco Colombo travels the Silver Road and discovers the full greatness of Cathay, bringing tidings to the Old World of limitless wealth and opportunity 1630: Yin-Tuan, the greatest human warrior known to man, is born to the Celestial Emperor Wu. 1699: Emperor Wu receives the first non-Magistrate or house visitors to the Celestial court, Ricco and Robbio. They are declared pure by the Phoenix and admitted an audience in the throne room
2000: Gospodar culture is assimilated into Kislev and becomes a part of the conglomeration of northern and eastern tribes. 2370: Horde of Saykantha defeated at Weijin by the Emperor Jain at the cost of his own life and those of hundreds of thousands of Lowborn. The plague that follows kills thousands more. 2415: Marienburger merchant Klaus Veinburger discovers a sea route to Cathay from the Old World, beginning the modern age of Cathay 2415-present: Modern age, the Gusu dynasty continues. Trade with the old and new worlds flourish and the military power of Cathay waxes. Many skirmishes with Dark Elves, Skaven, Orcs and ogres continue but no major invasions occur 2498: Nai dies and passes the throne to his son Bo Gusu.
Before Karashi could follow their fate a cry rang out from just in front of him and he felt the men and women around him begin to Karashi fingered the haft of his grain flail nervously, watching move. He turned just in time to see the Chaos infantry break into the solid black line of the worshipers of the dark gods advance, a charge and, as he saw them making for the distinct form of the slowly, to the beat of their hell-forged drums. All along the Magistrate standing in the ranks of the Swordsaints, loyalty and Cathayan line Lowborn from the villages of the north tightened duty took control of his mind. Hefting his flail, he broke into a their ranks. Here and there, village chiefs and wise men stood sprint, feeling his friends and family around him do the same. proud in the front line, ordering their brothers and sisters into They smashed into the Chaos line and were hurled back by the formation. Karashi glanced to the right and watched his village’s chosen of the dark gods, the man in front of Karashi was ripped Warclad brace themselves, lowering their long spears. Karashi in half by a brute twice his side, his body pinned to the Chaos could see his father in the second rank, steadfastly gazing at the champion’s shield. Karashi’s flail dented the dark one’s helmet wall of evil that marched towards them, showing no sign of but he too was shoved backwards by the force of the warrior’s emotion. Next to the Warclad, a small regiment of Swordsaints retaliation. Desperately he brought the shaft of his weapon up brushed shoulders with the Lowborn warriors, their lacquered and blocked a downward swing of his sword, but the force of the armour shining in the mid-day sun, their swords resting in their blow shattered the wood and drove Karashi into the ground. He scabbards. The House warriors were motionless, inhumanly still, felt his sister leap over his prone body as the Chaos warrior’s focused only upon the advancing enemy. Karashi felt an boot descended on his leg and snapped it like a twig. Karashi involuntary shudder pass through his chest at the thought of screamed. He saw a gauntlet reach down and grasp his throat, fighting those warriors. He had only seen the men of the Houses dragging him into the air. He stared into the face of a tusked fight once before, and it had been far away. He still had warrior; his thick armour slicked in blood and heard hoarse, nightmares, even all these years later. He was snapped back to insane laughter from behind the closed helm. The Chaos warrior reality by a grunting roar behind him. Two Thunder Dragons raised his axe and Karashi flailed against his form helplessly. struggled against the leather muzzles that kept their sharpThe axe swung forward and stopped, inches from Karachi’s face, toothed maws shut. The brave Lowborn who controlled the a thin line of glistening metal forcing it back. The Swordsaint beasts shied away as one of the lizards thrashed in its restraints, stepped forward, faster than Karashi could follow and drove his holding their goading sticks ready in case it should lumber blade two handed into the warrior’s chest. He felt the hand towards them. around his throat weaken and he slumped to the ground, agony screaming through his broken leg. Above him, the Swordsaint ducked under a brutal swing and parried a second blow with his sword, one handed, as he drew his second weapon and plunged it through the warrior’s eye slit, all in a split second. Karashi saw the Swordsaint push into the next warrior, followed by his brethren, their blades weaving through flesh and armour alike. Then, the Chaos warrior he had just killed toppled, crushing the air from Karashi’s lungs, and he knew no more. Karashi woke, the scent of death heavy in the air around him. Weakly, he slid out from under the massive corpse of the Chaos warrior and raised himself on his elbows, pain spreading from his leg as he realized where he was. All around him lay the detritus of battle. Corpses of Lowborn and Chaos warriors littered the ground around him. Off to his right the massive corpse of a Thunder Dragon lay, surrounded by still smoking armoured forms. A Lowborn crouched next to the corpse and, as Karashi looked around; others were to be seen, slowly pacing the battlefield. He heard a foot fall next to him and looked up. His father stood there, still grasping his spear in one hand, blood flowing profusely from his other arm, shattered by a terrible blow. Without speaking he dropped the weapon and hoisted Karashi to his feet. He heard the old man’s voice in his ear “Come on, the medicine man will see to you.” His father’s voiced trailed off into a grunt of pain. In the distance, Karashi saw the Swordsaints, already marching back to their mountain monasteries, accompanied by the Magistrate they had guarded. In the air, crows had begun to circle, their black forms blotting out the burning sunset.
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14 of Morrisleb Will these infernal mountains never end? Our caravan has labored for almost three months among these godforsaken peaks, half my men have died and the rest are exhausted. If it weren’t for the ogres we hired in Pigbarter I’d guess we would have been dead ten times over by now. From what I’ve heard, the fool running this caravan, Johann, is letting the ogres eat the corpses of our men that died in that last ambush to keep them with us. I pray to Sigmar that I’m not next
has actually spoken a word to any of us yet, and I’m beginning to wonder if they are not dumb. Whoever they are, their presence is, however little, reassuring nd
22 of Morrisleb I must take some of my early words back. The ogres in our caravan seem to find the newcomers intimidating. I don’t know how a fully armoured twelve foot tall ogre can be intimidated by an unarmed peasant in sackcloth, but they hang back around the rear of the caravan now, as far away from the Cathayans as they can. All I can get out of Gorgut is something like ‘devils’, he seems to have become remarkably taciturn, though that may be due to the lack of fighting in the last few days and hence the lack th 18 of Morrisleb: of fresh meat. You can always trust an ogre to never think past We fought off another ambush today. My men are exhausted and his stomach, though the prospect is slightly alarming, as now I I don’t think the few that are left will be any use if we are am faced with the opposite dilemma that if we don’t find attacked again. I’ve tried to warn the merchants, but they’re hell something for them to eat, we might find ourselves on the wrong bent on getting us all killed. Gorgut, the Maneater in charge of side of an ogre’s gut plate. I just hope the Hellblaster on the war the ogre guards, has told us we’re only a few days from Cathay, wagon is intimidation enough for them not to rebel; it’s a but I don’t think we can hold out that long. Why did I ever agree miracle the damned thing still works up in this temperature. to this fool scheme? But, I won’t despair. The star of Sigmar still shines above us, and that alone gives me the strength to continue th 24 of Morrisleb At this rate we might make Cathay by the end of Morrisleb. The th 20 of Morrisleb: Cathayans are still walking alongside our caravans. I’m Today, as our caravan passed through a mountain passage we beginning to award them the same awe as Gorgut. I haven’t seen came in sight of our prize, Great Cathay. I can see why the them eat or sleep since they joined us and they show no signs of merchants are excited, the sight of that land makes me feel slowing. slightly more hopeful already. Gorgut told me this morning that we were entering the lands of the Daemon-men. I have no idea 25th of Morrisleb what he’s talking about, but there was a note of awe in his voice. I’ve seen many sights in my life; I was at the battle of Fellwinter If whatever lives among these crags can frighten an ogre, I very Pass. I marched with the Emperor during the Dark One’s march much hope our caravan does not meet them. My few surviving upon Middenhiem. I have fought men, Orcs, ogres and even the friends deserve to live, though should they die, they might find living dead. But I have never seen anything like what I saw hell relaxing compared to what we’ve gone through. today. Our caravan was passing through a fairly open part of the hills between the Mountains of Mourn and Cathay, in sight of st 21 of Morrisleb: the edge of the Khureshi jungles when we were attacked by a We were passing through the final pass before the descending band of ten ogres, led by a huge brute carrying a massive and road into Cathay when the caravan halted. I came down from our wickedly sharp sword. Gorgut and his two remaining followers war wagon to find out what the problem was and observed a rushed to stop the attackers before they reached the merchant group of men standing by the roadside. Despite the temperature, caravans. I quickly gave orders for the war wagon to be wheeled they were wearing only what looked like simple sackcloth, and I around so that its broadside faced the rapidly approaching scrum was surprised that they had not already frozen to death in these of ogres and then leapt down from the wagon to join my men. inhospitable parts. One who appeared to be the leader of the The Cathayans, meanwhile, had turned and had begun to sprint motley group, certainly an individual of terrific build, to say the rapidly towards the ogres. One of the beasts gave a kind of least, approached Johann and gestured for him to receive a piece frightened bellow and disengaged from the pack, and I was soon of parchment. Our merchant prince accepted the document, to find out why. The five remaining ogres who had managed to though I noted that he kept two of my men very close at all break through Gorgut and his companions barreled towards the times. At least our journey taught him to be careful. In any case, Cathayans, who showed absolutely no signs of fear. As the ogres his concerns were misdirected. Apparently these men were sent hit the line of men I expected them to be trampled into the by one of the aristocrats of Cathay, the Magistrates as Johann ground. On the contrary, almost faster than I could blink, the refers to them, to escort us down into their land, to the city of men darted through gaps in the ogre scrum, diving between legs, Hsijing. While I don’t doubt these men’s endurance and one even jumping a full seven feet in the air over the leader’s worthiness as guides, I was not afraid to tell Johann that what we shoulder. The marvels did not stop there. I had seen them strike really needed were fresh escort troops. The merchant seemed no blows, but the ogre to the rearmost of the group tottered and under the impression that the Cathayans thought these fifteen collapsed, almost knocking one of his fellows to the ground. He men were force enough to escort us. Folly, they carry no was plainly dead, but what had killed him? The Cathayans weapons or armour and while I must admit they are all rounded on the ogres, and I momentarily caught a glimpse of physically the equal of any hard-bitten knight of the Reiksguard their leader’s face. Nothing has ever frightened me more. He or state guard of our homeland, they could not hope to defend us was utterly expressionless, but his eyes, his eyes were glowing against even one ogre unarmed. Still, I am merely a warrior and like a Daemon’s, shining with a deadly blue light. His hands I obey my orders. I offered space in our caravan for these men, were dripping with red, and as the energy touched the snow it but they seem quite happy to walk all day alongside us. Not one
hissed and leapt into little pockets of steam. But the sight only lasted a moment before the Cathayans launched themselves into the stunned ogres again. I saw one man kick one of the ogres in the leg, which buckled as if it had been struck by a cannonball. As the ogre toppled towards him, the Cathayan stepped icily to the side and smashed his hand straight through the ogre’s skull. His bare hand. Even now, writing this, I can hardly believe it. He stepped back, hand dripping with blood, and twisted under the clumsy swing of one of the other ogres before attacking yet another. The attackers were butchered. Gorgut and his ogres ripped apart four of them and, before we even had a chance to join the battle, the Cathayans had slaughtered the rest. Only the leader remained, using his massive blade to admirable effect and just keeping the darting Cathayans at bay with a series of massive sweeps that caught one of the men in the chest and almost ripped him in half. Seconds later the Cathayan leader returned to the fray, ducking under a blow that would have ripped our war wagon in two and leaping up, kicking the ogre’s wrist and sending his sword flying. The ogre lashed out, knocking him to the ground, and tried to smash the man again with his good arm. The Cathayan looked up and, as the ogre’s face neared him, opened his mouth and breathed a gout of pure fire into the beast’s face. I could scarcely believe my eyes. Truly these were the devils that Gorgut spoke of. The ogre reeled backwards and the Cathayan got to his feet. Leaping onto the Ogre’s shoulder as one of his brethren smashed the creature’s leg; he grasped the ogre’s boulder-like head in his arms and, with a sickening crunch, snapped its neck like a twig. The Ogre toppled, slowly; face down in the slushy snow. And the Cathayans, without a word, collected their injured brother and marched back to the front of the caravan, leaving Gorgut and his kin to loot the corpses, take the choicest cuts of rank ogre flesh and burn the remaining parts of the carcasses.
more than the few men and single artillery piece we had remaining to stop those demons. I doubt even the great walls of Altdorf could hold them back if they were determined to batter them down. th
30 of Morrisleb: We were attacked again today! So close to Hsijing I would not have believed it. This time it was not ogres, but beasts of the dark gods that ambushed us dropping from the trees as we passed through a patch of jungle. Johann, riding in the open on top of his caravan, was disemboweled instantly by the maskwearing leader of the creatures. I saw the carcasses of the beasts of Drakwald in 2523, during the siege of Middenheim and these creatures were utterly unlike them. The beasts and mutants of my homeland are weird and ungainly hybrids of goat, cattle and man, but these lithe creatures were more akin to the hellcats of the grey mountains or the great white lions of Ulthuan of which I have heard tell, with great flowing manes and wicked claws. I gutted the first cat-beast to rush at me with my dagger but was denied the chance to kill the next as one of the Celestial Dragons seemingly appeared out of nowhere in front of me and delivered a crushing punch to the creature’s shoulder before whipping out a blindingly fast kick that sent the creature flying backwards to crumple against a tree like a rag doll. I glanced around and witnessed the wholesale slaughter of the beasts by the Cathayans. A flash of colour caught my eye as another beast, bigger than all the others stalked from the treeline, pointing a gnarled claw at one of the monks. A pulse of colours that defied the mind rippled over him and he dissolved into a seething mass of iridescent sludge. At the death of one of their companions, two of the monks including their leader turned and faced the shaman, darting out of the way of a second blast of sorcery which caught poor Karensi full in the chest. The next blast was true but the Celestial Dragon leader simply raised a hand and a th 27 of Morrisleb: blast of his own shattered the shaman’s bolt into a thousand Thank Sigmar, Ulric, Taal and every other deity worth my brilliant shards. The beast didn’t have a chance for a fourth spell, humble praise! We have reached Cathay, the empire of the he was lifted bodily by the other monk and hurled at least fifty Phoenix, the land of the rising flame glistens before us and we feet, his broken body sagging, impaled upon a Bloodthorn plant. are yet alive! After all our trials our efforts have paid off. Gorgut A bestial screech signaled the death of the creature that had and his companions have left us today, their bond fulfilled, killed Johann and the remaining beasts, cowed by the seeming taking with them a fair part of our remaining provisions. We invincibility of the Celestial Dragons, ran for their lives back parted with them gladly, as Johann has informed us that Cathay into the jungle. Several of the Cathayans followed them for a is bountiful and game and fruits aplenty are to be found here. short distance before returning to the caravan. We buried How the merchant knows this I do not know, for the Cathayans Johann’s body by the wayside; the merchant had made his first, who still accompany us still have yet to speak. Their never- and his last, journey. ending silence is beginning to frighten me. I was almost afraid to have Gorgut leave, as his presence reassured me slightly. At 31st of Morrisleb: least I can trust his oath We finally arrived in Hsijing. We were greeted at the gates by a richly garbed individual who told us he had been offered to us to th translate and be our guide in the city by the Divine Magistrate 28 of Morrisleb: I discussed our self appointed escort with Johann over the Sehi-Juan, whoever he is. Our ragged caravan was led to a evening meal today, and he is just as amazed and worried by simple yet clean inn and I myself stood guard until my men had them as I am. According to him they are monks of the Order of enjoyed a well earned wash and drink. It is a miracle I survived, the Celestial Dragon, one of the warrior ‘Houses’ of Cathay. He and had we not had those demon-monks then I doubt we would told me that these men spend their entire existences dedicated to have made it at all. I admit freely that I will be treading carefully war and battle and as such do not have any spoken or written around this Magistrate, lest I myself end my days at the hands of language, which explains their continuous silence. However, those, those creatures… for men they are not. The group ran off even more frighteningly, Johann warned me that the Celestial the moment we had reached the safety of Hsijing’s gates, having Dragons have been known to attack caravans on occasion, at the been handed a scroll by our guide. I can only pray that we never will of their Cathayan masters, and that I should be ready in case meet them again. of betrayal. I didn’t have the heart to tell him it would take a lot
'& $& Seer Magistrates are gifted prophets and seers and can often tell the enemy’s movement before even the enemy is aware of what they will do next. For each Magistrate in your army you gain a single re-roll (Lord Magistrates grant two re-rolls) that can be used on any dice roll, including the roll to go first, table sides and so forth. These re-rolls can negate miscasts and cause irresistible force. Devotion Lowborn are utterly dedicated to the Emperor and his Magistrates. If a Magistrate or lord Magistrate is in the front rank of a unit with Devotion, they become stubborn. If, for any reason, the Magistrate leaves the front rank, they lose stubborn Stony Foo Statues are creatures of rock and stone, near impossible to destroy with swords and axes. Foo Statues have a ward save equal to the strength of any hit on them. For example, should a Foo Statue be hit by a handgun (strength 4) it will have a 4+ ward save. Foo Statues will always have a 6+ ward save, however, regardless of the strength of the attack. Due to their bulk, Foo Statues are also unit strength 2.
Spit Lightning Thunder Dragons can spit arcing forks of lightning. This is an attack with a range of 15” and no penalties for range or moving and shooting. Each Thunder Dragon may shoot up to 4 times per shooting phase and the shots are resolved with a strength of 4 and ignore armour saves.
The Balance Cathayan philosophy revolves around balance between the pleasures and pains of life. This balance is inherent in all sentient creatures in the form of Chi. While Chi is magic uncorrupted by the dark forces of chaos, it still reflects the natural impulses of sentient creatures- love and hatred, pain and bliss and so forth. These aspects of Chi are those manipulated by the warriors of the Houses to manifest their superhuman ability. However, the manipulation of Chi creates imbalances in the balance of magical energy in the area. This is generally not particularly dangerous, but if one aspect of Chi is represented in much greater quantities than others, it creates rifts and currents in the winds that can suck huge amounts of magic out of the area. The balance of Chi in a Cathayan army is represented by The Balance rule. There are three types of units that affect the balance Yan units: Yan units manipulate the lighter more defensive aspects of Chi. They convert one power dice from the pool into a dispel dice Neutral units: Neutral units use all aspects of Chi, but are powerful enough that slight specialization still upsets the balance. Before the battle you may choose whether a neutral unit either acts as a Yan unit or a Ying unit for the course of the battle. Once chosen, you may not change during the battle. Ying units: Ying units primarily wield the darker, subversive aspects of Chi. They convert one dispel dice from the pool into a power dice The balance of Chi may change over the battle, as units are destroyed. A unit that has been wiped out or is fleeing without hope of rallying does not convert dice, but in any other case still does so. Naturally, if there are no dice in a pool, you may not convert any into dice in the other pool. Duty unto Death All Cathayans are unwaveringly loyal to the Celestial Emperor and his Magistrates. In addition, the common folk of Cathay see the warriors of the houses as being akin to spirits of vengeance and death and their presence will often inspire them to stand against almost impossible odds. The general of the army- whether he is a Magistrate or a representative of the Houses, is a focal point for this devotion and so units within 6” of the general may re-roll failed psychology tests. This applies only to Cathayan units- Dogs of War do not benefit from this rule. Above all Others The warriors of the houses know they are far greater warriors than any of the Lowborn and so are not greatly affected if the common warriors of the armies of Cathay flee or are butchered. After all, give peasants sticks and expect them to fight and that’s what you’ll get! All models from the three houses ignore panic caused by Lowborn, Warclad, Gospodar Horsemen, Lowborn Skirmishers and Thunder Dragons
Sluggish Thunder Dragons are ponderous creatures that never move at more than a slow lope. A Thunder Dragon may never move more than its basic movement (4”) a turn. It charges 4” and if it fails the charge, it will still move the full 4”. Battle of Wills At the beginning of the Cathayan player’s turn, each unit of Thunder Dragons must take a stupidity test on 3d6, discarding the highest roll (if there are any handlers, you may use their leadership). Additionally, if a test is failed, d3 handlers are removed as casualties. Shooting attacks against the Dragons hit them on a 1-4 and the handlers on a 5-6. Allocate attacks in close combat as normal. If no handlers remain, take a monster reaction test as normal. Warrior Incarnate Ronin are trained by all the houses and are undoubtedly some of the finest and most skilled warriors in the Warhammer world. Ronin have the Swordmasters, and Otherworldly Speed Poison Use rules, as well as the Above all Others rule.
Solitaire Ronin are despised by Cathayans almost as much as they are by their foes. Ronin try and stay out of sight as much as possible for their presence can both frighten and anger the inhabitants of Cathay. A Ronin who begins a turn within 6” of a friendly Cathayan unit must make a leadership test or flee directly away from them (and if at all possible staying at least 6” away from other friendly units). He will automatically rally at the end of this move. In addition, Ronin cause Terror in all friendly units of Lowborn, Lowborn Skirmishers, Gospodar Horsemen and Warclad. The normal rules for testing for Terror apply as if the Ronin was an enemy creature that caused Terror . Blaze attack A wrathful Phoenix burns with a furnace heat that ignites and scorches anything that draws near. At the beginning of each friendly shooting phase every unit, friend or foe, with a model within 6” of the Phoenix take d6 strength 4 hits with the flaming rule. In addition, the Phoenix’s normal attacks count as fire attacks. Rebirth Phoenix are near impossible to destroy and even if they are killed, they will eventually burst back into flame and life. A Phoenix has the regeneration special rule. In addition, so potent is their ability to heal, if the Phoenix is killed, place the model on its side. At the beginning of each of your subsequent turns roll a d6. On the roll of a 6 place the Phoenix back up with d3 wounds remaining within 6” of the point where she ‘died’. The Phoenix may act normally that turn. Flaming and fire attacks do not remove a Phoenix’s ability to regenerate Fire immunity A Phoenix is immune to any fire attack (Therefore fire attacks do not remove their regeneration). Note that this only applies to purely fire attacks ( fireball spells, Warpfire Throwers and so forth). Scalding breath Cloud Dragons can breathe a deadly combination of scalding steam and pure magic energy against which there can be no defence. This attack counts as a normal breath weapon with a strength of 3 that ignores armour saves and counts as magical. Insubstantial A Cloud Dragon exists partially in the realm of Chaos, its body misty and ghostlike. As attacks have a chance of simply passing through the dragon’s body without causing any damage, it has a 5+ ward save Crushing Charge Noble Warhorses are known for their thirst for battle and ability to aid their rider. They rear and smash their weight down upon their foes, adding their own weight to the momentum of their rider’s blows. On the turn they charge, Noble Warhorses give their rider a +1 bonus to their strength.
$+$+$, Cathayan Longswords: Cathayan Longswords are wondrous blades created by the finest artificers of the world of elf-silver and dwarfsteel, bathed in magical saps and balanced to feel almost weightless in the hands. These finely crafted swords can be used either one handed or two handed. One handed they count as hand weapons and two handed they give the user +1 weapon skill, +1 initiative and armour piercing. Magistrate’s Staff: The Magistrate’s staff is his badge of office, used both to defend himself in battle and increase his magical potency. Two handed weapon that gives the bearer +2 to his armour save in close combat. Once per game, the staff may be used to add a single dice to a casting or dispel attempt by the Magistrate Volley crossbows: Volley crossbows are simple bamboo contraptions designed to be used on the run. They lack range and power but can be reloaded and fired accurately and rapidly on the move. Range: 18” strength: 3 special rules: multiple shots x2, no penalty for moving and firing. Keiyou cloaks: Keiyou cloaks are magical garbs used by the Living Shadows which allow them to catch and soar upon the winds of magic. These magical garbs allow the wearer to fly. Sashimonos: Sashimonos are back mounted banners carried by swordsaints. They are favoured by these warriors for they do not restrict the ability to fight and provide a highly visible rallying point. Sashimonos count as a unit standard but are carried by the unit champion. They are not captured if the unit flees, but are instead captured if the bearer is killed in a challenge. A Great Sashimono is the same; however it counts as a battle standard instead of a regimental standard and does not take up a hand
(*) $&, Killing blow All Swordsaints benefit from the Killing Blow special rule Swordmasters While the Swordsaints use only a select few weapons, no one in the world can match a Swordsaint with those arms. Swordsaints will always strike first in the first turn of combat, even if they were charged. Note that this is overridden by any magical means of striking first. If the enemy also has a skill that allows them to always strike first, the model with the highest initiative will strike first. In addition, a Swordsaint may choose to use his Cathayan Longsword one handed and not use any other weapon or shield. In this situation, the Longsword counts as a hand weapon as normal, but the Swordsaint will gain +1 to hit. Note that these advantages still apply if the weapon being used is magical, though the normal restrictions still apply (you cannot gain the two hand weapon benefits with a magic hand weapon and a mundane one for example, nor will you gain the +1 save in close combat if using a magic weapon and mundane shield and so forth) Leadership: Swordsaint characters may only lead Swordsaint units or units of Lowborn, Lowborn skirmishers or Warclad, and only if these units do not possess any form of missile weapon. Spellcasting: Swordsaints draw their magic from Chi and so may cast spells while wearing armour.
-%()*$&, Scout: May Scout as described in the Warhammer Rulebook. Skirmish: Units of Living Shadows fight in a Skirmish formation
Poison use: All attacks by Living Shadows, ranged or close combat, count as Poisoned as described in the Warhammer Rulebook. Magical weapons carried by Living Shadows do not have poisoned attacks unless specifically stated. Living Shadow characters who purchase poisons from the poisons sections may only poison mundane weapons, and the new poison will replace the original poisoned attacks. Characters with more than one type of poison must choose which one to use at the beginning of each turn. They must then use that poison for the remainder of that turn, but may switch at the beginning of the next turn even if in combat. Kill the weak, respect the strong: Living Shadows will always Fear enemy with higher unit strength than them, regardless of whether they cause Fear or Terror themselves. This does not apply if the enemy is fleeing. Living Shadows who are charged by a unit with higher unit strength than them will flee automatically if they fail their fear check, but may move and shoot normally on the turn they rally. Leadership: Living Shadow characters may only join and lead Living Shadow units. Spellcasting: Living Shadows draw their magic from Chi and so may cast spells while wearing armour.
&&"$&, Otherworldly speed Celestial Dragons have a 5+ ward save Unarmed warriors: Celestial Dragons count as having an additional hand weapon as they can use both of their arms (and their legs) in battle and will always gain +1 to hit. However, they may never use weapons or armour of any kind (including magical weapons such as the Flaming Sword of Rhuin) and may not purchase any kind of magic item. Immune to psychology: Celestial Dragons are Immune to Psychology as detailed in the Warhammer Rulebook Breathe fire: Celestial Dragons can expel a volatile blast of raw magic that ignites as it leaves their body and becomes a gout of fire. This attack counts as a ranged weapon with a range of 8”. The fire’s strength is equal to the strength of the Celestial Dragon and, obviously, counts as a fire attack. Leadership: Celestial Dragon characters may only join Celestial Dragon units.
'&&
(*) The Swordsaints the oldest and one of the three greatest Houses M WS BS of Cathay. Warriors of blade and honour, the Swordsaints are found throughout Cathay, fighting her enemies with unmatched Firstborn 4 6 3 skill and dedication. Warbreather 4 5 3 The Swordsaints were the first of the Houses to be founded and Cho-La, their original Firstborn, was the first to bend his knee to Swordsaint 4 4 3 the Celestial Emperor. Over the millennia, the Swordsaints have Kensai 4 4 3 created fortresses and training monasteries in every corner of Cathay and, numerically, are probably the largest House. The Hatamoto 4 5 3 Swordsaints are also probably the most identifiable of the Bladeservant 4 5 3 Houses, with their prominent bamboo and lacquer armour and crests, as well as their signature curved Longswords. They are the image of the Houses to the common folk of Cathay, as they are generally the most visible in battle, regiments of Swordsaints Special rules: Swordsaints (gain all forming rallying points for the Lowborn warriors that make up Swordsaint House) the majority of the Cathayan battle line, and the Swordsaints themselves take to this reverence well, it is not entirely uncommon to see a Swordsaint leading units of Lowborn or teaching them some simple techniques and skills before a battle. They, unlike the two other great houses, have a deep bond with the common folk of Cathay and that bond is reciprocated devotedly by the Lowborn. Like all House warriors, Swordsaints are taken from their parents at birth and are expected to train from the moment they are born. While infants are obviously incapable of focused training, they are taken and raised by a senior Swordsaint. In their junior years they receive tuition and care by their ‘parent’ in return for their aid in performing simple maintenance and cleaning of their parent’s armour and weaponry, valuable experience for when they are given their own equipment for battle. As the young Swordsaint ages, his training will become longer and harder and he will, when the time is judged right, be given his own armour and weaponry and become independent. He will then sleep with others his own age under the sky in the central square of the monastery, further strengthening him against hardship. Finally, after his tests to become a fully fledged Swordsaint succeed, he will be given his own quarters and personal heraldry. It is this independence yet reliance on both peers and masters that give Swordsaints their beliefs and effectiveness as a House. Unlike the other two great Houses, the Swordsaints do not control their own domain, yet of all the houses they contribute the most to the daily safety of Cathay. Swordsaints provide guards of honour to important Lowborn and Magistrates, should they be required to, and they are steadfast and inhumanly brave in defence of their charges. Swordsaints are also often the first of the houses to bolster the Lowborn in battle, regiments of finely clad warriors standing side by side with the more rag-tag warriors of Cathay, giving them both a focal point for their devotion and an unflinching anvil upon which the endless warriors of Cathay can smash their foes. Some put this down to nobility and honour, yet it could hardly be so, for like all men and women of the Houses they are warriors first and only. Swordsaints who show particular bravery may be incepted into the ranks of the Hatamoto, personal bodyguards to the Emperor and his Magistrates.
S
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5
4
3
6
4
9
4
4
2
5
3
8
4
3
1
4
1
8
4
3
1
4
2
8
4
3
1
4
2
8
4
3
1
4
3
8
of the special rules of the
&%)* The Living Shadows have become synonymous with darkness and fear since they began dealing death for the Emperor. Using subterfuge and terror as their weapons, they go unseen until the time is right to strike, often leaving only corpses as a testament to their passage. The Living Shadows are also the most mysterious of Houses, rarely seen in pitched battle. Most often their forces will form patrols or scouting forces along the borders of Cathay, halting or alerting the populace to incursions. The battle garb of the Living Shadows varies, but is inevitably dark- grey, deep green, midnight blue or black robes. Their blades are often lacquered black so as not to glint in the darkness as they approach their foes, and their armour is glossy black or dun. When they appear on the field of battle, they attack where the enemy is weakest, without warning, and often with the aid of Chi-sorcery manifested by the more experienced warriors, overcoming positions with bitter speed and ruthlessness. Occasionally a single Living Shadow or small band will be tasked with the destruction of the enemy commander and, equipped with the deadliest poisons of the east; they more often than not easily accomplish that task The Living Shadows are, like all their houses, extraordinarily dedicated to their art, and of all the houses, they emphasize personal skill- duels, sometimes lethal, are common among Living Shadow novices attempting to prove their worth to their masters. Even the older, wiser Living Shadows will often resolve conflicts with Chi battles. These
mighty confrontations can be felt for miles around, as the sun darkens and unearthly mists rise from the suddenly freezing ground. Howls and screams split the air and the noises of death herald the beginning of the fight. It is this power over their Chi that defines the Living Shadows- they are the most gifted shapers of that mystical force of perhaps all the Houses and its application is instrumental to their success in battle. The Living Shadows have been observed to train for over sixteen hours a day- a feat that would soon kill a normal man. It is only their mastery of their internal magic that allows such feats of endurance and creates such utterly dedicated warriors. M
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Firstborn
5
5
7
4
4
3
7
5
8
Warbreather
5
5
6
4
4
2
6
4
8
Living Shadow
5
4
5
3
3
1
4
1
7
Nightblade
5
4
5
3
3
1
4
2
7
Wind Shadow
5
4
5
4
3
1
5
1
7
Monkey Warrior
5
4
5
4
3
1
5
2
7
Special rules: Living Shadows (gain all of the special rules of the Living Shadow House)
&&" The Celestial Dragons are the most alien of the Houses, for as they ascend through their training they leave all that makes them human behind- anger, pain, hatred and every other human emotion is forfeit, the Celestial Dragons are incomprehensible to the normal man. While the monks of the dragon do not use any forms of armament or armour other than their fists and feet, this reliance on simplicity allows them to focus on their Chi. Unlike the Living Shadows who focus their Chi primarily outside of their bodies, the Celestial Dragons manipulate it from the inside, harnessing it to heal wounds, strengthen blows and increase their speed until they are merely blurs of death. The Celestial Dragons are by far the most distant from the populace- aloof and concerned only with their own amelioration and ability to battle, the ultimate warriors performing the ultimate art. Strangely, the Celestial Dragons have been known for some of the most heroic and selfless actions in Cathayan history- saving several Emperors and Empresses from certain death at the cost of their own lives and defending towns against overwhelming odds. The monks of the Celestial Dragon believe in spiritual enlightenment and ascension to the spirit world in finest fashion can only be attained through perfection as a warrior. This quest to be the greatest fighter possible drives them and infuses every aspect of their lives and culture. They leave their humanity behind as babies and, as the few survivors of combat with the monks have
described it, to battle with the Celestial Dragons is to battle with death itself. Celestial Dragons are often not content with mere training and actively seek out battle. If not defending Cathay, groups of monks will often travel the world, hiring themselves to caravans on the Silver Road, helping defend Ulthuan for the High Elves or simply becoming Dogs of War. Wherever battle is to be found, there the Celestial Dragons go. However, should the call to defend their homeland ever reach them; their return is swift- for they can run for days upon end faster than even the greatest athletes of Tilea. In some rare situations, a Celestial Dragon has taken some mighty warrior under his wing and taught him a few of the secrets of the House, recognizing the potential for the chosen warrior to achieve enlightenment, but these cases are rare and, for the most part, the Celestial Dragons remain distant and cold to the world, existing only to kill. M
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Firstborn
5
6
6
5
5
3
6
4
9
Warbreather
5
5
5
5
5
2
6
3
8
Celestial Dragon
5
4
3
4
4
1
4
2
8
Abbot
5
4
3
4
4
1
4
3
8
Special rules: Celestial Dragons (gain all of the special rules of the Celestial Dragon House)
The Magistrates are the Emperor’s advisors, consorts, generals and the leaders of the cities and provinces of Cathay. They are both gifted diplomats and mages, able to predict the future with astounding accuracy and determine how to change it. Magistrates are often the generals of Cathayan armies, directing the Lowborn in battle and aiding them with their own heavenly magicks. As symbols of the Emperor’s might and focal points for the devotion of the Lowborn, Magistrates are commanding figures on the battlefield, surrounded by a tide of devoted guards, ready to lay down their lives in a second for their master. Though, like most wizards, Magistrates are not great warriors, their exposure to the cleansing presence of the Great Flame and their custom of using honor duels with their staves to solve disagreements and misunderstandings, Magistrates have surprised many an enemy with their ability to do battle. The Emperor values both wisdom and physical prowess in his
councilors and, while he keeps representatives from the Houses always on standby to guide him in military affairs, for minor issues the Magistrates are expected to not only be cunning tactically, but understand battle on a personal level. Like all Cathayans, the Magistrates are fanatically loyal to the Emperor, even more so because they have seen his glory and know that the Lowborn legends of the Emperor being able to draw rain from the sky and cause new growth to spring from barren ground are not just legends, but true M
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Lord Magistrate
4
4
4
4
4
3
4
1
9
Magistrate
4
3
3
3
4
2
3
1
8
Special rules: Seer
-* Lowborn is a term used to refer to any of the people of Cathay who are not Magistrates or members of the Houses. The term can be a little deceiving, as some Lowborn are actually quite aristocratic and wealthy, however all citizens are regarded equally and all must fight for the emperor in the same capacity should he or one of his representatives call for it. By far the vast majority of Lowborn are extremely poor, living off the land with only their farming tools and livestock as their possessions. The former are kept in excellent condition, for without their tools, they would almost certainly starve, and those tools also couple as weapons in case of invasion. Lowborn will often aid the Magistrates in administrative roles and as enforcers of the law and the will of the Emperor. These individuals are known as ‘Magistrars’. Lowborn generally go to battle in a seething mass of irate peasants armed only with sickles, scythes, grain flails and other simple implements. While most will die, many an enemy has been overwhelmed by the sheer number of men, women and children throwing themselves upon them. Village chieftains are often the heads of a great extended family that makes up the entire village and are at the front of their brothers and sisters as battle is joined. While they can never match the sheer lethality of the Houses, they are often grizzled veterans of Beastmen and Dark Elf raids and steadfast in battle, a calming influence on the initially brave but easily panicked Lowborn they command. As with all warriors of Cathay, the
Lowborn are fanatical in the defence of their homeland as failure means both death and, far worse, dishonour in the eyes of their masters M
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Lowborn
4
2
2
3
3
1
3
1
6
Warrior
4
2
2
3
3
1
3
2
7
Skirmisher
4
2
2
3
3
1
3
1
6
Magistrar
4
2
3
3
3
1
3
1
6
Special rules: Devotion
'&) A few of the more well to do Lowborn, primarily the heads of families and merchants, can afford more elaborate equipment and some even own a treasured family sword and suit of armour, handed down from generation to generation. These men (for women are rarely seen in their ranks) are known as the Warclad, and are the closest thing Cathay has to a standing army- they train daily with their weapons and are ready to do battle in defense of their towns or country and a moment’s notice. They are the pride of their village and are generally only the fittest and heartiest of men, strong and tanned from years of hard work in the fields and steadfast of mind from their constant training. While they are often armed with treasured Longswords, Warclad will also sometimes carry reinforced grain flails or lengthened trenchers that they use as glaives to batter their way through the enemy’s defences and carve through their guard. Warclad form the first and often only line of defence against the frequent raids on the borders of Cathay. From the Mountains of Mourn come
Ogres and Orcs, and across the eastern seas sail the ever present, sadistic Dark Elves and ferocious Norse. Even more sinister are the foes that come from the dark and terrible jungles that sweep across Southern Cathay- beasts of the dark gods and terrible shambling creatures of mud and clay led by cackling Daemons surrounded by wailing swarms of Thushi, the evil spirits that infest Cathay, march from the sinister jungles. Against these hordes the Warclad must stand on their own or with only the assistance of their less battle-hardened kin as the Houses do not deem such minor threats as worthy of their attention. M
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Warclad
4
3
3
3
3
1
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8
Warborn
4
3
3
3
3
1
3
2
8
#) The Gospodar are a hardy people, driven to the brink of collapse people and, like all Cathayans, will lay down by the constant predations of Chaos and the Ogres. Centuries hesitation for their Emperor ago, a great migration of the Gospodar people took place, splintering them into three groups- some traveled north and M WS BS S T became ensnared by the dark gods, others traveled west and Gospodar 4 3 3 3 3 settled in the land of Kislev where they now form a good part of the people of that nation, but some remained true to their Chieftain 4 3 3 3 3 heritage and remained on the plains of northern Cathay, outside Warhorse 8 3 0 3 3 the protection of the Great Bastion. Constantly under threat, they have learned to live in the saddle, ready to flee at a moment’s notice, but should they be trapped or find a weakened foe, they Special rules: Fast Cavalry are merciless and bitter fighters. Most Cathayans view the Gospodar as little more than savages, with their crude weapons and hide clothes they certainly look it, but while the culture of the Gospodars is fierce and warlike; they are also an honorable
their lives without
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1
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1
7
1
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1
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1
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1
5
!($ Foo Statues are some of the strangest defenders of Cathay. They are statues that, for the most part, stand guard outside the temples and cities of Cathay but the Magistrates long ago learnt the art of animating them in times of need and since then have perfected the enchantments required to do so. When the armies of Cathay go to war, it is not uncommon to see these arcane constructions loping with disturbing grace alongside the marching men and women. While possessing the durability and strength of stone, they move with startling agility and could almost be mistaken for real animals if it weren’t for their grotesque, Daemonic faces of the statues and the creepers and mould trailing from their legs. Foo Statues represent creatures
both mundane and magical- Sabretusks, wolves, dragons, horses and cattle have all been seen amongst their stony ranks. In battle they fight like their living counterparts, charging and pouncing with surprising speed and crushing the skulls of their foe with the inevitability of stone
Foo Statue
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8
4
0
4
4
1
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Special rules: Stony, Immune to Psychology
$)" Thunder Dragons have long been a common sight in the armies of Cathay. Originating in the Mountains of Mourn, these large, carnivorous lizards were domesticated by Cathayans for protection against Beastman Raiders and other foes that regularly assail the villages of Cathay. They are thought to be an offshoot of the Mere Dragons that inhabit the northern Mountains of Mourn. Unlike their lithe relatives, Thunder Dragons are stocky and well built, with layers of tough hide under their scales, designed to keep them warm in the sometimes bitter mountains. Stubborn and slow, Thunder Dragons seem to be less than ideal predators and they would be, if it weren’t for their ability to generate a massive discharge of lightning through serrated plates in their throat. This charge can be controlled somewhat by the Dragon, though the process of doing so is little
understood by the savants of the Old World or Cathay. The Dragon’s natural inclination to unleash a deadly blast against anything that stands in front of it makes it equally dangerous and useful to the armies of Cathay M
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Thunder Dragon
4
4
4
4
5
3
1
2
5
Handler
4
3
3
3
3
1
3
1
8
Special rules: Thunder Dragon has Spit Lightning, Battle of Wills, Sluggish, Scaly Skin (5+)
The Ronin are a secretive order of warriors despised by the common folk of Cathay. All of the sons and daughters of the Celestial Emperor except for his or her heir are taken by the Houses when they are born, but unlike normal House warriors they are trained by each and every House, learning the skills of all of them. While this is required of them by the Emperor, the rivalry between the Houses means that they look upon the Ronin as despicable and traitorous individuals, no matter how honorable or kind they are. This hatred has rubbed off onto the commoners of Cathay and so wherever the Ronin go, doors are barred and gifts of food are placed upon doorsteps to ward off the prowling warrior. The Ronin are dedicated to removing internal threats to Cathay such as Skaven infestations, corrupted Lowborn and Chaos cults. While Ronin work alone or, very occasionally, form small bands of warriors, they are nonetheless
a match for even the deadliest of foes. Born in the influence of the Great Flame their bodies and minds are perfect and, with the skills of all the Houses behind them, Ronin are the greatest mortal warriors in existence. Yet unlike, the men and women of the Houses, Ronin still feel those emotions that the Houses distance themselves from- love, loyalty and regret. The life of a Ronin is lonely and they are sustained only by their duty, for to all others they are shadowy creatures of the night who come in silence and leave only the steady drip of blood in their wake, as devoid of thought or feeling as the Daemons of Chaos
Ronin
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6
7
6
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4
3
6
4
9
Special rules: Warrior Incarnate, Solitaire, Scout
. The Phoenix are the guardians of the Great Flame of Mt HoHuan, beings of awesome magical power and unsurpassed grace and beauty. While physically a Phoenix is only a little bigger than an eagle, they have the ability to create a massive aura of flame around themselves in the shape of a far greater bird, appearing to be many feet larger in size when roused to anger. The Phoenix rarely interfere in the wars of Cathay, but in times when the great flame itself is in danger, or its future is at stake, the Phoenix will fly forth from the peak of Ho-Huan like fiery comets to bring death to the foes of Cathay. The Lowborn peoples of Cathay view sighting a Phoenix as an omen of good to come and protection against evil and the Phoenix feature heavily in Lowborn art and craft as a symbol of hope and virtue. Scholars have theorized that, coming from the Great Flame,
a beacon which Chaos cannot penetrate, the Phoenix are the antithesis of all Chaos and its creatures, though there is nothing other than speculation on this subject, as even to the Emperor and his Magistrates the Phoenix are aloof and majestic
Phoenix
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3
6
4
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5
10
4
10
Special rules: Blaze Attack, Rebirth, Fire Immunity, Fly, Cause Terror
&$)" Cloud Dragons, or Mistwyrms as they are sometimes known, are a race that inhabits the ever-shifting clouds that surround the peak of Ho-Huan, shielding the lands below from the light of the Great Flame. These eternal clouds form lairs for the Cloud Dragons, who are light and magically potent enough to rest upon them. Cloud Dragons are not actually true dragons, and while they manifest many of the abilities of the draconic race- flight, the ability to use their breath as a weapon and an ancient, primal cunning, they are limbless and serpentine, more akin to snakes than lizards. The Cloud Dragons, of all beasts, have the closest bond with the realms of magic, their bodies existing partially within it so they appear intangible and often blows or shots directed at them will pass straight through without causing the Dragon any harm. Cloud Dragons can also open a tiny rift to the realms of Chaos and exhale the boiling energy that seeps
through, warping and destroying anything it touches. For millennia, the Cloud Dragons have existed in peaceful cooperation with the Emperor and his Magistrates who inhabit the same clouds and sometimes the creatures will advise them or even allow themselves to be ridden into battle.
Cloud Dragon
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6
5
5
5
5
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3
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8
Special rules: Fly, Cause Insubstantial, Large Target
Terror,
Scalding
Breath,
While the Houses have the pick of the warhorses of Cathay, it is not uncommon for richer Lowborn and Magistrates to possess riding steeds which, as Cathayan tradition dictates, are trained to carry their master into battle should the need arise.
Warhorse
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8
3
0
3
3
1
3
1
5
M
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8
3
0
3
3
1
3
1
5
& The Houses have access to the finest artificers, weapon smiths and armour forges of the orient and most also possess stables of the finest warhorses in Cathay. Many of these regal creatures have the blood of Elven steeds running in their veins and the fire of Araby in their eyes. When they are given to their master they will often form a devoted friendship and in battle the combined might of mount and warrior is frightening to behold
Noble Warhorse
Special rules: Crushing Charge
The purpose of this army list is to enable players with vastly different armies to stage games which are as fair and evenly balanced as it is possible to make them. The army list represents its capabilities on the tabletop. The higher a model’s points value, the better it is in one more respects: stronger, tougher, better Leadership, and so on. The value of the army is simply the value of all the models added together. As well as providing points costs, the list also divides the army into its constituent units. The list also describes the weapons and optional equipment that troops can have and occasionally restricts the number of very powerful units an army can include. It would be very sill indeed if an army were to consist entirely of Magistrates or Phoenix. The resulting game would be a frustrating and unbalanced affair, if not a complete waste of time. Army lists are employed to ensure that this does not happen!
/& Army lists enable two players to choose armies of equal points value to fight a battle, as described in the main body of the Warhammer rules. The following list has been constructed with this purpose in mind The list can also be used when playing specific scenarios, either those described in the Warhammer Rulebook, or others including ones invented by the players. In this case, the list provides a framework which the players can adapt as required. It might, for example, be felt necessary to increase or decrease the number of characters or units allowed, or to restrict or remove options in the standard list such as magic items or monstrous mounts. If you refer to the Scenarios section of the Warhammer Rulebook, you’ll find some examples of this kind.
&0 The army list is divided into four sections:
Special units Special units are the best of your warriors and include more unusual, specialized troop types. They are available to your army in limited numbers Rare units So called because they are scarce compared to your ordinary troops, rare units represent powerful monsters, unique units and deadly individuals
Both players choose armies to the same agreed points value. Most players will find that 2,000 points is about right for a battle that will last an evening (2-3 hours at a leisurely pace). Whatever you agree, this is the maximum number of points available to you. You can spend less and will probably find it is impossible, or at least difficult, to use up every last point, most 2,000 points armies will therefore be something like 1,996 or 1,999 points but they are still 2,000-point armies for our purposes Once you have decided on a total points value, it is time to choose your force
'' Characters are divided into two broad categories: Lords (the most powerful characters) and heroes (the rest). The maximum number of characters an army can include is shown on the chart below Army Points Value Less than 2,000 2,000 or more
Max. Total Characters 3
Max. Lords 0
Max. Heroes 3
4 6 8 +2
1 2 3 +1
4 6 8 +2
3,000 or more Characters 4,000 or more These represent the most deadly and powerful individuals in Each +1,000 your army, extraordinary warriors or skilled leaders such as Firstborn and Magistrates. These form a vital and potent part of An army does not have to include the maximum number of your force characters allowed; it can always include fewer than indicated. However, an army must include at least one character: the Core units general. An army does not have to include lords, it can include These units are the most common warriors. They usually form all for its characters as heroes if you prefer. At the start of the the bulk of the army and will often bear the brunt of the fighting. battle, choose one of the characters to be the general and make Every army includes core units, as there is a minimum required sure that you let your opponent know which one it is amount
For example, a 2,000-point army could include a Swordsaint Firstborn (who counts as a Lord and a Hero), a Magistrate (Hero) and a Celestial Dragon Warbreather (Hero) (i.e.: 3 characters, one who counts as two choices and takes up the Lord choice)
"*
Troops are divided into Core, Special and Rare units. The number of each type of unit available depends on the army’s points value, indicated on the chart below. Army Points Value
Core Units 2+
Special Units 0-3
Rare Units 0-1
Dogs of War are troops of other races prepared to fight for money, food, or some other reward. The most common type of Dogs of War are the Regiments of Renown. The two terms are both used to describe mercenary units, both work in the same way in the army list
A selection of such regiments is available as part of the Dogs of War range of models produced by Games Workshop (as well as 3+ 0-4 0-2 2,000 or more several new sets of rules produced by the Cathay Studios). The 4+ 0-5 0-3 3,000 or more descriptions and rules for these units can be found in White 5+ 0-6 0-4 4,000 or more Dwarf magazine and are compiled in the Warhammer Annual +1 minimum + 0-1 + 0-1 Each +1,000 and Warhammer Chronicles books, while new ones related to Cathay can be found in the Book of Day and Night In some cases other limitations may apply to a particular kind of The rules for individual Regiments of Renown detail exactly unit. This is specified in the unit entry which armies may take them and which army list choices they use up. Most Dogs of War units take up a Rare choice, but some count as Special choices, or may take up more than one choice. This is detailed in the individual rules of the unit itself Less than 2,000
/
Each unit is represented by an entry in the army list. The unit’s name is given and any limitations that apply are explained Profiles. The characteristic profiles for the troops in each unit are given in the unit entry. Where several profiles are required, these are also given, even if, as in many cases, they are optional. Unit sizes. Each entry specifies the minimum size for each unit. In the case of core units this is usually ten models. In the case of your other units, it is usually less. There are exceptions as you will see. In some cases, units also have a maximum size Weapons and armour. Each entry lists the standard weapons and armour for that unit type, the value of these items is included in the points value. Additional or optional weapons and armour cost extra and are covered in the Options section of the unit entry Options. Listed here are the different weapon, armour and equipment options for the unit and any additional points cost for taking them. It may also include the option to upgrade a unit member into a champion. See the appropriate section of the Warhammer Rulebook for details. Special rules. Many troops have special rules which are fully described elsewhere in this book. These rules are also summarized for your convenience in the army list. It would be a long and tedious business to repeat all the special rules for every unit within the army list itself. The army list is for every unit within the army list itself. The army list is for presenting game rules. Wherever possible we have indicated where special rules apply and, where space permits, we have provided notes within the list as ‘memory joggers’. Bear in mind that these descriptions are not necessarily exhaustive or definitive and players should refer to the main rules for a full account.
-) The Mightiest men and women of Cathay come from the ranks of the Houses and the order of the Magistrates. They are figures that inspire terrific devotion and loyalty in their warriors and are deadly and flamboyant presences on the battlefield
( wordsaint
Firstborn are mighty warriors who shine with glorious power as the cut a swathe through the enemy in the heart of battle. Able to match a vampire or Chaos lord in pitched battle, they are some of the deadliest warriors in existence - iving Shadow Firstborn are most
often felt rather than seen, a dark presence shrouded by ethereal mists or hidden in suddenly darker terrain. They are the most proficient, maybe, of all the house warriors at shaping Chi externally and can summon up deathly shades to augment their own ferocious fighting ability
Swordsaint Firstborn Firstborn
Points/model: 215
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4
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4
9
Note that a Swordsaint Firstborn counts as a Lord and a Hero choice Weapons & Armour: Cathayan Longsword Magic: A Swordsaint Firstborn is a level 1 Wizard. He can use spells from the Lore of Light as described in the Warhammer Rulebook, or the Lore of Day (see pg 42) Options: • May be upgraded to a level 2 wizard (+35 pts) • May choose light armour (+3 pts), or heavy armour (+6 pts) and may take a shield (+3pts) • May choose an additional hand weapon (+6 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 100 pts. • May ride either a Noble Warhorse (+18 pts) or a Cloud Dragon (+300 pts) Special Rules: Swordsaint, Yan unit (20mm base)
Living Shadow Firstborn Firstborn
Points/model: 245
M
WS
BS
S
T
W
I
A
LD
5
5
7
4
4
3
7
5
8
Note that a Living Shadow Firstborn counts as a Lord and a Hero choice Weapons & Armour: hand weapon Magic: A Living Shadow Firstborn is a level 2 Wizard. He can use spells from the Lore of Death or Shadow as described in the Warhammer Rulebook, or the Lore of Night (see pg 43) Options: • May be upgraded to a level 3 wizard (+50 pts) • May choose light armour (+3 pts) • May choose an additional hand weapon (+6 pts) • May choose throwing stars (+6 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 100 pts. • May choose a Keiyou Cloak (+45 pts) Special Rules: Living Shadow, Ying Unit (20mm base)
Celestial Dragon Firstborn Firstborn
Points/model: 320
M
WS
BS
S
T
W
I
A
LD
5
6
6
5
5
3
6
4
9
Note that a Celestial Dragon Firstborn counts as a Lord and a Hero choice Weapons & Armour: Fists and Feet (count as two hand weapons) Magic: A Celestial Dragon Firstborn is a level 1 Wizard. He may choose spells from any of the basic eight Lores of Magic as described in the Warhammer Rulebook Options: • May be upgraded to a level 2 wizard (+35 pts)
Lord Magistrate
There are a maximum number of lords that can be fielded and this varies with the size of the army (see page 24) elestial Dragon Firstborn are awe-
inspiring figures, mystical flames licking from hands and feet and a deadly, magical light glowing in their eyes. They can kill with the lightest of touches and break through the hardest of armour with a single well placed strike agistrates are not all equal in rank
and some are personally favored by the Emperor or Empress. These exceptional individuals are often close councilors or consorts to the leader of Cathay and are worshipped as semi-deities by the common folk of Cathay
Special Rules: Celestial Dragon, Neutral unit (20mm base)
Lord Magistrate
-)
Points/model: 200
M
WS
BS
S
T
W
I
A
LD
4
4
4
4
4
3
4
1
9
Weapons & Armour: hand weapon Magic: A Lord Magistrate is a level 3 Wizard. He can use spells from the Lore of Heavens or Light as described in the Warhammer Rulebook Options: • May be upgraded to a level 4 wizard (+35 pts) • May Choose a magistrate’s staff (+15 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 100 pts. • May ride either a warhorse (+15 pts) or a Cloud Dragon (+300 pts)
Characters’ steeds Here are the profiles for the steeds that can be ridden by Cathayan characters. Full rules for these creatures can be found in the Cathay Bestiary Warhorse M
WS
BS
S
T
W
I
A
LD
8
3
0
3
3
1
3
1
5
Noble Warhorse M
WS
BS
S
T
W
I
A
LD
8
3
0
3
3
1
3
1
5
Special rules: Crushing Charge
Cloud Dragon Special Rules: Seer (20mm base)
M
WS
BS
S
T
W
I
A
LD
6
5
5
5
5
5
3
5
8
Special rules: Large Target, Terror, Fly, Scalding Breath, Insubstantial, (50mm base)
Heroes are less powerful than lords but are still deadly fighters and great leaders, essential building blocks for an army. Heroes perform diverse roles, from leaders to warriors to generals and are important to the success of your force *ARMY GREAT SASHIMONO One Swordsaint Warbreather may carry the army Great Sashimono for +25pts. A Swordsaint Warbreather with the Great Sashimono cannot be the army’s general Note that a Swordsaint Warbreather carrying the Great Sashimono can choose equipment and magic items as normal
Swordsaint Warbreather* Warbreather
Points/model: 85
M
WS
BS
S
T
W
I
A
LD
4
5
3
4
4
2
5
3
8
Weapons & Armour: Cathayan Longsword Options: • May be upgraded to a level 1 wizard (+50 pts), if upgraded may use the Lore of Light from the Warhammer Rulebook or the Lore of Day (see pg 42) • May choose light armour (+2 pts), or heavy armour (+4 pts) and may take a shield (+2 pts) • May choose an additional hand weapon (+4 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 50 pts. • May ride a noble warhorse (+12 pts) Special Rules: Swordsaint, Yan unit (20mm base)
( wordsaint
Warbreathers are inspirational figures whose armour and weapons shine with inhuman light and whose bodies ripple with barely controlled power. In melee they become whirlwinds of silver and gold, shining avatars of the destruction of their foes.
- iving
Shadow Warbreathers are sinister and lethal, even more so than their less experienced brethren. Adept in the arts of sabotage and poisoning, they rarely need to battle their target face to face but even if they must, few foes are a match for their blades
Living Shadow Warbreather Warbreather
Points/model: 135
M
WS
BS
S
T
W
I
A
LD
5
5
6
4
4
2
6
4
8
Weapons & Armour: hand weapon Magic: A Living Shadow Warbreather is a level 1 Wizard. He can use spells from the Lore of Death or Shadow as described in the Warhammer Rulebook, or the Lore of Night (see pg 43) Options: • May be upgraded to a level 2 wizard (+35 pts) • May choose light armour (+2 pts) • May choose an additional hand weapon (+4 pts) • May choose throwing stars (+4 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 50 pts. • May choose a Keiyou Cloak (+45 pts) Special Rules: Living Shadow, Ying Unit (20mm base)
Celestial Dragon Warbreather Points/model: 180 Warbreather
M
WS
BS
S
T
W
I
A
LD
5
5
5
5
5
2
5
3
8
Weapons & Armour: Fists and Feet (count as two hand weapons) Magic: A Celestial Dragon Warbreather is a level 0 Wizard. He may choose spells from any of the basic eight Lores of Magic in the Warhammer Rulebook Options: • May be upgraded to a level 1 wizard (+50 pts)
There are a maximum number of Heroes that can be fielded and this varies with the size of the army (see page 24)
elestial Dragon Warbreathers are
fantastic warriors whose very bodies boil with power. Able to smash, burn and pulverize anyone who stands in their way, it is a brave warrior indeed who confronts the Dragon’s callous wrath agistrates are the advisors of the
Special Rules: Celestial Dragon, Neutral unit (20mm base)
Magistrate Magistrate
Points/model: 80 M
WS
BS
S
T
W
I
A
LD
4
3
3
3
4
2
3
1
8
Weapons & Armour: hand weapon Magic: A Magistrate is a level 1 Wizard. He can use spells from the Lore of Heavens or Light as described in the Warhammer Rulebook Options: • May be upgraded to a level 2 wizard (+35 pts) • May Choose a magistrate’s staff (+15 pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 50 pts. • May ride a warhorse (+15 pts) Special Rules: Seer (20mm base)
Celestial Emperor, seers and aristocrats that rule over Cathay with guided hands. They are the wardens and governors of provinces and when those provinces come under attack the Magistrates are the first to organise and first to lead the defences
/ Core units are the most common and prolific troops in a Cathayan army, forming the bulk of its fighting force and numerical strength
- owborn form the largest part of the
defenses of Cathay. Unskilled in the art of war, they nevertheless present a serious threat to those who underestimate them: numbers, makeshift but none-the-less effective weaponry and furious devotion to their masters more than making up for their lack of military skill arclad
are the strongest and bravest members of the Lowborn populace who train regularly with well crafted equipment. While lacking the fury of Lowborn in battle, the Warclad form the backbone of Cathay’s standing military, a well equipped and efficient fighting force that is always ready to defend
Lowborn
Points/model: 4 M
WS
BS
S
T
W
I
A
LD
Lowborn
4
2
2
3
3
1
3
1
6
Warrior
4
2
2
3
3
1
3
2
7
Unit size: 20+ Weapons & Armour: hand weapon and additional hand weapon. You may exchange the additional hand weapon for a spear or halberd for no extra cost. Options: • Upgrade one Lowborn to a Warrior for +12 pts • Upgrade one Lowborn to a Musician for +6 pts Special Rules: Devotion (20mm base)
Warclad
Points/model: 4 M
WS
BS
S
T
W
I
A
LD
Warclad
4
3
3
3
3
1
3
1
8
Warborn
4
3
3
3
3
1
3
2
8
Unit size: 10+ Weapons & Armour: hand weapon Options: • Upgrade one Warclad to a Warborn for +4 pts • Promote one Warclad to a Musician for +6 pts • may be equipped with Cathayan Longswords (+2 pts), flails (+2 pts) or halberds (+1 pt) • may be equipped with light armour (+1 pt) Special Rules: (20mm base)
Gospodar Horsemen**
Points/model: 14
M
WS
BS
S
T
W
I
A
LD
Gospodar
4
3
3
3
3
1
3
1
7
Chieftain
4
3
3
3
3
1
3
2
7
Warhorse
8
3
0
3
3
1
3
1
5
/ There are a minimum number of Core units that can be fielded and this varies with the size of the army (see page 25)
Unit size: 5+ hough the great majority of the
Weapons & Armour: hand weapon and short bow
Gospodar people have already migrated west, troupes of the nomadic horsemen are still common throughout Cathay, especially in the north, their old homeland. Their services are often called upon by the Magistrates to harass enemy formations or act as message runners and scouts
Options: • Upgrade one Gospodar to a Chieftain for +14 pts • Promote one Gospodar to a Musician for +7 pts • may be equipped with spears (+2 pts) • may be equipped with light armour (+2 pts) Special Rules: Fast Cavalry (Cavalry base)
- owborn are sometimes given the
Lowborn Skirmishers**
Points/model: 4
M
WS
BS
S
T
W
I
A
LD
Lowborn
4
2
2
3
3
1
3
1
6
Magistrar
4
2
3
3
3
1
3
1
7
Unit size: 10-30 Weapons & Armour: hand weapon Options: • Upgrade one Lowborn to a Magistrar for +5 pts • Promote one Lowborn to a Musician for +5 pts • may be equipped with additional hand weapons (+1 pt) • may be equipped with volley crossbows (+2 pts) Special Rules: Devotion, Skirmish (20mm base)
task of preventing crime or hunting down transgression. Trained in the use of Cathayan volley crossbows as well as their makeshift weapons, in battle these men and women provide close support and protection for their brethren, attacking enemy scouts and weaker troops
**: You must have at least one unit of Lowborn for each unit of Lowborn Skirmishers and Gospodar Horsemen in your army
('&/ Special units are more suited to specific roles on the battlefield and as such are not found in every force. They are rarer than core troops as the skills they possess are much more difficult to find
Swordsaints
Points/model: 12 M
WS
BS
S
T
W
I
A
LD
Swordsaint
4
4
3
4
3
1
4
1
8
Kensai
4
4
3
4
3
1
4
2
8
Unit size: 10+ Weapons & Armour: Cathayan Longsword, light armour ( wordsaints were the first of the Houses of Cathay to be formed- Chola, the founder of the house, was the first to offer his services to the Celestial Emperor Onashino and since that time the Swordsaints have become one of the greatest military institutions of the world.
Options: • Upgrade one Swordsaint to a Kensai for +12 pts, who may be equipped with a Sashimono for +12 pts • Upgrade one Swordsaint to a Musician for +7 pts • may be equipped with additional hand weapons (+2 pts) • may be equipped with heavy armour (+2 pts) and/or shields (+2 pts)
he Living Shadows were the third of
Special Rules: Swordsaints, Yan Unit (20mm base)
the houses to be created, and the name of their founder is shrouded in darkness like the warriors of Living Shadows, who go unseen until the time is right to destroy their foes utterly and with freezing mercilessness
Living Shadows
Points/model: 14
M
WS
BS
S
T
W
I
A
LD
Living Shadow
4
4
5
3
3
1
4
1
7
Nightblade
4
4
5
3
3
1
4
2
7
Unit size: 5-15 Weapons & Armour: hand weapon Options: • Upgrade one Living Shadow to a Nightblade for +14 pts • may be equipped with additional hand weapons (+2 pts) and/or throwing stars (+2 pts) • may be equipped with light armour (+1 pt) Special Rules: Living Shadows, Ying Unit (20mm base)
('&/ Thunder Dragons
Points/model: 80
M
WS
BS
S
T
W
I
A
LD
Dragon
4
4
4
4
5
3
1
2
5
Handler
4
3
3
3
3
1
3
1
8
There are a minimum number of Special units that can be fielded and this varies with the size of the army (see page 25)
hunder Dragons often serve as
Unit size: 1-3. Each Thunder Dragon includes 3 Handlers Weapons & Armour: a vicious bite and very bad breath. Handlers carry a variety of whips, goads and prods that count as a hand weapon Special Rules: Breathe Lightning, Battle of Wills, Sluggish, Scaly Skin (5+) (Dragon: 40mm base, Handler: 20mm base)
strong points in a Cathayan line, protecting it against heavy cavalry and monsters while providing an additional bit of muscle and tooth when the enemy closes. However, Thunder Dragons are temperamental by nature and it often requires a lot of skill to actually keep them pointed at the enemy he house of the Celestial Dragon
Celestial Dragon Monks
Points/model: 19
M
WS
BS
S
T
W
I
A
LD
Monk
4
4
3
4
4
1
4
2
8
Abbot
4
4
3
4
4
1
4
3
8
Unit size: 5+ Weapons & Armour: Fists and feet (count as two hand weapons) Options: • Upgrade one Celestial Dragon to an Abbot for +15 pts Special Rules: Celestial Dragons, Neutral Unit (20mm base)
Foo Statues Foo Statue
Points/model: 27 M
WS
BS
S
T
W
I
A
LD
8
4
0
4
4
1
4
2
8
Unit size: 5+ Weapons & Armour: Stony claws and teeth Special Rules: Stony, Immune to Psychology (Cavalry base)
was the second house to be founded by the great warrior Te-huan. Of all the founders, Te-Huan was the only native Cathayan, though he lived in Nippon, and as such he named his house after the symbol of his homeland and new master. The Celestial Dragons are the most feared warriors of Cathay and their reputation is justly deserved Foo Statues stand guard outside the cities and temples of Cathay, waiting to be animated in times of need, gifts of food and incense often lie about their feet, as if to appease the slathering hunger and lust for battle that is awakened in these magical creatures when their masters go to war
/ Rare units are the most uncommon and powerful units in the Cathayan army, from superhuman warriors to devastating monsters, rare units are not often seen on the battlefield
atamoto
are the personal bodyguard of the Celestial Emperor or Empress when they venture abroad. Mounted on the finest warhorses in the east, their charge can overcome even the fell warriors of Chaos with decisive ease nd Shadows are the finest of the Living Shadow house. Equipped with cloaks and robes of the finest silk, enchanted to catch the very winds of magic, Wind Shadows swoop down from storm clouds and black mist to end the lives of their foes
Swordsaint Hatamoto
Points/model: 32
M
WS
BS
S
T
W
I
A
LD
Hatamoto
4
5
3
4
3
1
4
2
8
Bladeservant
4
5
3
4
3
1
4
3
8
Noble Warhorse
8
3
0
3
3
1
3
1
5
Unit size: 5-15 Weapons & Armour: Cathayan Longsword and light armour Options: • Upgrade one Hatamoto to a Bladeservant for +20 pts, who may be equipped with a Sashimono for +20 pts • Upgrade one Hatamoto to a musician for +10 pts • Any unit may be equipped with heavy armour (+2 pts) and/or shields (+2 pts) Special Rules: Swordsaints, Yan unit (Cavalry base)
Wind Shadows
Points/model: 24
M
WS
BS
S
T
W
I
A
LD
Wind Shadow
4
4
5
4
3
1
5
1
7
Monkey Warrior
4
4
5
4
3
1
5
2
7
Unit size: 3-12 Weapons & Armour: hand weapon, Keiyou Cloak Options: • Upgrade one Wind Shadow to a Monkey Warrior for +18 pts • may be equipped with additional hand weapons (+3 pts) and/or throwing stars (+3 pts) • may be equipped with light armour (+1 pt) Special Rules: Living Shadows, Ying Unit (20mm base)
Phoenix Phoenix
Points/model: 310 M
WS
BS
S
T
W
I
A
LD
3
6
0
4
5
5
10
4
10
A Phoenix counts as 2 rare choices. Unit size: 1 Weapons & Armour: Fiery wings and a diamond hard beak Special Rules: Blaze Attack, Fly, Terror, Fire Immunity, Rebirth (50mm base)
Ronin Ronin
Points/model: 220 M
WS
BS
S
T
W
I
A
LD
6
7
6
5
4
3
6
4
9
Unit size: 1
/ There are a maximum number of Rare units that can be fielded and this varies with the size of the army (see page 25)
Weapons & Armour: hand weapon Options: • May choose a Cathayan Longsword (+12 pts) and/or throwing stars (+6 pts) and/or an additional hand weapon (+6 pts) • May choose a shield (+4pts) and/or light armour (+4 pts) • May choose poisons from the poisons section of the magical items list up to a maximum value of 50 pts Special Rules: Warrior Incarnate, Scout, Solitaire, Neutral Unit (25mm base)
he Ronin are warriors without equal in Cathay, and are tasked with its protection against infiltrating Chaos cults and other insidious threats to Great Cathay. No mortal man can best a Ronin in single combat, for they are perfect humans who have spent their entire existences preparing for battle in mind, body and soul athay draws mercenaries and Dogs
Dogs of War
Points/model: Variable
Dogs of war are mercenary units you can hire to supplement your army You may opt to choose a unit of dogs of war as a rare unit choice, unless otherwise stated in the Dogs of War unit’s special rules Cathayans may hire any normal dogs of war regiments and the following regiments of renown: Arsanil the Dragonlord, Truthsayer, Fenbeasts, Gilead & Fithvael, Gotrek & Felix, Bearmen of Urslo, Braganza’s Besiegers, Marksmen of Miragliano, Leopold’s Leopard Company, The Alcatani Fellowship, Ricco’s Republican Guard, Pirazzo’s Lost Legion, Vespero’s Vendetta, Al Muktar’s Desert Dogs, Birdmen of Catatrazza, Bronzio’s Galloper Guns, The Cursed Company, Golgfag’s Ogres, Gryphon Legion, Bugman’s Rangers, Long Drong’s Slayer Pirates, Lumpin Croop’s Fighting Cocks, Malakai makaisson’s Goblin Hewer, Ruglud’s Armoured Orcs, Tichi Huichi’s Raiders, Voland’s Venators.
of War like moths to a flame, the riches it promises luring thousands of mercenaries to the glittering east. In times of need, the Magistrates will sometimes part with a few of the riches of their land in order to gain the services of these sell-swords
$ In this section the common magic items are listed first (see the Warhammer Rulebook for a complete description). They are followed by a list of ‘Cathay only’ magic items. These items can only be used by models from this book and must be selected within the points limitations set by the army list section. Note that all the rules for magic items presented in the Warhammer Rulebook also apply to the ‘Cathay only’ magic items
'
Blade of the Silver Moon 100 points Living Shadow only May only be carried by the army’s general The Blade of the Silver Moon is the most potent weapon in the Living Shadow armoury, a blade of dull but deadly power. The moon can be seen constantly reflected in its blackened blade and it creates a terrifying mist around its bearer, allowing him to strike unseen and fill his enemies with dread
Sword of Striking* Weapon; +1 To Hit.
30pts
Sword of Battle* Weapon; +1 Attack.
25pts
Sword of Might* Weapon; +1 Strength.
20pts
The character receives +3 Attacks Contains bound spell, Shadows of Death, power level 4.
Biting Blade* Weapon; -1 Armour Save.
10pts
Enchanted Shield Armour; 5+ Armour Save
10pts
Talisman of Protection Talisman; 6+ Ward Save
15pts
Cho Liu’s Claws 75 points Living Shadow only These razor-like fighting talons drip with a venom deadlier than any else known to the Living Shadow house. Said to be the fangs of a mythological Zhiguai known as ‘Cho Liu’ they allow the bearer to enter a trance in which he can pounce on his prey with a flurry of blows.
Staff of Sorcery Arcane; +1 to dispel
50pts
Dispel Scroll Arcane; automatically dispel an enemy spell
25pts
Two hand weapons. Always wound on a 2+. On a roll of 6 to hit while using this weapon, the character gains a further attack that phase. You do not get another attack from a second six rolled consecutively.
Stars of Ji-lao: 45 points Living Shadow only Caked in the blood of foes of the Living Shadows, this set of old Power Stone 25pts and unusually large throwing stars is a deadly weapon in the Arcane; +2 dice to cast a spell hands of any bearer. At their user’s bidding the stars split in mid-flight, peppering the enemy with small disks, or grow to *Note that any weapon purchased by a Swordsaint will become huge proportions, becoming a discus of cannonball-like a Cathayan Longsword in addition to its other abilities proportions that can shatter stone and cleave a man clean in two.
'*, Blade of the Golden Sun 100 points Swordsaint only May only be carried by the army’s general. Forged by the founder of the Swordsaints himself, the blade of the golden sun is the traditional armament for the greatest Firstborn of the Swordsaints. In battle it becomes a brand of fire, weaving incandescent arcs through air and flesh alike, emboldening the allies of its bearer with its glory
Cathayan Longsword, attacks with this weapon automatically wound and count as flaming. Contains a bound spell, Ancestor’s Courage, power level 4.
Throwing stars. The bearer may throw up to D6 of the stars per shooting phase, or alternatively throw a single star at double his strength Spineripper 40 points Living Shadow only The Spineripper is a cruel and jagged short sword forged with spells of trickery and deceit. It is guided by some unseen force into the vital centers of its victim and many have ended their lives with the Spineripper embedded deep in their backs .
The character gains +1 strength and +1 attack when attacking from the flank or rear of a unit or character. Note that skirmishers and single models on foot do not have a flank or rear.
Obsidian Dagger 30 points Living Shadow only This lustrous black dagger radiates a powerful field of antimagic, defeating magical protections and unerringly seeking the victim’s heart.
Ignores ward saves. Armour saves are taken as normal. Fang of the East 25 points Swordsaint Only The Fang of the East is thought to be created from a tooth come from the first of all dragons. Brought to the orient by a great warrior of the Swordsaint house, the fang was fitted with a handle and carved with arcane marks of cleaving. Huge and wickedly sharp, it fills its bearer with the strength of its previous owner.
'$
Cathayan Longsword. The character automatically wounds on a roll of 5-6 to hit.
Armour of the Great Flame 65 points Swordsaint Only Blazing Stars 25 points This armour flickers with everlasting flame, woven from magical fibres that have been consecrated in the great fire itself; it turns Living Shadow only These throwing stars burn with a cold light, a searing and the bearer into a walking beacon. Flames lick out from his deadly weapon that, when thrown, ignites and smashes into its body, melting incoming blows or turning them aside . target with the force of a falling star. Light armour. Any Armour Save the bearer would normally These throwing stars bestow +1 strength and flaming attacks have becomes a Ward Save. For example, if he would normally when using them. have a 4+ Armour Save, he has a 4+ Ward Save instead. This includes bonuses for being mounted and those for using a hand Blade of Vengeance: 20 points weapon and shield in close combat. Note that the ward save Swordsaint only replaces the armour save and is not in addition to it. The This sword is one of the older heirlooms of the Swordsaint character is also immune to all flaming attacks. house, dating back far into the mists of time. Thought to have been owned by the mad Warbreather Nakashima Makoto who Gleaming Darkness 50 points went on a rampage after his brethren were slain by a Chaos Living Shadow only warband. He cut his way through the midst of the enemy, Made from fibres of the Jarga plant, renowned for its onyx-like receiving a score of wounds, but he seemed to recover them as if shine and tough, flexible stems, the Gleaming Darkness is he consumed the vitality of the foes he fought. Only when the further enhanced by weakening juices that cripple all those not battle was long over did he succumb to his wounds. inoculated against them, simply by breathing the smallest whiff Cathayan Longsword, for every three wounds (saved or of poison. unsaved) dealt by the bearer he may add one to his own wound total up to double his starting total. Light armour. Subtract D3 strength from all close combat hits on bearer. Make this roll at the start of each combat phase to Blade of the Sky 10 points determine the effectiveness of the armour against all attacks for The blade of the sky is one of the oldest heirlooms of Cathay, it that phase crackles with power, drawing on the power of storms and stars and wracking its victims with vicious energy, especially lethal The Tarnished Scales 50 points against large beasts and other monsters Swordsaint only
If carried by a Swordsaint, this weapon counts as a Cathayan The tarnished scales are said to have come from a huge Longsword. An unsaved wound caused by this weapon becomes Thunder Dragon. Forged by Nipponese master smiths by 2 wounds on a 4+ fastening the scales to enchanted leather, this armour is legendary for its ability to absorb impacts. Heavy armour, ignore first unsaved wound (before multipliers) suffered
The Staghelm 40 points Swordsaint only A great helm of lacquered metal and wood, decorated with two huge antlers, the Staghelm imbues the bearer with a spirit to match the fighting stags that bound and duel across Cathay each year in a spectacular battle for glory.
6+ save that combines with other armour. The character gets +1 weapon skill and +1 attack.
The Crest of Dawn 25 points Swordsaint only A symbol of the triumph of light over darkness, the crest burns with a powerful light that destroys Undead. Daemons also are destroyed by this potent icon of purity, their hellspawned forms no match for the wash of cleansing light.
Any Undead model or Daemon that lies in base to base contact with the character at the start of the magic phase must make a leadership test or suffer a wound. All Undead and Daemons within 6” also suffer a -1 penalty to their leadership.
Ice Dragon Hide 35points Living Shadow only Made from the hide of the great dragon Isthil, this suit of armour imbues the natural properties of the ice dragons that inhabit the Mountains of Mourn into a human bearer. A Hindon Feather 70 points freezing aura encompasses the wearer, chilling his opponents Swordsaint only The Hindon are gigantic seabirds that live off the eastern coasts and sapping their will of Cathay. Occasionally a feather of one of these majestic Light armour. Enemies in base contact with the character suffer creatures is found and, due to its extreme receptivity to magic, is –1 to their initiative. In addition, any enemy unit in base to base enchanted with powerful spells. Often worn by Swordsaints as a contact with the character suffer a -1 penalty to their leadership. helmet plume or hilt decoration, it makes the bearer seem to be larger and more powerful than in actual life
')
&
Any wounds caused by the bearer are doubled for the purposes of combat resolution only, so 2 wounds would become 4 in combat resolution for example
Token of Celestial Favor: 65 points Occasionally the Celestial Emperor will be so pleased with the exploits of his warriors that he may grant one a token of his The Gem of the Heavens 50 points favour, a symbol that the Emperor is with them. These items are Bound Spell: Power Level 5 not idle, for they glow with magical light and inspire all near The gem of the heavens is an ancient sapphire enchanted by the them to even greater feats of valour. celestial court. Inside the gem is visible a tiny model of the night Every Cathayan unit with a model within 12” of the character sky and, if one looks closely, images of times yet to come fly past one’s eyes. gains +1 leadership Pendant of Jade: 50 points Made from pure jade, the stone of nature, vitality and healing, this pendant replenishes the vigor of its wearer, green energy flowing from the stone to knit wounds and heal fractures as they are caused.
Contains a bound spell: second sign of Amul.
Sukri’s Veil: 50 points Living Shadow only The veil of the widow Sukri, a feared Living Shadow assassin who was killed by a Keeper of Secrets is one of the most potent relics of the Living Shadow house. Saturated by her own Chi and The character gains regeneration. that of the dread Daemon, the veil is imprinted with her last Crown of Swords: 35 points expression of revolting horror and it constantly whispers dark This halo of whirling blades stops and deflects strikes aimed at threats to the corrupt, terrifying those who look upon it. its wearer, even blasts of magic or cannonballs are smashed Bearer causes terror aside by the relentless whirling of the blades
The Bronze Ring: 35 points Swordsaint only The bronze ring is an heirloom of the Swordsaint House. Worn by the original Firstborn of the Swordsaints who was stabbed through the heart, lung and liver but fought on regardless and Mask of the Devildancers 30 points only fell when his foes were defeated, this ring endows a portion Originally discovered in the Mountains of Mourn, the Mask of of his spirit to the bearer the Devildancers is thought to have come from the hardy folk Any attacks that cause multiple wounds or would instantly kill that inhabit the far south of those mountains, near to the Dragon the bearer such as cannon balls and the Violet fire of Tzeentch Isles and Ind. Though ceremonial, the mask is enchanted and spell cause only a single wound instead. twists and shifts with leering faces that bore into the mind and fill the wearer’s enemies with terrifying thoughts
5+ Ward Save. Any enemy model in base to base contact at the beginning of the combat phase suffers an automatic strength 2 hit. Any wounds caused by this do count towards combat resolution
The character causes fear
Shroud of Deception: 35 points Living Shadow only Woven with spells of enchantment and concealment, the Shroud of Deception fools the eyes of those who look at it, making them think their prey is much further away or difficult to reach.
Any models wishing to shoot, target magic at or charge the character must roll 2d6 and double the result. If the result is equal or greater than the number of inches to the bearer then they may target him as normal. If not then the charge, spell or shooting automatically fail. This does not affect any unit the character is with, nor does it affect units that are immune to psychology
Ming-Su’s Heart 50 points One use only The heart of the great warrior Ming-Su, preserved in a glass sphere for the ages, the heart still beats with anger against the magic that struck its owner down. The heart lashes out with its own energy when a spell is cast, halting it and blasting the mind of the caster with feedback .
Counts as a dispel scroll. In addition, on a roll of 4+ the casting wizard may not use that spell for the rest of the battle
The Astrolabe 55 points Contained inside a small sphere of crystal, this set of magical gears and spheres allows its owner to tune deeply into the The Book of Day and Night 40 points mysteries of the winds and increase his understanding of the Bound spell: Power Level 3 fickle tides of magic . A large tome containing the wonders of the knowledge of Cathay, the Book of Day and Night pulses with power. However, The character knows one extra spell. the pages are random and change each time the book is closed, The character may choose his spells. so even the wise can never tell what might come out Bracers of Channeling 20 points At the beginning of each of your magic phases, roll a d6: The bracers of channeling take the form of an intertwined pair 1-2 has no effect of snakes that fit around the forearms of the bearer, their heads 3-4 contains one random Day Lore spell resting flat on his palms. When he casts a spell, the mouths of 5-6 contains one random Night Lore spell. the serpents open, releasing more pent up energy to fuel the The spell is determined by rolling a D6 as if choosing a spell. spell. The Shialan Torc 30 points Adds +1 power dice to the pool, useable only by the bearer Living Shadow only- one use only Bound Spell: Power Level 6 Created in Nippon during the early ages of the east, this amulet, unlike western items using obsidian, focuses on the disruption of material items rather than magic. Swords bend around the bearer and he can make bowstrings snap or powder dampen at a wave of his hand.
Contains bound spell, bane of forged steel Robes of Purity 40 points These robes were spun by silk beetles born in the celestial palace. Untainted by Chaos, they form a barrier against magic and corruption.
The character gains magic resistance (2)
' Mica’s Star Chart 65 points The fabled star chart of the Magistrate Mica, this sheet of lacquered parchment covers in perfect detail the night sky, allowing mages to better plot the heavens and draw from the winds of magic that are linked to them
The character gets +1 the total rolled to cast spells and a further +1 if he is using a spell from the Lore of Heavens.
1-%()*)&2 Sandcrawler’s Sting 50pts Brewed from the extracted venom of the deadly sand-scorpions that live just under the surface of the deserts of Araby, this poison is deadly with even the slightest nick. One quart of this venom is enough to kill a human army and the Living Shadows dip their swords fully just to be sure .
The bearer always wounds on a 2+. Madness Juice 45pts This poison sends a man mad in instants, making them believe their comrades are their enemies. The few survivors of this poison are often either simply put out of their misery, or kept locked and chained in dungeons where their ravings will not harm any of their former comrades.
When wounded, the victim will immediately make a full round of attacks against any unit they are a part of, using whatever weapons the Cathayan player chooses. If the character is not in a unit, he suffers an additional d3 str3 hits with no armour save. He may then attack back if he hasn’t already. If the wound kills him then he naturally does not get to attack. The Green Lotus 35pts The most insidious of the poisons of the orient, the green lotus makes the victim believe they have superhuman strength and power while really they are wasting away visibly before their comrades.
Once wounded the victim must make a stupidity test on 3d6, combining the results, each turn. In addition he must either issue or accept a challenge every combat phase if it is possible for him to do so. Additional wounds have no further effect The Magebane 35pts This is a rare poison that destroys the system in the cerebrum of a sentient creature that allows him to harness the winds of magic. His training still allows him to drag the power in from the winds, but no longer can he shape it with his hands and mind.
A wizard that suffers an unsaved wound from the character can no longer cast spells, though he generates power and dispel dice as usual. Etsuchin 30pts Etsuchin is a lethal venom extracted from the blood of meredragons found in the northern Mountains of Mourn. It courses through the body like wildfire and the victim inevitably dies both quickly and painfully
The bearer gains killing blow
&)3$45& Quan-zela was one of the greatest artificers of Cathay. He lived during the times of the first Celestial Emperor, the great Onashino. Unlike his brethren in Nippon, Quan’s weapon lay in his ability to craft deadly toxins rather than razored blades, and he did so with such loving care that to each of his poisons he gave a name as if it were one of his own children. Foremost among these was Lotus Blossom, created from the blood of chimeras and the bile of the great serpents that live in the jungles of Cathay. So potent it was that it had to be kept in a magically sealed vial lest the minutest whiff overwhelm the artificer as he worked. One day, as he toiled in his shop, a party of beastmen attacked his town and slaughtered the populace, bursting into Quan-zela’s shop. Before they could lay their hands on him however, he shattered the lotus blossom vial in the face of the beastlord. Even today, nothing grows within several miles of that village and, though men can travel through it with the correct precautions, no Cathayan would risk doing so and raising the ire of Quan-zela’s spirit.
$ ' Of all the practitioners of magic of the Warhammer world, the seers and Chi-masters of Cathay are some of the most mysterious and powerful. Both practice a form of magic that is alien to most magic users. The Magistrates practice magic with purified energy, cleansed of the taint of Chaos that soars upon the Winds of Magic. The warriors of the Houses practice magic drawn from inside their own minds and bodies, a raw and powerful force that can be as subtle as a caress or as blunt and deadly as a sledgehammer. Neither of these magics is comprehended by any who do not practice them, and even those who are skilled in the art do not fully understand their skills. The magic known as Chi to the warriors of the orient forms the core of the philosophies of the Houses. It is an all permeating, all pervading presence that, when tapped, is as powerful as true magic. As its origins are internal, its use is more limited than true magic, which can be drawn in almost limitless supply from the winds of magic and
therefore can be expended at one’s leisure. Chi is excreted by the souls of sentient creatures; it is magic at its rarest, basest form. It is created by the emotions and feelings- fear, joy, pain, lust and grief are just some- and is quickly swallowed up into the realm of Chaos as it leaks from the body. The warriors of the Houses learn to harness this power before it leaves their body, use it to strengthen their minds and bodies beyond what a human would normally be capable of. If some sages have commented that the House warriors appear superhuman, they are correct, for they course with magic, rolling and flowing around them and through them, urging muscles and sinew to grow iron hard and as flexible as bowstrings. The greatest masters of the Houses can physically grasp this energy as it escapes their body and shape it into deadly spells in the same way as other mages, blasting their foes with gouts of power or letting their essence flow into those around them, emboldening and strengthening them in battle.
-" To randomly generate a spell from the Lore of Day, roll a D6 and consult the chart below. If you roll the same spell twice, roll again. Any mage can swap one spell for Dayswords if you so wish. Note that Day Magic counts as High Magic for the purposes of determining immunities/vulnerabilities and so forth.
D6
Spell
Difficulty
1
Dayswords
4+
2
Xiao-lan’s Invigoration
6+
3
Ancestor’s Courage
8+
4
Icon of Battle
9+
5
Bane of Cowards
9+
6
Incarnation of War
11+
Dayswords Cast on 4+ Calling upon his Chi, the warrior sends a whirlwind of brilliant energy blades scything through enemies near him. The character gains an additional d3+1 attacks at his basic strength and initiative in the subsequent combat phase. These attacks have all the normal benefits of any magic items or weapons the warrior is carrying and take place before any combatants strike blows. They do not, however, count towards combat resolution. Xiao-Lan’s Invigoration Cast on 6+ The warrior inhales deeply, infusing his Chi with positive energy before bestowing it upon himself or his comrades, strengthening them against the rigors of battle Any single model within the unit containing the character or any other model within the character's line of sight within 6” gains +1 to his strength, toughness, initiative and attacks until the beginning of the next friendly magic phase. A model may not have multiple instances of this spell in effect upon him at any one time Ancestor’s Courage Cast on 8+ Allowing his Chi to flow out of him while still pure, the warrior creates a beacon for the spirits of his forefathers, drawing them to him like moths to a flame. They watch over him and his comrades, filling them with renewed courage and purpose The caster and any unit he is with become immune to psychology and gain a +1 bonus to their leadership until the start of the next friendly magic phase.
Icon of Battle Cast on 9+ As he rushes into battle, the warrior allows his Chi to stream from his body, becoming beams of brilliant light as it pours from his mouth, eyes, hands and every other avenue of escape, turning him into a living pillar of energy that terrifies his enemies During the next combat the caster takes part in he gains an additional +d6 combat resolution, exactly as if he had caused an additional d6 wounds. However, if he should die before combat is resolved, the additional points are lost. If the caster has not fought in any combats by the beginning of his next turn, the effects of this spell are lost Bane of Cowards Cast on 9+ Remains in play Focusing his hatred of cowards who would use ranged weapons to attack his brethren instead of meeting them in righteous battle, the warrior forms a magical shield around himself and his comrades, creating a near impervious shield against the missiles of the foe. The caster and any unit he is with gain a 3+ ward save against missiles, including warmachines. This save is reduced to a 5+ against magic shooting (this includes magic bows, magic missile spells, runic war machines and so on) Incarnation of War Cast on 11+ Mustering up every ounce of Chi in his body, the warrior lets loose a mighty battle-cry, echoing through the hearts of his foes and sending them fleeing or cowering in terror at the sight of him. Every enemy unit within 12” and possessing line of sight to the caster must immediately take a panic test or flee. Undead test as if their general or hierophant has been destroyed and Daemons test for instability. The amount of Chi required to manifest this spell is such, however, that if the spell is cast successfully, roll a d6. On a 1 the warrior has lost control of the flow of his Chi and suffers a single wound with no armour or ward saves allowed.
- To randomly generate a spell from the Lore of Night, roll a D6 and consult the chart below. If you roll the same spell twice, roll again. Any mage can swap one spell for Darkness Scythes if you so wish. Note that Night Magic counts as Dark Magic for the purposes of determining immunities/vulnerabilities and so forth.
D6
Spell
Difficulty
1
Darkness Scythes
5+
2
Otashi’s Weakening
6+
3
Shadows of Death
7+
4
Path of Shades
8+
5
Mist of Horrors
9+
6
Ends of Night
Darkness Scythes Cast on 5+ Magic missile Sheathing his own weapons, the warrior creates blades of pure shadow that he hurls towards his foes, chilling them to the core and filling them with fear. Range 12”. The spell causes d3 strength 3 hits. If any unsaved wounds are caused by this spell, the enemy must take a panic test.
11+
Path of Shades Cast on 8+ The caster releases a burst of Chi that breaks down the bonds between the material and spirit world, stepping in amongst the spirits of his ancestors. Intangible as mist, he moves among the enemy like a ghost. His blades, however, remain chillingly deadly. The caster becomes ethereal (cannot be struck by non magical attacks, can move through difficult or impassable terrain as if it were open ground but cannot end turn in impassable terrain) until the beginning of the next friendly magic phase. He also becomes unbreakable for the duration of the spell or until he suffers a wound.
Otashi’s Weakening Cast on 6+ Releasing his Chi and allowing it to become corrupt, the warrior sends it flowing into his enemy, filling them with the imperfections of Chaos, buckling their limbs and sapping their strength. One enemy model within line of sight and 12” suffers - Mist of Horrors Cast on 9+ 1 to their strength, toughness, initiative and attacks until the start Remains in play of the next friendly magic phase. Multiple instances of this spell Calling up a terrifying mist, the warrior shrouds himself in can affect a single model at once. Note that a statistic may not be cloying darkness that reaches out and grasps at foes, filling their lowered below 1 with this spell and only one instance of the minds with dark thoughts and blackening their hearts with terror. spell may affect a model at any one time The caster and any unit he is with cause terror . Unlike a normal remains in play spell, the caster is free to cast other spells while Shadows of Death Cast on 7+ maintaining this spell. Remains in play Summoning darkness around him, the warrior fills the air with Ends of Night Cast on 10+ sounds of pain and grief shrouding himself and his brethren in a Covering himself or his foes in blackness and brushing aside the cloud of shimmering, twisting fear. The caster and any unit he is very strands of time, the warrior sends his comrades hurtling into with cause fear . Unlike a normal remains in play spell, the caster a new position or leaves his enemy to stumble aimlessly in the is free to cast other spells while maintaining this spell. dark. You may immediately move one friendly unit within 6” of the caster. This is a normal move and subject to normal restrictions (terrain, can’t march within 8” of an enemy etc). The move can be used to charge, in which case the enemy may only hold as a charge reaction. Alternatively the spell may be targeted at an enemy unit within 6” of the caster. That unit may not move, shoot or cast magic during the next turn, though they will still fight in combat as normal.
06-)$) The great Magistrate Tziet is a figure both held in awe and feared by all the peoples of the orient. He is the right hand of the Emperor, agelessly wise and terrifyingly powerful. Of all human mages, Tziet is the greatest of those who practice the magic of the heavens, able to foresee events to occur centuries in the future with unparalleled accuracy and even more able to call upon the fury of the sky to smite the enemies of Cathay. Like most Magistrates, Tziet was one of the richer Lowborn of Cathay, the son of a wealthy family of spice collectors who inhabited southern Cathay, near to the borders of Khuresh. Tziet’s family was killed when he was still an infant, slaughtered in their fields by the sinister beasts that occasionally strike out from the deathly jungles and wreak carnage among the common folk of Cathay. Tziet, blinded by grief and anger, took his father’s scythe and pursued the beasts back into their homeland. Few who venture into Khuresh return and fewer still return with their sanity intact. Yet, against the odds, several weeks later, Tziet returned to his village, one arm limp and bloodless and the other clasped tight around the blood-soaked hair of the head of a great beast, the leader of the creatures who had ravaged his family. Tziet did not speak, though he allowed the village shaman to dress and tend to his wound. The next day, he took a horse and set out to Weijin. Months later, the young Cathayan reached the foothills of the mountains of heaven and, riding steadily upwards, passed into the forbidden reaches of the mountains. The Phoenix observed his passage and, though they kill all who are not pure enough to pass into the influence of the flame, they did not strike, for they saw into the young man’s soul, and while it was bitter and consumed with the thirst for vengeance, it was pure, as pure as any Magistrate’s. Tziet ascended the never-ending stair and, finally, reached the gates to the Emperor’s palace where he was admitted to an audience with the God-Heart of Cathay. It is said among the Magistrates that that meeting was silent, not a word passing the lips of either man, yet when Tziet left the chamber, he was carrying the great staff which is the Magistrate’s badge of office and his face was clear and no longer darkened. Tziet showed enormous talent for the celestial magicks of the Magistrates and rapidly out-distanced his peers in his ability to follow the winding strands of the future among the stars. He formed a close friendship with Chara, one of the great Cloud Dragons that nest in the billowing mist that surrounds the peak of mighty Ho-Huan. The great beast bore Tziet many leagues upon his back and Tziet became a common sight above the fields of Cathay, and wherever he went, rain and thunder surely followed, causing crops to spring into supernatural growth or the ground to turn to festering muck under the tread of the enemies of Cathay. In under a hundred years Tziet had risen to become the chief of the Emperor’s Magistrates and his foremost advisor and it was then that his ancient vendetta with the beasts of Leng returned. Rumor had spread of another attack by the beasts upon Cathay and Tziet was seen marshalling the forces of Cathay to strike back against the evil creatures. Yet, cunning and wise though he was, Tziet had finally met his match in the
form of the master of Khuresh, Tzaanor the black, Beastlord of Leng. Even Tziet’s uncanny premonitions and predictions proved fruitless against the shadowy lord of the jungle and again and again the armies of Cathay struck and found themselves fighting shadows while towns many miles away were burned and corrupted by the beasts. Eventually Tziet brought the murderous Tzaanor to battle and that clash was the like of none seen in the worlds, Old or New. Lightning danced and thunder struck, twisting, chaotic forms gibbered and sung through the air, melting men and turning flesh into writhing energy. Chara was struck by an incandescent bolt of energy conjured by Tzaanor and was near mortally wounded. Furious, Tziet charged the beastlord, all the lightning of the gathering storm channeling into his staff, which split and buckled with the sheer immensity of magical energy contained within it. Throwing himself at Tzaanor, Tziet smashed his staff downwards, crackling energy scorching flesh from bone, yet before the blow could truly connect a dark cloud surrounded the beastlord and his sinister masters spirited him away, leaving Tziet’s power to earth into the blasted ground. The Beasts of Leng, seeing their leader seemingly defeated, were finally broken by the combined efforts of the Cathayan Houses and fled back deep into the jungle where even the Living Shadows would not pursue them. Tziet returned to Ho-Huan, nursing both his draconic companion and his vendetta with the evil of Khuresh. To this day, Tziet and Tzaanor still dance their vengeful dance, ever shifting and changing to attempt to wrongfoot their all knowing adversary. Yet Tziet is not wholly consumed by his feud and there are many battles that have felt the presence of the High Magistrate, to the despair of the foes of Cathay. Tziet is a stern presence beside the Emperor, the right hand of his master in all things. He is an awesome figure to the men and women of Cathay, a symbol of the divine leader of Cathay and his will and arm in the affairs of Cathay. He still soars above the land on the back of his faithful dragon, Chara and still the enemies of the Dragon Throne shudder at his tempestuous approach
Tziet counts as a Lord, two Heroes and a Rare choice in a Cathay army. He must be used as presented here and may not be given additional equipment or magic items. Tziet must be the army general M
WS
BS
S
T
W
I
A
LD
Tziet
4
5
4
4
4
3
4
2
9
Chara
6
5
5
5
5
4
3
5
8
Points: Tziet and Chara cost a total of 785 points (300 for Chara and 485 for Tziet)
The Amulet of Mica The amulet of Mica was created by that great Magistrate before he ascended to the Dragon Throne and has since become the traditional symbol of the High Magistrate, passed down over the ages. It allows the bearer to control the magical energies of the heavens with greater accuracy and project them in a field around his body, warding off hostile blows. The amulet provides a 6+ ward save. In addition, the bearer may store up to three dice in the amulet in each of his magic phases, releasing them in the next phase. For each dice stored in the amulet, increase the ward save it bestows by 1. So, for example, if 2 dice are stored in the amulet, the save it bestows becomes a 4+ ward save.
Chara: Magic: Tziet is a level 4 wizard who will always use the lore of Chara is the faithful mount and companion of Tziet, both a heavens. Such is his power that he knows all of the spells from source of wisdom and a valiant defender of the High Magistrate the lore of heavens and gains +1 to both his casting and dispel in battle. Chara is a Cloud Dragon and benefits from all the rolls normal special rules of those creatures. However, Chara was almost fatally wounded in a battle with the Beasts of Leng and Special rules has never truly recovered from his wounds. Chara has one less High Magistrate wound than a normal Cloud Dragon (included in his profile). Tziet is the master of the celestial order of Magistrates and is the However, this scarring has caused him to become even more avatar of the fury and power of Cathay. He is regarded as a deity misty and ethereal than a normal example of his race, so his by the common folk of Cathay and every man and woman under insubstantial ward save is increased from 5+ to 4+. If Tziet is his command will do their utmost to fight to the very end under killed, Chara will automatically pass his monster reaction test. the gaze of their master. Tziet will always be the army general and the range of his duty unto death radius is doubled to 12”. In addition, any unit of Lowborn within 12” will automatically benefit from devotion, regardless of whether they have a Magistrate present in the front rank of their unit or not. Master seer Tziet is widely regarded as the greatest seer since the Magistrate Mica, who first charted the heavens centuries ago. His predictions are solid and often insightful, though they have a tendency to be cryptic and puzzling to those not skilled in deciphering them. Tziet’s presence grants three re-rolls which can be used on any dice roll throughout the game, including those for deployment, who goes first and scouts. The Thunderstrike Staff Bound spell power level 4 Tziet still carries his split and buckled staff from the battle with Tzaanor. Far from decreasing its potency, the amount of magic he channeled through the staff caused it to become permanently charged with the power of the heavens, each strike leaving crackling lightning in its wake and crushing the enemy with a sound of thunder. The Thunderstrike Staff counts as a Magistrate’s staff that contains a bound spell, Uranon’s thunderbolt . In addition, a model struck by the staff may not strike back that turn (note that this does not mean wounded. So long as the staff hits, it affects the target).
$' Chuganao is an eccentric figure who has cut a dashing path across Cathay over recent years. While still a young man, he has defeated many foes of Cathay and is a much loved figure amongst his kin, and is closely watched by the Magistrates of Cathay. Chuganao was born in central Cathay and from a young age had a love of flame and fire. In his boyhood, the village artificer, a master in the creation of fireworks, sent out a request for apprentices. Chuganao, full of enthusiasm, was the obvious choice. The boy learned the trade remarkably quickly and soon equaled his master in his art. When Chuganao had barely reached manhood, his master died and he became the new Artificer. Chuganao quickly became a respected and loved figure in his village and those around him. Every year he would create a spectacular display for all who wished to come and watch, setting the sky alight with multicolored fire. As is so common in Cathay, he was called to battle with his brethren and fought valiantly against the foes that assailed Cathay. In his second battle, quick thinking saved his life as he was about to be ripped apart by an angry ogre. Trapped beneath the beast’s foot, the artificer pulled a handful of his powder from a pouch and tossed it into the ogre’s face, momentarily blinding it. By the time it had recovered, Chuganao had lit a taper and he hurled it into the face of the ogre. The powder coating its skin detonated with a crack and the ogre toppled to the ground stunned, to be quickly overwhelmed by Chuganao’s comrades This marked the beginning of a change in Chuganao. As dedicated to Cathay as any Lowborn, he began to explore ways of protecting his homeland through his art and soon began creating weapons of deadly power. While his early inventions, and still some to this day, have a tendency of backfiring spectacularly when the user least expects it, the Lowborn to whom he gifted his weapons thought this risk was far preferable to those of melee. Several years later, Chuganao’s village succeeded in defeating a band of Orcs without suffering a single death, unheard of in the annals of Cathay. This feat brought the artificer to the attention of the Magistrates, as well as to that of hundreds of Lowborn who flocked to join the artificer in his quest to create an invincible army capable of defending Cathay.
Chuganao counts as two hero choices in a Cathay army. He must be used as presented here and cannot be given any additional equipment or magic items. Chuganao must be the army general unless a Magistrate or Lord Magistrate is in the army, in which case you may choose between them.
Chuganao
M
WS
BS
S
T
W
I
A
LD
4
4
5
4
4
2
4
2
8
Points: 170 Magic: The art of the artificer requires many shamanistic and minor magical powers. As an exceptionally powerful creator of such artifacts, Chuganao counts as a level 2 Wizard who will always use the lore of fire. Part of this power is true magic while other parts are purely mechanical, while most is a mix of both. However, for simplicity’s sake, all the normal rules apply. Special rules The Tools of the Artificer: Chuganao is armed with a variety of powerful fireworks, powder bombs, flaming brands and other deadly accruements of his trade. In game terms, these can be represented in three different ways • He has a ranged weapon with the following profile Range 24” strength 4 special rules: armour piercing, multiple shots x3, shots count as flaming and magical
He has a thrown weapon with the following profile Range 6” strength 5 special rules: uses the small blast template, models partially under the template are hit on a 4+. If a 1 is rolled to hit, place the template centered on Chuganao. Hits from this weapon are flaming and magical •
•
In close combat, he counts as being armed with an additional hand weapon and his attacks are flaming and magical
Oeku Powder This magical powder is drawn from the sands of the Warpstone Desert. When thrown at the ground or shaken, it ignites with a Soon Chuganao left his village and began traveling the lands of blinding flash. Chuganao may choose to use this powder at the Cathay, lending a hand where and when it was needed. He was beginning of a close combat phase. For the remainder of that instrumental in the defeat of Kark the Venomous, a feared Tenga phase both Chuganao and any models in base to base contact Warboss and personally killed the Chaos champion Ts’ikuni with him will only hit on 6’s. A model which has a rule which with a charge of powder. As he has traveled he has become allows it to hit on a specific roll or hit automatically overrides known to the Houses who view him in a variety of ways, varying this from cautious welcome by the Living Shadows, to whom he gifted a variety of explosive powders that they have found most Army of the Artificer useful in their shadowy work, to outright disdain from the Chuganao is accompanied by his Lowborn followers and is Swordsaints who view his creations as both unnecessary and occasionally joined by House warriors in battle, though many cowardly. Regardless of the opinions of the elite of Cathay, steer clear of what they see as a dangerous fool. The Magistrates Chuganao continues his crusade, seeking out new methods of also keep a close eye on Chuganao, not trusting the ambitious fighting and enemies to test them on. Lowborn to do what’s best for their country. If you use
Chuganao, your army list must conform to the specifications on the following page.
-) Lord Magistrate Living Shadow Firstborn (can take smoke bombs at +15pts)
Chuganao the Artificer (compulsory) Living Shadow Warbreather (can take smoke bombs at +10pts) 0-1 Celestial Dragon Warbreather Magistrate
Lowborn (any unit of Lowborn may be armed with Firesticks at +2pts/model, replacing their normal weapons) Warclad (any unit of Warclad may be armed with Firesticks at +4pts/model) Gospodar Horsemen (chieftain may upgrade his spear to a Firelance for +15pts. On the first turn the unit charges he gains +3 strength and his attacks count as flaming and magical) Lowborn skirmishers (unit may be equipped with Powder Bombs at +4pts/model)
'+$ Firestick These crude weapons are none the less effective, lobbing small, metal tipped fireworks long distances with huge force. Range 24” strength 4 special rules: on a roll of 1 to hit, roll again. On a second 1 resolve the shot against the firer. Shots count as flaming. Powder bombs Small sachets filled with highly explosive powder, these unstable and dangerous weapons are none the less devastating when they work Range 6” strength 4 special rules: thrown weapon. on a roll of 1 to hit, roll again. On a second 1 resolve the shot against the firer. Shots count as flaming and you may re-roll failed to wound rolls. Smoke bombs Small incendiaries Chuganao devised as gifts for the Living Shadows, these charges detonate throwing up clouds of smoke, allowing their users to escape unscathed. If a unit or character carrying smoke bombs breaks from combat and the enemy elects to pursue, they must roll a 4+ to do so. If they fail, they count as having restrained pursuit.
Firelance thrower
95pts
Firelance thrower (see below)
This weapon fires sharpened metal spikes coated in flammable chemicals. As the weapon is fired, the bolt passes through a flaming torch and ignites, becoming a devastating, crackling bolt of destruction. The Firelance Thrower follows the rules and profile for bolt throwers and is crewed by two Warclad with hand weapons. Shots from the Firelance Thrower are strength 8, flaming and magical. However, if a 1 is rolled to hit, one of the crew is instantly killed as the bolt somehow manages to explode or transfix him.
Thunder Dragons
Cluster launcher
('& Living Shadows (may purchase smoke bombs at +2pts/model)
Foo Statues
0-1 Celestial Dragon Monks Ronin Wind Shadows (may purchase smoke bombs at +2pts/model) Cluster Launcher (see below)
155pts
The cluster launcher launches a firework that soars into the enemy, trailing dazzling sparks. When it impacts, it showers smaller explosives over a wide area, saturating the enemy with devastating fire. The cluster launcher follows the rules for stone throwers and is crewed by 3 Warclad with hand weapons. However, it is strength 5/10 and uses the large blast template, does not ignore armour saves and hits count as magical and flaming. The cluster launcher also uses a special misfire table. 1-3 KABOOM: the rocket explodes in the launcher. Place the template directly on top of the machine and resolve like a normal shot 4-5 Whizzzz… BANG: the shot is a dud and the opposing player may immediately fire the cluster launcher as if it were his own, representing the rocket veering wildly off course and wreaking havoc. If this result occurs again, you fire the launcher again, etc 6 Phutt…: the rocket is a dud and does not fire. The crew (very carefully) removes the rocket from the launcher and the launcher suffers no further ill effects.
7'6()*$) Kaichan was once a Firstborn of the Swordsaints, a shining hero of Cathay who destroyed many threats to great Cathay. He personally destroyed the Ogre tyrant Gorag, routing a host of ogres that would have otherwise engulfed western Cathay. He dispatched the Daemon prince of Tzeentch, Kri’nylgalth, after it managed to defy the aura of the great flame and came nearly to the upper slopes of the mountains of heaven, at the doorstep of the Mountains of Heaven. Kaichan rode against the Daemon prince himself and split its carrion neck in two with a mighty blow. As it dissolved back into the ground, leaving a shifting stain, its final curse echoed through his mind. Kaichan’s last battle as the master of the Swordsaint House was the greatest Cathay had seen in millennia: the horde of the Chaos champion Sayhkantha, himself a disgraced Swordsaint, and the Bloodthirster Mal’khari swept through Cathay, pillaging villages and even cities in a tide of blood and slaughter. At the very walls of Weijin, Kaichan gathered a host of Cathayans. Almost the entire Swordsaint House stood proudly around him and Jain, the Celestial Emperor personally directed almost a quarter of a million peasant-soldiers into their battle lines. The host of Khorne thrust like a spear into the heart of the Cathayan army, sending men flying and regiments the size of entire armies of the Old World fleeing for their lives despite the exhortations of the Magistrates. Kaichan’s Swordsaints struck back, the most finely honed human warriors of the world battling against ancient, malevolent entities and hulking warriors infused with the power of the dark gods. Eventually, the numbers of the Chaos horde began to tell on the Swordsaints and they were pushed back slowly, killing hundreds of Chaos worshippers and Daemons for every yard of ground they gave.
Kaichan never returned to the Swordsaint monastery, but it is told around fires at night that, sometimes, on the eve of a great battle a dark figure, swathed in black mist, appears between the Cathayans and their foe, sword held at the ready to deal death to the hated foes of Cathay. Whether Kaichan is still human, or whether he has become as a Daemon or Thushi none can tell, but one thing is for sure: the arrival of the Shadowshroud on the field of battle means slaughter of the greatest magnitude is bound to follow
Kaichan counts as a Lord, a Hero and a Rare choice in a Cathay army. He must be used as presented here and may not be given additional equipment or magic items. Kaichan may not be the army general
Kaichan
M
WS
BS
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I
A
LD
4
7
3
5
4
4
6
5
10
Points: 480 Magic: Kaichan is a level 2 wizard who can use spells from the lores of Shadow or Death. In addition, Kaichan counts as a Ying unit for ‘The Balance’ rule. Special rules Cursed Kaichan was cursed hundreds of years ago by the malevolent Daemon Kri’nylgalth, destined to walk the world seeking his death until the very end of time. Kaichan may never join a unit and is not deployed in the regular manner. Instead, keep him off the table and at the beginning of your turn two roll a d6. on a 4+ Kaichan arrives. If he does not, roll at the beginning of your third turn, arriving on a 3+, etc. He arrives automatically on turn 5. Place Kaichan in anywhere on the battlefield and roll a scatter dice and 2d6, moving him the requisite distance (if a hit is rolled he is on target). If this move takes him into contact with an enemy, he counts as charging the closest facing. If the move takes him off the table he counts as destroyed. he may move and cast magic as normal on the turn he arrives, but may not charge unless forced to by the scatter.
At the pinnacle of the battle, Kaichan challenged Sayhkantha and slew the champion in single combat. Mal’khari bellowed in anger as his champion fell and leapt into the air to destroy the impudent human. As the giant Daemon descended on Kaichan, a bolt of pure power smashed into it, rending its arm from its body. Jain, filled with the purity bestowed by the great flame, blasted the Daemon again and again, but he alone was not enough to stand against its awesome power and he fell, ripped into shreds by the Bloodthirster’s axe even as it dissolved back into the realm of Chaos. The hordes of Khorne were defeated, but hundreds of thousands of Cathayans had lost their lives, The Shadowshroud: including over half of Kaichan’s Swordsaints and his Emperor. The Shadowshroud is a writhing, boiling mass of dark mist and vapour that continually surrounds Kaichan, both concealing him Kneeling on the field of battle, bodies stretching for kilometers and protecting him from harm. The mist writhes as if with a around him, Kaichan felt the full blast of his failure and drew mind of its own and sends out tendrils of darkness to claw at the his sword for the last time. As the blade found his heart, a cloud hearts of Kaichan’s foes. Foes attempting to strike Kaichan descended on the Firstborn’s brow. As his life poured out to suffer -1 to hit. The shroud also serves Kri’nylgalth’s evil mingle with those of his brethren, the curse of Kri’nylgalth did purpose, never allowing Kaichan a clean death, always he is its hideous work. His battered but still shining armour rippled painfully overwhelmed and vanishes, only to appear again days, and contorted, trapping the blood that flowed out and turning months or years later. Kaichan can never suffer more than a deep red with the vital fluid. Kaichan’s soul itself was trapped in single wound from an attack. Blows that do multiple wounds or his body and, as the tattered remnants of the Cathayan army instantly kill their target cause only a single wound instead watched in despair, the golden armour and blazing sword of their champion turned to sinister black and he disappeared in a cloud of black vapour.
Once a Swordsaint, Always a Swordsaint Kaichan’s curse did not dull his fighting abilities, if anything they were increased dramatically by the raw mutating power coursing through him. Kaichan still has the Swordmasters and killing blow special rules, and may still cast spells in armor. the other rules that apply to Swordsaints do not apply to him She’li, the Singing Blade Once a beautiful weapon of power that shone even in darkness and fluted keenly as it was swung through the air, She’li was, like all of Kaichan and his possessions, twisted by the curse. Now it shrieks and wails as he strikes down his foes, biting through their bodies with deadly force. She’li ignores armour saves and, due to its unearthly voice, Kaichan causes Terror . The Blood Armour This once handsome suit of heavy lacquered armour is now thickly coated in centuries old blood and gore, glowing a dull red under the whirling mists of the Shadowshroud. The armour was twisted to a parody of its former self by the curse and now it seems to draw the blades of Kaichan’s enemies to it, not caring whether it is his blood or theirs that stains it. Yet every gout of blood that pours from Kaichan’s cursed body is magically replaced, so that even transfixed with many blades he will never weaken from loss of blood, though the pain is evident upon his wasted face to those few who have survived long enough to see it. The blood armour gives Kaichan a 5+ save and regeneration. However, enemies may re-roll missed ‘to hit’ rolls when attacking Kaichan in close combat.
8&- Of the many battles with the Dark Elves of Naggaroth, Cathay remembers few with such bitter triumph as the Battle of Lohai. Dark Elf corsairs struck without warning, taking advantage of dark mists and a moonless night to evade the eyes of the many guards upon the shore. Silently they surged into Lohai, but the silence lasted only moments as the air filled with the screams of Lowborn being dragged back to the corsair ships and the crackling of fire as it leapt high from thatched roofs. The city would have been utterly razed if it were not for the Wind Warriors of the Barien House, who saw the fires from their monastery and descended like a storm upon the Druichi. Yet even the might of the houses was too little to stem the tide and, as battle was joined in earnest, the warriors of Cathay were pushed inexorably back, abandoning their homes and families as they went. In the midst of battle the dark mists descended once more and an unearthly, ululating shriek filled the air. The Dark Elf Highborn leading the attack turned only just in time to see a blood red, shrieking blade surge from the blackness as Kaichan ripped off the elf’s head. Kaichan cut a bloody swathe through the elves, who fled in terror at his approach. In the end the mists that had allowed the Dark Elves to approach undetected proved their undoing as they floundered in the darkness, unable to return to their ships or fell from the cliffs around the harbor. Not a single Druichi survived and, when the mist lifted in the morning and the last embers of the fires revealed the full magnitude of the slaughter, Kaichan was nowhere to be found
Nippon is a land to the east of Cathay, a counter to the teeming masses of the mainland. Long ago, Nippon was founded by settlers from Cathay but split from the mainland and became an independent nation. Cathay and Nippon were sworn enemies for a long period and battles between the two powers were commonplace. However, mutual need brought the two nations together during the great battles against Chaos, culminating in the first battle of Weijin in -1034 and the founding of the Hundred Houses as a token of friendship between the two nations. It is from Nippon that the greatest warriors of the east originally hailed, men who dedicated their lives to the ideal of enlightenment through eternal battle. The hundred of these who dedicated themselves to training the Houses of Cathay were regarded as the greatest of the warriors of Nippon and both nations agree their commitment is a debt that can never be truly repaid to the island nation. From Nippon also come the most masterful human weapon and amour-smiths in the world and the majority of the armour and weapons used by Cathay are forged in Nippon Nippon is a lush land varying from a gentle, green south to sheer mountains and dark pine forest covering the north of the islands. Most of Nippon’s population live in the fertile southlands of Nippon and live a mostly sheltered life, far from the troubles of the world, Old and New. Nippon is far from a safe country however, and like the entire world they suffer many predations. Beasts of Chaos haunt the northern forests and mighty Dragon Ogres sleep high in the crags of the mountains, coming down to wreak havoc among the population of Nippon in times of storm. Nippon is also fairly close to the eastern coasts of the lands of Naggaroth and suffers constant raids from the Dark Elves, who take great delight in inflicting constant suffering on the humans of the East. To live in Nippon is a mixed blessing for, while the land is fertile and the seas bountiful, giving the population the luxury and time to pursue other crafts, they are more often than not the crafts of death and war as Nippon must constantly protect her riches. The cities and ports are ringed by high walls, constantly manned by eagle-eyed sentries and ranks of bowmen. Weapon-smiths create weapons of devastating power to hold back the tide of enemies that seek to take Nippon from her people and the great navy of Nippon patrol the coasts, sleek ships loaded with warriors and High Elven crafted bolt throwers ever ready against the threat of the Norse and Druichi. In the temples of Nippon, master-senseis train and mediate constantly, waiting for the opportunity to test their skills in battle and Cathayan House warriors stand alongside the men and women of Nippon, ready to defend the land from which their ancient arts originated.
A Nipponese army may be fielded as a variant of the standard Cathay army. It consists of several new units as well as normal Cathayan ones. Unless otherwise noted, all normal restrictions and special rules apply. Note that these lists have not been as thoroughly playtested as the main Cathay list, so you should certainly ask your opponent’s permission (more so than when fielding a standard Cathayan army) when fielding this list.
-) Shogun Swordsaint Firstborn Living Shadow Firstborn
Swordsaint Warbreather Living Shadow Warbreather 0-1 Celestial Dragon Warbreather
1+ Nipponese Warclad Nipponese Warclad cavalry* Swordsaints* Living Shadows*
('& 0-1 Celestial Dragon Monks Wind Shadows* Swordsaint Hatamoto*
Ronin 0-1 Phoenix** Stormhurler Repeater Bolt thrower *: you may only have one of each of these units per unit of Nipponese Warclad in your army **: you may only field a Phoenix in battles of 3000 points or more
Shogun Shogun
Points/model: 115
Warclad Cavalry
M
WS
BS
S
T
W
I
A
LD
4
5
5
4
4
3
5
3
10
Weapons & Armour: none
Points/model: 12
M
WS
BS
S
T
W
I
A
LD
Warclad
4
3
3
3
3
1
3
1
8
Warborn
4
3
3
3
3
1
3
2
8
Warhorse
8
3
3
3
3
1
3
1
5
Options: • May choose light armour (+3 pts), or heavy armour (+6 Unit size: 5+ pts) and may take a shield (+3pts) • May choose an additional hand weapon (+6 pts) or a Weapons & Armour: hand weapon , light armour Cathayan Longsword (+12pts) or a spear (+6pts) or a Options: halberd (+6pts) • Upgrade one Warclad to a Warborn for +12 pts, who • May choose a mix of magic items from the Common or may be equipped with a Sashimono for +12pts Cathay Magic items lists with a maximum total value of • Promote one Warclad to a Musician for +6 pts 100 pts. • may be equipped with Cathayan Longswords (+3 pts) • May ride a Noble Warhorse (+18 pts) or a warhorse or spears (+2 pts) (+12pts) • may be equipped with heavy armour (+2 pts) • may be equipped with longbows (+3 pts) Special Rules: (20mm base) • one unit per army may be upgraded to Shogun’s Guard for +2 pts and gain +1 WS and +1 BS Inspirational leader: Shogun are the political and social elite of Nippon and imbue an iron-clad stoicism in their men. One shogun in the army must be the general. If a Shogun is the Special Rules: (20mm base) general then the range of his ‘duty unto death’ radius is doubled Light cavalry: units of Warclad Cavalry with an armour save of to 12” 5+ or worse are fast cavalry
Nipponese Warclad
Points/model: 4 Stormhurler Bolt thrower
M
WS
BS
S
T
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I
A
LD
Warclad
4
3
3
3
3
1
3
1
8
Warborn
4
3
3
3
3
1
3
2
8
Unit size: 10+ Weapons & Armour: hand weapon Options: • Upgrade one Warclad to a Warborn for +6 pts, who may be equipped with a Sashimono for +10pts • Promote one Warclad to a Musician for +6 pts • may be equipped with Cathayan Longswords (+2 pts), Spears (+1 pt) or halberds (+1 pt) • may be equipped with light armour (+1 pt) or heavy armour (+3 pts) • may be equipped with longbows (+3 pts) • one unit per army may be upgraded to city guard for +2 pts and gain +1 WS and +1 BS Special Rules: (20mm base)
Points/model: 65
M
WS
BS
S
T
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I
A
LD
Bolt thrower
-
-
-
-
7
3
-
-
-
Warclad
4
3
3
3
3
1
3
1
8
You may include up to 2 Stormhurler Bolt throwers per Rare selection Unit size: 1 bolt thrower and 2 crew Weapons & Armour: Warclad have hand weapons and light armour Special Rules: (crew have 20mm bases) Repeater Bolt Thrower: the Shiutagi, or Stormhurler, bolt throwers used by the armies of Nippon, were created in imitation of the mighty Eagle’s Claw bolt throwers of the High Elves. It counts as a normal bolt thrower; however instead of firing normally it may instead fire 5 strength 4 armour piercing shots.
( The Eastern Steppes are a bleak and barren land, sweeping plains blending into jagged tundra and frozen lakes. The northernmost steppes are almost entirely populated by the worshippers of the dark gods. Across the blighted landscape, monoliths and Icons of Chaos dot the landscape, rearing like jagged claws from the ground and stretching into the turbulent sky. Still, there a few hardy people who live in the north- the remnants of the once great population of Gospodars still eek out a ragged existence from the bare plains, farming when they can and hunting and trading with southern Cathayans when they have to. While most of the Gospodar migrated into the south or west after Chaos began to encroach more strongly upon the steppes, those that remain are undoubtedly the hardiest of that proud people. However, their life is fraught with peril, for even if they escape their physical foes, the ever-present taint of Chaos lingers over the steppes like a cloud and the whispers of Daemons are always in the ears of those who yet live there Faced with the reality of commonplace raids by worshipers of the dark gods, Orcs, Hobgoblins and even Ogres and far from the protective might of the Houses of Cathay, the Gospodar have become adept nomads, taking what they can from the ground and fleeing when raiders approach. Horsemen nigh born in the saddle, the Gospodar people shift through the Steppes, ever evading those that would seek to destroy them. The more warlike Gospodar sometimes band together and give battle to the raiders, and all of that people fight like wild beasts if their caravans and supplies are threatened, yet it is only when Cathay herself becomes involved that the Gospodar truly go to war. Many times in the history of Cathay forces have ventured into the deep north seeking to prevent the predictions of the Magistrates coming to pass or simply to avenge the losses of Chaos incursions. When this occurs, the Gospodar are often used as scouts and guides among the shifting wastes of the steppe, and as deadly flankers and archers in battle. The Gospodar way of war revolves around harassing the enemy until they are confused and disorganized before striking with decisive force. Simply crafted yet sturdy chariots are often ridden to war with supreme skill by the chieftains of the Gospodar, supported by keen eyed horse archers and noble cavalry. More often than not, they are aided by wandering bands of House Warriors training in the wastes, whether they be Living Shadow, Wind Warrior, Eagle Knight or Swordsaint.
An army of the Steppes may be fielded as a variant of the standard Cathay army. It consists of several new units as well as normal Cathayan ones. Unless otherwise noted, all normal restrictions and special rules apply. Note that these lists have not been as thoroughly playtested as the main Cathay list, so you should certainly ask your opponent’s permission (more so than when fielding a standard Cathayan army) when fielding this list
-) Gospodar Khan Living Shadow Firstborn Lord Magistrate**
Gospodar Clan-Chieftain 0-1 Swordsaint Warbreather** Living Shadow Warbreather Magistrate**
2+ Gospodar Horsemen Gospodar horse archers*
('& Living Shadows* Gospodar Hearthguard*
Ronin 0-1 Swordsaint Hatamoto Wind Shadows* *: you may only have one of each of these units per unit of Gospodar Horsemen in your army **: these characters must purchase a Warhorse, Noble Warhorse or Cloud Dragon as a mount
Gospodar Khan
#)
Points/model: 125
M
WS
BS
S
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W
I
A
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Khan
4
5
5
4
4
3
5
3
9
Warhorse
8
3
3
3
3
1
3
1
5
Weapons & Armour: bow, hand weapon and horse Options: • May choose light armour (+3 pts), or heavy armour (+6 pts) • May choose a Cathayan Longsword (+12pts) or a spear (+6pts) • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 100 pts. • May ride a Noble Warhorse (+6 pts) or a Gospodar chariot (+35pts) Special Rules: (Cavalry/Chariot base)
Gospodar chariots are light but sturdy chariots ridden by the chieftains of the Gospodar. The champions of units of Gospodar Horsemen, Gospodar horse archers and Hearthguard may be upgraded to ride a Gospodar chariot for +35pts. The chariot includes a second crewman armed with a spear and bow. Chariots that are included as part of a unit of cavalry may march move along with the unit and all Gospodar chariots Count as fast cavalry. However, they only inflict d3 strength 4 impact hits. The chariot bestows +1 to the existing armour save of the crew (so a champion with a 5+ save would have a 4+ save) M
WS
BS
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T
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I
A
LD
Chariot
-
-
-
4
4
3
-
-
-
Crewman
4
3
3
3
3
1
3
1
7
Warhorse
8
3
0
3
3
1
3
1
5
Gospodar Horse Archers
Horsemaster: the Khan of the Gospodar are masters of both the minds and bodies of their horses. Regardless of how he is armoured and what he is riding, a Khan counts as fast cavalry . In addition, units of enemy cavalry mounted on Warhorses, Chaos Steeds, Brettonian Warhorses and Elven steeds within 12” subtract 1 from their movement, as the Khan can control their fears and longings with but a sound. Horse mounted units joined by the Khan also add 1 to their movement while he is part of the unit. This is not cumulative.
Points/model: 17
M
WS
BS
S
T
W
I
A
LD
Gospodar
4
3
4
3
3
1
3
1
7
Chieftain
4
3
4
3
3
1
3
2
7
Warhorse
8
3
0
3
3
1
3
1
5
Unit size: 5+ Weapons & Armour: hand weapon and bow
Gospodar Clan-Chieftain
Points/model: 75
M
WS
BS
S
T
W
I
A
LD
Clan-Chieftain
4
5
5
4
4
2
5
3
8
Warhorse
8
3
3
3
3
1
3
1
5
Weapons & Armour: bow, hand weapon and horse
Options: • •
Upgrade one Gospodar to a Chieftain for +14 pts Promote one Gospodar to a Musician for +7 pts
Special Rules: Fast Cavalry (Cavalry base)
Gospodar Hearthguard M
WS
Points/model: 25 BS
S
T
W
I
A
LD
Options: Hearthguard 4 4 4 3 3 1 3 1 8 • May choose light armour (+2 pts), or heavy armour (+4 Hearthmaster 4 4 4 3 3 1 3 2 8 pts) • May choose a spear (+4 pts) Warhorse 8 3 0 3 3 1 3 1 5 • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of Unit size: 5+ 50 pts. • May ride a Gospodar chariot (+35pts) Weapons & Armour: lance, heavy armour, hand weapon and bow Special Rules: (Cavalry/Chariot base) Horsemaster: The Clan-Chieftain always counts as being Fast Cavalry, regardless of what he is riding. Horse mounted units joined by the Chieftain also add 1 to their movement while he is part of the unit. This is not cumulative.
Options: • Upgrade one Gospodar to a Chieftain for +18 pts • Promote one Gospodar to a Musician for +9 pts Special Rules: Fast Cavalry (Cavalry base), Immune to psychology (may still flee as a charge reaction)
%' By far the greatest mass of Cathay is farmland, ranging from hills to plains to jungle. Populating this vast mass of land are the innumerable Lowborn populace of Cathay, who earn their existence by farming grain, vegetables and gathering the produce of the jungles such as Silk and Kiro-fruit. These rural lands are rarely visited by the warriors of the Houses and it is mostly up to the Lowborn to defend their own settlements, though they are often aided by the Magistrates in their duties. The Land of Cathay is dotted with temples to the ancestor gods and the Celestial Emperor and wards against the malevolent Thushi that inhabit the east. Watchtowers with burning signal fires are placed at regular intervals along the roads and among the villages, ever ready to send word of attack. The Threats to Cathay come from many forms. Skaven tunnels run under the Empire of the Dragon like a sinister network of veins and the jungle is home to all manner of deadly creatures, from Daemons to Tenga, malicious forest goblins that live symbiotically with the great spiders that nest in caves deep under the roots of the jungle. Orc and ogre raiders regularly pillage their way through the west of Cathay from their dens in the Mountains of Mourn and always the threat of Chaos hangs above Cathay. These threats make life hard for the people of Cathay, who are always prepared to defend their homes against any aggressor. Armed with their makeshift weapons and led by their village elders and wise men, the Lowborn are steadfast in defence and fight with near fanaticism when their homes and crops are threatened. Naturally, this leads to many deaths as even children will fight in the usually unequal battles and the grief the loss of siblings, wives and husbands causes has embittered many of the population, hardening them against adversity and giving them a bleak outlook on life, only made worthwhile by the existence of the Celestial Emperor and as tribute to their ancestors. Westerners have noted that those Lowborn educated enough to converse with them often have a morbid sense of humor and a bitter hatred of anyone who would threaten Cathay, so woe betide the traveler that angers the spirits of Cathay by not paying their passage along the roadside shrines.
-) Lord Magistrate
Village Chieftain** Lowborn Shaman** Lowborn Artificer** Lowborn Alchemist** Magistrate
1+ Lowborn Warclad* Gospodar Horsemen* Lowborn Skirmishers*
('& Foo Statues* Thunder Dragons* Village guard
Ronin
An army of the Provinces may be fielded as a variant of the standard Cathay army. It consists of several new units as well as normal Cathayan ones. Unless otherwise noted, all normal restrictions and special rules apply. Note that these lists have not been as thoroughly playtested as the main Cathay list, so you should certainly ask your opponent’s permission (more so than when fielding a standard Cathayan army) when fielding this list
0-1 Living Shadows, Swordsaints or Celestial Dragon Monks *: you may only have one of each of these units per unit of Lowborn in your army **: you may purchase two of these characters for a single hero choice or three for a single Lord choice.
Village Chieftain Chieftain
Points/model: 35
M
WS
BS
S
T
W
I
A
LD
4
4
4
4
4
2
4
3
8
Weapons & Armour: hand weapon
Artificer Artificer
Points/model: 50 M
WS
BS
S
T
W
I
A
LD
4
4
4
4
4
2
4
2
8
Weapons & Armour: hand weapon
Options: Options: • May choose light armour (+3 pts) • May choose light armour (+3 pts) • May choose a Cathayan Longsword (+8 pts), or a • May choose a Cathayan Longsword (+8 pts), or a halberd (+4 pts) or an additional hand weapon (+4 pts) halberd (+4 pts) or an additional hand weapon (+4 pts) or a spear (+4 pts) or a spear (+4 pts) • May choose a mix of magic items from the Common or • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of Cathay Magic items lists with a maximum total value of 25 pts. 50 pts. Special Rules: (20mm base)
Special Rules: (20mm base)
Shaman Shaman
Points/model: 45 M
WS
BS
S
T
W
I
A
LD
4
3
3
3
3
2
3
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Weapons & Armour: hand weapon Magic: A Shaman is a level 1 Wizard. He can use spells from any of the basic eight lores of magic as described in the Warhammer Rulebook. However, a Shaman may only use the first spell on the list. Do not roll on the table, simply choose the default spell
Master Smith: for each Artificer in your army, choose one unit of Lowborn, Skirmishers, Warclad or Village Guard at the beginning of the game. That unit gains one of the following: armour piercing special rule on close combat attacks, +1 armour save, champion gains killing blow. Characters that have joined the unit do not gain the benefits.
Village guard Village guard
Points/model: 8 M
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Watchman 4 3 3 3 3 1 3 2 8 Options: • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of Unit size: 10+ 25 pts. Weapons & Armour: hand weapon, light armour Special Rules: (20mm base) Options: • Upgrade one Guard to a Warborn for +6 pts Alchemist Points/model: 50 • Promote one Guard to a Musician for +6 pts M WS BS S T W I A LD • may be equipped with Cathayan Longswords (+2 pts), Spears (+1 pt) or halberds (+1 pt) Alchemist 4 3 3 3 3 2 3 1 6 • may be equipped with Volley Crossbows (+3 pts) Weapons & Armour: hand weapon
Special Rules: (20mm base),
Options: • May choose a mix of magic items from the Common or Cathay Magic items lists with a maximum total value of 25 pts.
Bitter: the Village Guard are mostly Lowborn who have lost their homes and families to raids and have little to do but attempt to prevent the same occurring to their fellow Lowborn. They are embittered and often passionately hate those who ventured such destruction upon them. Village guard are unbreakable if in close combat (this includes psychology tests required by charging enemies, though those not necessary to charge enemies) They also suffer from hatred even though they are otherwise immune to psychology. Village guard may not be joined by characters.
Special Rules: (20mm base) Alchemical weapons: for each Alchemist in your army, choose one unit of Lowborn, Skirmishers, Warclad or Village guard at the beginning of the game. They gain your choice of poisoned attacks, magical attacks or cause an additional -2 armour save penalty with their attacks. Characters do not gain the benefits