Source: Warhammer Armies Project: Unofficial 9th Edition

Army List: Grand Cathay
URL Copied!

Ravening Hordes-style army list: print or save as a PDF to create a two-column, paged layout. For best printing results, it is recommended to use a non-mobile device. (Note: Safari and iOS devices do not support multi-column printing.)

View Abridged Version

Based on PDF Version 1.52, Last Modified: 2023 September 11 @ 11:42

Show Print Options

Grand Cathay

Based on PDF Version 1.52, Last Modified: 2023 September 11 @ 11:42

Army Special Rules

This section describes all the different units used in a Grand Cathayan army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring 'army special rules' that apply to several Grand Cathayan units, and these are detailed here.

Grand Cathay's units are divided into two categories, Yin and Yang. When a Yin unit is within 3" of non-fleeing Yang units with a combined Unit Strength 10 or more, they may re-roll 1's To Hit with missile weapons. When a Yang unit is within 3" of non-fleeing Yin units with a combined Unit Strength 10 or more, the Yang unit may re-roll 1's To Wound in close combat.

Models with this special rule gain +1 to cast spells if there is one or more friendly non-fleeing models with this special rule within 12".

Models with this special rule have the Inspiring Presence ability with a 6" range. If they are the Army General, they instead add +6" to their Inspiring Presence range.

Repeater crossbows have the following profile:

RangeStrengthSpecial Rules
18"2-

Repeater crossbows ignore To Hit penalties from firing Multiple Shots.

Lords

Celestial General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 pts

MWSBSSTWIALd
Celestial General465443649

Troop Type: Infantry (Character, Human)

Hand weapon, medium armour.

  • May take an additional hand weapon (+3 pts), spear (+4 pts), great weapon (+8 pts), lance (+8 pts) or polearm (+8 pts).

  • May take a crossbow (+5 pts), repeater crossbow (+5 pts) or handgun (+5 pts).

  • May upgrade to heavy armour (+9 pts).

  • May take a shield (+3 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts), a Jade Longma (+48 pts), a Heavy War Chariot, replacing one of the crew (+85 pts) or a Pixiu (+150 pts).

  • May take Magic Items up to a total of 100 pts.

Yin & Yang

Dragon-Blooded Shugengan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245 pts

MWSBSSTWIALd
Dragon-Blooded Shugengan454443539

Troop Type: Infantry (Character, Human)

Magic: Dragon-Blooded Shugengan is a Level 3 Wizard who uses spells from the Lore of Yin or the Lore of Yang.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Longma (+30 pts).

  • May take Magic Items up to a total of 100 pts.

Mastery of the Elemental Winds, Will of the Dragons, Yin & Yang

Dragon Descendant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .350 pts

MWSBSSTWIALd
Dragon Descendant4745537510
Dragon Form6706663510

Troop Type: Infantry (Character, Human, Dragon)

Magic: Dragon Descendant is a Level 3 Wizard who uses spells from the Lore of Fire, the Lore of Metal, the Lore of Life, the Lore of Beasts, the Lore of Heavens, the Lore of Light, the Lore of Shadow, the Lore of Death, the Lore of Yin or the Lore of Yang.

Hand weapon, light armour.

  • May take an additional hand weapon (+3 pts), great weapon (+10 pts) or polearm (+10 pts).

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May take Magic Items up to a total of 100 pts.

Mastery of the Elemental Winds, Transformation of the Dragon, Will of the Dragons, Yin & Yang

A model with this special rule may transform into their Dragon Form at the start of any of your turns. If they do so, they become a Monster with the Dragon Form profile and gain the Breath Weapon (Strength 4, Flaming Attacks), Fly (7) and Natural Armour (3+) special rules. However, they cannot use any weapons or armour and counts as Level 1 Wizards. They may choose to transform back into their Human form at the start of any of your turns. Any Wounds suffered in Dragon Form are carried over into their Human form and vice versa, to a minimum of 1 Wounds.

Lord Magistrate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Lord Magistrate444443429

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Sky Lantern (+55 pts) replacing one of the crew.

  • May take Art of War Stratagems up to a total of 100 pts.

  • May take Magic Items up to a total of 100 pts.

Tactician, Yin & Yang

Any friendly unit joined by a model with this special rule may roll 3D6 when taking Leadership test to march, redirect charges, reform, restrain from pursuit and rally for as long as they remain in the unit.

Heroes

Celestial Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts

MWSBSSTWIALd
Celestial Captain455442538

Troop Type: Infantry (Character, Human)

Hand weapon, medium armour.

  • May take an additional hand weapon (+2 pts), spear (+3 pts), great weapon (+6 pts), lance (+6 pts) or polearm (+6 pts).

  • May take a crossbow (+5 pts), repeater crossbow (+5 pts) or handgun (+5 pts).

  • May upgrade to heavy armour (+6 pts).

  • May take a shield (+2 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts), a Jade Longma (+32 pts), or a War Chariot (+65 pts) replacing one of the crew.

  • May take Magic Items up to a total of 50 pts.

  • One Imperial Captain in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

Yin & Yang

Magistrate. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts

MWSBSSTWIALd
Magistrate433332318

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts) or a Sky Lantern (+55 pts) replacing one of the crew.

  • May take Art of War Stratagems up to a total of 50 pts.

  • May take Magic Items up to a total of 50 pts.

Tactician, Yin & Yang

Any friendly unit joined by a model with this special rule may roll 3D6 when taking Leadership test to march, redirect charges, reform, restrain from pursuit and rally for as long as they remain in the unit.

Alchemist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Wu Jen433332317

Troop Type: Infantry (Character, Human)

Magic: Wu Jen is a Level 1 Wizard who uses spells from the Lore of Fire or the Lore of Metal.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

Mastery of the Elemental Winds, Yin & Yang

Astromancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Wu Jen433332317

Troop Type: Infantry (Character, Human)

Magic: Wu Jen is a Level 1 Wizard who uses spells from the Lore of Heavens or the Lore of Light.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts) or a Wu Xing War Compass (120 pts) replacing the Apprentice Astromancer.

  • May take Magic Items up to a total of 50 pts.

Mastery of the Elemental Winds, Yin & Yang

Wu Xia Blademaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts

MWSBSSTWIALd
Wu Xia Blademaster465442638

A Wu Xia Blademaster may never be the Army General.

Troop Type: Infantry (Character, Human)

Hand weapon.

  • May take an additional hand weapon (+2 pts), spear (+3 pts), great weapon (+6 pts) or polearm (+6 pts).

  • May take light armour (+2 pts).

  • May take Magic Items up to a total of 50 pts.

Dodge (5+), Duellist, Killing Blow, Yang

A Wu Xia Blademaster must always attempt to issue and accept challenges. While fighting in a challenge, they may re-roll all failed rolls To Hit and To Wound.

Mounts

Warhorse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315

Troop Type: War Beast (Animal)

Jade Longma. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Jade Longma840442427

Troop Type: War Beast (Animal)

Fear, Fly (9), Impale, Natural Armour (6+)

Mounts with this special rule gain the Strength Bonus (1) special rule when they charge.

Pixiu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Pixiu650554547

Troop Type: Monster (Animal)

Fly (8)

Core Units

Peasant Militia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 pts per model

MWSBSSTWIALd
Peasant Militiaman423331316
Corporal423331326

Unit Size: 20+

Troop Type: Infantry (Human)

Hand weapon.

  • May take spears (+½ pt/model) or polearms (+1 pt/model).

  • May take light armour (+½ pt/model).

  • May take shields (+1 pt/model).

  • May upgrade one Peasant Militiaman to a Corporal (+10 pts).

  • May upgrade one Peasant Militiaman to a Musician (+10 pts).

  • May upgrade one Peasant Militiaman to a Standard Bearer (+10 pts).

Expendable, Yang

Peasant Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Peasant Archer423331316
Corporal423331326

Unit Size: 20+

Troop Type: Infantry (Human)

Hand weapon, bow.

  • May replace bows with repeater crossbows (free) or crossbows (+2 pts/model).

  • May take light armour (+½ pt/model).

  • May take shields (+1 pt/model).

  • May upgrade one Peasant to a Corporal (+10 pts).

  • May upgrade one Peasant to a Musician (+10 pts).

  • May upgrade one Peasant to a Standard Bearer (+10 pts).

Expendable, Yin

Peasant Javelinmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Peasant Javelinman423331316
Corporal423331326

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, javelin, shield.

  • May upgrade one Peasant Javelinman to a Corporal (+10 pts).

  • May upgrade one Peasant Javelinman to a Musician (+10 pts).

  • May upgrade one Peasant Javelinman to a Standard Bearer (+10 pts).

Expendable, Skirmishers, Yin

Peasant Horsemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Peasant Horseman423331316
Corporal423331326
Warhorse830331315

Unit Size: 5+

Troop Type: Human (Cavalry)

Hand weapon.

  • May take spears (+1 pt/model).

  • May take shields (+1 pt/model).

  • May take light armour (+1 pt/model).

  • May upgrade one Peasant Horseman to a Corporal (+10 pts).

  • May upgrade one Peasant Horseman to a Musician (+10 pts).

  • May upgrade one Peasant Horseman to a Standard Bearer (+10 pts).

Expendable, Fast Cavalry, Yang

Peasant Horse Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Peasant Horse Archer423331316
Corporal423331326
Warhorse830331315

Unit Size: 5+

Troop Type: Human (Cavalry)

Hand weapon, bow.

  • May replace bows with javelins & shields (+1 pt/model) or crossbows (free).

  • May take light armour (+1 pt/model).

  • May upgrade one Peasant Horse Archer to a Corporal (+10 pts).

  • May upgrade one Peasant Horse Archer to a Musician (+10 pts).

  • May upgrade one Peasant Horse Archer to a Standard Bearer (+10 pts).

Expendable, Fast Cavalry, Yang

Jade Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Jade Warrior433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, light armour.

  • May take spears (+1 pt/model), polearms (+2 pts/model) or pikes (+2 pts/model).

  • May upgrade to medium armour (+1 pt/model).

  • May take shields (+1 pt/model) unless they have pikes.

  • May upgrade one Jade Warrior to a Sergeant (+10 pts).

  • May upgrade one Jade Warrior to a musician (+10 pts).

  • May upgrade one Jade Warrior to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Yang

Jade Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Jade Archer433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, bow, light armour.

  • May replace bows with repeater crossbows (free), crossbows (+2 pts/model) or handguns (+2 pts/model).

  • May upgrade to medium armour (+1 pt/model).

  • May take shields (+1 pt/model).

  • May upgrade one Jade Archer to a Sergeant (+10 pts).

  • May upgrade one Jade Archer to a musician (+10 pts).

  • May upgrade one Jade Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Yin

Jade Horsemen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Jade Horseman433331317
Sergeant433331327
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, light armour.

  • May take spears & shields (+2 pts/model), polearms (+2 pts/model) or flails (+2 pts/model).

  • May upgrade to medium armour (+1 pt/model).

  • May take barding (+1 pt/model).

  • May upgrade one Jade Horseman to a Sergeant (+10 pts).

  • May upgrade one Jade Horseman to a Musician (+10 pts).

  • May upgrade one Jade Horseman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fast Cavalry, Yang

Jade Horse Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Jade Horse Archer433331317
Sergeant433331327
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, bow, light armour.

  • May replace bows with crossbows (free).

  • May upgrade to medium armour (+1 pt/model).

  • May upgrade one Jade Horse Archer to a Sergeant (+10 pts).

  • May upgrade one Jade Horse Archer to a Musician (+10 pts).

  • May upgrade one Jade Horse Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Fast Cavalry, Yin

Hill Tribesmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Hill Tribesman433331317
Chieftain433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May take additional hand weapons (+1 pt/model), spears (+1 pt/model), javelins (+2 pts/model), or shortbows (+2 pts/model).

  • May take shields (+1 pt/model) unless they have additional hand weapon or shortbows.

  • May upgrade one Hill Tribesman to a Chieftain (+10 pts).

  • May upgrade one Hill Tribesman to a musician (+10 pts).

  • May upgrade one Hill Tribesman to a Standard Bearer (+10 pts).

Ambushers, Expendable

Monkey Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Monkey Warrior533331426
Monkey Chief533331436

Unit Size: 10+

Troop Type: Infantry (Beastman)

Hand weapon.

  • May take additional hand weapons (+1 pt/model) or blowpipes (+2 pts per model).

  • May upgrade one Monkey Warrior to a Monkey Chief (+10 pts).

Dodge (6+), Expendable, Forest Strider, Obstacle Strider, Skirmishers

Special Units

Celestial Dragon Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Celestial Dragon Guard444331418
Sentinel444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Polearm, medium armour.

  • May replace polearms with great weapons (free).

  • May take shields (+1 pt/model) if they are armed with polearms.

  • May upgrade to heavy armour (+2 pts/model).

  • May upgrade one Celestial Dragon Guard to a Guard Captain (+10 pts).

  • May upgrade one Celestial Dragon Guard to a Musician (+10 pts).

  • May upgrade one Celestial Dragon Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Stubborn, Yang

Celestial Dragon Crossbowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Celestial Dragon Guard444331418
Sentinel444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Handweapon, Dragon Crossbow, medium armour.

Dragon crossbows have a range of 30", Strength 4, Move or Fire and Multiple Shots (2) special rules.

  • May take shields (+1 pt/model).

  • May upgrade to heavy armour (+2 pts/model).

  • May upgrade one Celestial Dragon Guard to a Guard Captain (+10 pts).

  • May upgrade one Celestial Dragon Guard to a Musician (+10 pts).

  • May upgrade one Celestial Dragon Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Stubborn, Yin

Celestial Dragon Lancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Celestial Dragon Lancer444331418
Sentinel444331428
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Spear, medium armour, shield, barding.

  • May replace spears and shields with polearms (free) or flails (free).

  • May take fire lances (+2 pts/model) if armed with spears.

  • May upgrade to heavy armour (+2 pts/model).

  • May upgrade one Celestial Dragon Lancer to a Sentinel (+10 pts).

  • May upgrade one Celestial Dragon Lancer to a Musician (+10 pts).

  • May upgrade one Celestial Dragon Lancer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

A Fire Lance may be used in the first round of combat as an additional Strength 4 Attack with the Armour Piercing (1) and Flaming Attacks special rules.

Stubborn, Yang

Celestial Dragon Monks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 pts per model

MWSBSSTWIALd
Celestial Dragon Monk555441528
Enlightened One555441538

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May take additional hand weapons (+2 pts/model) or polearms (+2 pts/model).

  • May upgrade one Celestial Dragon Monk to an Enlightened One (+30 pts).

Dodge (6+), Fire Breath (Enlightened One only), Immunity (Psychology), Martial Arts Fighting Styles, Skirmishers, Strider, Yang

A model with this rule has a Strength 3 Breath Weapon with the Flaming Attacks special rule.

At the start of each round of combat in which a Dragon Monk fights, they must choose one of the following Fighting Styles to perform. They may not use the same Fighting Style in two consecutive turns of the same combat engagement.

  • Black Tiger: The Dragon Monks gain +1 Attack.

  • White Crane: The Dragon Monks gain the Always Strikes First special rule.

  • Fanged Snake: The Dragon Monks gain the Killing Blow special rule.

  • Great Dragon: The Dragon Monks gain +1 Strength.

  • Praying Mantis: The Dragon Monks gain the Dodge (5+) special rule.

Iron Hail Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts per model

MWSBSSTWIALd
Iron Hail Gunner433331317
Marksman434331317

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, Iron Hail Gun, light armour.

Iron Hail Guns have a range of 12", Strength 3, Armour Piercing (1), Multiple Shots (3) and Quick to Fire special rules. Iron Hail Guns do not suffer any penalties To Hit for firing Multiple Shots or for firing at a charging enemy.

  • May replace Iron Hail Guns with three-eyed guns (free).

  • May upgrade to medium armour (+1 pt/model).

  • May upgrade one Iron Hail Gunner to a Marksman (+10 pts).

  • May upgrade one Iron Hail Gunner to a musician (+10 pts).

  • May upgrade one Iron Hail Gunner to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Three-Eyed Guns have a range of 18", Strength 4, Armour Piercing (1), Multiple Shots (3) and Move or Fire special rules.

Yin

Crane Gunners. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Crane Gunner434332327

Unit Size: 5-10

Troop Type: Infantry (Human)

Hand weapon, Crane Gun, light armour, Tower Shield.

Crane Guns have a range of 30", Strength 4, Armour Piercing (1) and the Move or Fire special rules.

Tower Shields add +3 to the model's armour save against missile attacks to its front.

  • May upgrade to medium armour (+2 pts/model).

Yin

Field Engineers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Field Engineer433331317

Unit Size: 5-10

Troop Type: Infantry (Human)

Hand weapon, medium armour.

  • Must take fire bombs (+5 pts/model) or sky rockets (+7 pts/model).

Fire Bombs have a range of 6", Strength 4, Armour Piercing (1), Flaming Attacks and Quick to Fire special rules. Each Hit from a Firebomb is multiplied into D6 Hits.

Sky Rockets have a range of 24", Strength 3, Flaming Attacks, Move or Fire, Multiple Shots (D6) and Volley Fire special rules.

Skirmishers, Yin

Flamethrower. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 pts per model

MWSBSSTWIALd
Field Engineer433332327

Unit Size: 1

Troop Type: Infantry (Human)

Hand weapon, medium armour.

Close Support, Flamethrower, Yin

As long as a model with this special rule remain within 3" of other friendly Infantry units with the Yin or Yang special rule, it has a Ward Save (4+) against enemy spells and missile attacks. They are otherwise completely normal units for the purposes of Movement and for determining Victory Points. All units with this special rule must deploy at the same time, just like War Machines.

The Flamethrower fires like a Fire Thrower with Strength 3, Flaming Attacks and Slow to Fire special rules. If a Misfire is rolled, roll a D6 and consult the Black Powder Misfire Chart in the Warhammer rulebook.

Hand Mortar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts per model

MWSBSSTWIALd
Hand Mortar433332327

Unit Size: 1

Troop Type: Infantry (Human)

Hand weapon, medium armour.

Close Support, Hand Mortar, Yin

As long as a model with this special rule remain within 3" of other friendly Infantry units with the Yin or Yang special rule, it has a Ward Save (4+) against enemy spells and missile attacks. They are otherwise completely normal units for the purposes of Movement and for determining Victory Points. All units with this special rule must deploy at the same time, just like War Machines.

A Hand Mortar fires like a Stone Thrower with a range of 12-36", Strength 3(6), Armour Piercing (1), Move or Fire, Multiple Wounds (D3) and Slow to Fire special rules. If a Misfire is rolled, roll a D6 and consult the Black Powder Misfire Chart in the Warhammer rulebook.

War Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
War Chariot7--544---
Heavy War Chariot7--545---
Crew-333--317
Warhorse-303--315

Heavy War Chariots have 3 Crew, 4 Warhorses and a Unit Strength of 7.

Unit Size: 1-3 War Chariots. Each War Chariot has 2 Crew and 2 Warhorses.

Troop Type: Chariot (Armour Save 6+, Human)

Spear, bow, light armour.

  • May replace spears with polearms (+5 pts/model).

  • May replace bows with crossbows (+5 pts/model).

  • May take scythes (+5 pts/model).

  • May be upgraded to a Heavy War Chariot (+20 pts/model).

Unit Strength (7) (Heavy War Chariot only), Yin & Yang

Sky Lantern. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 pts per model

MWSBSSTWIALd
Sky Lantern----53---
Crew434331317

A Sky Lantern has a Unit Strength of 5.

Unit Size: 1 Sky Lantern & 5 Crew.

Troop Type: Chariot (Armour Save 5+, Human)

Hand weapon, Crane Gun, light armour.

Crane Guns have a range of 30", Strength 4, Armour Piercing (1) and the Move or Fire special rules.

Fly (4), Large Target (10), Unit Strength (5), Yin

Mercenary Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Ogre632443237
Brute632443247

Unit Size: 3+

Troop Type: Monstrous Infantry (Ogre)

Hand weapon.

  • May take bucklers (+1½ pts/model), additional hand weapons (+3 pts/model) or great weapons (+6 pts/model).

  • May take light armour (+3 pts per model).

  • May upgrade one Ogre to a Brute (+10 pts).

  • May upgrade one Ogre to a Musician (+10 pts).

  • May upgrade one Ogre to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

Impact Hits (1)

Temple Dogs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 pts per model

MWSBSSTWIALd
Temple Dog740452327

Unit Size: 5+

Troop Type: War Beast (Animated Construct)

Hand weapon.

Animated Constructs, Fear, Impact Hits (1), Unstable

Terracotta Warriors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Terracotta Warrior422331213
Terracotta Sergeant422331223

Unit Size: 20+

Troop Type: Infantry (Animated Construct)

Hand weapon.

  • May take spears (+1 pt/model), polearms (+2 pts/model), bows (+2 pts/model) or crossbows (+3 pts/model).

  • May take shields (+1 pt/model).

  • May upgrade one Terracotta Warrior to a Terracotta Sergeant (+10 pts).

  • May upgrade one Terracotta Warrior to a Musician (+10 pts).

  • May upgrade one Terracotta Warrior to a Standard Bearer (+10 pts).

Animated Constructs, Unstable

Onyx Crowmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 pts per model

MWSBSSTWIALd
Onyx Crowman440331427

Unit Size: 5+

Troop Type: Infantry (Animal)

Hand weapon.

Eyes of the Empress, Fear, Fly (10), Scouts, Yin

A unit of Onyx Crewmen within 12" and Line of Sight of any enemy unit may choose to force the opponent to reveal all magic items and Hidden units they might have.

Stormhurler Crossbow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Stormhurler Crossbow----7----
Crew433331317

Unit Size: 1 Stormhurler Crossbow & 3 Crew.

Troop Type: War Machine (Bolt Thrower, Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Stormhurler Crossbow, Yin

The Stormhurler Crossbow can fire either as an ordinary bolt thrower or fire multiple repeating bolts with a range of 48", Strength 4, Armour Piercing (1) and Multiple Shots (6) special rules. Repeating bolts do not pierce ranks.

Traction Catapult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Traction Catapult----7----
Crew433331317

Unit Size: 1 Traction Catapult & 3 Crew.

Troop Type: War Machine (Stone Thrower, Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Yin

Dragon Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Dragon Cannon----7----
Crew433331317

Unit Size: 1 Dragon Cannon & 3 Crew.

Troop Type: War Machine (Cannon, Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Yin

Flying Crow. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Flying Crow----7----
Crew433331317

Unit Size: 1 Flying Crow & 3 Crew.

Troop Type: War Machine (Stone Thrower, Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Flying Crow, Yin

Flying Crows have a range of 12-48", Strength 3 and the Flaming Attacks special rule. It uses the large template and does not have the Multiple Wounds special rule. If the artillery dice shows a misfire, roll a D6 and consult the Black Powder Misfire Chart in the Warhammer rulebook.

Rare Units

Longma Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Longma Rider454441528
Sentinel454441538
Longma830442426

Unit Size: 3+

Troop Type: Cavalry (Human)

Spear, medium armour, shield.

  • May replace spears and shields with polearms (free).

  • May upgrade to heavy armour (+4 pts/model).

  • May take barding (+2 pts/model)

  • May upgrade one Longma Rider to a Sentinel (+10 pts).

  • May upgrade one Longma Rider to a Musician (+10 pts).

  • May upgrade one Longma Rider to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Fear, Fly (9), Impale, Natural Armour (6+), Stubborn, Yang

Mounts with this special rule gain the Strength Bonus (1) special rule when they charge.

Grand Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts per model

MWSBSSTWIALd
Grand Cannon----7----
Crew433331317

Unit Size: 1 Grand Cannon & 3 Crew.

Troop Type: War Machine (Great Cannon, Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Flaming Ammunition, Yin

All shots from a Grand Cannon have the Flaming Attacks special rule.

Fire Rain Rocket. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Fire Rain Rocket----7----
Crew433331317

Unit Size: 1 Fire Rain Rocket & 3 Crew.

Troop Type: War Machine (Human)

Hand weapon.

  • May take light armour (+1 pt/model) or medium armour (+2 pts/model).

Fire Rain Rocket, Yin

Fire Rain Rockets has a range of 48" and Strength 4. Roll the Artillery Dice and multiply the result by 3. This is the number of rockets fired, roll to Hit as normal. If the artillery dice shows a misfire, roll a D6 and consult the Black Powder Misfire Chart in the Warhammer rulebook.

Zhangu War Drum. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
Zhangu War Drum7--454---
Crew-333--317
Warhorse-303--315

Unit Size: 1 Zhangu War Drum, 2 Crew & 2 Warhorses.

Troop Type: Chariot (Armour Save 6+, Human)

Hand weapon, light armour.

Icon of the Great Cities, War Drum, Yin & Yang

All friendly units within 12" of one or more Zhangu War Drums gain +1 to their Leadership.

At the start of each of your shooting phases, the Zhangu War Drum may choose one of the following:

  • Disdain of the Dragon Emperor: All friendly units within 12" of one or more Zhangu War Drums gain the Fight in Extra Ranks (1) and Immunity (Psychology) special rules until the start of your next Shooting phase.

  • Bastion of the Great Cities: All friendly units within 12" of one or more Zhangu War Drums gain +1 to their armour saves until the start of your next Shooting phase.

Wu Xing War Compass. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125 pts per model

MWSBSSTWIALd
Wu Xing War Compass7--455---
Apprentice Astromancer-333--317
Warhorse-303--315

Unit Size: 1 Wu Xing War Compass, 1 Apprentice Astromancer & 4 Warhorses.

Troop Type: Chariot (Armour Save 6+, Human)

Hand weapon.

Celestial Comet, Celestial Lightning, Large Target (5), Mastery of the Elemental Winds, Nexus of Elemental Winds, Yang

Innate Bound Spell (power level 5). Celestial Comet is a direct damage spell. Place the small template anywhere within 24", it scatters D6". Any models under the template suffer a Strength 5 Hit. The model under the hole suffers Multiple Wounds (D6).

Innate Bound Spell (power level 5). Celestial Lightning is a direct damage spell with a range of 24". It causes a 2D6 Strength 5 hits that have the Lightning Attacks special rule.

For each friendly Wu Xing War Compass on the battlefield at the start of your magic phase, add 1 dice to your power pool.

Sky-junk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
Sky-junk----55---
Crew434331317

A Sky-junk has a Unit Strength of 5.

Unit Size: 1 Sky-junk & 5 Crew.

Troop Type: Chariot (Armour Save 4+, Human)

Hand weapon, Crane Gun, light armour.

Crane Guns have a range of 30", Strength 4, Armour Piercing (1) and the Move or Fire special rules.

Bombing Run, Fly (4), Large Target (10), Rocket Salvo, Unit Strength (5), Yin

During the Remaining Moves sub-phase, models with this special rule may drop a bomb unless they are fleeing or have declared a charge that turn. To make a Bombing Run, select one unengaged enemy unit that the Sky-junk moved over in that turn and place the large 5" template anywhere over the target unit (but note that it cannot cover friendly models) and roll for scatter and damage as for a stone thrower from the Warhammer rulebook with Strength 4(8), Armour Piercing (1) and Multiple Wounds (D6) special rules.

If a misfire is rolled, roll a D6. On a 1, the Sky-junk suffers a Strength 6 hit with the Multiple Wounds (D3) special rule. On a 2-3, centre the 3" template over the Sky-junk before scattering it and resolving damage as normal. On a 4-6, only the model under the template's central hole is hit, suffering a single Strength 4 hit.

Rocket Salvo has a range of 24", Strength 5, Armour Piercing (1), Flaming Attacks and Multiple Shots (5) special rule. It does not suffer penalties for moving and shooting or firing Multiple Shots.

Vermillion Warbird. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts per model

MWSBSSTWIALd
Vermillion Warbird250443537

Unit Size: 1

Troop Type: Monstrous Beast (Animal)

Hand weapon.

Emberstorm, Flaming Attacks, Fly (9), Immunity (Flaming Attacks, Psychology), Plumage of Flames

During the Movement phase, instead of moving normally or declaring a charge, the Vermillion Warbird may declare an Emberstorm attack. Draw a straight line up to 12" in length. Each model in the way of this line (using the line template) suffers a Strength 4 hit with the Flaming Attacks special rule.

After these hits are resolved, place the Vermillion Warbird at the line's end point. If this leaves the Vermillion Warbird in contact with an enemy unit, then place the Vermillion Warbird in combat with the unit, using the line along which it moved to determine which facing of the enemy unit the Vermillion Warbird is attacking. If the Vermillion Warbird ends an Emberstorm attack in combat with an enemy unit then it is treated as having charged that unit.

All non-magical attacks suffer a -1 penalty To Wound the Vermillion Warbird, and in addition, models that begin the Close Combat phase in base contact with the Vermillion Warbird take a single Strength 4 hit with the Flaming Attacks special rule.

Terracotta Sentinel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Terracotta Sentinel6406661510

Unit Size: 1

Troop Type: Monster (Animated Construct)

Polearm, heavy armour.

Animated Construct, Unstable, Yang

Guardian Lion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Guardian Lion7405652410

Each Guardian Lion must either be a Jade Lion or Jet Lion.

Unit Size: 1

Troop Type: Monster (Animated Construct)

Hand weapon.

Animated Construct, Impact Hits (D6), Jade Lion, Jet Lion, Unstable

Jade Lions have the Yang special rule and generates one Power Dice to your power pool each Magic Phase. In addition, they know the Dragon's Breath spell from the Lore of Yang as an innate bound spell (power level 5).

Jet Lions have the Yin special rule and generates one Dispel Dice to your power pool each Magic Phase. In addition, they know the Missile Mirror spell from the Lore of Yin as an innate bound spell (power level 5).

Special Characters - Lords

Miao Ying The Storm Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .510 pts

MWSBSSTWIALd
Miao Ying4745537510
Dragon Form6706663510

Troop Type: Infantry (Special Character, Human, Dragon)

Miao Ying is a Level 4 Wizard which can use spells from Lore of Yin and the Lore of Life.

Hand weapon, light armour.

Magic Items / Abilities: Storm Wind Coronal, Vambraces of Yin

The Storm Wind Coronal gives the wearer a 6+ armour save, +1 Power dice each Magic phase and a Ward Save (5+).

All enemy attacks against the bearer suffer -1 to their Strength.

Disdain of the Dragons, Eye of the Storm, Mastery of the Elemental Winds, Transformation of the Dragon, Will of the Dragons, Wrath of the Storm, Yin & Yang

All enemy units in base contact with Miao Ying suffer -1 to their Weapon Skill.

While in Dragon Form, Miao Ying gains the Lightning Attacks special rule.

A model with this special rule may transform into their Dragon Form at the start of any of your turns. If they do so, they become a Monster with the Dragon Form profile and gain the Breath Weapon (Strength 4, Flaming Attacks), Fly (7) and Natural Armour (3+) special rules. However, they cannot use any weapons or armour and counts as Level 1 Wizards. They may choose to transform back into their Human form at the start of any of your turns. Any Wounds suffered in Dragon Form are carried over into their Human form and vice versa, to a minimum of 1 Wounds.

Innate Bound Spell (power level 3). Wrath of the Storm is an augment spell with a range of 24". The target unit gains the Immunity (Psychology) and Magical Attacks special rules until the start of your next Magic phase.

Zhao Ming The Iron Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .490 pts

MWSBSSTWIALd
Zhao Ming4745537510
Dragon Form6706663510

Troop Type: Infantry (Special Character, Human, Dragon)

Zhao Ming is a Level 4 Wizard which can use spells from Lore of Yang and the Lore of Metal.

Hand weapon, light armour.

Magic Items / Abilities: Horns of Shang-Yang, The Burning Vambraces

The Horns of Shang-Yang gives the wearer a 6+ armour save and the Magic Resistance (2) special rule.

The Burning Vambraces gives the wearer the Regeneration (6+) and Ward Save (6+) special rules.

Hardened Scale, Master of Alchemy, Mastery of the Elemental Winds, Transformation of the Dragon, Warding Iron, Will of the Dragons, Yin & Yang

While in Dragon Form, Zhao Ming may re-roll failed armour saves.

Innate Bound Spell (power level 3). Master of Alchemy is an augment spell with a range of 24". The target unit gains the Armour Piercing (1) and Magical Attacks special rules until the start of your next Magic phase.

A model with this special rule may transform into their Dragon Form at the start of any of your turns. If they do so, they become a Monster with the Dragon Form profile and gain the Breath Weapon (Strength 4, Flaming Attacks), Fly (7) and Natural Armour (3+) special rules. However, they cannot use any weapons or armour and counts as Level 1 Wizards. They may choose to transform back into their Human form at the start of any of your turns. Any Wounds suffered in Dragon Form are carried over into their Human form and vice versa, to a minimum of 1 Wounds.

Zhao Ming and any unit joined by him gains a Ward Save (6+).

Yuan Bo The Jade Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .465 pts

MWSBSSTWIALd
Yuan Bo4745537510
Dragon Form6706663510

Troop Type: Infantry (Special Character, Human, Dragon)

Yuan Bo is a Level 4 Wizard which can use spells from Lore of Yin, the Lore of Heavens and the Lore of Light.

Hand weapon, light armour.

Magic Items / Abilities: The Dragon's Fang, Armour of the Dragon's Gaze

The Dragon's Fang gives the wielder +1 Strength and the Armour Piercing (2) special rule.

The Armour of the Dragon's Gaze gives the wearer a Ward Save (6+). In addition, all friendly units within 6" gain the Immunity (Psychology) special rule.

The Emperor's Executioner, Mastery of the Elemental Winds, Transformation of the Dragon, Will of the Dragons, Yin & Yang

While fighting in a challenge, Yuan Bo gains the Heroic Killing Blow special rule.

A model with this special rule may transform into their Dragon Form at the start of any of your turns. If they do so, they become a Monster with the Dragon Form profile and gain the Breath Weapon (Strength 4, Flaming Attacks), Fly (7) and Natural Armour (3+) special rules. However, they cannot use any weapons or armour and counts as Level 1 Wizards. They may choose to transform back into their Human form at the start of any of your turns. Any Wounds suffered in Dragon Form are carried over into their Human form and vice versa, to a minimum of 1 Wounds.

Liu Yun Lord of War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Liu Yun475443549

Troop Type: Infantry (Special Character, Human)

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts).

Magic Items / Abilities: Fierce Dragon, Dragon Scale Armour

Spear. Fierce Dragon adds +1 Strength to the wielder's Attacks. Instead of attacking normally, they may make a special attack; if this attack hits, resolve it in the same manner as a hit from a Bolt Thrower.

Heavy armour. The Dragon Scale Armour gives wearer +1 Toughness, and any successful To Wound rolls against them must be re-rolled.

Grand General, Yin & Yang

When taking Leadership tests to March due to nearby enemies, redirecting charges, attempting to Restrain from Pursuit and Reforming, all friendly units with the Yin or Yang special rules within 12" of Liu Yun may roll 3D6 and discard the highest result.

Hua Gongzhu General of the Army of the Lady. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .195 pts

MWSBSSTWIALd
Hua Gongzhu465443649

Troop Type: Infantry (Special Character, Human)

Medium armour.

  • May be mounted on a Warhorse (+18 pts).

Magic Items / Abilities: Blade of the Two Moons, Amulet of the Emperor's Favour

This blade gives the wielder the Parry (6+) special rule (for a 5+ Parry total, even if mounted). For each successful Parry she makes, she may make a single attack back against the model that struck the blow.

This Amulet causes the bearer and any unit they join, to count their Unit Strength as double its actual value for all purposes.

Beloved General, Yin & Yang

All friendly models with the Yin or Yang special rule within 12" of Hua Gongzhu may re-roll failed Panic tests and Rally tests.

Tian Shi Master of the Heavens, Sage of the Stars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 pts

MWSBSSTWIALd
Tian Shi433343318

Troop Type: Infantry (Special Character, Human)

Magic: Tian Shi is a Level 4 Wizard who uses spells from the Lore of Heavens.

Hand weapon.

Magic Items / Abilities: Celestial Robe, Staff of Overwhelming Thunder

The Celestial Robe generates D3 Power Dice in the Magic Phase. Once per battle, the bearer may elect to cast a single spell automatically without any Power dice at its lowest power level. After this ability is used however, the Robe has no further effect and will not generate any additional Power dice for the remainder of the battle.

The bearer of the Staff of Overwhelming Thunder may re-roll the number of Hits caused by Urannon's Thunderbolt and Chain Lightning.

Grand Astromancer, Loremaster (Lore of Heavens), Mastery of the Elemental Winds, Yin & Yang

Tian Shi may re-roll one Power dice on each casting attempt.

Special Characters - Heroes

Guan Fei Captain of the Celestial Dragon Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Guan Bu465443538

Troop Type: Infantry (Special Character, Human)

Medium armour.

  • May be mounted on a Warhorse (+12 pts).

Magic Items / Abilities: Green Dragon Glaive

Polearm. Each successful Hit in close combat is multiplied into D3 Hits, and all attacks have the Armour Piercing (1) special rule. In addition, he gains the Parry (5+) special rule.

Captain of the Imperial Guard, Stubborn, Yin & Yang

Guan Fei must be accompanied by a unit of Celestial Dragon Guard or Celestial Dragon Lancers, and he may not leave this unit. As long as he remains in it, he and his unit may re-roll failed Break Tests, and always test of 3D6, discarding the highest result.

Zhuge Yi Master of Tactics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105 pts

MWSBSSTWIALd
Zhuge Yi434332438

Troop Type: Infantry (Special Character, Human)

Hand weapon.

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Sky Lantern (+55 pts) replacing one of the crew.

  • May take Art of War Stratagems up to a total of 75 pts.

Magic Items / Abilities: Lotus Needle, Phoenix Feather Fan, Guqin of Everlasting Repose

Dragon crossbow. All shots fired with this crossbow have the Poisoned Attacks special rule.

At the beginning of the Close Combat phase, select one enemy model in base contact with Zhuge Li. This model loses 1 Attack and is subject to the Always Strikes Last special rule for the duration of the turn.

The Guqin may be played in the Shooting phase. When it is played, one unengaged enemy unit within 12" must pass a Psychology test, or they will fall into a deep sleep and may do nothing for their entire next turn.

Grand Strategist, Tactician, Yin & Yang

Zhuge Yi may use any Stratagems up to 24" rather than 12". In addition, any unit which uses them may roll 3D6 and discard the highest result for the Leadership tests to determine whether they understood the order or not.

Any friendly unit joined by a model with this special rule may roll 3D6 when taking Leadership test to march, redirect charges, reform, restrain from pursuit and rally for as long as they remain in the unit.

Cheng Long Grand Master of the Celestial Dragon Monks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Cheng Long577442649

Troop Type: Infantry (Special Character, Human)

Hand weapon.

Dodge (5+), Fiery Breath, Grandmaster, Immunity (Psychology), Strider, Supreme Martial Arts Fighting Styles, Yin & Yang

A model with this rule has a Strength 3 Breath Weapon with the Flaming Attacks special rule.

A unit of Celestial Dragon Monks joined by Cheng Long becomes Stubborn as long as he remains with it. However, he must always accept challenges when possible, and may not be the army's General.

At the start of each round of combat in which Cheng Long fights, he must choose one of the following Fighting Styles to perform. He may not use the same Fighting Style in two consecutive turns of the same combat engagement.

  • Black Tiger: Cheng Long gains +D3 Attacks.

  • White Crane: Cheng Long gains the Always Strikes First special rule and +1 To Hit in close combat.

  • Fanged Snake: Cheng Long gains the Heroic Killing Blow special rule.

  • Great Dragon: Cheng Long gains +2 Strength.

  • Praying Mantis: Cheng Long gains the Dodge (3+) special rule.

The Monkey King The Great Trickster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
The Monkey King565442638

Troop Type: Infantry (Special Character, Beastman)

Light armour.

Magic Items / Abilities: Ideal Golden-bound Cudgel

The Ideal Golden-Bound Cudgel gives the Monkey King +2 Strength. In addition, models attacking him in close combat suffer -1 To Hit.

Dodge (6+), Martial Arts Fighting Styles, Strider, Trickster

At the start of each round of combat in which a Dragon Monk fights, they must choose one of the following Fighting Styles to perform. They may not use the same Fighting Style in two consecutive turns of the same combat engagement.

  • Black Tiger: The Dragon Monks gain +1 Attack.

  • White Crane: The Dragon Monks gain the Always Strikes First special rule.

  • Fanged Snake: The Dragon Monks gain the Killing Blow special rule.

  • Great Dragon: The Dragon Monks gain +1 Strength.

  • Praying Mantis: The Dragon Monks gain the Dodge (5+) special rule.

The Monkey King may never be the army’s General, and he may only join units of Monkey Warriors. In addition, he uses vicious taunts and insults to trick the enemy into attacking him, drawing them out of their secure positions. Enemies within charge distance of him counts as being subject to the Berserk Rage part of the Frenzy special rule, unless they have the Immunity (Psychology) special rule (not including Frenzied models).

The Art of War

These are Stratagems that can be bought for your Magistrates. You cannot buy multiplies of the same Stratagem for a single Magistrate, but different Magistrate in the army can have the same Stratagems if you wish. You can freely combine Stratagems providing you do not exceed the points total allowed in the army list.

A Magistrate may attempt to use each of their Stratagems once per turn. In order to use a Stratagem, pick a friendly unit with the Ying or Yang special rule within 12". This unit must pass a Leadership test; if failed, the unit has misheard the order and the Stratagem has no effect this turn. Stratagems that are used before the start of the first round are activated automatically.

Activate after deployment. One unit may re-deploy up to 6" away from its placed position. It must still deploy within the allowed deployment zone as normal.

Activate in the Remaining Moves phase. The unit may Reform without suffering movement penalties this turn.

Activate after deployment. The Cathayan player may add +1 to the roll of deciding who goes first.

Activate as a Charge Reaction. If charged in the flank, the unit may perform a swift reform (following the normal rules) to face the enemy to the front, provided that they are not already in combat.

Activate in the Close Combat phase. If the unit charged this turn, it receives +1 To Hit this close combat phase. This does not affect any characters in the unit. Multiples of this Stratagem on the same unit have no additional effect.

Activate as Charge Reaction. The unit has no flanks or rear while in this formation.

Activate in the Shooting phase. The unit may fire even if they have marched this turn.

Activate in the Movement phase. Until the start of its next turn, the unit ignores Panic caused by friendly units fleeing through them, as well as friendly units breaking from combat.

Activate before deployment. The Cathayan player may add +1 to the roll of choosing sides. Multiples of this Stratagem have no additional effect.

Activate as a Charge Reaction. Infantry with shields only. Any enemy unit charging the unit with the Blinding Light lose all charging bonuses in the ensuing combat phase.

Activate in the Remaining Moves phase. Infantry with shields only. The unit may form the Tortoise formation as a reform. The unit adds an additional +1 to their armour saves against missile attacks from any direction, but may not march. Multiples of this Stratagem on the same unit have no additional effect.

Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Cathayans. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

The wielder of this weapon gains +1 Strength and the Regeneration (5+) special rule.

Repeater crossbow. This weapon has a range of 24", Strength 3 and the Multiple Shots (6) special rule.

Bow. This weapon has a range of 30", Strength 4, Armour Piercing (3), Multiple Shots (3) and Volley Fire special rules.

Spear. The wielder of this weapon gains the Ignores Armour Saves special rule.

The wielder of this weapon always Wounds on 2+.

Polearm. All enemy attacks against the wielder of this weapon suffer -1 To Hit in close combat.

The wielder of this weapon gains +1 Strength and the Armour Piercing (1) special rule.

The wielder of this weapon gains +1 Strength and +1 Attack. However, any unit joined by them cannot use their Leadership.

The wielder of this weapon gains the Armour Piercing (2) and Poisoned Attacks special rules.

The wielder of this weapon gains +1 To Hit and the Flaming Attacks special rule.

Magic Armour

Medium armour. The wearer of this armour gains the Always Strikes First special rule.

Medium armour. The wearer of this armour gains the Natural Armour (3+) and Strider special rules.

Shield. If the bearer of this shield has not moved in their last turn, they and any unit they have joined gain a 6+ armour save against all attacks to the unit's front.

Heavy armour. The wearer of this armour is immune to penalties to any of their characteristics and automatically passes all characteristics tests.

Shield. Every time the bearer of this shield makes a successful Parry save, they may immediately make an additional Attack back against the model that struck the blow.

Talismans

Bound Spell (power level 3). This item contains the Wall of Wind & Fire spell from the Lore of Yang. In addition, the bearer gain a Ward Save (6+) against missile attacks.

The wearer of this item gains a Ward Save (6+) and the Magic Resistance (1) special rule.

The bearer of this item gains a Ward Save (6+). In addition, all models that successfully Hits them in close combat immediately suffer a Strength 3 Hit.

The bearer of this item gains the Magic Resistance (2) special rule. In addition, they may re-roll any failed dispel attempts against spells directly targeting them or their unit.

Whenever the bearer kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the bearer recovers a single Wound lost earlier in the battle.

One use only. If the bearer of this item is killed, immediately roll a D6. On a 2+, they come back to life with 1 Wound remaining.

Arcane Items

The bearer can re-roll all of the dice rolled to cast or dispel a spell. This can effectively cancel a miscast result, and cause Ultimate Power or a miscast.

The bearer of this staff can choose to re-roll all the Winds of Magic dice each Magic phase.

The bearer of this item gains +1 to cast and dispel.

The bearer of this item may re-roll failed channelling attempts.

One use only. The Maw Shard may be used in any of your Magic phases. Once used, any double (except double 1's) rolled when the bearer casts spells counts towards Ultimate Power this turn.

Enchanted Items

Bound Spell (power level 5). This item contains the Transmutation of Lead spell (see the Lore of Metal).

Bound Spell (power level 5). This item contains the Ancestral Warriors spell (see the Lore of Yin).

The bearer can use this item in the Shooting phase. Choose one enemy unit with the Fly special rule within 12" that is not in close combat; they suffer D6 Strength 4 automatic Hits.

The bearer of this item and unit they join gains the Strength Bonus (1) special rule in turns that they charge.

One use only. This item can be used in the Shooting phase. Place the small 3" template with the hole anywhere within 6". It scatters D3". Any model under the template suffer a Strength 4 hits with the Flaming Attacks and Ignores Armour Saves special rule.

All enemy models in base contact with the bearer of this item suffer a Strength 3 Hit with the Flaming Attacks special rule at the start of each close combat phase. Models with Immunity (Flaming Attacks) suffer a Strength 2 Hit.

The bearer of this item gives you +1 to choose which side of the table to deploy on, choosing the first turn and rolling for Ambushers to arrive.

Lord Magistrate or Magistrate only. The bearer allows any friendly unit to re-roll failed Leadership tests when using their Stratagems. In addition, enemy units within 12" must re-roll successful tests to march, redirect, restrain from pursuit and reform.

One use only. This item can be used at the start of any phase. The character gains the Natural Armour (3+) special rule until the end of the turn.

One use only. This item can be used at the start of any phase. The character gains +1 Strength and Attacks until the end of the turn.

Model on foot only. The bearer of this item gains the Scouts special rule.

One use only. This item can be used at the start of any phase. The character gains the Poisoned Attacks special rule until the end of the turn.

Magic Standards

The range of the Battle Standard Bearer's Hold Your Ground! ability is increased by 6". All friendly units within 18" gain the Immunity (Panic) special rule.

The unit carrying this banner gains a Ward Save (6+).

The unit carrying this banner gains +1 to their Leadership, and enemy units in base contact suffer -1 to their Leadership.

The unit carrying this banner gains the Immunity (Psychology) and Magical Attacks special rules.

The unit carrying this banner gains +1 to Hit with missile weapons.

Infantry only. The unit carrying this banner gains the Scouts special rule.

The unit carrying this banner gains +1 Weapon Skill.

The unit carrying this banner roll 3D6 for all Leadership tests and discard the highest result.

The unit carrying this banner may re-roll 1's when taking armour saves.

The unit carrying this banner only suffer half (rounding up) their normal Leadership penalty when taking Break tests and may re-roll failed Break tests.

The unit carrying this banner gains 6" to the range of their missile weapons.

The Lore of Yin

Whenever a spell from the Lore of Yin is successfully cast, all enemy units within 6" of the caster suffer -1 to their armour saves until the start of the caster's next magic phase.

Ancestor's Courage is an augment spell with a range of 24". The target unit gains the Immunity (Psychology) special rule until the start of the caster’s next Magic phase. The Wizard can choose to increase the range of the spell to 48". If they do so, the casting value is increased to 7+.

Storm of Shadows is a hex spell with a range of 24". The target unit suffer -1 to their Movement and have their Line of Sight limited to 12" until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 8+.

Cloak of Jet is an augment spell with a range of 24". Until the start of the caster's next Magic phase, no enemy spells can target the unit. The Wizard can choose to extend the range of this spell to affect all friendly units within 12". If they do so, the casting value is increased to 12+.

Missile Mirror is a hex spell with a range of 24". Until the start of the caster's next Magic phase, roll a D6 for every shot the target unit fires in the Shooting phase. On a 4+, that shot is instead resolved against the target unit. Attacks that uses templates are not affected. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 9+.

Blossom Wind is a direct damage spell with a range of 18" that causes 2D6 Strength 2 Hits with the Armour Piercing (1) special rule. In addition, the target unit suffer -1 to its Weapon Skill and Ballistics skill until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 36". If they do so, the casting value is increased to 13+.

Remains in play. Talons of Night is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Talons of Night will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template suffer a Strength 4 Hit with the Armour Piercing (1) special rule. If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Talons of Night travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Talons of Night are removed. The caster can choose to increase the power of the spell so that it uses the large round template instead. If they do so, the casting value is increased to 15+.

Ancestral Warriors is a special type of spell with a range of 18" that brings a brand new unit of Ancestral Warriors into play. Ancestral Warriors have the following profile:

MWSBSSTWIALd
Ancestral Warrior444331418

Ancestral Warriors have the Ethereal, Fear and Unstable special rules.

Choose a point on the battlefield – that point need not lie in the caster's line of sight or forward arc. Next, roll 2D6+3. This is how many models comprise the new unit.

When placing this unit, it must be wholly within the spell's range and at least 1" away from all units, buildings and impassable terrain. It can be placed facing any direction, and in any legal formation, as long as the unit's front rank contains at least five models. This unit does not have any upgrades or command models. Units summoned by this spell cannot be dispelled, and do not award victory points under any circumstances. Finally, if a summoned unit cannot be placed because there is not enough room, the unit does not enter play at all, though the spell's lore attribute may still apply.

The Lore of Yang

Whenever a spell from the Lore of Yang is successfully cast, all friendly units within 6" of the caster gain the Armour Piercing (1) special rule until the start of the caster's next magic phase.

Warrior Incarnate is an augment spell with a range of 24". The target unit gains the Hatred special rule until the start of the caster's next Magic phase. The Wizard can choose to increase the range of the spell to 48". If they do so, the casting value is increased to 8+.

Jade Shield is an augment spell with a range of 12". The target unit gains a Ward Save (6+) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 10+.

Dragon's Breath is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit suffer a Strength 5 Hit with the Flaming Attacks special rule.

Stone Ground Stance is an augment spell with a range of 24". Until the start of the caster's next Magic phase, the target unit gains the Stubborn special rule (if they are already Stubborn, they instead become Unbreakable) and enemies charging them lose all charge bonuses. The Wizard can choose to extend the range of this spell to affect all friendly units within 12". If they do so, the casting value is increased to 16+.

Wall of Wind & Fire is a direct damage spell with a range of 18" that causes 2D6 Strength 3 Hits with the Flaming Attacks special rule. In addition, the target unit suffer -1 to Leadership until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 36". If they do so, the casting value is increased to 12+.

Might of Heaven & Earth is an augment spell with a range of 12". The target unit gains +1 Weapon Skill, +1 Strength, Flaming Attacks and Magical Attacks special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 14+.

Constellation of the Dragon is a direct damage spell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template suffer a Strength 5 Hit with the Multiple Wounds (D3) special rule. The Wizard can increase the power of the spell to use the large template rather than the small template. If they do so, the casting value is increased to 16+, the template scatters 2D6" rather than D6", and the spell causes Multiple Wounds (D6).

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Alchemist

Infantry

1

1

20x20

Astromancer

Infantry

1

1

20x20

Celestial Captain

Infantry

1

1

20x20

Celestial Dragon Crossbowmen

Infantry

1

1

20x20

Celestial Dragon Guard

Infantry

1

1

20x20

Celestial Dragon Lancers

Cavalry

2

2

25x50

Celestial Dragon Monks

Infantry

1

1

20x20

Celestial General

Infantry

1

1

20x20

Cheng Long

Infantry

1

1

20x20

Crane Gunners

Infantry

1

2

20x20 or 25x50

Dragon Cannon

War Machine

1

3

60

Dragon Descendant

Infantry

1

1

20x20

Dragon Form

Monster

5

6

50x50 or 50x100

Dragon-Blooded Shugengan

Infantry

1

1

20x20

Field Engineers

Infantry

1

1

20x20

Fire Rain Rocket

War Machine

1

3

60

Flamethrower

Infantry

1

2

20x40 or 25x50

Flying Crow

War Machine

1

3

60

Grand Cannon

War Machine

1

3

60

Guan Fei

Infantry

1

1

20x20

Guardian Lion

Monster

5

5

50x100

Hand Mortar

Infantry

1

2

20x20 or 50x25

Heavy War Chariot

Chariot

2

7

100x100

Hill Tribesmen

Infantry

1

1

20x20

Hua Gongzhu

Infantry

1

1

20x20

Iron Hail Gunners

Infantry

1

1

20x20

Jade Archer

Infantry

1

1

20x20

Jade Horse Archers

Cavalry

2

2

25x50

Jade Horsemen

Cavalry

2

2

25x50

Jade Longma

Warbeast

1

1

25x50

Jade Warriors

Infantry

1

1

20x20

Liu Yun

Infantry

1

1

20x20

Longma Riders

Cavalry

2

2

25x50 or 40x40

Lord Magistrate

Infantry

1

1

20x20

Magistrate

Infantry

1

1

20x20

Mercenary Ogres

Monstrous Infantry

2

3

40x40

Miao Ying

Infantry

1

1

20x20

Monkey Warriors

Infantry

1

1

20x20

Peasant Archer

Infantry

1

1

20x20

Peasant Horse Archers

Cavalry

2

1

25x50

Peasant Horsemen

Cavalry

2

1

25x50

Peasant Militiaman

Infantry

1

1

20x20

Pixiu

Monster

5

4

50x50

Sky Lantern

Chariot

10

5

50x50

Sky-junk

Chariot

10

5

100x100

Stormhurler Crossbow

War Machine

1

3

60

Temple Dogs

Warbeast

1

1

25x50 or 40x40

Terracotta Sentinel

Monster

5

5

50x50

Terracotta Warriors

Infantry

1

1

20x20

The Monkey King

Infantry

1

1

20x20

Traction Catapult

War Machine

1

3

75

Tian Shi

Infantry

1

1

20x20

Vermillion Bird

Monstrous Beast

2

3

50x50

War Chariot

Chariot

2

4

50x100

Warhorse

Warbeast

1

1

25x50

Wu Xia

Infantry

1

1

20x20

Wu Xing War Compass

Chariot

2

4

50x100

Yuan Bo

Infantry

1

1

20x20

Zhangu War Drum

Chariot

2

4

50x100

Zhao Ming

Infantry

1

1

20x20

Zhuge Yi

Infantry

1

1

20x20