Cathay

logo Locate far to the east of the Old World, the Grand Empire of Cathay is populous, wealth, and technologically advanced in comparison to many of its neighbours. Indeed, it is the largest and probably the most secure of the realms of men. Cathay’s people live mostly within highly developed agricultural systems along the great river valleys. The prosperous economy sustains large cities which, like the empire’s northern border, are protected by thick walls and strong garrisons. The misty mountainous regions are less densely populated, and their forests are home to many magical creatures, while on the western border the Warpstone Desert is an inhospitable territory for both friends and foes. Cathay maintains some long-distance trade routes and cordial diplomatic relations with other parts of the Old World, but merchants’ ships and caravans must brave dangerous journeys to acquire luxury items from the empire.

Ruled by the immortal Dragon Emperor and his shape-shifting offspring, Cathay’s society is extremely hierarchical. Strong administrative structures exist across all provinces, although rivalries do develop between their governors. After many years of rigorous education and training, members the upper classes join the vast bureaucracy to become soldiers, administrators, and sages. Long careers are then dedicated to fulfilling the emperor’s wishes. Furthermore, sorcerers harness complex astromancy and manifold lores. These usually seek to generate harmony, but in times of strife they can also be used to disrupt the empire’s enemies and shield its defenders. Additionally, at moments of the empire’s greatest peril, the Terracotta Warriors can be summoned magically from their underground resting places to provide a silent and stoic bulwark against which even the forces of Chaos have broken.

Regular taxation upon the thriving economy, augmented by the imperial gold mines, provide great riches which the governing elite have channelled into magnificent architectural or engineering projects. Much of this wealth has also been used to fund research that has pushed the boundaries of human technological achievement. For example, the secret of gunpowder has been known for many centuries and, in addition to helping miners and providing firework displays during festivals, the empire‘s handgun and rocket workshops provide Cathay’s armies with a military advantage.

Perennial wars have been fought along all borders, but Chaos incursions and Hobgoblin raiders have been the most challenging, while the Dark Elves have also threatened the empire’s coasts and its maritime trade. Happily for the emperor, a strong cadre of professional generals and admirals have honed their defensive tactics over many centuries and, thus far, all invasions have been defeated.

Cathay’s armies have relied primarily upon the iron discipline of their conscript troops. Fighting heroically, outnumbered forces will seek to wear down their enemy in order to buy time for overwhelming reinforcements to arrive from neighbouring provinces. The empire has also been successful in recruiting barbarian (Hu) tribes as mercenaries. This has often turned a potential invaders’ strength – especially in cavalry – against them. Thus even Ogres, Orcs, and Hobgoblins have found themselves carrying Cathay weapons in exchange for decent pay and regular meals.

cathay

Cathay army selector

Troop Type Attacks Hits Armour Command Unit size Points per unit Min/max Special

Bannermen

Infantry

3

3

6+

-

3

50

3/-

-

Crossbows

Infantry

2/1

3

-

-

3

40

1/-

-

Handguns

Infantry

2/1

3

-

-

3

50

-/-

*1

Terracotta Warriors

Infantry

2

3

6+

-

3

30

-/6

*2

Maneaters

Infantry

4

-

4+

-

3

140

-/1

-

Chariots

Chariot

3/1

3

5+

-

3

110

-/1

-

Imperial Cavalry

Cavalry

3

3

5+

-

3

90

-/2

-

Hu Cavalry

Cavalry

2/1

3

6+

-

3

60

-/3

*3

Rocket Launcher

Artillery

1/1D6

2

-

-

1

55

-/1

*4, *9

Triple Bows

Artillery

1/2

2

-

-

2

65

-/1

*5, *10

 

General

General

+2

-

-

9

1

125

1

-

Hero

Hero

+1

-

-

8

1

80

-/2

-

Sorcerer

Wizard

-

-

-

7

1

45

-/1

-

Chariot

Chariot Mount

+1

-

-

-

-

+10

-/1

-

Celestial Dragon

Monstrous Mount

+3

-

-

-

-

+100

0–1

*6

Tiger

Special Mount

+2

-

-

-

-

+20

-/1

*7

Qilin

Special Mount

+1

-

-

-

-

+15

-/1

*8

Special rules

Army rules

Structure and Discipline

To reflect their empire’s high-quality military organisation and command arrangements, Cathay commanders may issue orders to brigades of up to 6 units instead of the usual 4. However, those 6-unit brigades must include at least 2 units of Bannermen. The 6-unit brigade cannot include chariots, cavalry, or Terracotta Warriors.

Special rules

1. Handguns

Any or all of the army’s Crossbows units can be replaced by Handguns while still counting for the Crossbow min/max value. Their projectiles can pierce armour far easier than a crossbow bolt. Therefore, units hit by Handguns get a -1 penalty for their armour rolls.

2. Terracotta Warriors

These warriors are Undead, so cannot act on initiative, are unaffected by terror or enemy within 20cm, and cannot be confused. They can only brigade with themselves and give/receive support only to/from each other. They can only be ordered by Sorcerers, who gain +1 command when doing so.

3. Hu Cavalry

They have a shooting range of 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.

4. Rocket Launcher

The Rocket Launcher is treated as a Stone Thrower as described in the Rulebook, except it shoots 1D6 times per phase and any hits inflicted have an armour save with a -1 modifier. If the roll for the number of shots is 1, the Rocket Launcher has misfired, and you must roll another D6 against the Rocket Launcher Misfire Chart.

Table 1. Rocket Launcher Misfire Chart
D6 Result

1

KABOOM! The Rocket Launcher explodes in spectacular manner.

2-3

Dud. The rocket does only one attack.

4-5

Whoosh! The rocket overshoots and does D6 attacks on the first unit in the line of fire beyond the original target, regardless of range. If the result is 1, don‘t roll for the misfire again. If the target is engaged in combat, the hits are carried over into Combat phase. If no target is behind the victim the rocket leaves the battlefield without causing any damage.

6

Big badaboom! The rocket does 2D6 attacks instead of the normal 1D6.

maneaters

Cathay spells

Glory of Cathay

4+ to cast Range 30cm

Channelling powerful lores, the sorcerer gifts remarkable accuracy and reloading dexterity to the empire‘s defenders. Their opponents are thereby subjected to ferocious shooting.

This spell can be cast upon a friendly unit of unengaged missile-armed infantry or chariots within range. The Sorcerer does not need to be able to see the friendly unit nor their intended target. When the spell is cast on a unit, it can shoot twice that turn instead of once. If it has already shot that turn it can therefore shoot again immediately. If it has yet to shoot it can shoot twice. When a unit shoots twice due to Glory of Cathay the second shot is always at a minus 1 penalty and will therefore hit on a 5+.

Lion Dogs Attack

4+ to cast Range 30cm

Complex astromancy allows the sorcerer to surround enemies with bright and disorientating illusions in the form of terrible beasts.

This spell can be cast on any enemy unit within range regardless of whether the Sorcerer can see it or not. The spell takes effect until the end of the opposing player’s next turn. Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or advance. Even units that are otherwise obliged to charge, pursue, or advance will not do so if affected by this spell.

Ferocity of Tigers

5+ to cast Range 30cm

Opening a portal to the past, the sorcerer imbues Cathay‘s troops with the spirit and stoicism of their ancestors. Filled with an overwhelming resolve to protect the emperor, they surge forward to slay his foes.

This spell can be cast on a friendly unit engaged in combat. The spell can be cast regardless of whether the Sorcerer can see the target or not. The spell lasts for the duration of the following combat phase. Every stand in the unit adds +1 to its attacks value. The unit also becomes immune to terror.

Tranquility of Heaven

5+ to cast Range 15cm

Bestilling the sound and fury of battle, the sorcerer magically deadens the fears of wavering soldiers, thus allowing the commands of their officers to be faithfully obeyed.

All friendly units within 15cm of Sorcerer count as immune to terror until the end of the enemy player’s next turn.

rockets