Cathay v.1.
1
Warband Special Rules Special Equipment
Art of War Oriental Longsword 10gc
Warrior may issue Orders (see below). Close Combat Weapon: Great Sword: Is affected
by anything that would affect a Great Sword, but is
Iron Discipline a separate proficiency from normal Great Swords.
Warrior is affected by Orders (see below). Strength Bonus: +1 S in all rounds of combat.
Initiative Bonus: +1 I in all rounds of combat.
Two-handed.
Mind Focus
Warrior may re-roll all failed Initiative tests he has
to take as long as he has 3 Wounds or more. Chained Sticks 10gc
Close Combat Weapon
Concussive (1)
Battle Monk Linked Strike: Wielder may re-roll one failed roll
No Penalties for Fighting Unarmed; Additional +1
to hit in each close combat phase (i.e. also
modifier to all critical hits caused (with both
opponent’s – re-rolled dice cannot cause critical
shooting and close combat attacks – stacks with
hits).
other modifiers).
Two-handed.
Stone Spirit
Immune to Poison, Concussion, and Fear; Blade-Spear 10gc
Cannot take Drugs. Close Combat Weapon: Spear: Is affected by
anything that affects normal Spears but is a separate
proficiency from normal Spears.
Crumble Strength Bonus: +1 S in all rounds of combat.
When a warrior with this rule would flee, he takes 1
Armour Piercing (1)
automatic S3 hit instead with no saves of any kind
Two-handed.
allowed. If this takes him out of action, enemies will
gain experience for his demise.
Warriors with Crumble may not leave close Blackpowder Bombs 10gc
combat voluntarily. Blackpowder Weapon
Range: 6” Strength: 4
Concussive (D3)
Stony Skin (6+) Quick to Fire: No -1 to hit for moving and
Warriors with this rule have a natural 6+ armour shooting.
save that stacks with other armour saves and is Lethal: Causes 2 Wounds instead of 1 on
negated by armour piercing effects as normal, but ‘Deathblow’ critical hits.
which is not affected by armour splintering effects.
Dragon’s Head 25gc
Wall Runner Same as Blunderbuss, but attacks are flaming and
Automatically passes Initiative tests for Climbing have +1 Strength.
up and down (no effect on Jumping Down).
Racial Maximums Sky Rocket 25gc
Re-roll any advances that would take a Monkey Blackpowder Weapon
Warrior above the following thresholds: Range: 18” Strength: 5
WS BS S T W I A Ld Concussive (D3)
Monkey Lethal
7 7 4 3 3 9 2 7 Unstable: When this weapon misfires, roll twice on
Warrior
the Misfire chart and apply the lowest result.
Move or Fire.
Art of War Orders
Having and Issuing Orders Stinging Scorpion
Warriors with the ‘Art of War’ rule start with a Activate at the beginning of any of opponent’s
number of Orders specified on their profile. Charge phases: Warriors with ‘Iron Discipline’
These orders are freely chosen by you have +1 to hit with Spears and Halberds this turn.
before each battle (but are not known to
your opponent). Swooping Crane
Activate at the beginning of any of your Shooting
Multiple warriors in the warband may
phases: Warriors with ‘Iron Discipline’ may fire
select the same order, but each order can
with Move or Fire weapons this turn, even if they
only be issued once per battle.
have moved (apply -1 to hit for moving and
All orders have a 6” range radius from the
shooting as normal).
warrior who issued them and require line of
sight.
All-Seeing Eagle
Only one order can be issued per turn. Activate at the beginning of any of your Shooting
Warriors cannot issue orders while fleeing, phases: Warriors with ‘Iron Discipline’ may shoot
but may issue orders while engaged in at hidden enemies this turn if they pass an Initiative
close combat. (But may issue orders and test (roll separately for each warrior).
fire a missile weapon the same turn.)
A hidden warrior that issues an order is Sleeping Crocodile
immediately un-hidden. Activate at the beginning of any of opponent’s
(Orders do not affect the warrior issuing Charge phases: Enemies do not gain +1 Initiative to
them himself; only other warriors with the strike order for charging when striking at warriors
‘Iron Discipline’ rule.) with ‘Iron Discipline’ this turn.
Impenetrable Tortoise Stoic Porcupine
Activate at the beginning of any of opponent’s Activate at the beginning of any Close Combat
Shooting phases: Warriors with ‘Iron Discipline’ phase (either yours or opponent’s): Warriors with
have +1 to their armour saves vs. Shooting attacks ‘Iron Discipline’ may re-roll failed fear and panic
until end of turn (or 6+ if they have none – no effect tests this turn.
vs. spells/prayers).
Running Rabbit
Swift Tiger Activate at the end of any Close Combat phase
Activate at the beginning of any of your Movement (either yours or opponent’s): Warriors with ‘Iron
phases: Warriors with ‘Iron Discipline’ have +1 Discipline’ may break from combat this turn
Movement until end of turn, up to a maximum of without their enemies gaining Free Hacks against
Movement 5. (Since the Movement phase is after them. Also applies to warriors with ‘Iron
the Charging phase, this ability has no effect on Discipline’ who break because of a failed panic test
chargers.) that turn.
Cunning Fox Compassionate Pig
Activate at the beginning of any Close Combat Activate at the beginning of any Shooting phase
phase (either yours or opponent’s): Warriors with (either yours or opponent’s): Critical Hits vs.
‘Iron Discipline’ have Armour Piercing (1) to all warriors with ‘Iron Discipline’ have a -1 modifier
their close combat attacks until end of turn. on the critical hits chart until end of turn.
Confident Rooster Hardy Ox
Activate at the beginning of any of your Charge Activate at the beginning of any Shooting phase
phases: Warriors with ‘Iron Discipline’ may add (either yours or opponent’s): Warriors with ‘Iron
+D3-1” to the maximum distance moved when Discipline’ have a 4+ save vs. all Armour
Charging this turn. (I.e. they rolls 2D6, add the Splintering effects they would suffer for the
highest roll to thir base Movement and then adds remainder of this turn. Roll separately for each
another D3-1 to that. Roll separately for each point of armour save that would be lost. Also
warrior.) applies vs. Oversplinter effects.
Cathay Skill Lists
Combat Shooting Academic Strength Speed
Officer V V V (+10gc) V
Sergeant V V V (+10gc) V
Dragon Monk V V (+10gc) V V
Wu Jen (+10gc) V V
Recruit V V (+10gc) (+10gc) V
Cathay Equipment Lists
Officer, Sergeant, Wu Jen Engineer
Recruit, and Infantry
Close Combat Close Combat
Close Combat Hand Weapon Hand Weapon
Hand Weapon Great Weapon
Great Weapon Shooting
Spear Shooting Light Crossbow
Halberd Sling Handgun
Oriental Longsword Sky Rocket
Armour Blackpowder Bombs
Shooting None Dragon’s Head
Bow
Light Crossbow Armour
Handgun Light Armour
Armour
Light Armour
Heavy Armour
Shield
Dragon Monk Terracotta Warrior Monkey Warrior
Close Combat Close Combat Close Combat
Hand Weapon Hand Weapon Hand Weapon
Great Weapon Great Weapon Blade-Spear
Chained Sticks Blade-Spear
Blade-Spear Halberd Shooting
Halberd Oriental Longsword Sling
Oriental Longsword Short Bow
Combat Whip Shooting Throwing Knives / Stars
Fighting Claws Bow Blowpipe
Shooting Armour Armour
Sling Light Armour Light Armour
Short Bow Shield
Throwing Knives / Stars
Blowpipe
Armour
None
HEROES HENCHMEN
0-1 Imperial Officer Imperial Infantry
45gc to hire 25gc to hire
Starting Experience: 18 Starting Experience: 6
Race: Human Race: Human
M WS BS S T W I A Ld M WS BS S T W I A Ld
4 4 4 3 3 3 4 1 8 4 3 3 3 3 3 3 1 7
SPECIAL RULES SPECIAL RULES
Leader (6”), Art of War: One Order. Iron Discipline
0-2 Imperial Sergeants 0-4 Imperial Engineers
35gc to hire 20gc to hire
Starting Experience: 12 Starting Experience: 4
Race: Human
Race: Human
M WS BS S T W I A Ld
M WS BS S T W I A Ld
4 2 4 3 3 3 3 1 6
4 4 3 3 3 3 3 1 8 SPECIAL RULES
SPECIAL RULES Iron Discipline
Art of War: One Order.
0-2 Monkey Warriors
0-2 Wu Jen Wizards 30gc to hire
30gc to hire Starting Experience: 8
Starting Experience: 6 Race: Monkey Warrior
Race: Human M WS BS S T W I A Ld
M WS BS S T W I A Ld 5 3 3 3 3 3 4 1 5
4 2 2 3 3 3 3 1 7 SPECIAL RULES
SPECIAL RULES Wall Runners, Flee 3D6”
Mind Focus (Monkey Warriors are not ‘Animals.’)
Wizard (Fire, Metal, Heavens, or Shadow): Starts
with 1 spell. 0-2 Terracotta Warriors
35gc to hire
0-2 Dragon Monks Starting Experience: 8
35gc to hire Race: Daemon
Starting Experience: 12 M WS BS S T W I A Ld
Race: Human 4 4 3 3 3 3 2 1 6
M WS BS S T W I A Ld SPECIAL RULES
4 4 3 3 3 3 4 1 7 Stone Spirits, Stony Skin (6+), Crumble
SPECIAL RULES
Battle Monks, Mind Focus 0-2 Foo Dogs
35gc to hire
0-3 Imperial Recruits Race: Daemon
15gc to hire M WS BS S T W I A Ld
Starting Experience: 0 6 4 - 4 3 3 2 1 5
Race: Human SPECIAL RULES
M WS BS S T W I A Ld Stone Spirits, Stony Skin (6+), Crumble,
4 2 2 3 3 3 3 1 6 Animals (Cannot Climb; Cannot Hide; Flee 3D6”;
Cannot use the Leader’s Ld; Cannot Capture
Objectives; Fight Unarmed; No Promotion.)
v.1.1
Tweaked Monkey warriors to be more useful.
Added new orders: Confident Rooster and Hardy Ox.
Added that only one order can be issued per turn.
Corrected recruit price (correct price is 15gc – hat tip to Carlo_3)
v.1.0
Many tweaks.
v.0.9
Tweaks, typos, new stuff.
v.0.8
First Release! (Hat tip to Warhammerarmiesproject)