![]() Kingdom of Cathay
Lying far to the east of the Old World is the mystical kingdom of Cathay. It is place
were only rich traders from the Old World ever visit and each brings back examples of
Cathays affluence. Cathay has one of the most powerful Navies in all of the Old World and
has an equally powerful army to match. Cathay is ruled by a powerful Emperor, sitting upon
the throne by rite of mandate. Powerful families rule each of Cathays many provinces and so
there are many willing to prove their worth in battle. Cathay has the typical border problems
caused by Orcs and the tiger skinned Beastmen, and suffers raids on its eastern shores by
Dark Elf raiders. It constantly squabbles with Araby and many times have they gone to war.
Cathay also seeks some from of revenge upon the Lizardmen, who they hold responsible for
the annihilation of an entire fleet.
Written by Mike Brandon
Thanks to Simon Gray
Material from Koei
This list is property of OGC
Produced by OGC 2004
Please note that this is a working list and is most likely highly unbalanced. Any
contributions to the list would be most welcome and should be directed to our website.
Army list
The Cathayan army is chosen like every other Warhammer race with the same characters and
unit restrictions.
Lords
0-1 Warlord
130 points
Usually the head of a family, Warlords rule over a single province within Cathay, dealing with
local government and fighting off small bands of invaders
Weapons: Hand Weapon, Heavy Armour and Warhorse
Options: May have shield (+3 pts), longbow (+15 pts)
May have either a spear (+3 pts) or a great weapon (+6 pts)
Mount may have barding (+6 pts)
May choose up to 50 pts of heirlooms
Special: Musou: When reduced to his last wound, a Warlord doubles his base attacks value
If Elite Companions are also chosen then the Warlord must lead them, the Companions also
become stubborn
Strategist
175 pts
Strategists are vital in large campaigns; there advice and seeming manipulation of the heavens
can turn the tide in battle
Weapons: Hand weapon
Magic: Level 3 wizard and can choose from the following Lores: Fire, Metal, Heavens, Light
Options: May be upgraded to level 4 wizard (+35 pts)
May ride a warhorse (+15 pts), which may have barding (+6 pts)
May choose up to 50 pts from the following items; dispel scrolls, power stones, Talisman of
Protection (may pay additional 15 pts for 5+ save or 30 pts for 4+ save)
Special: A Strategist allows you to add +1 to the result when rolling for first turn and deployment
Units within 6 of the strategist may use its leadership if not the army general
Musou: When reduced to his last wound, a Strategist doubles his base attacks value
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![]() Heroes
Hero
50 points
Heroes are often family members or close friends of the Warlord himself, although sometimes
they can be born of the common people themselves
Weapons: Hand Weapon
Options: May have a longbow (+10 pts) and either a spear (+2 pts) or a great weapon (+6 pts)
May have light armour (+2 pts), heavy armour (+4 pts) and a shield (+3 pts),
May ride Warhorse (+10 pts) which may have barding (+4 pts)
May choose up to 25 pts of heirlooms
Special: Musou: When reduced to his last wound, a Hero doubles his base attacks value
May carry battle standard for +25 pts, this may be upgraded to a provincial banner which must
be the same as all other provincial banners in the army
Tactician
60 pts
Advice council to the army general, they have limited abilities in both strategy and magic
Weapons: Hand weapon
Magic: Level 1 wizard and can choose from the following Lores: Fire, Metal, Heavens, Light
Options: May be upgraded to level 2 wizard (+35 pts)
May ride a warhorse (+15 pts), which may have barding (+6 pts)
May choose up to 25 pts from the following items; dispel scrolls, power stones, Talisman of
Protection
Special: A Tactician allows you to add +1 to the result when rolling for table edge
Units within 6 of the tactician may use its leadership if not the army general
Musou: When reduced to his last wound, a tactician doubles his base attacks value
Core Units
Regulars
3 pts per model
Made up of basically trained peasantry, regulars form the bulk of the Cathay armies
Units Size: 10+
Weapons: Hand weapon
Options: The entire unit may be equipped with one of the following: spears (+1 pts), pikes (+2 pts)
bows (+2 pts), crossbows (+3 pts), handguns (+3 pts). Points added to each model in the unit
May wear light armour (+1 pt) and have shields (+1 pts)
Upgrade a regular to a Musician (+5 pts)
Upgrade a regular to a Standard Bearer (+10 pts)
Upgrade a regular to a Sergeant (+10 pts) with either +1 Attack or +1 Ballistic Skill
May upgrade one regular per 10 to a bombardier for +3 pts, when regulars are charged, enemy
unit takes D6 Strength 3 hits for each bombardier in the unit. They must be placed in first or
second ranks
Light Cavalry
12 pts per model
Made up of basically trained peasantry, light cavalry form reconnaissance teams and make
light raids upon enemy emplacements
Units Size: 5+
Weapons: Hand weapon, Spear, Light Armour, Shield, riding Warhorse
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![]() Options: Upgrade a regular to a Musician (+5 pts)
Upgrade a regular to a Standard Bearer (+10 pts)
Upgrade a regular to a Sergeant (+10 pts) with +1 Attack
Special: Fast Cavalry
Special Units
0-1 Elite Companions
28 pts per model
Elite Companions guard the armies general. They are brave and powerful fighters and will
almost never retreat when guarding their master
Units Size: 5+
Weapons: 2 Hand weapons, Heavy Armour, Shield, riding Barded Warhorse
Options: Upgrade a model to a Musician (+8 pts)
Upgrade a model to a Standard Bearer (+16 pts)
Upgrade a model to a Sergeant (+16 pts) with +1 Attack
Special: May carry the provincial banner, this must be the same as all other provincial banners in the
in the army
If accompanied by a Warlord they become stubborn. If the warlord falls they hate all enemy
units
Heavy Cavalry
21 pts per model
Heavy Cavalry are elite veterans who have fought in several campaigns. Their employment
gives them many privileges within their provincial home.
Units Size: 5+
Weapons: Hand weapon, Spear, Heavy Armour, Shield, riding Barded Warhorse
Options: Upgrade a model to a Musician (+8 pts)
Upgrade a model to a Standard Bearer (+16 pts)
Upgrade a model to a Sergeant (+16 pts) with +1 Attack
Special: May carry the provincial banner, this must be the same as all other provincial banners in the
in the army
Jhovall
Riders
23 pts per model
Jhovall Riders hail from all over Cathay and are made up of those who tamed the great tigers
who roam the lands
Units Size: 5+
Weapons: Hand weapon, Spear, Light Armour, Shield, riding Grand Tiger
Options: Upgrade a model to a Master (+16 pts) with +1 Weapon Skill and Attack
Horse Archers
12 pts per model
Fulltime soldiers, horse archers are paid a basic wage to fight at in the warlords army
Units Size: 10+
Weapons: Hand weapon, Bow, riding Warhorse
Options: Upgrade a model to a Musician (+5 pts)
Upgrade a model to a Standard Bearer (+10 pts)
Upgrade a model to a Sergeant (+10 pts) with +1 Ballistic Skill
Special: Fast Cavalry
Trappers
14 pts per model
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![]() Scouts are full time troops, taking a forward role on the field and laying cruel traps for the
enemy
Units Size: 5-10
Weapons: Hand weapon, Longbow, Light Armour,
Options: Upgrade a scout to a Sergeant (+6 pts) with +1 Ballistic Skill
Special: Scouts, Skirmish
Traps: At the end of the opponents movement phase place the large template over every
scout, every enemy unit touched takes D6 strength 3 hits on account of various set traps being
activated. Units can only suffer damage to models under the template
War Wagon
100 pts per model
War wagons are large carriages that can fire huge bolts. They are easily overwhelmed in
combat but can provide vital support to units facing armoured opponents
Units Size: 1, pulled by 2 warhorses, crew inside
Weapons: As a bolt thrower but may only fire a single bolt
Armour Save: 3+
Special: Chariot, D3 impact hits
Rare
Elephant Cavalry
48 pts per model
Trained in the southern provinces, Elephant cavalry are a frightening and powerful opponent
to face
Units Size: 5+
Weapons: Hand weapon
Options: Riders may have bows (+1 pt) and spears (+1 pt), the elephants may be barded (+3 pts)
Special: Stats in brackets are for the two-crew members
Cause Fear
Scaly Skin save (5+)
Arbalest
65 pts per model
These giant crossbows can make a mockery of armoured. 2 count as a single rare choice
Number of Crew: 3
Weapons: Hand weapon
Special: Fires as a Bolt Thrower but may only fire a single bolt
Stone Thrower
85 pts per model
Stone Throwers are utilized mainly to bring down fortified walls though they save just a good
a purpose when firing upon enemies. 2 count as a single rare choice
Number of Crew: 3
Weapons: Hand weapon
Special: See Rulebook
Juggernaught
100 pts per model
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![]() Dragon Cannons are limited weapons of war. Bearing similarities to modern tanks, these were
manned by crews who lit fireworks inside which sent great gouts of flame. These terrorised enemies
but more often than not they exploded killing their crews.
Number of Crew: 2, will never leave cannon
Weapons: Flame Cannon, treated as a flaming breath weapon
Special: Causes fear
Moves as Chariot though it can never charge and is immune to psychology
When firing, roll the artillery dice; the flame template moves forward a distance equal to half
number rolled. In the event of a misfire the dragon cannon is destroyed
Heirlooms
Heirlooms are chosen like magic items although they have different effects. They
enhance the bearer itself and items can be duplicated within the army. However the same
combination of items cannot be taken.
Heirlooms
Peacock Urn
20 points
+1 Wound
Dragon Amulet
10 points
+1 Attack
Tiger Amulet
15 points
+1 Strength
Tortoise Amulet
25 points
+1 Toughness
Speed Scroll
20 points
+1 Movement, affects unit
Wing Boots
40 points
No penalty for terrain, affects unit
Huangs Bow
10 points
+1 bow strength
Nanman Armour
15 points
+1 save versus missile fire, affects unit
Horned Helm
10 points
+1 strength when mounted
Cavalry Armour
5 points
+1 save when mounted
Seven Star Sash
10 points
6+ Ward save
Elixir
5 points
+1 Initiative
Herbal Remedy
5 points
+1 strength when charging
Art of War
30 points
Doubles effects of heirlooms
Way of Musou
30 points
Uses Musou ability regardless of wounds
Power Scroll
5 points
Always win Initiative ties
Wind Scroll
35 points
Place in second rank and attack from it
Charge Bracer
20 points
Nullify enemy charge bonuses
Harnesses
The first 3 harnesses upgrade mounts, the latter two can only be chosen by a hero
Red Hare
5 points
+2 steed movement
Hex Mark
5 points
+1 steed attack
Storm Runner
5 points
+1 steed strength
Elephant Harness
25 points
Fights as if on elephant (See elephant cavalry)
Character can choose no other equipment
Jhovall Harness
10 points
Fights as if on Grand Tiger
Orbs
Fire
5 points
Has flaming attacks
Ice
15 points
Models wounded cannot fight back this phase
Vorpal
15 points
Killing Blow
Lightning
10 points
Models hit, suffer an extra D3 Strength 3 hits
Blast
10 points
Additional 1 armour save
Poison
15 points
Has poison attacks
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![]() Mounts
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Grand Tiger
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Elephant
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Fear, scaly skin 5+
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