A smoke-wreathed city-state of guild artificers. The Republic fights by drill and machinery: pike blocks and musket lines hold the field while tireless brass automatons, steam engines and whirring gyro-flyers grind the enemy apart.
Citizen-soldiers with long pikes in deep ranks. Three ranks fight and no horse will charge through them.
10 models (5–20) · 9 pts per model
10wounds
3.3m/s
2.2dmg
3m reach
1.5armour
65morale
- fights in 3 ranks
- x2.2 damage vs cavalry
- braced: negates cavalry charges from the front while holding/defending
Drilled guild musketeers. Their volleys are slow and short-ranged, but each ball punches through plate.
10 models (5–20) · 11 pts per model
9wounds
3.4m/s
2.0dmg
40m reach
1.0armour
55morale
- shoots from range; weak in melee
- armour piercing (ignores 2 armour)
Clockwork soldiers wound to fight until their springs run down. They never flinch, never flee and never tire.
8 models (4–16) · 18 pts per model
14wounds
2.8m/s
3.2dmg
1m reach
3.5armour
60morale
- fearless: immune to fear
- unbreakable: never flees
A towering brass automaton with piston fists, walking straight through the enemy line.
1 models (1–2) · 200 pts per model
150wounds
3.4m/s
14.0dmg
2m reach
4.0armour
60morale
- causes fear: enemies within 8 m lose 1.5 morale per second
- fearless: immune to fear
- unbreakable: never flees
A riveted steam engine on iron wheels that rams the enemy line and sprays scalding steam from its vents.
1 models (1–1)
130wounds
4.4m/s
11.0dmg
2m reach
5.0armour
70morale
- charge: x2.2 damage when hitting after a 12 m straight run
- shields: takes 20% less damage from missiles
- unbreakable: never flees
A long-barrelled guild cannon with a brass sighting scope. Accurate, long-ranged and loud.
1 models (1–2) · 145 pts per model
32wounds
2.4m/s
9.0dmg
70m reach
1.5armour
60morale
- shoots from range; weak in melee
- blast: each shot hits 3 models
- cannot shoot targets closer than 16 m
Pilots on spring-wound gyro-flyers who skim over rivers and woods, peppering the enemy with carbines.
3 models (2–6) · 44 pts per model
18wounds
8.0m/s
2.0dmg
28m reach
1.5armour
60morale
- shoots from range; weak in melee
- shoots while moving
- armour piercing (ignores 1 armour)
- skirmishers: no flank or rear penalties, unslowed by woods
- flies: crosses rivers anywhere and is unslowed by woods
Officers on tireless mechanical steeds. Not as heavy as noble knights, but their mounts never shy from a charge.
5 models (3–10) · 35 pts per model
20wounds
7.2m/s
4.8dmg
1m reach
3.0armour
70morale
- charge: x2.0 damage when hitting after a 12 m straight run
- fearless: immune to fear
An engineer-mage with a crackling aether coil. Hurls lightning into enemy ranks and overclocks friendly regiments.
1 models (1–1)
40wounds
4.2m/s
9.0dmg
40m reach
1.0armour
85morale
- fireball hits 4 models, ignores armour
- steadies friendly regiments within 16 m
- knows spells: fireball, ward, haste (use the cast order)
The Republic's elected commander, directing the battle through a brass speaking-trumpet. Drill holds while the marshal stands.
1 models (1–1)
55wounds
4.4m/s
6.5dmg
1m reach
3.0armour
95morale
- steadies friendly regiments within 26 m
- stubborn: loses morale at half the usual rate
- general: inspires the army; if slain or put to flight every regiment loses 15 morale