The Confluence ⌕
CHAPTER 02

Building Your Force

Army limits, attached Characters, Commanders, Dispositions and Detachments.

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01

Army Unit Limits

Named or otherwise Unique units may only be included once. Specialists are normally limited to 3 of the same unit. Light Infantry are normally limited to 12 of the same unit. Infantry, Heavy Infantry and Cavalry use their listed roster limit, normally 6 or 12 depending on the unit. Monsters and Vehicles use their listed roster limit, normally 2, 3 or 6 depending on the unit. A unit's listed roster limit always takes precedence.
02

Leader

A Leader may attach to one of the units listed on its profile. Once attached, it is treated as part of that unit and remains attached for the battle unless a rule states otherwise. A unit may normally contain only one attached Character.
While any other model in the attached unit remains, normal Damage cannot be allocated to the Leader and spillover Damage cannot carry into it. Precision or another rule that directly targets a specific model may target the Leader if the attacker has direct Line of Sight to it.
03

Support

A model with Support may attach to an eligible unit that already has a Leader, allowing that unit to contain an additional Character.
While any standard model in that unit remains, normal Damage cannot be allocated to the Support model. Once those models have been destroyed, normal Damage is allocated to the Support model before the Leader. Precision or another rule that directly targets a specific model may target the Support model if the attacker has direct Line of Sight to it.
04

Centrepiece

A Centrepiece cannot be placed on the battlefield before Battle Round 2. A Centrepiece cannot join or lead another unit unless a rule explicitly states otherwise. When an attack made by a Centrepiece meets or exceeds double the target’s Major Threshold, that attack deals 4 HP and triggers Devastating Wounds.
05

Detachments

A Detachment represents the particular way your army has chosen to wage war. Each faction has access to several Detachments, each with its own rules, strengths, risks and style of play. When you build your force, choose one Detachment from your faction. Your Detachment does not determine your Force Disposition. You choose your Disposition separately before the battle.
06

Detachment Stages

Each Detachment has three rules Stages. At 500 Points gain Stage I. At 1,000 Points gain Stage II. At 2,000 Points gain Stage III. When a Stage is unlocked, you keep the rules from every Stage before it.
At 3,000 Points your force reaches Stage IV of its overall progression and begins a Greater War by gaining Stage I from a second Detachment from the same faction.
07

Fighting Greater Wars

At 3,000 Points, choose a second Detachment from your faction and gain Stage I of that Detachment in addition to all three Stages of your first. At 4,000 Points, the second Detachment gains Stage II. At 5,000 Points, it gains Stage III. A force can benefit from no more than two Detachments unless a rule states otherwise.
08

Force Disposition

Your Detachment determines how your army fights. Your Force Disposition determines how your army approaches the battle and which Primary Mission it pursues.

Every army must nominate one Commander. If your Commander is a Character, that Character provides two Force Disposition options; choose one for your army. A Specialist may only be your Commander if your army contains no Characters. If a Specialist is your Commander, it provides one Force Disposition, which is automatically selected.

If your army contains one or more Characters, your Commander must be one of those Characters.

Choose your Force Disposition after building your force and selecting its Detachment, as one of the final steps before the battle.
09

Disposition Identity & Objectives

Objectives remain a key part of every battle regardless of Force Disposition. A Disposition changes how an army turns the battlefield into Victory Points; it does not make Objectives irrelevant.
Purge the Foe — destroy enemy units, with their position around Objectives determining which kills matter and what those kills achieve.
Take and Hold — control multiple Objectives and keep them under your control.
Priority Assets — secure the central or designated priority Objective and perform a meaningful task there.
Reconnaissance — scout the battlefield, interact with terrain, units and routes, with Objectives acting as anchors for exploration.
Disruption — counter enemy plans by stripping Objective control, forcing movement, breaking formations or preventing scoring.
Commander lore determines how that mechanical identity is expressed. Two Commanders with the same Disposition may therefore pursue very different missions while still asking the player to solve the same broad battlefield problem.