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Conquest Miniature Games

Conquest Miniature Games

Do battle with the amazing Conquest Miniatures
  • $24.99

    Conquest - Hundred Kingdoms: Noble Lord

    Para Bellum Games
    Observing the history of the Hundred Kingdoms and their nobles, it is perhaps no surprise that the vast majority of their houses have strong military traditions. When the Long Winter receded and humanity ventured far from the shores of the Bitter Sea, the Orders were stretched too thin to control the nobility. Soon, the paradigm of ‘might is right’ resurfaced among both aspiring and established rulers. To command swords became a matter of survival, to command them effectively promised a long rule and conquest. While the legitimacy of the Divine Right of Kings offered by the Theist Church has swayed many, the old nobility knows that power flows from the edge of the blade. Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard
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  • $24.99

    Conquest - Dweghom: Tempered Sorcerer

    Para Bellum Games
    Dweghom who discover they are Gifted, very quickly come to the attention of their superiors and are turned over to the Tempered to learn to control their Gift. There they are presented with a stark choice: embrace the path of sorcery and learn to control your power or die. Given that these are Dweghom, a surprising number of candidates still chose the second path, preferring to undergo the Descent rather than surrender the gift their ancestors fought to grant them. Those that choose the path of the Sorcerer have chosen a long and arduous path. The first step in it is the fitting of the techno-sorcerous grafts, created by the Steel Shapers to grant the Sorcerers some basic control over their power. Little more than sorcerous venting mechanisms, the clever technical minds of the Tempered have found countless uses for them on the battlefield: from powering the powerful suits the Flameforged and Stoneforged guards use, to charging the powerful Hellbringer cannons as they lumber to war. All but the very rarest of candidates possess a greater affinity to one element than to the other. They start their path to mastery on the element they are weakest at, learning to control it first. Countless decades are spent using less and less of their power with greater and greater control until at long last they can claim to have mastered their first element. Once this control is achieved a Sorcerer seeks to accomplish the same task with the second element. This is a longer and more dangerous path, where the lessons learned in controlling the relatively tame power of their secondary element gives the prospective Sorcerer some hope of controlling the raging maelstrom of power that is his primary Element. Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard
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  • $24.99

    Conquest - Dweghom: Herald of Magma

    Para Bellum Games
    Few, if any Dweghom, understand the phenomenon that the Heralds represent. The only ones who might have some understanding of these are the very eldest of sorcerers and the cryptic the Steel Shapers, and they chose to remain silent on the topic even when confronted with the existence of the Heralds of Magma, who seem to share their Mastery of Primordial Earth and Fire, but employ it in a completely different way: seeking to destroy, rather than create.
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  • $24.99

    Conquest - Dweghom: Herald of Fire

    Para Bellum Games
    This model is a command upgrade available to most Dweghom Hold forces. While Dweghom naturally excel at Defense, the Herald of Fire focuses on the offense, giving Dweghom forces the Fury Draw Event. This force multiplier will see play in most Dweghom armies that use elite forces and will gain the most benefit from his force multiplying abilities. Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard
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  • $24.99

    Conquest - City States: Mechanist

    Para Bellum Games
    Every army of the City States that marches to war, does so under the supervision of at least one Mechanist. One could be forgiven for believing he is there to ensure the smooth operation of the army and the countless machines, both big and small, that are so vital to the smooth operation of a City State’s army. What many fail to recognize is that he is there to ensure that reality itself operates along the rules and parameters laid out in their Lexicons by their Divinity. Contents: 1 resin character, 1 base and stand, 1 command card
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  • $24.99

    Conquest - City States: Lochagos (Officer)

    Para Bellum Games
    The Lochagos is critical promotion for a veteran Hoplite who has taken a permanent position in his City State’s military. They quarter and fight on the frontline with the troops, but are present in all of the staff meetings an army on the march may have. This insight into the Officer’s thinking allows them to quickly relay orders and adapt to the flow of battle, making sure the army fights as a unified whole. Contents: 1 resin character, 1 base and stand
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  • $24.99

    Conquest - City States: Aristarch

    Para Bellum Games
    Much of a City States bureaucratic apparatus is selected through a rigorous civil service exam, but the Aristarch is an exception. Handpicked from the pool of Aspirant Polemachoi by the ruling power of a City State; be it a Council, a Tyrant or even a God, an Aristarchos embodies all of the virtues of a city State and is thus chosen to lead its forces on campaign. Tested and trained to a standard even higher than that of the Polemarch, his studies focus instead on strategy, philosophy, politics and economics, allowing him to serve the role of general, ambassador or governor as needs dictate to further the power and glory of his City. Contents: 1 resin character, 1 base and stand, 1 command card
  • $24.00

    Conquest - W`adrhun: Scion of Conquest

    Para Bellum Games
    Only a War-Priest dedicated to Conquest is trusted enough by the Tribal Council to lead troops on the field of battle. Dedicated to the most farsighted and adaptable of Gods, they are the most capable of bringing the true power of the Cult Bands to play in the most hotly contested battles. Contents:1 Resin Miniature 1 Base 1 Command Card.
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  • $24.00

    Conquest - Spires: Mimetic Assassin

    Para Bellum Games
    The Directorate has long sought to produce the perfect assassin clone, but their efforts have been incessantly stymied by the Sovereign. He has made it a matter of personal interest to ensure that all Ark vaults containing pertinent data to this research fall squarely under his direct supervision, denying the Directorate access to chameleonic strand sequences and certain personality traits, which it has sought for so long. They have instead been forced to adapt and improvise with those strands they already possess: agility, strength, aggression and some limited biomechanical functions. While this formula would result in an impressively enhanced clone, it would nonetheless need to be trained and outfitted, further draining the Directorate’s limited resources. To overcome this limitation, the Directorate has turned to one of their core techniques: pheromonic manipulation. In addition to its unrivaled speed and ferocity, the Mimetic Assassin produces a very specific range of pheromones designed to induce lethargy in any complex organism, as well as making them more compliant and suggestible. True to the origin of its design, therefore, this clone’s mimetic abilities derive from form and function, rather than training. Each segment of its carapace is individually articulated and razor sharp, allowing it to change its body shape, stance and outline to masquerade as any clone (or humanoid biped with minimal effort in disguise) or even produce claws and weapons made from its own body. Coupled with its pheromonic field, these attributes grant the Mimetic an unprecedented edge in infiltration and ambush situations. Easily overlooked in the dead of night or heaving mass of combat, the Mimetic Assassin can close within range of its chosen foe unnoticed before it springs into action, transforming into a whirling, stabbing monstrosity in the flash of an eye. Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard
  • $24.00

    Conquest - Hundred Kingdoms: Null Mage

    Para Bellum Games
    Null Mages are gifted in each of the four elements. While no human could hope to reach the pinnacle of power that a Dweghom Sorcerer could muster, it is a known truism that it is easier to destroy than create. Given his access to all of the elements it is almost trivially easy for a Null Mage to dispel the efforts of even the most powerful mage, allowing the Hunter Cadre that hired him to finish the job safely and efficiently. Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard, punishing enemy casters at every opportunity.
  • $24.00

    Conquest - Hundred Kingdoms: Chapter Mage

    Para Bellum Games
    The Chapter Mages of the Hundred Kingdoms have long been a powerful political tool, their magics more suited to the civilized environment of the court rooms and balls, than the raw elemental puissance demanded on the battlefield. Be one a noble, a bishop or a merchant, keeping a Chapter Mage in one’s retinue is proof of power and influence. Many have wondered why Chapter Mages, long considered amongst the most innovative and creative practitioners of this Art, only rarely become more of a political power within the Hundred Kingdoms as individuals or even organized institutions. The imbalanced soul, however, required by practitioners, often manifests as an excessive or compulsive mind and so the very source of a Chapter Mage’s power becomes the halt of their social and political success. The stories of temperamental and impulsive Pyromancers, distracted and impatient Aeolomancers or plodding, obsessive Geomancers is not a cultural cliché: their esoteric obsessions and proclivities are manifestations of their own imbalanced souls, and isolate them from mundane society, almost invariably turning them into pariahs or recluses. This necessary imbalance, made manifest in young human Gifted, is what drives them to turn to the Chapters, chartered schools funded by the Imperial Court for the identification, protection and control of the Gifted population of the Empire. These Charters have characteristics as diverse as the individuals who congregate there: The Pool of Stillness caters mainly to Geomancers and Hydromancers, but also to Aeolomancers seeking to still their unquiet souls. The Gates of Fire, considered to be the foremost battle-mage training ground, attracts mostly Pyromancers, but many an Aeolomancer and Hydromancer have found solace in its strict regimes. Chapter schools, however, do not represent the only place a Gifted student could hope to master the Art. The Churches are also aggressive recruiters of those they claim possess the ‘divine spark’, their aggressive, sometimes predatory, recruiting strategies making them natural enemy of the Chapters and its practitioners. Even beyond these two redoubtable institutions there are other, less conspicuous, places where one might get trained, if they possess the necessary will and aptitudes… Contents: 1 Resin Miniature, 1 x 27mm plastic base, 1 iCard, bring magic to your Kingdom's side
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  • $24.00

    Conquest - Dweghom: Mnemancer Apprentice

    Para Bellum Games
    Such is the prestige and Aghm of the position of Hold Raegh, that even the eldest of Mnemancers begrudgingly concede that his deeds must be recorded. Sending even the most junior of their members to witness and record the Raegh's actions in combat is a tremendous boon to an ambitious warlord. Warriors under his command will fight like men possessed, refusing to take a single backward step while under the merciless gaze of history personified. Contents: 1 Resin Miniature, 1 Base, a Command Upgrade that will reinforce the defences of both its regiment and character.
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  • $15.99

    Conquest - First Blood Softcover Rulebook 2.0

    Para Bellum Games
    “Conquest: First Blood” is a fast-paced, narrative Wargame of thrilling battles, set in the world of Conquest and designed to provide to the players the opportunity to experience a different type of Conquest combat – but still play a Conquest battle. Unlike the grand battles of TLAOK, Conquest: First Blood! focuses on a single Character and their entourage, allowing players to experience the world of Conquest through the eyes of a soldier in the shieldwall rather than the eagle eye view of an army Commander. First Blood! is 2.0 a fully fledged competitive, skirmish wargame! To do that we focused on the nuances of individual Model positioning and intra-Regiment synergies. The rules now treat individual teams of soldiers as building blocks together which form powerful ad-hoc formations. It is each player's job to find the weak point in their enemy's formation and disentangle it through smart maneuvering and intelligent order of play.
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  • $13.99

    Conquest - The Last Argument of Kings Softcover Rulebook- V 1.5

    Para Bellum Games
    The flagship of Para Bellum Wargames, “Conquest: The Last Argument of Kings” is a table top game of fantasy mass rankand-file battles. With its own, fast paced system and set on an original and mature fantasy setting, with over fourteen factions weaved into the lore, Conquest was conceptualized and designed to provide to its players and carriers for years to come.
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  • $13.99

    Conquest - Objective Markers

    Para Bellum Games
    This box contains 6 Objective markers for use in your Conquest: The Last Argument of Kings and Conquest: First Blood battles. Previously available only to owners of the Core Box, these finely detailed plastic markers are the ideal choice for marking those all important objectives on the battlefield whether playing with friends from home or engaged in a winner take all tournament battle!
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  • $13.99

    Conquest - First Blood Softcover Rulebook 1.5

    Para Bellum Games
    “Conquest: First Blood” is a fast-paced Wargame of thrilling Skirmish battles, set in the world of Conquest and designed to provide to the players the opportunity to experience a different type of Conquest combat – but still play a Conquest battle. After all, an entire war can be decided in a single skirmish…144 page softcover rule book is the same version that is available on our website, with the complete graphics and artistry fans love in a high quality print.
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  • $5.99

    Conquest - Bases and Carriers: Infantry

    Para Bellum Games
    Conquest now offers an entire, two-in-one wargaming experience, all with the same Conquest minis: The Last Argument of Kings and First Blood ! Veteran Conquest players already have everything they need to play First Blood ; one would only need to download the FREE First Blood rules. For newcomers, as one's collection grows, it provides one with the opportunity to use one's Models to play its Mass Battles brother, again, simply by downloading the FREE rules of both game play styles. The First Blood rules are available here .
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