Hello everyone,
We finally received our Arcane Journal, and we’ve just devoured it! It’s a real pleasure to discover the expanded lore, which gives a much clearer understanding of Cathay’s actions within the Old World. This campaign supplement is truly fascinating. In addition to the historical aspect, it provides everything you need to create your own Westerland table thanks to specific terrain rules, multiplayer rules, three historical scenarios, and an Infamy Army list for the Grand Cathay Jade Fleet.
We’re now going to break it all down for you, starting with a summary of the book’s historical section. If you don’t want to be spoiled, we invite you to skip the first part of the article, which covers the lore and is separate from the rules review.

The beginning of the book presents the current situation of the peoples of the Old World, most of whom are either self-absorbed or weakened by internal conflicts. Meanwhile, the Warriors of Chaos, led by Frydaal the Chainmaker, have razed the cities of Hollum and Aarau, and have established a rapidly expanding permanent outpost from which they launch raids across the Westerland. The Empire, overwhelmed by events, struggles to respond. Although Marienburg has sent a contingent to push back the northern tribes and protect its trade routes, its forces have been driven back by an enemy vastly superior in number.
The Laurelorn Forest is not spared either, suffering from the growing influence of Chaos, with increased activity from the beastmen led by Kralmaw, the Prophet of Ruin. Only Cathay, thanks to the foresight and experience of the Celestial Dragons, remains clear-eyed in the face of the many signs heralding a massive Chaos invasion. Aware of the discord and disbelief among the other peoples, the Cathayan rulers decide to send Miao Ying at the head of a large contingent of warriors in order to supervise and unify a force capable of containing the coming invasion.
The second part of the historical section felt a bit long to me, especially for a Total War player used to sending trade caravans across the Old World. It goes into great detail about Cathay’s trade routes and their interactions with the other peoples.
The third part begins in 2277, when Miao Ying receives alarming reports about the intensifying activities of Frydaal the Chainmaker in the Wastelands. She then travels across Grand Cathay to urgently meet her brother, Yuan Bo. The Elves, in their arrogance, were gradually allowing Chaos to gnaw at the lands of the Empire, and the warriors of Sigmar absolutely could not afford to falter in the face of the Ruinous Powers. Aware of the gravity of the situation, Yuan Bo swore to his sister that he would see to the defense of Grand Cathay’s most vulnerable borders. Miao Ying, meanwhile, would depart for the Old World to repel the Chaotic incursions, after gathering the necessary equipment and a contingent of veterans from the Great Bastion.
After crossing Grand Cathay, gathering her troops throughout the land, and awakening the terracotta sentinels, Miao Ying prepared her armada in the port of Fu-Hung before setting sail for Marienburg. The journey was calm for the most part, but as they neared the Sea of Claws, the forces of Chaos, clearly informed of the expedition, unleashed a rare and violent storm meant to disorient and destroy the Cathayan dragon’s fleet. However, Miao Ying, in her element, used her own magic to dispel the storm and continue her course. Sailing along the coasts of Reaver’s Point, the Grand Cathay army discovered shores ravaged by raids. During this advance, the Jade Fleet encountered a naval battle: a damaged Marienburger fleet was attempting to flee its assailants from the north. At the sight, Miao Ying deployed her Celestial Lanterns to aid the Imperial flotilla. The Chaos fleet was annihilated under a deluge of fire. Not wanting to leave any survivors who could provide Frydaal the Chainmaker with valuable information, Miao Ying completed her intervention with ruthless efficiency. The fleet ventured into the Manaansport Sea before finally docking in Marienburg, under the astonished gaze of onlookers, captivated by the splendor of the Grand Cathay army and the commanding presence of its leader. Meanwhile, the dark silhouette of Frydaal the Chainmaker made landfall at Hollum, wearing a wide grin. She was followed closely by a fleet of northern barbarians, whose ominous presence promised dark times ahead for the Westerlands.

War in the Westerland :
This is a truly excellent section, one we’ve been waiting for for a long time. It finally presents the rules needed to create your gaming table, along with the specific rules tied to the various types of terrain. There are 12 terrain features dedicated to the Westerland and 12 for the Shadowlands, each with its own characteristics and mechanics.
You’re free to build your table yourself or let chance decide through the random generation rules. This approach encourages players to create their own scenery and breathe more life into their games. One might regret that these rules weren’t included in the core rulebook from the start. However, their appearance in the Arcane Journal gives hope that future campaigns may introduce new terrain types and additional dedicated rules.
Once the terrain features have been selected, randomly or otherwise, one player places them on the table, while the other moves some of them randomly using 2D6 and a scatter die. This mechanic simulates the unreliable maps and geographic surveys of the era, adding a welcome layer of immersion.
Rules concerning buildings are also covered, including how to shoot from a structure, how to move within it, how to exit or flee from it, and more. The whole section is presented concisely yet effectively in just six pages, offering a clear and playable framework for fully integrating terrain into your games.

Army of Infamy : The Jade Fleet
In this section, we will look at the Infamy Army and, of course, share our thoughts on this army list. We will begin by examining the army’s composition.
Characters
You may spend up to 50% of your army’s points on:
- Shugengan, Gate Masters, Gate Keepers and Strategists
- Miao Ying, The Storm Dragon
- 0-1 Shugengan Lord or Magistrate Lord per 1000 points
Core
25% of your army’s points value must be spent on :
- Jade warriors
- 0-1 unit of Jade Lancers per 1000 points may be take as a core choise
Special
Up to 50% of your army’s points value may be spent on :
- Jade Lancers
- 0-3 war machines chosen from the following list per 1000 points :
- Fire Rain Rocket Batterie
- Cathayan Grand Cannon
Rare
Up to 25% of your army’s points value may be spent on :
- Sky Lanterns et Cathayan Sentinels
Mercenaries
Up to 33% of your army’s points value may be spent on mercenaries drawn from the Empire of Man army list :
- 0-1 Captain of the Empire, Master Mage, Priest of Sigmar or Priest of Ulric per 1000 points
- State Troops, State Missile Troops, Free Company Militia, Empire Archers
- 0-1 unit of Pistoliers or Outriders per 1000 pts
* Note that mercenary units in a Jade Fleet army are not subject to the “Misbehaving Mercenary” rules.
The most notable change in this list, compared to that of the armies of the Grand Cathay, is the disappearance of the Sentinels and Lanterns from the special choices. Given the very short time between the various releases, it is unlikely to be a nerf. It is rather a freeing up of slots intended to accommodate the new units announced at the 2025 World Championships, thus paving the way for a more coherent update and the future Arcane Journal expansion: The Breaching of the Great Bastion. The fun aspect of this list lies in the addition of Empire mercenaries, who provide the Grand Cathay, at this point in time, with ranged troops that the list had been sorely lacking.
Special Rules :
Cathayan Black Powder : The first time any unit armed with arquebuses, pistols, multiple pistols, repeating arquebuses, or repeating pistols shoots, the range of the relevant weapon(s) is increased by 3″. The rule remains quite useful, as it still allows units to potentially shoot on turn 1 and extends the range of pistols. It therefore retains a definite utility, even though it would have been nice to have a bit more flexibility by allowing it to be applied once per battle, rather than only during the first shooting phase.
Mercenary Handgun Drill : Once per game, each unit or detachment of State Missile Troops in a Jade Fleet army can shoot with 1 additional rank. This works well in combination with the previous rule and allows, in the absence of hills or when table space is limited, to maximize the effectiveness of these units.
Unity & Harmony: Any unit of Jade Warriors or Jade Lancers within 3″ of a friendly Mercenary unit can reroll to hit rolls of 1 during the Combat phase. It is possible to combine detachment rules (for example, a unit of Jade Warriors accompanied by an Imperial detachment of Archers or Arquebusiers). However, this mechanic remains fairly restrictive and will likely be difficult to implement depending on the battlefield layout and unit positioning.
War Balloons: 0–1 Sky Lantern per 1,000 points can take the special Ambushers rule for +15 points. In addition, once per game, a Sky Lantern that is held in reserve can reroll the dice to determine if it arrives this turn as reinforcements or is delayed. This is clearly the rule that, combined with the ±1 to the die roll that Sky Lanterns naturally have, makes them one of the most reliable ambush units in the game.
Magic Items :
Magic Weapons:
The Sword of Reason (65 Points) : S+2, AP -2, Killing Blow (natural 5 or 6), Two-Handed Weapon, Magical Attacks. Already known to the Vampire Counts, it remains quite solid without being overpowered. Unfortunately, it can compete with other available weapon options.
The Brazen Blade (50 Points) : S+1, AP -1, Magical Attacks, Multiple Wounds (2); enemy models cannot make a Ward or Regeneration save against an attack made with this weapon if the wielder rolls a natural 6 to wound. The weapon is both fun and effective, but, as is often the case with this army, the choice of equipment is vast, and it’s not certain that players will opt for it. Nevertheless, it remains perfectly viable for narrative games, without aiming for strict optimization.
The Wrath of Xen Yang (45 Points) : S+1, AP -1, Armour Bane (1), Flaming Attacks, Magical Attacks; enemy models cannot make Regeneration saves against wounds caused by this weapon. The same observation applies as with the previous weapons: it’s not bad, but it’s not the best.
The Sword of Nan-Gau (35 Points) : AP -3, Hatred (Warriors of Chaos), Magical Attacks. Probably the least successful of this series of equipment, it remains expensive and very situational. However, it can be fun in certain army lists, particularly for narrative scenarios in the Arcane Journal. Its point cost is still a significant drawback; 25 points would have been more reasonable and would have made it easier to use.
Magic Armour :
Jade Armour of Beichai (40 Points) : This Armour is a full plate armour. In addition, the wearer of the Jade Armour of Beichai has a 5+ Ward save against any wounds suffered and gains the special rule Magic Resistance (-2). This is clearly an undervalued armour in terms of points, very useful for accompanying a great banner and particularly frustrating for the opponent, especially considering the possible combo with a strategist on a Sky Lantern.
The Mantle of Heaven (20 Points) : Only models with the “Infantry” or “Cavalry” unit type can use this. The wearer of the Mantle of Heaven increases their Armour value by 2 (up to a maximum of 2+) against non-magical shooting attacks. This equipment is decent for a Gate Master or Gate Guardian. However, you will probably not play them without a unit, which makes the armour rather situational and largely anecdotal.
Talismans :
Sigil of smoke & Powder (35 Points) : Any enemy model targeting this character or any unit they have joined during the Shooting phase suffers an additional -1 to hit modifier. This is a useful bonus that can find a place in your list, especially if you still have 35 points to spend.
Vermilion Quills* (25 Points) : 0–1 per model. Single use. The wearer of a Vermilion quill (but not their mount) can reroll any failed To Hit and/or Wound rolls made during the Combat phase. This can be useful in combination with certain weapons or characters to increase impact during a crucial close-combat phase.
Magic Standards :
Banner of the Dragon’s Wrath (45 Points) : A unit carrying the Banner of the Dragon’s Wrath gains the special rules Flaming Attacks and Impact Hits (1). It can potentially be added to a unit of Jade Warriors, but the Jade Banner remains a far more interesting choice, as Flaming Attacks are still situational.
The Jade Banner (40 Points) : When calculating its Combat result, a unit carrying the Jade Banner can receive an additional +2 Combat result points. This allows for a high combat resolution for a large regiment of Jade Warriors, which can also be upgraded to Dragon Guard. This combination is ideal for sowing doubt in your opponent’s mind and discouraging them from engaging in close combat.
The Shroud of Shiyama (25 Points) : A unit carrying The Shroud of Shiyama gains the special rule Fear. If it already has the Fear special rule, it instead gains the Terror special rule. It’s a decent banner, at least providing an additional option and some tactical flexibility.
The Banner of Xen Wun (15 Points) : Enemy units wishing to declare a Stand & Shoot or Fire & Flee charge reaction against a unit carrying The Banner of Xen Wun must first make a Leadership test. On a success, they may declare a Stand & Shoot or Fire & Flee charge reaction. On a failure, they must Hold instead. It can be interesting for its price, depending on your army composition, and may catch your opponent off guard if they fail the Leadership test.
Enchanted Items :
Ring of Jet* (30 Points) : 0–1 per model. The wielder of the Jet Ring can cast the Unquiet Spirits spell from the Lore of Necromancy as a Bound Spell, with a Power Level of 2. This is clearly a very powerful item, both because of the spell itself and its Power Level 2, its point cost, and especially its completely spammable nature. Its use will likely need to be limited if you want to keep your friends happy around the gaming table.
Golden Lion (25 Points) : The wearer of the Golden Lion and their unit can reroll any failed Fear, Panic, Rally, or Terror test. It’s a reroll, so it’s not bad depending on the situation, but there are probably better options to choose.
The Fires of Nan-Gau* (20 Points) : 0–1 per model. Single use. The Fires of Nan-Gau are a breath weapon with the following profile: S4, AP –2, Breath Weapon, Flaming Attacks, Magical Attacks. It’s a solid item that provides a significant bonus attack and, despite the fact that you can have multiple copies in your army, remains limited by its single-use nature.
Arcane Items :
Clockwork Compass (50 Points) : Single use. The wearer may use this item instead of making a Wizardly Dispel attempt. In this case, the spell is automatically dispelled without needing a Dispel roll. In addition, all “Remains in Play” spells currently in play are dispelled, including those cast by friendly Wizards. It’s an effective item when used at the right moment and can even be a lifesaver against a magic-heavy army.
Seal of Xing Po* (50 Points) : 0–1 per model. If desired, the wearer of a Seal of Xing Po mau discard two of their randomly generated spells (instead of the usual 1) and instead choose two signature spells from either the Yang Lore or the Yin Lore, depending on which of these special rules they possess. It’s up to you to decide on this item; it largely depends on your strategy.
Scrolls of Wei-jin (10 Points): The wearer of Scrolls of Wei-jin knows one additional spell (chosen in the usual way) than is normal for their level of wizardry. However, they can still only cast a number of spells equal to their Magic Level per turn. For its point cost, this is a very strong choice that provides your character with additional strategic options during the Magic phase.
In conclusion, the army is nothing extraordinary, as it is a Cathay army limited in its units, although the restrictions regarding Sentinels and Sky Lanterns are appreciated. The 33% of mercenaries present nevertheless add a certain charm. In the core rulebook, nothing indicates that a mercenary character cannot join a Cathay unit, which opens up interesting strategic possibilities, such as an Ulrik priest in a regiment of Jade Warriors. This army can be considered a temporary list while waiting for reinforcements. For those who enjoy replaying historical scenarios, it certainly has its place. Outside of this context, it is unlikely that this army will see frequent use.

Campaign and Scenarios:
You will also find brief rules for multiplayer play, as well as a campaign titled “Storm in the Wastelands”, consisting of three scenarios. These scenarios pit the Jade Fleet against the armies of Frydaal, with formats ranging from 2,500 points up to 3,500 points for the final battle.
Of course, it is possible to adapt this campaign to be played over a single weekend, for example by adjusting the point values. For fans of narrative or historical battles, this section adds real value: the scenarios provide all the necessary elements to set them up and fully immerse yourself in the confrontations they describe.
We will not go into further detail about these scenarios, leaving you to discover them for yourselves.

In conclusion, this Arcane Journal proves to be more interesting for its narrative content than for its Army of Infamy. One almost longs for the days when Games Workshop published full campaign books, large volumes containing the complete history of a conflict, several Armies of Infamy grouped together, and a dozen scenarios. This format offered an immersion and coherence that the sporadic release of various Arcane Journals sometimes struggles to match.
This is, of course, a personal opinion and does not detract from the quality of the content offered, which remains solid and enjoyable to read. However, one cannot help but feel slightly unsatisfied and hope for the return of more ambitious publications in the future.
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