Difference between revisions of "Special Rules"

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Arcing Fire: If a Regiment composed entirely of Stands with this Special Rule (excluding Characters) uses a Take Aim Action, it may ignore Line of Sight when making a Ranged Attack to any enemy Regiment that is within Line of Sight of any friendly Regiment. If it does so, it does not receive the normal +1 To Hit from the Take Aim Action. Note, however, that the shot may still count as Obscured if the target is at Long Range.
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<h3>Arcing Fire</h3>
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If a Regiment composed entirely of Stands with this Special Rule (excluding Characters) uses a Take Aim Action, it may ignore Line of Sight when making a Ranged Attack to any enemy Regiment that is within Line of Sight of any friendly Regiment. If it does so, it does not receive the normal +1 To Hit from the Take Aim Action. Note, however, that the shot may still count as Obscured if the target is at Long Range.
  
Armor Piercing X: Enemy Regiments suffer a penalty to their Defence against Ranged Attacks with this special rule equal to the rule’s attribute. E.g. A unit with Armor Piercing 2 would penalize its targets Defence by 2 points when defending against its Ranged Attacks.
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<h3>Armor Piercing X</h3>
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Enemy Regiments suffer a penalty to their Defence against Ranged Attacks with this special rule equal to the rule’s attribute. E.g. A unit with Armor Piercing 2 would penalize its targets Defence by 2 points when defending against its Ranged Attacks.
  
Aura of Death: At the start of each Supremacy Phase, each enemy Regiment in contact with stands with this special rule suffers one Hit for each Stand in contact with it that has this special rule (it may take Injury Rolls as normal).
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<h3>Aura of Death</h3>
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At the start of each Supremacy Phase, each enemy Regiment in contact with stands with this special rule suffers one Hit for each Stand in contact with it that has this special rule (it may take Injury Rolls as normal).
  
Barrage X: A Stand with this special rule contributes shots if its Regiment takes a Volley Action. The Range, special rules and number of shots of that Barrage are given in parentheses after the Barrage special rule, e.g. Barrage 2 (24", Armor Piercing 1) indicates that that Stand has a Barrage special rule with 2 shots, a 24" range and the Armor Piercing 1 special rule. Thus, the Barrage Value would be multiplied by the number of models in the Stand to determine how many Ranged Attacks that Stand contributes to the Regiment. If your Stand has several Barrage profiles, you may choose which one it uses.
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<h3>Barrage X</h3>
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A Stand with this special rule contributes shots if its Regiment takes a Volley Action. The Range, special rules and number of shots of that Barrage are given in parentheses after the Barrage special rule, e.g. Barrage 2 (24", Armor Piercing 1) indicates that that Stand has a Barrage special rule with 2 shots, a 24" range and the Armor Piercing 1 special rule. Thus, the Barrage Value would be multiplied by the number of models in the Stand to determine how many Ranged Attacks that Stand contributes to the Regiment. If your Stand has several Barrage profiles, you may choose which one it uses.
  
Blessed: Once per Turn, this Stand can re-roll all failed To Hit rolls or re-roll all failed Defence Rolls. All Stands in a Regiment must use this rule at the same time (if they have it).
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<h3>Blessed</h3>
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Once per Turn, this Stand can re-roll all failed To Hit rolls or re-roll all failed Defence Rolls. All Stands in a Regiment must use this rule at the same time (if they have it).
  
Bloodlust: When you take an Action for a Regiment containing one or more models with this special rule, and the Regiment is not in contact with an enemy, roll a D6. If the result is equal to or less than the highest Resolve in the Acting Regiment, you may choose an Action as normal. If the result is higher, you must choose a Charge Action, if there is a viable target for the Charge. If there is no viable Charge target, you must perform a March Action, and March the Regiment as close as possible to the nearest enemy Regiment by the most direct route.
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<h3>Bloodlust<h3>
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When you take an Action for a Regiment containing one or more models with this special rule, and the Regiment is not in contact with an enemy, roll a D6. If the result is equal to or less than the highest Resolve in the Acting Regiment, you may choose an Action as normal. If the result is higher, you must choose a Charge Action, if there is a viable target for the Charge. If there is no viable Charge target, you must perform a March Action, and March the Regiment as close as possible to the nearest enemy Regiment by the most direct route.
  
Brutal Impact X: When a Regiment makes Defence Rolls against Impact Hits caused by a Stand with this special rule, it counts its Defence characteristic as being X points lower.
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<h3>Brutal Impact X</h3>
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When a Regiment makes Defence Rolls against Impact Hits caused by a Stand with this special rule, it counts its Defence characteristic as being X points lower.
  
Character: A Stand with this special rule uses the rules for Characters.
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<h3>Character</h3>
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A Stand with this special rule uses the rules for Characters.
  
Cleave X: Enemy Regiments suffer a penalty to their Defence against melee attacks with this special rule equal to the rule’s attribute.
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<h3>Cleave X</h3>
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Enemy Regiments suffer a penalty to their Defence against melee attacks with this special rule equal to the rule’s attribute.
  
Deadly Blades: When Models with more than one Wound fail a Defence Roll against Melee Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.  
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<h3>Deadly Blades</h3>
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When Models with more than one Wound fail a Defence Roll against Melee Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.  
  
Deadly Shot: When Models with more than one Wound fail a Defence Roll against Ranged Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.
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<h3>Deadly Shot</h3>
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When Models with more than one Wound fail a Defence Roll against Ranged Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.
  
Devout: If a Stand with the Priest special rule is targeting a Regiment with the Devout special rule, it automatically converts one Spellcasting failure to a success.
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<h3>Devout</h3>
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If a Stand with the Priest special rule is targeting a Regiment with the Devout special rule, it automatically converts one Spellcasting failure to a success.
  
Fearless: A Regiment containing at least one Stand with this special rule ignores the “Terrifying” and “Fearsome” special rules of all enemy Regiments it is in contact with.
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<h3>Fearless<h3>
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A Regiment containing at least one Stand with this special rule ignores the “Terrifying” and “Fearsome” special rules of all enemy Regiments it is in contact with.
  
Fearsome: Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.
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<h3>Fearsome<h3>
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Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.
  
Feral: A Regiment with this Special Rule does not count for the purposes of determining Reinforcements lines on to the Battlefield.
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<h3>Feral</h3>
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A Regiment with this Special Rule does not count for the purposes of determining Reinforcements lines on to the Battlefield.
  
Fiend Hunter: Stands with this special rule re-roll failed To Hit rolls against Monsters.
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<h3>Fiend Hunter</h3>
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Stands with this special rule re-roll failed To Hit rolls against Monsters.
  
Flank: A Regiment containing at least one Stand with this special rule can choose to automatically pass or fail its Reinforcement Rolls. When the Turn comes that the Regiment automatically passes Reinforcement Rolls, it cannot use this ability to further delay its entrance.
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<h3>Flank</h3>
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A Regiment containing at least one Stand with this special rule can choose to automatically pass or fail its Reinforcement Rolls. When the Turn comes that the Regiment automatically passes Reinforcement Rolls, it cannot use this ability to further delay its entrance.
  
Fluid Formation: A Regiment where all non-character Stands have this special rule can take an extra Reform Action. This Action must be used either first or last. A Regiment with the Fluid Formation Special rule has 360 degrees Line of Sight.
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<h3>Fluid Formation</h3>
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A Regiment where all non-character Stands have this special rule can take an extra Reform Action. This Action must be used either first or last. A Regiment with the Fluid Formation Special rule has 360 degrees Line of Sight.
  
Flurry: This Stand re-rolls all failed To Hit Rolls when performing a Clash Action.
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<h3>Flurry</h3>
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This Stand re-rolls all failed To Hit Rolls when performing a Clash Action.
  
Fly: A Regiment composed entirely of Stands with this special rule can March over other Regiments and Impassable Terrain. The Regiment cannot end its March on top of another Regiment or Impassable Terrain.
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<h3>Fly</h3>
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A Regiment composed entirely of Stands with this special rule can March over other Regiments and Impassable Terrain. The Regiment cannot end its March on top of another Regiment or Impassable Terrain.
  
Forward Deployment: A Regiment where all non-character Stands have this special rule may arrive as Reinforcements as normal. Alternatively, you may skip its Action Phase and place it occupying a single piece of Garrison Terrain on the Battlefield with high enough capacity.
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<h3>Forward Deployment</h3>
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A Regiment where all non-character Stands have this special rule may arrive as Reinforcements as normal. Alternatively, you may skip its Action Phase and place it occupying a single piece of Garrison Terrain on the Battlefield with high enough capacity.
  
Lethal Demise: Whenever this Stand suffers a Wound, all enemy Regiments in contact suffer a Hit for each Wound inflicted.
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<h3>Lethal Demise</h3>
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Whenever this Stand suffers a Wound, all enemy Regiments in contact suffer a Hit for each Wound inflicted.
  
Linebreaker: When a Stand with this Special Rule is in contact with an enemy Regiment, that Regiment does not benefit from the Shield and Bastion Special Rule.
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<h3>Linebreaker</h3>
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When a Stand with this Special Rule is in contact with an enemy Regiment, that Regiment does not benefit from the Shield and Bastion Special Rule.
  
Overcharge: This Regiment may take a special ‘Overcharge’ Action in each of its Actions. If it does so, place an Overcharge marker beside the Regiment. When the Regiment makes a
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<h3>Overcharge</h3>
Volley Action, you may discard any number of Overcharge counters. Each counter discarded in this way increases the number of shots in the Volley by 2, and the Armor Piercing attribute
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This Regiment may take a special ‘Overcharge’ Action in each of its Actions. If it does so, place an Overcharge marker beside the Regiment. When the Regiment makes a Volley Action, you may discard any number of Overcharge counters. Each counter discarded in this way increases the number of shots in the Volley by 2, and the Armor Piercing attribute by 1 for all shots in the Volley. Should the Regiment lack Armor Piercing, it gains up to Armor Piercing 1.
by 1 for all shots in the Volley. Should the Regiment lack Armor Piercing, it gains up to Armor Piercing 1.
 
  
Parry: Hit Rolls of ‘1’ made against a Stand with this special rule must be re-rolled. If all non-character stands in a Regiment have this special rule, the entire Regiment is considered to have this special rule.
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<h3>Parry</h3>
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Hit Rolls of ‘1’ made against a Stand with this special rule must be re-rolled. If all non-character stands in a Regiment have this special rule, the entire Regiment is considered to have this special rule.
  
Phalanx: This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front.
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<h3>Phalanx</h3>
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This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front.
  
Precise Shot: When this Stand performs a Volley Action, all To Hit Rolls of ‘1’ have the Smite special rule.
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<h3>Precise Shot</h3>
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When this Stand performs a Volley Action, all To Hit Rolls of ‘1’ have the Smite special rule.
  
Priest X: This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 188).
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<h3>Priest X</h3>
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This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 188).
  
Quicksilver Strike: If this Character is involved in a Duel Action (whether or not it was initiated by them or the enemy), it always resolves its blows first. If both Characters have this special
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<h3>Quicksilver Strike</h3>
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If this Character is involved in a Duel Action (whether or not it was initiated by them or the enemy), it always resolves its blows first. If both Characters have this special
 
rule, Strikes revert to being simultaneous.
 
rule, Strikes revert to being simultaneous.
  
Rake Attack: Once one of your Regiments composed entirely of Stands with this special rule has completed its Actions, (but has not performed a Charge, Withdraw, Rally or Reform Action) this Turn, you may choose one enemy Regiment it Marched over this Turn, and declare a ‘free’ Clash Action against that enemy, regardless of distance and being in contact or not. If you do so, half of the Stands in your Regiment strike directly, with their full number of Attacks and no supporting Attacks are made. Otherwise, this Clash is resolved exactly as if your Regiment were in contact with the enemy.
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<h3>Rake Attack</h3>
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Once one of your Regiments composed entirely of Stands with this special rule has completed its Actions, (but has not performed a Charge, Withdraw, Rally or Reform Action) this Turn, you may choose one enemy Regiment it Marched over this Turn, and declare a ‘free’ Clash Action against that enemy, regardless of distance and being in contact or not. If you do so, half of the Stands in your Regiment strike directly, with their full number of Attacks and no supporting Attacks are made. Otherwise, this Clash is resolved exactly as if your Regiment were in contact with the enemy.
  
Rapid Volley: When this special rule is used, each Hit Roll of 1 in a Ranged Attack causes an additional Hit on the Target.
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<h3>Rapid Volley</h3>
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When this special rule is used, each Hit Roll of 1 in a Ranged Attack causes an additional Hit on the Target.
  
Rebellious: All Regiments containing at least one Stand with this Special Rule must be placed either at the top or at the bottom of the Command Stack. All Rebellious Regiments must be placed together. That restriction aside, you may place them in any order you wish.
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<h3>Rebellious</h3>
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All Regiments containing at least one Stand with this Special Rule must be placed either at the top or at the bottom of the Command Stack. All Rebellious Regiments must be placed together. That restriction aside, you may place them in any order you wish.
  
Relentless Blows: When this Stand takes part in a Clash Action, each Hit Roll of 1 causes an additional Hit on the Target.
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<h3>Relentless Blows</h3>
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When this Stand takes part in a Clash Action, each Hit Roll of 1 causes an additional Hit on the Target.
  
Resist Decay X: Stands with this special rule reduce the Decay attribute inflicted on them by an amount equal to this rule’s attribute. Should Decay’s attribute reach a 0 or less, treat it as if it had never suffered Decay in the first place.  
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<h3>Resist Decay X</h3>
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Stands with this special rule reduce the Decay attribute inflicted on them by an amount equal to this rule’s attribute. Should Decay’s attribute reach a 0 or less, treat it as if it had never suffered Decay in the first place.  
  
Shield: This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front. If all non-character stands in a
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<h3>Shield</h3>
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This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front. If all non-character stands in a
 
Regiment have this special rule, the entire Regiment is considered to have this special rule. This has no effect during Duel Actions.
 
Regiment have this special rule, the entire Regiment is considered to have this special rule. This has no effect during Duel Actions.
  
Smite: Enemy Regiments count their Defence as 0 against Melee Attacks made by a Stand with this Special Rule.
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<h3>Smite</h3>
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Enemy Regiments count their Defence as 0 against Melee Attacks made by a Stand with this Special Rule.
  
Snapfire: If a Regiment makes only one March Action, all Stands with this special rule may make a Volley as soon as that March is concluded as part of the same Action. A Snapfire Volley suffers a -1 penalty to the firer’s Volley characteristic. This does not count as a Volley Action, allowing a Regiment to perform another Volley Action as normal.
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<h3>Snapfire</h3>
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If a Regiment makes only one March Action, all Stands with this special rule may make a Volley as soon as that March is concluded as part of the same Action. A Snapfire Volley suffers a -1 penalty to the firer’s Volley characteristic. This does not count as a Volley Action, allowing a Regiment to perform another Volley Action as normal.
  
Spearhead: Regiments containing one or more Stands with this special rule count their Class as ‘Heavy’ for the purposes of bringing Reinforcements onto the Battlefield.
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<h3>Spearhead</h3>
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Regiments containing one or more Stands with this special rule count their Class as ‘Heavy’ for the purposes of bringing Reinforcements onto the Battlefield.
  
Support: If this Stand makes Support Strikes, it contributes two Support Strikes per stand, rather than one.
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<h3>Support</h3>
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If this Stand makes Support Strikes, it contributes two Support Strikes per stand, rather than one.
  
Sureshot: Stands with this special rule never count their Volleys as Obscured by intervening Regiments or Terrain. However, Spells and Long Range can still Obscure targets.
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<h3>Sureshot</h3>
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Stands with this special rule never count their Volleys as Obscured by intervening Regiments or Terrain. However, Spells and Long Range can still Obscure targets.
  
Terrifying: Enemy Regiments in contact with one or more Stands with this special rule suffer a -1 penalty to their Resolve Characteristic (this applies to all Stands in the enemy Regiment). In addition, Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.
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<h3>Terrifying</h3>
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Enemy Regiments in contact with one or more Stands with this special rule suffer a -1 penalty to their Resolve Characteristic (this applies to all Stands in the enemy Regiment). In addition, Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.
  
Throwing Weapons: This Stand inflicts Impact Hits regardless of type and class.
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<h3>Throwing Weapons</h3>
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This Stand inflicts Impact Hits regardless of type and class.
  
Torrential Fire: Unless firing at Long Range, each successful hit this Regiment inflicts, generates an additional ranged Attack. These additional Attacks cannot generate further rolls.
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<h3>Torrential Fire</h3>
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Unless firing at Long Range, each successful hit this Regiment inflicts, generates an additional ranged Attack. These additional Attacks cannot generate further rolls.
  
Unstoppable Charge: A Stand with this special rule doubles the number of Impact Attacks it rolls upon completing a successful Charge.
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<h3>Unstoppable Charge</h3>
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A Stand with this special rule doubles the number of Impact Attacks it rolls upon completing a successful Charge.
  
Unstoppable: This Regiment may re-roll failed Charge Rolls.
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<h3>Unstoppable</h3>
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This Regiment may re-roll failed Charge Rolls.
  
Vanguard: Upon Activation this Regiment arrives as Reinforcements, and takes at least a single March Action, it may take a single additional ‘free’ March Action, provided no enemies were within 8" when the Regiment entered the Battlefield.
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<h3>Vanguard</h3>
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Upon Activation this Regiment arrives as Reinforcements, and takes at least a single March Action, it may take a single additional ‘free’ March Action, provided no enemies were within 8" when the Regiment entered the Battlefield.
  
Wizard X: This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 198).
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<h3>Wizard X</h3>
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This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 198).

Revision as of 02:18, 19 March 2021

Contents

Arcing Fire

If a Regiment composed entirely of Stands with this Special Rule (excluding Characters) uses a Take Aim Action, it may ignore Line of Sight when making a Ranged Attack to any enemy Regiment that is within Line of Sight of any friendly Regiment. If it does so, it does not receive the normal +1 To Hit from the Take Aim Action. Note, however, that the shot may still count as Obscured if the target is at Long Range.

Armor Piercing X

Enemy Regiments suffer a penalty to their Defence against Ranged Attacks with this special rule equal to the rule’s attribute. E.g. A unit with Armor Piercing 2 would penalize its targets Defence by 2 points when defending against its Ranged Attacks.

Aura of Death

At the start of each Supremacy Phase, each enemy Regiment in contact with stands with this special rule suffers one Hit for each Stand in contact with it that has this special rule (it may take Injury Rolls as normal).

Barrage X

A Stand with this special rule contributes shots if its Regiment takes a Volley Action. The Range, special rules and number of shots of that Barrage are given in parentheses after the Barrage special rule, e.g. Barrage 2 (24", Armor Piercing 1) indicates that that Stand has a Barrage special rule with 2 shots, a 24" range and the Armor Piercing 1 special rule. Thus, the Barrage Value would be multiplied by the number of models in the Stand to determine how many Ranged Attacks that Stand contributes to the Regiment. If your Stand has several Barrage profiles, you may choose which one it uses.

Blessed

Once per Turn, this Stand can re-roll all failed To Hit rolls or re-roll all failed Defence Rolls. All Stands in a Regiment must use this rule at the same time (if they have it).

Bloodlust

When you take an Action for a Regiment containing one or more models with this special rule, and the Regiment is not in contact with an enemy, roll a D6. If the result is equal to or less than the highest Resolve in the Acting Regiment, you may choose an Action as normal. If the result is higher, you must choose a Charge Action, if there is a viable target for the Charge. If there is no viable Charge target, you must perform a March Action, and March the Regiment as close as possible to the nearest enemy Regiment by the most direct route.

Brutal Impact X

When a Regiment makes Defence Rolls against Impact Hits caused by a Stand with this special rule, it counts its Defence characteristic as being X points lower.

Character

A Stand with this special rule uses the rules for Characters.

Cleave X

Enemy Regiments suffer a penalty to their Defence against melee attacks with this special rule equal to the rule’s attribute.

Deadly Blades

When Models with more than one Wound fail a Defence Roll against Melee Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.

Deadly Shot

When Models with more than one Wound fail a Defence Roll against Ranged Attacks from a unit with this special rule, they must add two Wounds to the Wound Pool per failed roll, rather than one.

Devout

If a Stand with the Priest special rule is targeting a Regiment with the Devout special rule, it automatically converts one Spellcasting failure to a success.

Fearless

A Regiment containing at least one Stand with this special rule ignores the “Terrifying” and “Fearsome” special rules of all enemy Regiments it is in contact with.

Fearsome

Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.

Feral

A Regiment with this Special Rule does not count for the purposes of determining Reinforcements lines on to the Battlefield.

Fiend Hunter

Stands with this special rule re-roll failed To Hit rolls against Monsters.

Flank

A Regiment containing at least one Stand with this special rule can choose to automatically pass or fail its Reinforcement Rolls. When the Turn comes that the Regiment automatically passes Reinforcement Rolls, it cannot use this ability to further delay its entrance.

Fluid Formation

A Regiment where all non-character Stands have this special rule can take an extra Reform Action. This Action must be used either first or last. A Regiment with the Fluid Formation Special rule has 360 degrees Line of Sight.

Flurry

This Stand re-rolls all failed To Hit Rolls when performing a Clash Action.

Fly

A Regiment composed entirely of Stands with this special rule can March over other Regiments and Impassable Terrain. The Regiment cannot end its March on top of another Regiment or Impassable Terrain.

Forward Deployment

A Regiment where all non-character Stands have this special rule may arrive as Reinforcements as normal. Alternatively, you may skip its Action Phase and place it occupying a single piece of Garrison Terrain on the Battlefield with high enough capacity.

Lethal Demise

Whenever this Stand suffers a Wound, all enemy Regiments in contact suffer a Hit for each Wound inflicted.

Linebreaker

When a Stand with this Special Rule is in contact with an enemy Regiment, that Regiment does not benefit from the Shield and Bastion Special Rule.

Overcharge

This Regiment may take a special ‘Overcharge’ Action in each of its Actions. If it does so, place an Overcharge marker beside the Regiment. When the Regiment makes a Volley Action, you may discard any number of Overcharge counters. Each counter discarded in this way increases the number of shots in the Volley by 2, and the Armor Piercing attribute by 1 for all shots in the Volley. Should the Regiment lack Armor Piercing, it gains up to Armor Piercing 1.

Parry

Hit Rolls of ‘1’ made against a Stand with this special rule must be re-rolled. If all non-character stands in a Regiment have this special rule, the entire Regiment is considered to have this special rule.

Phalanx

This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front.

Precise Shot

When this Stand performs a Volley Action, all To Hit Rolls of ‘1’ have the Smite special rule.

Priest X

This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 188).

Quicksilver Strike

If this Character is involved in a Duel Action (whether or not it was initiated by them or the enemy), it always resolves its blows first. If both Characters have this special rule, Strikes revert to being simultaneous.

Rake Attack

Once one of your Regiments composed entirely of Stands with this special rule has completed its Actions, (but has not performed a Charge, Withdraw, Rally or Reform Action) this Turn, you may choose one enemy Regiment it Marched over this Turn, and declare a ‘free’ Clash Action against that enemy, regardless of distance and being in contact or not. If you do so, half of the Stands in your Regiment strike directly, with their full number of Attacks and no supporting Attacks are made. Otherwise, this Clash is resolved exactly as if your Regiment were in contact with the enemy.

Rapid Volley

When this special rule is used, each Hit Roll of 1 in a Ranged Attack causes an additional Hit on the Target.

Rebellious

All Regiments containing at least one Stand with this Special Rule must be placed either at the top or at the bottom of the Command Stack. All Rebellious Regiments must be placed together. That restriction aside, you may place them in any order you wish.

Relentless Blows

When this Stand takes part in a Clash Action, each Hit Roll of 1 causes an additional Hit on the Target.

Resist Decay X

Stands with this special rule reduce the Decay attribute inflicted on them by an amount equal to this rule’s attribute. Should Decay’s attribute reach a 0 or less, treat it as if it had never suffered Decay in the first place.

Shield

This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front. If all non-character stands in a Regiment have this special rule, the entire Regiment is considered to have this special rule. This has no effect during Duel Actions.

Smite

Enemy Regiments count their Defence as 0 against Melee Attacks made by a Stand with this Special Rule.

Snapfire

If a Regiment makes only one March Action, all Stands with this special rule may make a Volley as soon as that March is concluded as part of the same Action. A Snapfire Volley suffers a -1 penalty to the firer’s Volley characteristic. This does not count as a Volley Action, allowing a Regiment to perform another Volley Action as normal.

Spearhead

Regiments containing one or more Stands with this special rule count their Class as ‘Heavy’ for the purposes of bringing Reinforcements onto the Battlefield.

Support

If this Stand makes Support Strikes, it contributes two Support Strikes per stand, rather than one.

Sureshot

Stands with this special rule never count their Volleys as Obscured by intervening Regiments or Terrain. However, Spells and Long Range can still Obscure targets.

Terrifying

Enemy Regiments in contact with one or more Stands with this special rule suffer a -1 penalty to their Resolve Characteristic (this applies to all Stands in the enemy Regiment). In addition, Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.

Throwing Weapons

This Stand inflicts Impact Hits regardless of type and class.

Torrential Fire

Unless firing at Long Range, each successful hit this Regiment inflicts, generates an additional ranged Attack. These additional Attacks cannot generate further rolls.

Unstoppable Charge

A Stand with this special rule doubles the number of Impact Attacks it rolls upon completing a successful Charge.

Unstoppable

This Regiment may re-roll failed Charge Rolls.

Vanguard

Upon Activation this Regiment arrives as Reinforcements, and takes at least a single March Action, it may take a single additional ‘free’ March Action, provided no enemies were within 8" when the Regiment entered the Battlefield.

Wizard X

This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 198).