Difference between revisions of "Supremacy Abilities"

Welcome to The Conquest Rules Wiki
Line 110: Line 110:
 
[[Source Materials]]
 
[[Source Materials]]
 
<references />
 
<references />
 +
 +
<br />
 +
<br />
  
 
{{SharedNav}}
 
{{SharedNav}}

Revision as of 01:54, 25 March 2021

Supremacy Abilities

Each type of Character grants a different Supremacy Ability if chosen as your Warlord.

100 Kingdoms

[1]

IMPERIAL OFFICER For the turn this Supremacy Ability was used you may re-arrange all Command Cards in your Command Stack.
Redeploy
NOBLE LORD The Warlord’s current Regiment (and the Warlord himself ) gain the ‘Fury’ Draw Event and can re-roll failed Impact Hits. This Supremacy ability is always considered to be active.
For Honour!
PRIORY COMMANDER Every Regiment in the Priory Commander’s Warband gain “Blessed” for this Turn.
The First Blessing
THEIST PRIEST All your Regiments immediately lose their ‘Broken’ status and gain Devout for the Turn (except for your Priory Commanders and their Warbands). In addition, for the remainder of this Turn your Regiments cannot become ‘Broken’.
Incite Fervour

Dweghom

[2]

ARDENT KERAWEGH Your Regiments add 2 to their Charge distance until the End of the Turn.
Righteous Annihilation
TEMPERED SORCERER Your Sorcerer gains one additional action per Activation. Note that this allows him to perform two identical actions per Activation.
Elemental Puissance
TEMPERED STEELSHAPER Instantly Heal each of your Regiments for 4 wounds.
Living Metal
HOLD RAEGH Your Regiments ignore one (1) point of Cleave or one (1) point of Armor Piercing from Enemy Attacks for the Turn this Supremacy Ability was activated.
The Enduring Mountain

Nords

[3]

BLOODED Every Regiment in the Character’s Warband gains the ‘Flank’ Special Rule.
Call the Hunt
JARL On your next Turn, both you and your opponent suffer a +2 penalty on your Reinforcement rolls (i.e. a 3+ roll becomes a 5+ etc.) should a Reinforcement roll goes beyond 6+ then the Regiment cannot arrive from Reinforcements this turn.
Surprise Attack
KONUNGYR All your Regiments gain Terrifying until the End of the Turn.
Warcry
SHAMAN All enemy Stands count Clear Shots as Obstructed Shots until the End of the Turn.
Call the Storm
VOLVA All your Regiments gain +2 to their Evasion Statistic until the End of the Turn.
Gift of the Einherjar

Spires

[4]

BIOMANCER - All friendly Infantry Stands have +1 Attack and gain the Decay 3 Draw Event.
- All friendly Cavalry and Brute Stands have +2 Attacks and gain the Decay 4 Draw Event.
- All friendly Monster Stands have +4 Attacks and gain Decay 6 Draw Event.
Provoke Instability
HIGH CLONE EXECUTOR This Turn, you resolve the top three cards of your Command Stack as one 'go'. Draw three cards, resolving the Actions for each in Turn before your opponent draws their next Command Card. (These Activation Cards cannot draw other Activation Cards from your Command Stack. If their rules include such wording, ignore the rule.)
Coordinated Assault
LINEAGE HIGHBORNE If the Lineage Highborne is your Warlord, it may select any number of Mutations, instead of the one normally allowed. It pays full points for these extra choices.
Legacies of the Ark
PHEROMANCER All your Regiments gain +2 Resolve for the remainder of this Turn.
Suppress Survival Instinct

SOURCES

Source Materials

  1. 100K Rules v.103: P. 1
  2. Dweghom Rules v.103: P. 1
  3. Nords Rules v.103: P. 1
  4. Spires Rules v.103: P. 1



Core Rules Quick Links
Turn Summary | Action List | Wounds | Morale
Command Models | Characters | Spells | Terrain
Draw Events | Special Rules | Fighting a Battle



banner_20200608172750_revised.jpg