Supremacy Abilities
Welcome to The Conquest Rules Wiki
Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
100 Kingdoms
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
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
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
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 |