Supremacy Abilities
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Supremacy Abilities
Each type of Character grants a different Supremacy Ability if chosen as your Warlord.
100 Kingdoms
Dweghom
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 |