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Supremacy Abilities

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Supremacy Abilities

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

100 Kingdoms

[1]

Dweghom

[2]

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