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Draw Events

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Bastion

Until end of Turn, the Stand (and Stands in its Regiment) have +1 Defence.

Biotic Renewal

Roll a D6. The Regiment Heals a number of Wounds equal to the result. Then, roll a D6 for each other friendly Regiment within 8" of the active Character’s Stand. That Regiment Heals a number of Wounds equal to half the result (rounding down). If the Regiments affected do not have the Infantry Type, reduce the Healing value to D3 and half that value (rounding up) respectively.

Burnout

Choose one of the following: • Nothing happens. • All Stands in the Regiment with this Draw Event have the Decay 3 Draw Event and +1 Clash and +2 March this Turn.

Decay X

Roll a number of dice equal to the Draw Event’s attribute for each Stand in the Regiment with this special rule. For each roll of 5 or 6, the unit suffers a Wound. Casualties suffered from Decay do not cause Morale Tests. If a Stand has several types of the Decay special rule, add all the dice together. The Decay Draw Event is always resolved in addition to any other Draw Events that a Regiment has. The Decay Draw Event is always resolved at the end of a Regiment’s Activation.

Double Time

Draw the next Command Card. If that Command Card is for the active Character’s Regiment (i.e. the Regiment the Character is in), that Regiment Acts immediately. If it Marches twice, it may make an additional March Action. Once the Regiment has completed its Actions, the Character then takes his or her Action. If the drawn Command Card is not the Character’s Regiment, place it on the bottom of your Command Stack. The Character then takes his or her Action.

Fire and Advance

Draw the next Command Card. If that Command Card is for the active Character’s Regiment (i.e. the Regiment the Character is in), that Regiment Acts immediately. If the Stand’s Regiment uses a Volley Action as its second Action, it may take a third Action, which must be a March, after the Volley is resolved. Once the Regiment has completed its Actions, the Character then takes his or her Action. If the drawn Command Card is not the Character’s Regiment, place it on the bottom of your Command Stack. The Character then takes his or her Action.

Flux-Powered

All Stands in the Regiment with this Draw Event gain either +2 Clash or +2 Attacks until end of Turn (you choose).

Fury

When determining the number of attacks that a Regiment performs, add +1 Attack to each Engaged Stand until end of Turn.

Redress Rank

Draw the next Command Card. If that Command Card is for the active Character’s Regiment (i.e. the Regiment the Character is in), that Regiment Acts immediately. If the Stand’s Regiment uses a Volley Action as its second Action, it may take a third Action, which must be a Reform after the Volley is resolved. Once the Regiment has completed its Actions, the Character then takes his or her Action.

Regeneration

At the start of the Regiment’s Activation remove all Wound markers from the unit and replace all lost models to each surviving stand. If the Regiment has no Wound markers or has no stands with less than the starting number of models, you may restore a stand lost earlier in the game to the Regiment. This stand is restored with its full complement of Wounds and models but cannot exceed the original number of Stands purchased for the Regiment.

Seize the Day

Draw your next Command Card. That Regiment Acts immediately. Once the Regiment has completed its Actions, the Character then takes his or her Action.

Turn the Tide

Choose a Regiment within 12" of the Character that has not yet acted this Turn. That Regiment takes its Actions. Once the Regiment has completed its Actions, the Character may take his or her Action. The next time a Command Card belonging to the chosen Regiment’s type is drawn later in the turn, place it in the discard pile without the Regiment performing any Actions. It is now your Opponent's turn again.


SOURCES

Source Materials

  1. Companion Rules v.103: P. 212-213