Revision as of 02:36, 27 April 2021 by Audun54 (talk | contribs)

Draw Events

Welcome to The Conquest Rules Wiki

[1] [2] This Appendix contain a comprehensive list of the Draw Events used in Conquest, whether they’re natural abilities, bestowed by spells, or manifested in other, stranger ways.

Bastion

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

Bellowing Shout

Place a Conquest Chant Marker in the Sequence.

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.

Drum Beat

Add one Chant Marker that matches the Cult of any Chant Marker already in the Sequence.

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).

Forged in Battle

If the Regiment opts to resolve this Draw Event, it may then choose a Tier 1 Battlecry belonging to either its own Cult or the Cult of Conquest. Treat the Regiment as if it has Chanted the Battlecry with this effect, but do not discard any Chant Markers. This Draw Event may not be resolved if the Regiment already Chanted the Battlecry this Turn using the Chant in Sequence rules.

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.

Sound of the Drums

For the remainder of the Turn, you may keep as many Chant Markers in the Sequence as you can place, and you only discard the Chant Markers you used when Chanting the Battlecry. Additionally, your Regiments are not obligated to Chant the Battlecry (it is always optional). At the end of Turn, discard down to 3 Chant Markers.

To the Last Breath

Select a friendly Regiment within 8" of this Character Stand. That Regiment Heals 3 Wounds. Each Regiment may be the target of To the Last Breath Draw Event only once per Turn.

True Shot

Until the Character’s next activation, the Regiment they have joined gains the Sureshot Special Rule.

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
  2. W'adrhun Army List v.103: P. 9



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