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Zonal Terrain

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Zonal Terrain

[1]

Regiments can March into and through Zonal Terrain. However, different types of Zonal Terrain confer advantages or penalties, depending on the special rules it was assigned at the start of the game.

Zonal Terrain can be of any size and shape. As Zonal Terrain is often modelled into the game board, it’s important for you and your opponent to agree the types and extents of each area of Zonal Terrain before deployment, just so there are no surprises. Rather than dictate the rules for particular areas of Zonal Terrain, we are instead providing a list of Zonal Terrain rules that can be applied to areas of your Battlefield. In theory, you can use as many of these as you wish for each area of Zonal Terrain, but we’d recommend sticking with one or maybe two. You’ll also need to agree on which pieces of Zonal Terrain are also Obscuring Terrain or have a Defence value. Normally this will be hills, but ruins, cornfields and other features might also require some thought.

Broken Ground

If your Regiment Charges through Zonal Terrain with this special rule, roll a die for each Stand that Charges through the Broken Ground. On a roll of 1, the Regiment suffers a Wound. Cavalry Regiments instead suffer 2 Wounds for each roll of a 1.

You may not take Injury Rolls against Wounds caused by Broken Ground.

Dangerous Terrain

If your Regiment moves through Zonal Terrain with this special rule for any reason, roll a die for each Stand that moves through the Dangerous Terrain. On a roll of 1, the Regiment suffers a Wound. Cavalry Regiments instead suffer 2 Wounds for each roll of a 1.

You may not take Injury Rolls against Wounds caused by Dangerous Terrain.

Elevated (X)

This special rule is commonly used for hills and other raised areas. You’ll normally want to grant the Elevated (2) special rule as in the case of a Hill or most elevated Terrain Features, but may want to agree a higher value with your opponent.

Hindering Terrain

A Regiment that Charges through Terrain with this special rule does not inflict Impact Hits during that Turn.

Cavalry and Brute Stands do not inflict Impact Hits when charging into or through Zonal Terrain with this rule.

Medium and Heavy Regiments cannot claim the Inspire bonus when charging into or through Zonal Terrain with this rule.

Water

A Regiment with at least half its Stands within Zonal Terrain with this special rule suffers a -1 penalty to its Clash Characteristic.

Very Dangerous Terrain

If your Regiment moves through Zonal Terrain with this special rule for any reason, roll a die for each Stand that Marched through this piece of Terrain. On a roll of 1, 2 or 3, the Regiment suffers a Wound. Cavalry Regiments instead suffer 2 Wounds for each roll of a 1.

You may not take Injury Rolls against Wounds caused by Very Dangerous Terrain.

Obscuring

Zonal Terrain with this rule allows Line of Sight to be drawn through it, but interferes with any projectiles fired through it. All Volley Actions that trace their line of sight through a piece of Terrain with this rule count as Obscured.

Garrison Terrain

See Garrison Terrain

Impassible Terrain

If there are any Terrain features on your board that you and your opponent agree are unsuitable for Regiments to enter, simply agree that they are Impassible Terrain.

Regiments may only move to within 1" of Impassable Terrain. Depending on the height of the Impassable Terrain, you may wish to agree it is Obscuring Terrain with the Elevation (1), (2) or (3) special rule.

Sources

Source Materials

  1. TLAoK Core Rulebook v1.5: P. 86-91



Core Rules Quick Links
Turn Summary | Action List | Wounds | Morale
Command Models | Characters | Spells | Terrain
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