(Redirected from Drum Beat)

Draw Events

Welcome to The Conquest Rules Wiki


The Wiki has been updated to v1.5!

Wiki Sections
Core Rules | Community FAQ | Faction Rules - Coming Soon
Source Materials

Draw Events

[1]

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 X

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

Bellowing Shout

[2]

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.

Drum Beat

[2]

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

[2]

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 X

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

Murderous Volley

[3]

If the Character's Regiment performs a Take Aim Action, until the end of the Turn that Regiment's Volley causes Morale Tests if the target is within 12".

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 X

If a Regiment has the Regeneration Draw Event, at the start of the Regiment’s activation, Heal X wounds to the Regiment. Characters in the Regiment are ignored for the purposes of Healing due to this Regeneration. If a Character Stand has the Regeneration Draw Event at the start of the Character’s activation, Heal X Wounds to the Character. Stands belonging to the Character’s Regiment are ignored for the purposes of Healing due to this Regeneration.

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

[2]

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

[2]

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. TLAoK Core Rulebook v1.5: P. 94-95
  2. 2.0 2.1 2.2 2.3 2.4 W'adrhun Army Rules v1.5: P. 29
  3. 100K Army Rules v1.5: P. 30



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