(Redirected from Trample)

Special Rules

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

Special Rules

[1]

This section includes all the Special Rules found in Conquest.

Arcing Fire

If a Regiment composed entirely of Stands with this Special Rule (excluding Characters) uses a Take Aim Action, it may ignore Line of Sight when making a Ranged Attack to any enemy Regiment that is within Line of Sight of any friendly Regiment. If it does so, it does not receive the normal +1 To Hit from the Take Aim Action. Note, however, that the shot may still count as Obscured if the target is at Long Range.

Armor Piercing X

Enemy Regiments suffer a penalty to their Defence against Hits with this special rule, made during a Volley or Spellcasting Action, equal to the rule’s attribute. E.g. A unit with Armor Piercing 2 would penalize its target’s Defence by 2 points when defending against these Hits.[2]

Aura of Death X

At the start of each Supremacy Phase, each enemy Regiment in contact with stands with this special rule suffers X Hits for each Stand in contact with it that has this special rule (it may take Injury Rolls as normal).

Barrage X

A Stand with this special rule contributes shots if its Regiment takes a Volley Action. The Range, special rules and number of shots of that Barrage are given in parentheses after the Barrage special rule, e.g. Barrage 2 (24", Armor Piercing 1) indicates that that Stand has a Barrage special rule with 2 shots, a 24" range and the Armor Piercing 1 special rule. Thus, the Barrage Value would be multiplied by the number of models in the Stand to determine how many Ranged Attacks that Stand contributes to the Regiment. If your Stand has several Barrage profiles, you may choose which one it uses.

Blessed

Once per Turn, this Stand can re-roll all failed To Hit rolls or re-roll all failed Defence Rolls. All Stands in a Regiment must use this rule at the same time (if they have it).

Bloodlust

When you take an Action for a Regiment containing one or more models with this special rule, and the Regiment is not in contact with an enemy, roll a D6. If the result is equal to or less than the highest Resolve in the Acting Regiment, you may choose an Action as normal. If the result is higher, you must choose a Charge Action, if there is a viable target for the Charge. If there is no viable Charge target, you must perform a March Action, and March the Regiment as close as possible to the nearest enemy Regiment by the most direct route.

Bodyguards

Characters embedded in this Regiment do not cause the Regiment to Break by refusing a duel.

Bravery

This Regiment ignores the Fearsome and Terrifying Special Rules. In addition, at the start of its activation remove any Broken status this Regiment may have suffered.

Brutal Impact X

Enemy Regiments suffer a penalty to their Defence against Impact Hits caused with this special rule, equal to the rule’s attribute. E.g. A Regiment with Impact Hits 2 would reduce its target’s Defence by 2 when defending against these Hits.

Character

A Stand with this special rule uses the rules for Characters.

Cleave X

Enemy Regiments suffer a penalty to their Defence against Hits with this special rule, made during a Clash or Duel Action, equal to the rule’s attribute. E.g. A unit with Cleave 2 would penalize its target’s Defence by 2 points when defending against these Hits.

Counter-Attack

During each enemy Clash Action taken against this Regiment, any Injury Rolls of natural 1 made by a Regiment with this Special Rule cause 1 Hit to the active enemy Regiment.

Dauntless

This Regiment may not be Broken and always counts its Clash Actions as Inspired.

Decay X

At the end of the Regiment’s activation, if any Stands (including Character Stands) have the Decay X Special Rule, roll a number of dice equal to X for each Stand in the Regiment with this Special Rule. For each roll of 5 or 6, the Regiment 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 (example: Decay 2 and Decay 3 would equal Decay 5).

Deadly Blades

When an enemy Character or Regiment makes an Injury Roll caused by a Model with this Special Rule, add two Wounds to the pool instead of 1 for each natural 6 rolled during that Injury Roll

Deadly Shot

When an enemy Character or Regiment makes an Injury Roll caused by a Model with this Special Rule, add two Wounds to the pool instead of 1 for each natural 6 rolled during that Injury Roll

Deadshots

Volley Actions performed by this Regiment always count as having Taken Aim.

Devout

If a Stand with the Priest special rule is targeting a Regiment with the Devout special rule, it automatically converts one Spellcasting failure to a success.

Dread

Enemy Regiments in contact with this Regiment may not perform Inspire Actions.

Fanatic

[3]

When a Regiment with this Special Rule chooses a Tier bonus due to Chant the Battlecry, it always counts as having discarded from the Sequence an additional Chant Marker belonging to their Cult (to a maximum of four), but may only choose their own Cult’s bonus.

Fanatical Devotion

Whenever this Regiment is the target of a friendly spell cast by a model with the Priest (X) rule, it is Healed for 3 wounds.

Fearless X

A Regiment containing at least one Stand with this Special Rule ignores the “Fearsome” Special Rule of all enemy Regiments it is in contact with. In addition, it reduces by X the "Terrifying" Special Rule of all enemy Regiments it is in contact with, to a minimum of 0.

Fearsome

Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.

Feral

A Regiment with this Special Rule does not count for the purposes of determining Reinforcements lines on to the Battlefield.

Fiend Hunter

Stands with this special rule re-roll failed To Hit rolls against Monsters.

First In, Last Out

This Regiment rolls for reinforcements as if it were one Class lighter (medium instead of heavy, light instead of medium).

Flank

A Regiment containing at least one Stand with this special rule does not contribute a die to the Reinforcement Roll if it would normally do so. Instead, the player will choose whether it will arrive from Reinforcements or it will delay for a later turn. When the Turn comes that the Regiment’s Class automatically passes Reinforcement Rolls, it cannot use this ability to further delay its entrance.[4]

Flawless Drill

Once per game this Regiment may perform a reform or combat reform action in addition to its two actions per turn. In effect performing 3 actions, one of which must be a reform or combat reform.

Flawless Strikes

When this Stand performs a Clash Action, all To Hit Rolls of ‘1’ have the Smite Special Rule. Additional Hits generated by other Special Rules do not benefit from the Smite Special Rule.

Fluid Formation

A Regiment where all non-character Stands have this special rule can take an extra Reform Action. This Action must be used either first or last. A Regiment with the Fluid Formation Special rule has 360 degrees Line of Sight. A Regiment with the Fluid Formation special rule can choose Targets and claim LoS from any Arc during a Volley Action. Where such is the case, count the closest line of Stands as the First Rank, and all others contribute a single shot as normal.[4]

Flurry

This Stand re-rolls all failed To Hit Rolls when performing a Clash Action.

Fly

A Regiment composed entirely of Stands with this special rule can March over other Regiments and Impassable Terrain. The Regiment cannot end its March on top of another Regiment or Impassable Terrain.

Forward Deployment

A Regiment where all non-character Stands have this special rule may arrive as Reinforcements as normal. Alternatively, you may skip its Action Phase and place it occupying a single piece of Garrison Terrain on the Battlefield with high enough capacity.

Forward Operations

This Regiment may come onto the Battlefield from any Point between the Reinforcement Zone and Reinforcement Line ignoring the presence of enemy units. Note that it may still not March through enemy units.

Glorious Charge

This Regiment may add the Inspire bonus to Impact Hit rolls. In addition, when it successfully completes a Charge Action, this Regiment counts as having the Terrifying 1 Special Rule for that Action.

Hardened X

When an Entry with this Special Rule is the target of an Action performed by an enemy, reduce any Cleave or Armor Piercing Values that enemy might have by X for this Action.

Icon of Conquest

[3]

Regiments with this Special Rule may Chant the Battlecry regardless of their Type (they do not place Chant Markers using the Chant in Sequence rules).

Indomitable

Each time an Entry with this Special Rule performs a Morale Test, discard one failed dice with no effect.

Inspiring Presence

While this Character Stand has joined a Regiment, that Regiment may not be Broken.

Iron Discipline

This Regiment suffers no penalties for having enemy Regiments in contact in its Flank or Rear Arcs (i.e. keeps the use of the Shield Special Rule and does not re-roll successful Morale Tests).

Lethal Demise

Regiments with this Special Rule cannot Heal Wounds. However, whenever Stands with this Special Rule receive Wounds from Attacks (not Morale Tests) during a Clash Action performed by an enemy Regiment in contact with it, that enemy Regiment recieves an equal amount of Hits from its Front Arc.

Linebreaker X

When a Stand with this Special Rule is in contact with an enemy Regiment, that Regiment ignores up to X total Defense gained from the Shield Special Rule and Bastion X Draw Event (the total Defense from these Rules may not be lower than 0). It has no effect against Regiments without these Rules.

Loose Formation

The Regiment gains the ‘Obscured’ Special Rule but never gains dice from its supporting Stands. In addition, Spells inflict only half the number of Hits (rounded up) that they normally would.

Oblivious

Regiments with this Special Rule receive only 1 Wound for every 2 failed Morale Tests (round fractions up).

Obscured

Ranged attacks against this Regiment always count the Target as Obscured, regardless of Special Rules.

Opportunists

This Regiment may re-roll Hits if its Clash or Volley Actions are from within the target’s Flank or Rear Arcs.

Overcharge

This Regiment may take a special ‘Overcharge’ Action in each of its Actions. If it does so, place an Overcharge Marker beside the Regiment. When the Regiment makes a Volley Action, you may discard any number of Overcharge Markers. Each Marker discarded in this way increases the number of shots in the Volley by 2, and the Armor Piercing attribute by 1 for all shots in the Volley. Should the Regiment lack Armor Piercing, it gains up to Armor Piercing 1.

Overrun

When this Regiment declares a Charge Action against a Broken Regiment or causes the target of their Charge Action to be Broken when resolving their Impact Hits, this Regiment rolls an additional time for Impact Hits. If the enemy Regiment is Shattered or destroyed by this Regiment’s Impact Hits, this Regiment is allowed to choose the Charge Action as its second Action despite restrictions.

Paragons

The Leader Model of this Regiment may perform a free Duel Action immediately after this Regiment performs a Clash Action, as if they were a Character.

Parry

Hit Rolls of ‘1’ made against a Stand with this special rule must be re-rolled. If all non-character stands in a Regiment have this special rule, the entire Regiment is considered to have this special rule.

Phalanx

This Stand has +1 Defence against Volleys made by enemies within its front arc, and Strikes made by enemy Stands in contact to its front.

Precise Shot

When this Stand performs a Volley Action, all To Hit Rolls of ‘1’ count the target Regiment’s total Defence as 0.

Priest X

This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 188).

Quicksilver Strike

If this Character is involved in a Duel Action (whether or not it was initiated by them or the enemy), it always resolves its blows first. If both Characters have this special rule, Strikes revert to being simultaneous.

Rake Attack

Once one of your Regiments composed entirely of Stands with this special rule has completed its Actions, (but has not performed a Charge, Withdraw, Rally or Reform Action) this Turn, you may choose one enemy Regiment it Marched over this Turn, and declare a ‘free’ Clash Action against that enemy, regardless of distance and being in contact or not. If you do so, half of the Stands in your Regiment strike directly, with their full number of Attacks and no supporting Attacks are made. Otherwise, this Clash is resolved exactly as if your Regiment were in contact with the enemy.

Rapid Volley

When this special rule is used, each Hit Roll of 1 in a Ranged Attack causes an additional Hit on the Target.

Rebellious

All Regiments containing at least one Stand with this Special Rule must be placed either at the top or at the bottom of the Command Stack. All Rebellious Regiments must be placed together. That restriction aside, you may place them in any order you wish.

Relentless Blows

When this Stand takes part in a Clash Action, each Hit Roll of 1 causes an additional Hit on the Target.

Resist Decay X

Stands with this special rule contribute up to X fewer dice to the dice rolled for Decay draw events. If the Resist Decay value equals or exceeds the Decay value of the draw event, this Stand contributes no dice.

Resolute

While the Regiment has 2 or more Command Models and 3 or more Stands, it can claim Objectives regardless of restrictions or rules.

Rider

Characters with this Special Rule do not use a separate Stand, and must join a Monster Regiment. The Character's March Characteristic is ignored, and the Monster gains the Bastion Draw Event and re-rolls failed Injury Rolls of a natural 6. That Monster Regiment also gains the You and what Army? Special Rule, and Duel Actions issued by this Character may not be refused. They are represented on the Monster Regiment they have joined, may no longer use the Seek New Escort Character Action, may no longer choose a Retinue and are otherwise treated exactly as if they were an Infantry Character Stand in an Infantry Regiment for all game purposes.

Shield

This Stand has +1 Defence against all hits originating from the Regiment’s Front Arc.[4]

Shock

In a Turn where a Stand with this Special Rule issued a Charge Action, they gain the Inspire bonus twice, resolved one at a time.

Smite

Enemy Regiments count their Defence as 0 against Hits caused by a Stand with this Special Rule during a Clash or Duel Action.

Snapfire

If a Regiment makes only one March Action, all Stands with this special rule may make a Volley as soon as that March is concluded as part of the same Action. A Snapfire Volley suffers a -1 penalty to the firer’s Volley characteristic. This does not count as a Volley Action, allowing a Regiment to perform another Volley Action as normal.

Spearhead

Regiments containing one or more Stands with this special rule count their Class as ‘Heavy’ for the purposes of bringing Reinforcements onto the Battlefield.

Strong Arm

This Regiment never counts the targets of their Volley Action as Obscured due to Long Range (Obscuration due to Line of Sight rules applies as normal).

Support X

If this Stand makes Support Strikes against an enemy Regiment in its Regiment’s front arc, it contributes X additional Support Strikes per Unengaged Stand. While a Regiment is engaged by enemy Regiments in its Flank or Rear, they lose the Support X Special Rule.

Sureshot

Stands with this special rule never count their Volleys as Obscured by intervening Regiments or Terrain. However, Spells and Long Range can still Obscure targets.

Tenacious

Each time an Entry with this Special Rule performs an Injury Roll, discard one failed dice without effect.

Terrifying X

Enemy Regiments in contact with one or more Stands with this special rule suffer a -X penalty to their Resolve Characteristic (this applies to all Stands in the enemy Regiment). In addition, Enemy Regiments in contact with one or more Stands with this special rule making a Combat Rally Action must roll a dice and compare it to their Resolve characteristic. If the roll is equal to or less than their Resolve, the Combat Rally succeeds. If not, it fails, and the Regiment remains Broken.

Throwing Weapons

This Stand inflicts Impact Hits regardless of type and class.

Torrential Fire

Unless firing at Long Range, each successful hit this Regiment inflicts, generates an additional ranged Attack. These additional Attacks cannot generate further rolls.

Trample X

If, at the end of this Regiment's activation, this Regiment is engaged with only one enemy Regiment and only in its front, that enemy Regiment must choose to either be moved directly away from this Regiment 4”, or suffer 8 Hits with the Cleave X Special Rule. A Regiment unable to move directly away from this Regiment exactly 4" must choose the second option. After the move is complete, move this Regiment back into contact with the previous Regiment using the shortest route. If for any reason, this Regiment's movement is interrupted by another Regiment, the movement ends and the enemy Regiment receives 8 Hits with the Cleave X Special Rule. Enemy Regiments in Garrison Terrain are only affected by this Special Rule if its Trample X value is 2 or more.

Unsung

[3]

This Regiment never follows a Cult(they do not place Chant Markers and they may never Chant the Battlecry).

Unstoppable Charge

A Stand with this special rule doubles the number of Impact Attacks it rolls upon completing a successful Charge.

Unstoppable

This Regiment may re-roll failed Charge Rolls.

Untouchable

Enemy Regiments in contact with this Regiment do not gain any Supporting Strikes.

Unyielding

While this Regiment contests an Objective, the opponent may not claim that Objective regardless of Model numbers.

Vanguard

Upon Activation this Regiment arrives as Reinforcements, and takes at least a single March Action, it may take a single additional ‘free’ March Action, provided no enemies were within 8" when the Regiment entered the Battlefield.

Vantage Point

Regiments with this Special Rule may perform an additional Volley Action for free, even if they are in Combat or they have already performed the Volley Action, but must target a Regiment they are not in contact with and suffer -1 to their Volley Characteristic for this free Action.

Wizard X

This Stand can use Spellcasting Actions. The ‘X’ shows the Stand’s Magic Level (see page 198).

You and what Army?

Friendly Regiments do not become Broken when an accompanying Character Stand with this Special Rule chooses to Refuse a Duel Action.

Sources

Source Materials

  1. TLAoK Core Rulebook v1.5: P. 96-101
  2. Amendments & FAQ v.103: P. 2
  3. 3.0 3.1 3.2 W'adrhun Army Rules v1.5: P. 29-30
  4. 4.0 4.1 4.2 Amendments & FAQ v.103: P. 6



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