Special Rules
Every Special Rule in Conquest
When a Special Rule or ability confers multiple instances of the same Special Rule (X), these Special Rules do not stack, unless the Special Rule has a (+X) value. If a Stand gains a Special Rule with a (+X) value, the Regiment is considered to have had a value of 0 prior to gaining the (+X). Once the Special Rule (+X) has been applied and added it loses its "+" quality. If a Special Rule inflicts Hits, Players make Defense Rolls, Remove Casualties and Test Morale as described in pages 46 and 60.
: A Regiment has the (1) Special Rule. Another Special Rule gives that Regiment another instance of the (1) Special Rule. As both of these Special Rules are (X), they do not stack and the Regiment will still have the (1) Special Rule.
If the second instance of Cleave (X) was Cleave (+1) instead, then the Cleave (1) and the Cleave (+1) Special Rule would stack, and the Stand would now have Cleave (2).
: A Regiment without (X) gains the (+1) Special Rule. The Regiment counts as if it had a value of (0) which now becomes (1). The Regiment now counts as having the (1) Special Rule and does not retain its "+" quality. Should another instance of (1) be applied the Regiment would not still maintain its (1).
[Aura]
Some Special Rules have a wide effect affecting every Regiment currently within Range. These Special Rules can easily be identified by the keyword next to their name. Ranges are measured from any point of a Stand with that Special Rule.
While a Regiment declares an Action to Perform while currently within range of this it benefits from its effects until the end of that Action. A Regiment cannot benefit from the same Special Rule multiple times.
[Always Active]
Rules and abilities with this keyword are always considered to be active regardless of whether a Character or Regiment is currently on the Battlefield, in Reinforcements or having been destroyed.
Acute Senses
Stands in this Regiment count all their arcs as their Front Arc and Ignore Stands in this regiment for purpose of determining Line of Sight and Checking for obstruction when performing Volley Action.
Aimed Shot
Stands in this Regiment, including Characters, add +1 to their Volley Characteristic for the next Volley Action it takes this Activation. If this modifies the Volley Characteristic to a 5 or greater, they do not receive the +1 Volley but instead may Re-Roll unmodified Hit Rolls of "6".
Arcing Fire
Until the end of this Regiment's Activation, if the Regiment has the Special Rule and is not currently occupying a piece of Garrison terrain, instead of performing a Volley Action as normal it may perform the following:The Regiment suffers -1 to its Volley Characteristic until the end of the Regiment's Activation.
Then the Regiment may select an Enemy Regiment in its front arc, within Range of at least one of its Stands and within Line of Sight of a Friendly Regiment and perform the Volley Action against it as if its Volley was a Clear Shot.
Only Stands in the Regiment with this Special Rule may participate in this Volley Action. If all Stands in the Target Regiment are within a piece of Cover Terrain then the (X) Special Rule is halved as normal, if the Target Regiment does not have all its Stands within a piece of Cover Terrain then there are no penalties to the (X) Special Rule.
Armor Piercing (X)
When a Stand with this Special Rule performs a Volley or Spellcasting Action, any Hits caused by those attacks reduce the Target Regiment's Defense by X. E.g. A Stand with (2) would reduce the Target's Defense by 2 during Defense Rolls from its Volley Action.
(X):
โข At the start of an Enemy Regiment's "Draw Command Card" Step, that Regiment suffers X Hits where X is equal to the sum of (X) value of each Stand in contact with that Regiment. These Hits do not Trigger Morale Tests.
โข If the Regiment is destroyed by this Special Rule before the "Resolve Draw Event" step, then the Active Player discards the Command Card and may Draw their next Command Card and perform Actions with it.
โข The maximum Value of (X) for a non-monster Regiment is always 4, that means each stand will add a maximum of 4 Hits, there is no such limitation for Monster Regiments.
Barrage (X)
A Stand with this Special Rule contributes X Shots when its Regiment performs a Volley Action. The Range, as well as any Special Rules, are given in a second set of parentheses after the (X) Special Rule.
Blessed
Once per Round, Stands with this Special Rule may choose to Re-Roll all their failed Hit Rolls or all of their failed Defense Rolls during a Clash or Charge Action. All Stands in the Regiment must Re-Roll the same Roll at the same time and must declare the use of before making the Roll they wish to Re-Roll.
Bodyguards
This Regiment suffers no penalties when an attached Character declines a Duel. A Broken Regiment still cannot decline a Duel.
Bravery
Stands in this Regiment, including Characters, ignore the and (X) Special Rules. In addition, at the start of the Regiment's Activation, after resolving any Draw Events but before performing its first Action, remove the Broken status from this Regiment.
Brutal Impact (X)
When a Stand with this Special Rule inflicts Attacks, those Attacks reduce the Target Enemy Regiment's Defense by X for the purposes of making Defense Rolls against those Attacks. E.g. A Stand with (2) would reduce the Target's Defense by 2 when making Defense Rolls from its Attacks.
Brittle
Whenever a Regiment with this Special Rule makes Defense Rolls as a result of either a Clash or Charge Action it treats two successful results as fails if that Action is originating from this Regiment's , and twice as many if it originates from the Regiment's Rear.
Cleave (X)
When a Stand with this Special Rule performs a Clash or Duel Action, any Hits caused by those Attacks reduce the Target's Defense by X for the purposes of making Defense Rolls against those Attacks. E.g. A Stand with (2) would reduce the Target's Defense by 2 during Defense Rolls from those Attacks.
Counter-Attack
Enemy Regiments targeting this Regiment as part of a Clash Action suffer a Hit for each Attack roll of '6'. These Hits do not benefit from any other Special Rules and do not trigger Morale Tests.Characters with this Special Rule benefit from its effects during Duels as well.
Dauntless
This Regiment may never be Broken and always counts as having the Special Rule. Characters benefit from this Special Rule only if they have "" themselves as part of their Characteristic profile or have gained this Special Rule from an ability, Character Upgrade, etc. In instances where this Regiment or Stand can never benefit from the "" Special Rule, this rule supersedes it.
Decay (X)
The Regiment suffers 1 Wound per Stand at the end of its Activation. In the case of a Monster Regiment, it suffers 3 Wounds instead. These Wounds do not trigger Morale Tests.
Deadly Blades
When a Stand with this Special Rule performs a Clash or Duel Action, any failed Defense Roll of "6" rolled by the Target Regiment causes it to suffer 2 Wounds instead of 1.
Deadly Shot
When a Stand with this Special Rule performs a Volley Action, any failed Defense Roll of "6" rolled by the Target Regiment causes it to suffer 2 Wounds instead of 1.
Deadshots
A Stand with this Special Rule always counts as under the effects of the Special Rule.
Devout
When a Regiment with this Special Rule is the Target of a Friendly (X)'s Spellcasting Action, one failed Spellcasting die is converted to a success. If the Regiment has a Character attached to it with this Special Rule, then the Regiment also counts as having "" for as long as the Character remains attached to it.
Dread
Enemy Regiments in contact with Stands with this Special Rule cannot benefit from the effects of the "" Special Rule. In instances where a Regiment or Stand always benefits from the "" Special Rule, this rule is superseded.
Fanatical Devotion
When a Regiment or Character with the (X) Special Rule successfully casts a Spell, with a Range other than "Self ", with this Regiment as its Target, this Regiment Heals for 3 Wounds.
Fearless
A Regiment with this Special Rule ignores the effects of the and (X) Special Rules. If a Character has this Special Rule, then it does not apply it to the rest of the Regiment and only benefits from this Special Rule as part of a Duel Action.
Fearsome
Enemy Regiments in contact with this Regiment must roll a D6 before being able to perform a Combat Rally or Combat Reform Action.
If the result is less than or equal to the highest Resolve Characteristic in the Regiment, you may perform an Action as normal. If the result is higher, then the Action fails and is lost.
Fiend Hunter
Stands with this Special Rule may Re-Roll all failed Hit Rolls against Monster and Brute Regiments.
Forward Force
The non-Monster Regiment this Character is currently attached to gains the Special Rule.
Flank
This Regiment does not contribute a die to the Reinforcement Roll. Before rolling each Reinforcement Pool for each Class, each player declares whether a Regiment with this Special Rule automatically enters the Battlefield or remains in Reinforcements.
A Regiment cannot enter the Battlefield before its Class will normally be able to and cannot remain in Reinforcements past the Round its Class is required to enter automatically.
Flawless Drill
Once per game, this Regiment may perform a free additional Combat Reform Action during its Activation.
Flawless Strikes
When a Stand with this Special Rule performs a Clash or Duel Action, Enemy Regiments or Characters may not use their Defense Characteristic against Hit Rolls of "1".
Fluid Formation
This Regiment may perform a free additional Reform Action during its Activation given that at the beginning and end of that action it has a maximum of 3 stands in its front row. This free Reform Action must be performed before the Regiment takes its first Action, or at the end of its Activation after all other Actions have been resolved.
A Regiment with this Special Rule can draw Line of Sight from all Arcs, not just its Front, and may perform Volley Actions against Regiments in its flank or rear as well. Where this is the case, count the closest Rank or File of the Regiment as the first Rank.
Flurry
A Stand with this Special Rule Re-Rolls all failed Hit Rolls when performing a Clash or Duel Action.
Fly
A Regiment containing only Stands with this Special Rule may March and Charge over all other Regiments as long as it does not end its Activation overlapping any Regiment or Impassable Terrain.
A Regiment Marching or Charging over Zonal Terrain is not affected by the piece of Zonal Terrain unless it started or ended these Actions within it.
Should the Regiment perform a sequence of March or March and Charge Actions it is not affected by the piece of Zonal Terrain unless it started or ended the sequence of these Actions with it.
Fury
Upon successfully completing a Charge, the Regiment immediately adds +1 to its Attack Characteristic until the end of the Round.
Glorious Charge
When a Stand with this Special Rule performs a successful Charge, its Attacks are resolved with +1 Clash Characteristic and (1) until the end of the Round.
Hardened (X)
When this Regiment makes a Defense Roll, reduce any (X), (X) or (X) Special Rule by the value of (X) when resolving that Defense Roll. Character s do not benefit from this Special Rule during Duels unless they have this Special Rule.
Impact (X)
Stands with this Special Rule perform Attacks equal to X where X is the value of the (X) Special Rule (see page 36).
Indomitable (X)
When this Regiment fails Morale Tests, treat X failed results as successes where X is the value of this Special Rule. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule. This Special Rule applies on Rear Attacks.
Inspired
This Regiment adds +1 to its Clash Characteristic until the end of the Regiment's Activation. If this modifies the Clash Characteristic to a 5 or greater, it does not receive the +1 Clash but instead may Re-Roll unmodified Hit Rolls of "6".
This Special Rule does not affect a Regiment's Clash Characteristic during Attacks The +1 to the Clash Characteristic from the Special Rule is always added in after all other Clash modifying rules have been applied.
Irregular
This Regiment does not affect Friendly and Enemy Reinforcement Lines. A Stand without this Special Rule may not join this Regiment.
:
โข The Regiment never loses the (X) Special Rule
โข The Regiment never Re-Rolls successful Morale Tests.
โข The Regiment never Automatically fails Morale Tests caused by Wounds originating from the Regiment's Rear.
Juggernaut
The Regiment's Charge Distance is always its March value +5" and is not affected by rules that would add or reduce it.
Lethal Demise (X)
When an Enemy Regiment currently in contact with this Regiment causes a Stand with this Special Rule to be destroyed, the Enemy Regiment suffers X Hits where X is equal to the Special Rule's X value.
These Hits do not benefit from any other Special Rules and are resolved against the Enemy Regiment's front arc. Wounds resulting from these Hits do not trigger Morale Tests and do not trigger .
Linebreaker
A Stand with this Special Rule ignores the Special Rule and (X) Draw Event, when performing a Clash or Duel Action, or when resolving Attacks.
:
โข A Stand performing a Volley Action against a Regiment with this Special Rule halves the X value in its (X) Special Rule (Rounding up).
โข When a Regiment with this Special Rule is a target of Spell it halves the value of Hits (Rounding up).
โข The Regiment with this Special Rule cannot inflict Attacks.
Note: This Special Rule does not stack with pieces of Cover Zonal Terrain and work exactly the same.
Longshot
This Regiment's Effective Range is equal to the Regiment's Range.
Oblivious
Regiments with this Special Rule receive only 1 Wound for every 2 failed Morale Tests, rounding up. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
Opportunists
A Stand with this Special Rule may re-roll failed Hit Rolls when performing a Clash or Volley Action against an Enemy Regiment's or Rear Arc.
Parry
Enemy Stands engaged with a Stand with this Special Rule cannot Re-Roll failed Hit Rolls. Characters cannot Re-Roll failed Hit Rolls against another Character with this Special Rule.
Pathfinders
A Reinforcement Line set by this Regiment cannot be pushed back by Enemy Regiments.
Phalanx
This Regiment counts its Defense and Resolve Characteristics as 1 point higher against all Hits originating from its front Arc. Furthermore, this Regiment cannot perform the Inspire Action.
The Regiment's Charge Distance is always its March value +3ห and it cannot Occupy Garrison Terrain. Characters in this Regiment do not benefit from this Special Rule when participating in Duels.
Precise Shot
When a Stand with this Special Rule performs a Volley Action, Enemy Regiments or Characters may not use their Defense Characteristic against Hit Rolls of "1".
Priest (X)
This Regiment or Character can perform the Spellcasting Action during its Activation. The X value is this Stand's Magic Level (see page 80). If the Regiment or Character does not have any Spells available, then it only counts toward Enemy Interference.
Quicksilver Strike
A Character with this Special Rule resolves all of its Attacks first during a Duel Action. If both Characters in the Duel Action have this Special Rule, the Attacks are resolved simultaneously.
Rapid Volley
When a Stand with this Special Rule performs a Volley Action, each Hit Roll of "1" causes an additional automatic Hit on the Target. This additional Hit does not benefit from any Special Rules that trigger during the Roll To Hit Step.
Relentless Blows
When a Stand with this Special Rule performs a Clash or Duel Action, each Hit Roll of "1" causes an additional automatic Hit on the Target. This additional Hit does not benefit from any Special Rules that trigger during the "Roll to Hit" step.
Rider
This Character is not physically represented by a separate Stand, and must be attached to a Monster Regiment in its Warband. The Regiment counts as being composed of two Stands, a Monster and a Character. The Character uses the Monster Stand for the purposes of measuring distances and drawing Line of Sight using the Monster Regiment's Size. The Regiment Marches based on the Monster Regiment's March Characteristic as opposed to the lowest March Characteristic value in the Regiment.
The Character Model must be physically represented on the Monster Regiment it is attached to (e.g. Hellbringer Sorcerer model or Apex Queen). The Character is still considered to be attached to the Regiment even without a Stand and therefore can be involved in Duel Actions.
Furthermore, the Character is considered to be in contact with any Enemy Stands the Monster Regiment is in contact with.
Shield
The Character or Regiment with this special rule count their Defense Characteristic as 1 point higher against all Hits originating from their front Arc. Characters benefit from this Special Rule during Duels regardless of Arc. A Regiment cannot benefit from the effects of this Special while Occupying Garrison Terrain.
Shock
When this Regiment performs a successful Charge, Stands in the Regiment with this Special Rule add +1 to their Clash Characteristic until the end of the Round.
Smite
When a Stand with this Special Rule performs a Clash or Duel Action, Enemy Regiments or Characters may not use their Defense Characteristic when making Defense Rolls.
Support (X)
This Regiment's Stands contribute X Supporting Attacks during a Clash Action instead of 1. "While a Regiment is Engaged by enemy Regiments in its or Rear, they lose the X Special Rule.
Sureshot
This Regiment does not suffer the negative effects of targeting an Enemy Regiment within Cover Terrain and/or drawing Line of Sight through Cover Terrain.
Tenacious (X)
Whenever this Regiment makes a Defense Roll, treat X failed results as successes where X is the value of this Special Rule. Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
Terrifying (X)
Regiments in contact with Stands with this Special Rule reduce their Resolve Characteristic by X, where X is the value in the (X) Special Rule, for the purposes of making Morale Tests against Wounds taken from that Regiment.
Torrential Fire
When a Stand with this Special Rule performs a Volley Action against an Enemy Regiment within Effective Range, every two successful Hit Rolls (rounding up) cause an additional automatic Hit on the Target. These additional shots do not benefit from this Special Rule.
Trample (X)
At the end of this Regiment's Activation, choose one Enemy Regiment in contact with this Regiment's front arc. Stands in the Regiment with this Special Rule cause X additional Hits where X is equal to the Stand's (X) value. These additional Hits do not benefit from any of the Regiment's Special Rules and Hit automatically. Wounds resulting from these Hits do not trigger Morale Tests.
This Special Rule does not trigger at the end of a Character's Activation. Hits from this Special Rule can inflict Wounds to Objective Markers as if this Regiment was performing a Clash Action against it.
Unstoppable
This Regiment may Re-Roll failed Charge Rolls.
Untouchable
This Regiment Re-Rolls failed Defense Rolls of "6". Characters do not benefit from this Special Rule during Duels unless they have this Special Rule.
Unyielding
Enemy Regiments cannot Seize an Objective Zone that Stands in this Regiment are in range of. This Special Rule is not active if this Regiment is currently Broken.
Vanguard (X)
When a Regiment with this Special Rule enters the Battlefield from Reinforcements, add +X to its March Characteristic for the first March Action this Activation.
Weapon Platform
Stands in this Regiment count their Arcs as their Front Arc for the purposes of determining Line of Sight and Checking for Obstruction when performing a Volley Action.
Wizard (X)
This Regiment or Character can perform the Spellcasting Action during its Activation. The X value is this Stand's Magic Level (see page 80). If the Regiment or Character does not have any Spells available, then it only counts toward Enemy Interference.
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