Difference between revisions of "Characteristic"
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There are eight Characteristics in all, each one representing the [[Stand]]’s comparative strength in that field. Characteristics run from 0 to 6, where 0 represents an inability to perform the associated Actions, a 1 is downright poor, and 6 is amazing! Over the course of the game, [[Spells]] or [[Special Rules]] might cause a Stand’s Characteristic to rise or fall. However, a Characteristic can never be reduced below 0. | There are eight Characteristics in all, each one representing the [[Stand]]’s comparative strength in that field. Characteristics run from 0 to 6, where 0 represents an inability to perform the associated Actions, a 1 is downright poor, and 6 is amazing! Over the course of the game, [[Spells]] or [[Special Rules]] might cause a Stand’s Characteristic to rise or fall. However, a Characteristic can never be reduced below 0. | ||
− | + | {| class="wikitable" | |
− | + | !Characteristic | |
− | + | !Description | |
− | + | |- | |
− | + | |March (M) | |
− | + | |The March Characteristic determines how far a Stand can move. | |
− | + | |- | |
− | + | |Volley (V) | |
− | + | |Volley serves as a measure of the Stand’s ability with missile weapons, from throwing axes to shooting longbows, and even using mighty war machines. | |
− | + | |- | |
+ | |Clash (C) | ||
+ | |The Clash Characteristic describes how effective a Stand is in the press of melee, governing its likelihood to Strike a decisive blow against an enemy. | ||
+ | |- | ||
+ | |Attacks (A) | ||
+ | |Attacks tells us how many dice each Model on the Stand contributes when attacking the enemy. | ||
+ | |- | ||
+ | |Wounds (W) | ||
+ | |Wounds indicates how many damaging blows a Stand can take before a Model has to be removed. | ||
+ | |- | ||
+ | |Resolve (R) | ||
+ | |The Resolve Characteristic gives us a measure of the Stand’s courage, and the willingness of individual troops to hold fast when the battle turns against them. | ||
+ | |- | ||
+ | |Defence (D) | ||
+ | |Defence serves as a measure of physical resilience, combining the protection from any armour with the Stand’s innate toughness. | ||
+ | |- | ||
+ | |Evasion (E) | ||
+ | |Evasion is another Defence Characteristic, but one that takes into account a Stand’s ability to ignore harm through agility, resilience or magical protection, rather than endure through sheer hardiness. | ||
+ | |} | ||
== SOURCES == | == SOURCES == | ||
[[Source Materials]] | [[Source Materials]] | ||
<references /> | <references /> |
Revision as of 02:16, 19 March 2021
CHARACTERISTICS
There are eight Characteristics in all, each one representing the Stand’s comparative strength in that field. Characteristics run from 0 to 6, where 0 represents an inability to perform the associated Actions, a 1 is downright poor, and 6 is amazing! Over the course of the game, Spells or Special Rules might cause a Stand’s Characteristic to rise or fall. However, a Characteristic can never be reduced below 0.
Characteristic | Description |
---|---|
March (M) | The March Characteristic determines how far a Stand can move. |
Volley (V) | Volley serves as a measure of the Stand’s ability with missile weapons, from throwing axes to shooting longbows, and even using mighty war machines. |
Clash (C) | The Clash Characteristic describes how effective a Stand is in the press of melee, governing its likelihood to Strike a decisive blow against an enemy. |
Attacks (A) | Attacks tells us how many dice each Model on the Stand contributes when attacking the enemy. |
Wounds (W) | Wounds indicates how many damaging blows a Stand can take before a Model has to be removed. |
Resolve (R) | The Resolve Characteristic gives us a measure of the Stand’s courage, and the willingness of individual troops to hold fast when the battle turns against them. |
Defence (D) | Defence serves as a measure of physical resilience, combining the protection from any armour with the Stand’s innate toughness. |
Evasion (E) | Evasion is another Defence Characteristic, but one that takes into account a Stand’s ability to ignore harm through agility, resilience or magical protection, rather than endure through sheer hardiness. |
SOURCES
- ↑ Companion Rules v.103: P. 133