Difference between revisions of "Characteristic"
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− | + | <h2>CHARACTERISTICS</h2><ref>Companion Rules v.103: P. 133</ref> | |
− | + | 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. | |
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+ | <hr> | ||
+ | * 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. | ||
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+ | == SOURCES == | ||
+ | [[Source Materials]] | ||
+ | <references /> |
Revision as of 02:08, 5 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.
- 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