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C���������������ere  are  eight  Characteristics  in  all,  each  one  representing  the  Stand’s  comparative  strength  in  that  �eld.  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)�e 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)�e Clash Characteristic describes how effec-tive 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.Resol�e (R) �e 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 resil-ience,  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.S������ R����Under  Special  Rules,  you  will  �nd  a  list  of  other  abilities  not  governed  by  the  Stand�s  Characteristics, such as Cleave, i.e. the ability to reduce your opponent�s Defence characteristic. �is  is  also  where  you�ll  �nd  details  of  any  ranged attack a Stand possesses, in the form of a Barrage special rule.LINE OF SIGHT�ere are Actions in the game that require Line of Sight to the target Regiment. To establish Line of Sight from one Regiment to another, the following criteria must be met:• �e  Target  Regiment  must  be  within  the  Front  Arc  of  the  Acting  Regiment  unless  stated otherwise by a Special rule.• �e  Acting  Regiment  can  draw  an  unob-scured line between the centre of a Stand in its front rank and the centre of ANY stand in the enemy Regiment. Regiments or pieces of Terrain that are of a smaller size than the size of the Acting Regiment or the Target Regiment are ignored for the purposes of drawing the unobscured line.• If  you  have  Line  of  Sight  to  another  Regiment’s  front  Arc,  then  the  Target  always has Line of Sight to you unless stated otherwise by a Special Rule.T H E CH A R ACT ER IST IC PROFI LEEach  Stand  has  a  Characteristic  Pro�le  as  a  measure of its ability on the Battle�eld. �e Characteristic Pro�le is broken down into two Categories, eight Characteristics, as well as a number of Special Rules and Draw Events.Name : MilitiaClass : LightType: InfantryMVCAWRDE51111210Special Rules : Shield, SupportC���������These  are  used  to  streamline  interaction  between certain rules.• Ty pe tells you whether the Stand is Infantry, Cavalry, Brute or Monster. Different types interact differently with some rules (do not worry, we will point them out when they come  up). More  importantly,  Type  also  reminds you how many models should be on a Stand : 4 for Infantry, and 1 for Brutes, Cavalry or Monsters.• Class is a weight class, graded from Light to  Medium  to  Heavy.  Light  troops  are  generally more manoeuvrable, arriving at the battle early, whereas Heavy troops in�ict and sustain more damage but arrive later on the battle�eld..Front ArcRear ArcFlank ArcFlank ArcFig. 1.3March (M)March (M)�e March Characteristic determines how far �e March Characteristic determines how far a Stand can move.a Stand can move.Volley (V)Volley serves as a measure of the Stand’s ability Volley serves as a measure of the Stand’s ability with missile weapons, from throwing axes to with missile weapons, from throwing axes to shooting  longbows,  and  even  using  mighty  shooting  longbows,  and  even  using  mighty  war machines.Clash (C)�e Clash Characteristic describes how effec�e Clash Characteristic describes how effec-tive a Stand is in the press of melee, governing tive a Stand is in the press of melee, governing its likelihood to Strike a decisive blow against its likelihood to Strike a decisive blow against an enemy.Attacks (A)Attacks (A)Attacks  tells  us  how  many  dice  each  Model  Attacks  tells  us  how  many  dice  each  Model  Attacks  tells  us  how  many  dice  each  Model  on  the  Stand  contributes  when  attacking  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.Resol�e (R) �e 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 resil-ience,  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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<h2>CHARACTERISTICS</h2><ref>Companion Rules v.103: P. 133</ref>
  
133
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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.
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{| class="wikitable"
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!Characteristic
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!Description
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|-
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|March (M)
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|The March Characteristic determines how far a Stand can move.
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|-
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|Volley (V)
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|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.
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|-
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|Clash (C)
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|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.
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|-
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|Attacks (A)
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|Attacks tells us how many dice each Model on the Stand contributes when attacking the enemy.
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|-
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|Wounds (W)
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|Wounds indicates how many damaging blows a Stand can take before a Model has to be removed.
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|-
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|Resolve (R)
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|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.
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|-
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|Defence (D)
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|Defence serves as a measure of physical resilience, combining the protection from any armour with the Stand’s innate toughness.
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|-
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|Evasion (E)
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|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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|}
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== SOURCES ==
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[[Source Materials]]
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<references />
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Latest revision as of 00:46, 27 March 2021

CHARACTERISTICS

[1]

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

Source Materials

  1. Companion Rules v.103: P. 133



Core Rules Quick Links
Turn Summary | Action List | Wounds | Morale
Command Models | Characters | Spells | Terrain
Draw Events | Special Rules | Fighting a Battle



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