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Characteristic

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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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