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Characteristic

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CHARACTERISTICS

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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.


  • 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