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.

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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