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Characteristic
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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.
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
- ↑ 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