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	<updated>2026-05-15T04:33:09Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Non-standard_minis&amp;diff=251463</id>
		<title>Coup-De-Grace: Non-standard minis</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Non-standard_minis&amp;diff=251463"/>
		<updated>2013-11-15T18:18:14Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: Created page with &amp;quot;Main Page --&amp;gt; Non-standard minis  __toc__  =Overview=  Up to this point in the rules, the minis have dealt w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Non-standard_minis|Non-standard minis]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
Up to this point in the rules, the minis have dealt with &amp;quot;standard minis&amp;quot;, that is humanoids with 2 legs and 2 arms, that take up one square.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t cover many minis in most people&#039;s collections, so this page looks to let you expand beyond this.&lt;br /&gt;
&lt;br /&gt;
==Mini Value and Balance==&lt;br /&gt;
&lt;br /&gt;
The default assumption and intent of this game is that all standard minis are of roughly equivalent value in game, and that any weapon / focus combination in any sort of armour should be more or less as useful. There &#039;&#039;are&#039;&#039; some combinations that don&#039;t work terribly well (such as double handed staff wielding magi with heavy armour) and there are some that are very strong (such as a shield bearing living construct with heavy armour, who&#039;ll be stomping around with Defence 8 a lot of the time), but its pretty much meant to be self balancing. This makes warband construction by most methods workable.&lt;br /&gt;
&lt;br /&gt;
If you start including non-standard minis, effectiveness changes (normally increasing). This makes blind bidding and constructed scenarios the preferred method for warband building. Points buy could work too, if you can agree on values, but this can be hard to judge!&lt;br /&gt;
&lt;br /&gt;
Blind bidding is probably the best approach, and you should generally present the highest value minis first, as late in bidding auctions wins will be more determined by how many resources a player has left rather than how they value the mini.&lt;br /&gt;
&lt;br /&gt;
=Suggested Rules=&lt;br /&gt;
&lt;br /&gt;
==Cavalry, beasts and other 4-leggers==&lt;br /&gt;
&amp;lt;br&amp;gt;This rules-set is designed to make creatures of this sort balanced with 2 legged minis.&lt;br /&gt;
&lt;br /&gt;
4 legged creatures have the same Movement Allowance and Defence Value as standard minis of their armour type. However, they can spend MA differently.&lt;br /&gt;
&lt;br /&gt;
* A 4 legged creature can spend 1 MA to move up to three squares straight forward, without changing facing. It is considered to be stepping on any spaces it moves through.&lt;br /&gt;
* A 4 legged creature can spend 1 MA to move straight backward one square, without changing facing.&lt;br /&gt;
* A 4 legged creature can change its facing for 1 MA. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Large Footprint Minis==&lt;br /&gt;
&amp;lt;br&amp;gt;These rules don&#039;t balance with standard minis. A large footprint mini is one that fills more than 1 square.&lt;br /&gt;
&lt;br /&gt;
* When a large footprint mini moves squares, it moves one square forwards, backwards or sideways. All its destination squares must be empty for it to make the move (excepting &amp;quot;massive creature&amp;quot; effect as below.&lt;br /&gt;
* When a large footprint mini with a square footprint turns, it just turns on the spot.&lt;br /&gt;
* When a large footprint mini with a non-square footprint turns, it should turn around a pivot as close to its centre point as possible. If this isn&#039;t possible then it should pivot around a square which is to the rear of the centre point for front/back calculations, and to the left of its centre point for left/right calculations. For example, a cavalry model that is 2 squares from front to back and 1 square wide will pivot around its rear space. A monster that fills a space 5 squares wide and 3 squares deep would pivot around its centre square. A monster that fills a space 4 squares wide and 2 squares deep would pivot around a square diagnonally back and left of its centre point.&lt;br /&gt;
* A &amp;quot;massive creature&amp;quot; is one that is 6 squares or larger. These creatures can sweep aside smaller ones in moving. When a massive creature turns or moves, any mini that is six or more times smaller in footprint than it count as empty spaces for determining whether a move is legal. A mini whose space is moved into in this way immediately moves one space for free (direction determined by its controller). If a mini has no legal moves to make to move out of the way, it is crushed and taken out of action!&lt;br /&gt;
* A large footprint mini doesn&#039;t fall into pits unless more than half its footprint is in the pit.&lt;br /&gt;
* A large footprint mini is considered to be adjacent to all the squares that contact its edges, but not the diagonal squares from its corner.&lt;br /&gt;
* Consider giving the weapons of a large footprint mini special rules, or treating them as double handed weapons that the large mini holds in one hand. Also consider giving its melee weapons an extra square or two of reach to represent long limbs.&lt;br /&gt;
* Consider making it so a large footprint mini doesn&#039;t double the MA costs of any mini that it is considered a &amp;quot;massive creature&amp;quot; against. Such creatures are considered too small and nimble for it to exert zone control over. &lt;br /&gt;
&lt;br /&gt;
4 legged creatures have the same Movement Allowance and Defence Value as standard minis of &lt;br /&gt;
&lt;br /&gt;
==Wings==&lt;br /&gt;
&lt;br /&gt;
Decide whether a winged creature is always airborne, or whether it flies then lands, depending on whether the mini&#039;s feet are on the ground.&lt;br /&gt;
&lt;br /&gt;
A winged creature that is always flying can be represented by having a higher Movement Allowance: maybe 50% higher than its armour might indicate. Also:&lt;br /&gt;
* It can move through other minis during its move, as long as it ends on an empty space.&lt;br /&gt;
* It doesn&#039;t double its MA costs for moving squares due to being adjacent to opponents.&lt;br /&gt;
* Attacks that force movement on it have double effect.&lt;br /&gt;
* It is always considered airborne, so can&#039;t fall into pits and the like.&lt;br /&gt;
* You might want to play with altitude as well - in this case, gaining altitude is moving a square &amp;quot;upwards&amp;quot; and can easily put such minis put of melee range of ground opponents. Be wary of the scenario balance effects!&lt;br /&gt;
&lt;br /&gt;
A winged creature that flies then lands is treated as a standard mini with the following extra options:&lt;br /&gt;
* It can move through other minis during its move, as long as it ends on an empty space.&lt;br /&gt;
* It doesn&#039;t double its MA costs for moving squares due to being adjacent to opponents.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251461</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251461"/>
		<updated>2013-11-15T17:48:40Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES NOT make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that a standard heavy armour mini with no other movement bonus will be unable to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Deathsurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target gains 1 HP if it undead (to a maximum of its starting HP), or loses 1HP if it is a living organic creature. This is not an attack. &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251460</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251460"/>
		<updated>2013-11-15T17:34:13Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Obstacles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
===In Media Res===&lt;br /&gt;
&lt;br /&gt;
In this variant, remove start areas, and instead mark a number of squares in the Arena equal to the number of minis in play. These squares should be spread across the arena, but some of them should be clumped to be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
Then, each player takes turns deploying a mini, and can deploy either one of his own minis or one of his opponent&#039;s!&lt;br /&gt;
&lt;br /&gt;
This is a good way of creating a scenario that is already in the thick of the action, and gels well with otherwise simple scenario goals (such as fights to the death).&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&lt;br /&gt;
In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&lt;br /&gt;
The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&lt;br /&gt;
An interesting variant approach to the above would be to use one-way portals (see below) to create a single direction of flow to the scenario. This then forces players to think about whether they want both their teams moving forward, or if they want to keep one force still so the other can catch it up!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
&lt;br /&gt;
For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
&lt;br /&gt;
As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
&lt;br /&gt;
For example, a cloud of mist or low-light conditions.&lt;br /&gt;
&lt;br /&gt;
These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&lt;br /&gt;
In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
&lt;br /&gt;
===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
&lt;br /&gt;
===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
&lt;br /&gt;
=Obstacles= &lt;br /&gt;
&lt;br /&gt;
Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
&lt;br /&gt;
==Movable Blocks==&lt;br /&gt;
&lt;br /&gt;
An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
&lt;br /&gt;
Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
&lt;br /&gt;
You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
&lt;br /&gt;
Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
&lt;br /&gt;
==Pits==&lt;br /&gt;
&lt;br /&gt;
A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
&lt;br /&gt;
Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
&lt;br /&gt;
Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. Its also worth ruling that minis in a pit can&#039;t draw LOS out of the pit except to squares adjacent to the edge, and that they can&#039;t make melee attacks out of the pit. Also, characters in pits shouldn&#039;t increase the MP cost of actions taken by adjacent players outside the pit.&lt;br /&gt;
To avoid unscrupulous players using &amp;quot;hidey hole&amp;quot; tactics, its worth saying that the opposite isn&#039;t true. This might be a little unrealistic, but it keeps the idea that pits are a bad place to be.&lt;br /&gt;
&lt;br /&gt;
Its unlikely anyone would voluntarily step into a pit. Instead, consider the weapons and spells that include forced movement effects. Its worth noting that to put a player in a pit, you usually need to end the forced movement on a pit. Any movement &amp;quot;along the way&amp;quot; should be considered to be airborne.&lt;br /&gt;
&lt;br /&gt;
If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
&lt;br /&gt;
===Pit Types===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
&lt;br /&gt;
==Forced Movement Obstacles==&lt;br /&gt;
&lt;br /&gt;
A goo&lt;br /&gt;
&lt;br /&gt;
=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251459</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251459"/>
		<updated>2013-11-15T17:32:31Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Reunion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
===In Media Res===&lt;br /&gt;
&lt;br /&gt;
In this variant, remove start areas, and instead mark a number of squares in the Arena equal to the number of minis in play. These squares should be spread across the arena, but some of them should be clumped to be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
Then, each player takes turns deploying a mini, and can deploy either one of his own minis or one of his opponent&#039;s!&lt;br /&gt;
&lt;br /&gt;
This is a good way of creating a scenario that is already in the thick of the action, and gels well with otherwise simple scenario goals (such as fights to the death).&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&lt;br /&gt;
In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&lt;br /&gt;
The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&lt;br /&gt;
An interesting variant approach to the above would be to use one-way portals (see below) to create a single direction of flow to the scenario. This then forces players to think about whether they want both their teams moving forward, or if they want to keep one force still so the other can catch it up!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
&lt;br /&gt;
For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
&lt;br /&gt;
As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
&lt;br /&gt;
For example, a cloud of mist or low-light conditions.&lt;br /&gt;
&lt;br /&gt;
These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&lt;br /&gt;
In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
&lt;br /&gt;
===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
&lt;br /&gt;
===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
&lt;br /&gt;
=Obstacles= &lt;br /&gt;
&lt;br /&gt;
Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
&lt;br /&gt;
==Movable Blocks==&lt;br /&gt;
&lt;br /&gt;
An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
&lt;br /&gt;
Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
&lt;br /&gt;
You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
&lt;br /&gt;
Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
&lt;br /&gt;
==Pits==&lt;br /&gt;
&lt;br /&gt;
A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
&lt;br /&gt;
Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
&lt;br /&gt;
Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. Its also worth ruling that minis in a pit can&#039;t draw LOS out of the pit except to squares adjacent to the edge, and that they can&#039;t make melee attacks out of the pit. Also, characters in pits shouldn&#039;t increase the MP cost of actions taken by adjacent players outside the pit.&lt;br /&gt;
To avoid unscrupulous players using &amp;quot;hidey hole&amp;quot; tactics, its worth saying that the opposite isn&#039;t true. This might be a little unrealistic, but it keeps the idea that pits are a bad place to be.&lt;br /&gt;
&lt;br /&gt;
Its unlikely anyone would voluntarily step into a pit. Instead, consider the weapons and spells that include forced movement effects. Its worth noting that to put a player in a pit, you usually need to end the forced movement on a pit. Any movement &amp;quot;along the way&amp;quot; should be considered to be airborne.&lt;br /&gt;
&lt;br /&gt;
If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
&lt;br /&gt;
===Pit Types===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
&lt;br /&gt;
=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251458</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251458"/>
		<updated>2013-11-15T17:31:17Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Layout Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
===In Media Res===&lt;br /&gt;
&lt;br /&gt;
In this variant, remove start areas, and instead mark a number of squares in the Arena equal to the number of minis in play. These squares should be spread across the arena, but some of them should be clumped to be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
Then, each player takes turns deploying a mini, and can deploy either one of his own minis or one of his opponent&#039;s!&lt;br /&gt;
&lt;br /&gt;
This is a good way of creating a scenario that is already in the thick of the action, and gels well with otherwise simple scenario goals (such as fights to the death).&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&lt;br /&gt;
In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
&lt;br /&gt;
For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
&lt;br /&gt;
As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
&lt;br /&gt;
For example, a cloud of mist or low-light conditions.&lt;br /&gt;
&lt;br /&gt;
These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&lt;br /&gt;
In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
&lt;br /&gt;
===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
&lt;br /&gt;
===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
&lt;br /&gt;
=Obstacles= &lt;br /&gt;
&lt;br /&gt;
Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
&lt;br /&gt;
==Movable Blocks==&lt;br /&gt;
&lt;br /&gt;
An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
&lt;br /&gt;
Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
&lt;br /&gt;
You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
&lt;br /&gt;
Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
&lt;br /&gt;
==Pits==&lt;br /&gt;
&lt;br /&gt;
A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
&lt;br /&gt;
Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
&lt;br /&gt;
Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. Its also worth ruling that minis in a pit can&#039;t draw LOS out of the pit except to squares adjacent to the edge, and that they can&#039;t make melee attacks out of the pit. Also, characters in pits shouldn&#039;t increase the MP cost of actions taken by adjacent players outside the pit.&lt;br /&gt;
To avoid unscrupulous players using &amp;quot;hidey hole&amp;quot; tactics, its worth saying that the opposite isn&#039;t true. This might be a little unrealistic, but it keeps the idea that pits are a bad place to be.&lt;br /&gt;
&lt;br /&gt;
Its unlikely anyone would voluntarily step into a pit. Instead, consider the weapons and spells that include forced movement effects. Its worth noting that to put a player in a pit, you usually need to end the forced movement on a pit. Any movement &amp;quot;along the way&amp;quot; should be considered to be airborne.&lt;br /&gt;
&lt;br /&gt;
If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
&lt;br /&gt;
===Pit Types===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
&lt;br /&gt;
=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251457</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251457"/>
		<updated>2013-11-15T17:30:35Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Variant Rules relating to scenarios */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
===In Media Res===&lt;br /&gt;
&lt;br /&gt;
In this variant, remove start areas, and instead mark a number of squares in the Arena equal to the number of minis in play. These squares should be spread across the arena, but some of them should be clumped to be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
Then, each player takes turns deploying a mini, and can deploy either one of his own minis or one of his opponent&#039;s!&lt;br /&gt;
&lt;br /&gt;
This is a good way of creating a scenario that is already in the thick of the action, and gels well with otherwise simple scenario goals (such as fights to the death).&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
&lt;br /&gt;
For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
&lt;br /&gt;
As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
&lt;br /&gt;
For example, a cloud of mist or low-light conditions.&lt;br /&gt;
&lt;br /&gt;
These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&lt;br /&gt;
In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
&lt;br /&gt;
===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
&lt;br /&gt;
===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
&lt;br /&gt;
=Obstacles= &lt;br /&gt;
&lt;br /&gt;
Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
&lt;br /&gt;
==Movable Blocks==&lt;br /&gt;
&lt;br /&gt;
An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
&lt;br /&gt;
Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
&lt;br /&gt;
You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
&lt;br /&gt;
Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
&lt;br /&gt;
==Pits==&lt;br /&gt;
&lt;br /&gt;
A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
&lt;br /&gt;
Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
&lt;br /&gt;
Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. Its also worth ruling that minis in a pit can&#039;t draw LOS out of the pit except to squares adjacent to the edge, and that they can&#039;t make melee attacks out of the pit. Also, characters in pits shouldn&#039;t increase the MP cost of actions taken by adjacent players outside the pit.&lt;br /&gt;
To avoid unscrupulous players using &amp;quot;hidey hole&amp;quot; tactics, its worth saying that the opposite isn&#039;t true. This might be a little unrealistic, but it keeps the idea that pits are a bad place to be.&lt;br /&gt;
&lt;br /&gt;
Its unlikely anyone would voluntarily step into a pit. Instead, consider the weapons and spells that include forced movement effects. Its worth noting that to put a player in a pit, you usually need to end the forced movement on a pit. Any movement &amp;quot;along the way&amp;quot; should be considered to be airborne.&lt;br /&gt;
&lt;br /&gt;
If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
&lt;br /&gt;
===Pit Types===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
&lt;br /&gt;
=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251456</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251456"/>
		<updated>2013-11-15T17:21:41Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
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&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
&lt;br /&gt;
For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
&lt;br /&gt;
As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
&lt;br /&gt;
For example, a cloud of mist or low-light conditions.&lt;br /&gt;
&lt;br /&gt;
These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
&lt;br /&gt;
==Portals==&lt;br /&gt;
&lt;br /&gt;
In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
&lt;br /&gt;
===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
&lt;br /&gt;
===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
&lt;br /&gt;
===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
&lt;br /&gt;
=Obstacles= &lt;br /&gt;
&lt;br /&gt;
Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
&lt;br /&gt;
==Movable Blocks==&lt;br /&gt;
&lt;br /&gt;
An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
&lt;br /&gt;
Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
&lt;br /&gt;
You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
&lt;br /&gt;
==Water==&lt;br /&gt;
&lt;br /&gt;
Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
&lt;br /&gt;
Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
&lt;br /&gt;
==Pits==&lt;br /&gt;
&lt;br /&gt;
A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
&lt;br /&gt;
Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
&lt;br /&gt;
Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. Its also worth ruling that minis in a pit can&#039;t draw LOS out of the pit except to squares adjacent to the edge, and that they can&#039;t make melee attacks out of the pit. Also, characters in pits shouldn&#039;t increase the MP cost of actions taken by adjacent players outside the pit.&lt;br /&gt;
To avoid unscrupulous players using &amp;quot;hidey hole&amp;quot; tactics, its worth saying that the opposite isn&#039;t true. This might be a little unrealistic, but it keeps the idea that pits are a bad place to be.&lt;br /&gt;
&lt;br /&gt;
Its unlikely anyone would voluntarily step into a pit. Instead, consider the weapons and spells that include forced movement effects. Its worth noting that to put a player in a pit, you usually need to end the forced movement on a pit. Any movement &amp;quot;along the way&amp;quot; should be considered to be airborne.&lt;br /&gt;
&lt;br /&gt;
If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
&lt;br /&gt;
===Pit Types===&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
&lt;br /&gt;
An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
&lt;br /&gt;
=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251455</id>
		<title>Coup-De-Grace: Arena Design</title>
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		<updated>2013-11-15T17:14:14Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
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&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
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__toc__&lt;br /&gt;
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The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
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Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
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=Objectives and scenarios=&lt;br /&gt;
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The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
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Consider trying out the following example scenarios.&lt;br /&gt;
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==Variant Rules relating to scenarios==&lt;br /&gt;
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===Themed Warbands===&lt;br /&gt;
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Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
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===Respawn===&lt;br /&gt;
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In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
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===Reinforcements===&lt;br /&gt;
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This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
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===Heroes===&lt;br /&gt;
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Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
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===Mooks===&lt;br /&gt;
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Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
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==Variant Objectives==&lt;br /&gt;
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===Checkmate===&lt;br /&gt;
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Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
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When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
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At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
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Try this objective with the reinforcements rule as above.&lt;br /&gt;
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===Capture the Flag===&lt;br /&gt;
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Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
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When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
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As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
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Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
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===Zone Capture===&lt;br /&gt;
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The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
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Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
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===Wave Defence===&lt;br /&gt;
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The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
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The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
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===Killstreak===&lt;br /&gt;
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The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
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=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
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You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
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==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
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Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
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===Offer Choices===&lt;br /&gt;
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The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
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===Keep it Tight===&lt;br /&gt;
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Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
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==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
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In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
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In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
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Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
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=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
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Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
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Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
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These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
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==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
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See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
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A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
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Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
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==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
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For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
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As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
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For example, a cloud of mist or low-light conditions.&lt;br /&gt;
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These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
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==Portals==&lt;br /&gt;
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In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
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===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
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===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
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===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
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=Obstacles= &lt;br /&gt;
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Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
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==Movable Blocks==&lt;br /&gt;
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An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
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Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
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You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
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==Water==&lt;br /&gt;
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Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
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Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
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==Pits==&lt;br /&gt;
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A dungeon classic, the pit is represented on the arena as a marked area that you can fall into and take damage.&lt;br /&gt;
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Generally speaking it should be possible to jump over pits. A good way to do this is to introduce a jump rule: allow a move straight forward of 2 squares for 3 Movement Points, which avoids stepping on the intervening square, and which lands with the same facing. The reason for making this 3 MP rather than 2 MP is to stop people using jump moves for outflanking: 3 MP is the same it would cost to move up and past a nearby mini.&lt;br /&gt;
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If a mini falls into a pit, it should suffer for doing so.&lt;br /&gt;
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A &amp;quot;standard pit&amp;quot; might be considered to have a hard stone floor after a drop of ten feet or so. Represent this by having a mini that falls in automatically lose 1 HP, with no roll required. The fixed damage from falling in means that heavy armoured characters are just as prone to gravity as unarmoured ones! Moving within the pit would be normal movement, but climbing out of a pit to an adjacent square should be double normal movement cost. You could also rule that minis in a pit can&#039;t make melee attacks at adjacent ones out of the pit, and vice versa, and that ranged attacks can only make line of sight in or out if adjacent to the pit.&lt;br /&gt;
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A &amp;quot;spiked pit&amp;quot; has some sort of extra damage inherent in it. A good way to approach this is to have the fall in still do 1HP, but then have the spikes make an &amp;quot;attack&amp;quot; against anyone who falls in, potentially doing another HP damage. This makes heavy armour a decent protection against pit spikes, though the fall itself might cause damage.&lt;br /&gt;
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An &amp;quot;instant kill pit&amp;quot; simply takes out of action anyone who falls into it. This might represent the classic bottomless pit, or a pit filled with lava, or scorpions. Instant kill pits are a fun thing to put at the edge of the arena, to discourage players from hugging those edges.&lt;br /&gt;
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As minis can jump over pits its unlikely they&#039;ll move into one voluntarily. &lt;br /&gt;
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=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
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[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251454</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251454"/>
		<updated>2013-11-15T15:36:07Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
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&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
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__toc__&lt;br /&gt;
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The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
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Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
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=Objectives and scenarios=&lt;br /&gt;
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The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
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Consider trying out the following example scenarios.&lt;br /&gt;
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==Variant Rules relating to scenarios==&lt;br /&gt;
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===Themed Warbands===&lt;br /&gt;
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Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
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===Respawn===&lt;br /&gt;
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In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
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===Reinforcements===&lt;br /&gt;
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This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
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===Heroes===&lt;br /&gt;
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Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
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===Mooks===&lt;br /&gt;
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Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
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==Variant Objectives==&lt;br /&gt;
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===Checkmate===&lt;br /&gt;
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Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
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When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
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At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
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Try this objective with the reinforcements rule as above.&lt;br /&gt;
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===Capture the Flag===&lt;br /&gt;
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Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
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When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
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As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
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Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
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===Zone Capture===&lt;br /&gt;
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The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
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Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
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===Wave Defence===&lt;br /&gt;
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The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
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The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
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===Killstreak===&lt;br /&gt;
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The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
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Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
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=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
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You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
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==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
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Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
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===Offer Choices===&lt;br /&gt;
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The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
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===Keep it Tight===&lt;br /&gt;
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Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
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==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
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In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
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In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
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Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
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=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
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Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
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Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
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These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
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==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
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See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
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A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
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Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
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==Cover==&lt;br /&gt;
In the basic rules, there are empty spaces, and there are filled spaces. The former can be moved into freely and do not block LOS, and the latter can&#039;t be entered, and do block LOS. The following rules add an additional layer of complication. Be careful with how you use cover rules in scenarios, as having too much cover near starting areas encourages entrenching there rather than dynamic movement.&lt;br /&gt;
===Obstacles that only partially block shooting===&lt;br /&gt;
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For example, a fence that can be seen through but not moved through, a low barricade that can be climbed over but which protects against arrows. &lt;br /&gt;
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As a good rule of thumb, these defences inflict a -1 penalty on attack rolls made through them. This can be negated by the attacked being adjacent to them (as if he is stood by a barricade, it doesn&#039;t get in his line of fire). Likewise, you might rule that cover that can be ducked behind gives double benefit (-2 penalty to attacks) for those adjacent to it against ranged attacks originating from squares not adjacent to the barricade.&lt;br /&gt;
===Obstacles that interfere with vision===&lt;br /&gt;
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For example, a cloud of mist or low-light conditions.&lt;br /&gt;
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These could have no effect on melee, but protect against long range attacks. Determine a minimum number of squares distance where these conditions count as cover, and beyond this range give a -1 penalty to attack rolls.&lt;br /&gt;
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==Portals==&lt;br /&gt;
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In game terms, a portal is something that moves you from one part of a map to another. These could be squares that when you move onto teleport you to a matching square, or doorways that when stepped through move you somewhere else. Some things to consider:&lt;br /&gt;
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===One Way Portals===&lt;br /&gt;
These are a great way of moving the game away from the starting area, and shrinking travel times across the map. A series of one way portals could also create a &amp;quot;direction of flow&amp;quot; and create interesting tactical decisions.&lt;br /&gt;
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===Random Portals===&lt;br /&gt;
These move you to one of several random locations rather than to a fixed place. A forced random portal at the start of the game could be a great way of encouraging movement, as players will be keen to re-unite their warbands.&lt;br /&gt;
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===Forced Portals===&lt;br /&gt;
Likewise, effects that an opponent can trigger to move your figures are a great way to discourage slow turtling. Consider, for example, a summoning circle that if you put three figures next to you can summon an enemy figure into... That&#039;d be a resource that every player wants to reach quickly!&lt;br /&gt;
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=Obstacles= &lt;br /&gt;
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Obstacles are things that get in the way of movement and line of sight. Walls and doors are obstacles, of course, as are other minis. This section expands on this idea:&lt;br /&gt;
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==Movable Blocks==&lt;br /&gt;
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An interesting variant is to have blocks that can be moved around, to make the battlefield more dynamic.&lt;br /&gt;
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Blocks that move from triggers on the map might include sliding wall sections that move with lever pulls, boulders that roll when a pressure plate is triggered, or blocks that slide towards or away from the nearest mini.&lt;br /&gt;
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You could also have directly-movable blocks: perhaps heavy crates that can be pushed or pulled. Rather than have a movement point cost to move these its recommended you have a player use his &amp;quot;hand activations&amp;quot; to move it a fixed number of spaces. This avoids having the less believable scenario of an unarmoured elf being able to move a block quicker than a dwarf in fullplate!&lt;br /&gt;
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==Water==&lt;br /&gt;
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Shallow water that needs to be waded through could double movement point costs for movement only, while unaffecting attacks. Also, you could say that someone wading has -1 Defence Value.&lt;br /&gt;
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Deep water that needs to be swum through could have a more dramatic effect: maybe triple movement point costs, no ability to use attacks, and -2 Defence Value. You could also force a test each turn to avoid drowning: maybe roll a D6, and if it is equal to or greater than the target&#039;s movement value, they lose a HP!&lt;br /&gt;
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=Hazards and traps=&lt;br /&gt;
=Non Player Characters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
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[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251453</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251453"/>
		<updated>2013-11-15T15:12:39Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
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&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
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==Overview==&lt;br /&gt;
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Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
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The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
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The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
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The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
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Note that the game assumes standard minis with two hands.&lt;br /&gt;
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Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
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Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
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If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
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==Empty Hands==&lt;br /&gt;
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Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 2d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Large Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 3d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +2 to the attack roll. Note that this mini, by default, will have no way to make attacks!&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251452</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251452"/>
		<updated>2013-11-15T15:10:02Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 2d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Large Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 3d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +2 to the attack roll. If you wish, you may ignore all the rules above, and instead use make a standard melee attack with no special rules.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251451</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251451"/>
		<updated>2013-11-15T15:09:12Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 2d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Large Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 3d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +2 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251450</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251450"/>
		<updated>2013-11-15T15:08:26Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - NO ATTACK. &#039;&#039;Entangle&#039;&#039;: Roll 2d6 and compare it to the Movement Allowance of the enemy mini in your adjacent front facing. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Double Handed Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back More&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +2 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251449</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251449"/>
		<updated>2013-11-15T15:05:56Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Entangle&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Double Handed Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back More&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +2 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251448</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251448"/>
		<updated>2013-11-15T15:05:37Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Entangle&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, all subsequent attacks made by any character against this opponent this round get +1 to the attack roll.&lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Double Handed Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back More&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, after a successful attack roll, you may move 1 square for feee&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251447</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251447"/>
		<updated>2013-11-15T15:04:48Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Trident&#039;&#039;&#039; - &#039;&#039;Pin down&#039;&#039;: On a successful attack against a mini that has not been activated yet, double the movement costs of all actions taken by that mini this round.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Double Handed Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back More&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, after a successful attack roll, you may move 1 square for feee&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251446</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251446"/>
		<updated>2013-11-15T15:03:01Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Double Handed Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back More&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. Also, after a successful attack roll, you may move 1 square for feee&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251445</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251445"/>
		<updated>2013-11-15T15:01:39Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword. A three part staff, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251444</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251444"/>
		<updated>2013-11-15T15:00:53Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Empty Hands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Unarmed Attack&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251443</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251443"/>
		<updated>2013-11-15T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Deadly Fists&#039;&#039;: Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If this weapon choice would result in the mini having no attacks at all, treat the open hand as a fist instead.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severed Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251442</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251442"/>
		<updated>2013-11-15T14:58:14Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull / Severe Head&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251441</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251441"/>
		<updated>2013-11-15T14:56:35Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Cleave&#039;&#039;: When you attack an opponent with this weapon, you may also make a free attack against each opponent adjacent to the first targeted opponent. These extra attacks are at -1 to the attack roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251440</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251440"/>
		<updated>2013-11-15T14:54:29Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Great Equaliser&#039;&#039;: An opponent attacked by this weapon has its base Defence Value reduced to 3 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251439</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251439"/>
		<updated>2013-11-15T14:53:30Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Inexorable Fate&#039;&#039;: An opponent attacked by this weapon has its Defence Value reduced to 2 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Scythe&#039;&#039;&#039; - &#039;&#039;Reaper&#039;&#039;: Against downed opponents, attacks with this weapon automatically hit.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251438</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251438"/>
		<updated>2013-11-15T14:52:17Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Improvised weapon&#039;&#039;: This weapon always misses on a roll of &amp;quot;5&amp;quot;. Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents.&lt;br /&gt;
* &#039;&#039;&#039;Sickle&#039;&#039;&#039; - &#039;&#039;Bloody hook&#039;&#039;: This weapon can be treated as a curved sword or an entangling weapon. Choose which before each attack roll. This weapon always misses on a roll of &amp;quot;5&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Inexorable Fate&#039;&#039;: An opponent attacked by this weapon has its Defence Value reduced to 2 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251437</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251437"/>
		<updated>2013-11-15T14:46:27Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Banner&#039;&#039;&#039; - &#039;&#039;Symbol of Glory&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis within Range 2 have +1 Defence Value. This is not cumulative from multiple Banners.&lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Musical Instrument&#039;&#039;&#039; - &#039;&#039;Battle March&#039;&#039;: NO ATTACK. As long as this mini is standing, the banner wielder has -1 Defence Value, but all allied minis have +2 Movement Allowance if they start their activation within 2 squares of the musician. This is not cumulative from multiple musical instruments.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Inexorable Fate&#039;&#039;: An opponent attacked by this weapon has its Defence Value reduced to 2 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251435</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251435"/>
		<updated>2013-11-15T11:55:16Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that a standard heavy armour mini with no other movement bonus will be unable to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Deathsurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target gains 1 HP if it undead (to a maximum of its starting HP), or loses 1HP if it is a living organic creature. This is not an attack. &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251434</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251434"/>
		<updated>2013-11-15T11:54:49Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that a standard heavy armour mini with no other movement bonus will be unable to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Deathsurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target gains 1 HP if it undead, or loses 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack. &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251433</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251433"/>
		<updated>2013-11-15T11:53:39Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that a standard heavy armour mini with no other movement bonus will be unable to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-4 nothing happens. On a 5+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Curse of Undeath&#039;&#039;: SPELL. When this spell is used, select an enemy model that was taken out of action this round. That model pit back into play, though now representing an undead under your control. Its race changes from its original type to Zombie. If possible, place it on the square it was taken out of action on, if not, put on the nearest empty square (of your choice, if multiple options). &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251432</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251432"/>
		<updated>2013-11-15T11:52:19Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that a standard heavy armour mini with no other movement bonus will be unable to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Curse of Undeath&#039;&#039;: SPELL. When this spell is used, select an enemy model that was taken out of action this round. That model pit back into play, though now representing an undead under your control. Its race changes from its original type to Zombie. If possible, place it on the square it was taken out of action on, if not, put on the nearest empty square (of your choice, if multiple options). &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251431</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251431"/>
		<updated>2013-11-15T11:50:40Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Grand Scimitar&#039;&#039;&#039; - &#039;&#039;Inexorable Fate&#039;&#039;: An opponent attacked by this weapon has its Defence Value reduced to 2 for the duration of this attack.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander straight sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251430</id>
		<title>Coup-De-Grace: Melee Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Melee_Weapons&amp;diff=251430"/>
		<updated>2013-11-15T11:31:02Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Single Hand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Melee_Weapons|Melee Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the weapons your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a weapon at all.&lt;br /&gt;
&lt;br /&gt;
The second list is for weapons carried and wielded in a single hand. The game doesn&#039;t make a distinction between whether this is the left or right hand.&lt;br /&gt;
&lt;br /&gt;
The third list is for weapons carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;weapons&amp;quot; are noted to have the keywords &amp;quot;NO ATTACK&amp;quot; in capitals. This means that they cannot be used to make a melee attack.&lt;br /&gt;
&lt;br /&gt;
Note that a weapon attack&#039;s special rules only apply to attacks made with that weapon itself. For example, if you attack with a spear and an axe, only the spear benefits from the spear&#039;s rules, and only the axe benefits from the axe&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t find a weapon, then you might be able find one that is close to it - for example, a gladius or a wakizashi is going to work pretty much as a stabbing sword, and a hook sword, net or whip could all be seen an entangling weapons. Or, you could make up a new rule and add it to this page!&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the [[Coup-De-Grace: Mage Foci|Mage Foci]] page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claw&#039;&#039;&#039; - &#039;&#039;Rending Attacks&#039;&#039;: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; - &#039;&#039;Martial Artist&#039;&#039;: Unarmoured opponents are at -1 Defence against attack.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; - &#039;&#039;Duellist&#039;&#039;: NO ATTACK. +1 Movement Allowance. If a mini has two open hands, treat one as &amp;quot;Fist&amp;quot;, as above.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed weapon in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed weapon.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
Note that some single-handed items here also appear on the mage foci list. To decide whether to use that list or this one, go by the mini&#039;s overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list!&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Assassin&#039;s Knife&#039;&#039;&#039; - &#039;&#039;Spine Stab&#039;&#039;: +1 damage on successful backstab attacks.&lt;br /&gt;
* &#039;&#039;&#039;Axe&#039;&#039;&#039; - &#039;&#039;Dolorous Blow&#039;&#039;: Deal +1 damage for a succesful attack that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Buckler&#039;&#039;&#039; - &#039;&#039;Guard&#039;&#039;: NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Curved sword&#039;&#039;&#039; - &#039;&#039;Slice and Dice&#039;&#039;: On an attack roll of 1-3, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Entangling Weapon&#039;&#039;&#039; - &#039;&#039;Drag Back&#039;&#039;: On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character&#039;s activation, if you move, the target is moved into the square you vacated. &lt;br /&gt;
* &#039;&#039;&#039;Fencing sword&#039;&#039;&#039; - &#039;&#039;Feint&#039;&#039;: On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Glaive&#039;&#039;&#039; - &#039;&#039;Cut Down&#039;&#039;: On a succesful attack roll of 3-4, deal +1 damage.&lt;br /&gt;
* &#039;&#039;&#039;Hammer&#039;&#039;&#039; - &#039;&#039;Bash Back&#039;&#039;: On a successful attack roll, resolve damage and then push the target one square directly away from you. If that space is occupied or impassable, you may instead change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Mace / Morningstar&#039;&#039;&#039; - &#039;&#039;Skullbreaker&#039;&#039;: Against downed opponents, reduce Defence Value to 2 before any other modifiers.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; - &#039;&#039;Block&#039;&#039;: NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc.&lt;br /&gt;
* &#039;&#039;&#039;Rock&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Murderous&#039;&#039;: NO ATTACK. Add +1 to attack rolls of other melee attacks you make.&lt;br /&gt;
* &#039;&#039;&#039;Spear&#039;&#039;&#039; - &#039;&#039;Reach Attack&#039;&#039;: You may use this weapon to make a melee attack with this weapon on an opponent that is in either of the two front diagonal squares in your front arc.&lt;br /&gt;
* &#039;&#039;&#039;Stabbing sword&#039;&#039;&#039; - &#039;&#039;Pierce&#039;&#039;: On an attack roll of 4-6, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.&lt;br /&gt;
* &#039;&#039;&#039;Straight sword&#039;&#039;&#039; - &#039;&#039;Classic swordplay&#039;&#039;: On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.&lt;br /&gt;
* &#039;&#039;&#039;Throwing Knife&#039;&#039;&#039; - &#039;&#039;Versatile&#039;&#039;: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.&lt;br /&gt;
* &#039;&#039;&#039;Tower Shield&#039;&#039;&#039; - &#039;&#039;Cover&#039;&#039;: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grand Glaive&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: spear and glaive.&lt;br /&gt;
* &#039;&#039;&#039;Grand Maul&#039;&#039;&#039; - &#039;&#039;Send Flying&#039;&#039;: On a successful attack roll, resolve damage and then push the target three squares directly away from you. If that space or any of the intervening spaces is occupied or impassable, the target stops in the square before the impassable square and you may change the target&#039;s facing.&lt;br /&gt;
* &#039;&#039;&#039;Great Axe&#039;&#039;&#039; - &#039;&#039;Executioner&#039;&#039;: An opponent reduced to zero hit points by this weapon is taken out of action instead of being downed. Deal +2 damage for an attack die that comes up &amp;quot;6&amp;quot;. &lt;br /&gt;
* &#039;&#039;&#039;Halberd&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: axe and spear.&lt;br /&gt;
* &#039;&#039;&#039;Longspear&#039;&#039;&#039; - &#039;&#039;Long Reach&#039;&#039;: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.&lt;br /&gt;
* &#039;&#039;&#039;Pike&#039;&#039;&#039; - &#039;&#039;Combination Weapon&#039;&#039;: The halberd has the special rules of the following single handed weapons: stabbing sword and spear.&lt;br /&gt;
* &#039;&#039;&#039;Quarterstaff&#039;&#039;&#039; - &#039;&#039;Position Control&#039;&#039;: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.&lt;br /&gt;
* &#039;&#039;&#039;Zweihander sword&#039;&#039;&#039; - &#039;&#039;Sweeping Arc&#039;&#039;: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251429</id>
		<title>Coup-De-Grace: Rules of Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251429"/>
		<updated>2013-11-15T11:21:25Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Attacks and Damage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Rules_of_Conflict|Rules of Conflict]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
==Describing the Minis==&lt;br /&gt;
&amp;lt;br&amp;gt;For the most part this game uses &amp;quot;standard&amp;quot; miniatures: these are ones that depict human or roughly-human sized combatants with two arms and two legs. [[Coup-De-Grace: Non-standard minis|Non-standard minis]] complicate the game somewhat, but can be approached by more experienced players.&lt;br /&gt;
&lt;br /&gt;
The rules of the miniature are set by its appearances.&lt;br /&gt;
&lt;br /&gt;
First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its &amp;quot;class&amp;quot;. Each class has a different &#039;&#039;defence value&#039;&#039; and &#039;&#039;movement allowance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unarmoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 3 and a &#039;&#039;movement allowance&#039;&#039; of 8.&lt;br /&gt;
* &#039;&#039;Lightly armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 4 and a &#039;&#039;movement allowance&#039;&#039; of 6.&lt;br /&gt;
* &#039;&#039;Heavily armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 5 and a &#039;&#039;movement allowance&#039;&#039; of 4.&lt;br /&gt;
* Standard minis have three &#039;&#039;hit points&#039;&#039;, unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
Second, look at what [[Coup-De-Grace: Races|race]] it is. For example, is it human, dwarf, orc, elf, or something else? Then, reference the linked page above to see what special quality its race gives it.&lt;br /&gt;
&lt;br /&gt;
Third, look at what weapons it has. Generally speaking, look at only the weapons it has in its hands. Reference the pages on [[Coup-De-Grace: Melee Weapons|Melee Weapons]] and [[Coup-De-Grace: Ranged Weapons|Ranged Weapons]] to see what these do. &lt;br /&gt;
If a mini has an empty hand, then check to see whether it is an open hand or closed fist, then consult the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page for more on these.&lt;br /&gt;
&lt;br /&gt;
With these three factors, you should now know the defence value, movement allowance and special abilities of the minis. After a few games its likely that identifying these things will be second nature, but till then it may be handy to keep the above pages printed or otherwise at the game table for quick reference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.&lt;br /&gt;
&amp;lt;br&amp;gt;He&#039;s a dwarf, so that gives him +1 Hit Point, for a total of four hit points. &lt;br /&gt;
&amp;lt;br&amp;gt;His hammer is held in one hand, so thats a single-handed hammer. The rules say that when he makes a successful melee attack with this, he can knockback an opponent one square.&lt;br /&gt;
&amp;lt;br&amp;gt;His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adjacency and Facing==&lt;br /&gt;
&amp;lt;br&amp;gt;The game is played on a square grid.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this game, each square is treated as being adjacent to four other squares - the ones that contact it edge to edge. Diagonal squares are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
Also, each mini has a &amp;quot;front facing&amp;quot;. This has game implications, in particular with regards to defence. With the exception of certain special rules, melee attacks may only be made against an adjacent target in the front facing of the mini.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks and shields refer to a &amp;quot;front 90 degree arc&amp;quot;. This includes a row of three squares in front of the mini (the front facing adjacent square, and the square either side of it), the five squares in front of those, the seven squares in front of those, the nine squares in front of those, and so on.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks normally ask you to consider the range to a target. To do this, count squares as if moving towards the target via the shortest possible route. For example, an adjacent square would be at Range 1, and the nearest diagonal squares at Range 2.&lt;br /&gt;
&lt;br /&gt;
Game groups who have access to such things will find that a hex grid may be easier to use, and the game will work just as well for this. Square grids are considered the default only because they are more common!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative and Activation==&lt;br /&gt;
&amp;lt;br&amp;gt;Players take turns to activate miniatures, one at a time. Combat is divided into combat rounds. During each combat round:&lt;br /&gt;
* Each mini must be activated exactly once.&lt;br /&gt;
* During its activation the mini may spend up to its &#039;&#039;Movement Allowance&#039;&#039; to take actions.&lt;br /&gt;
* Each weapon held by a mini can only attack once each round, with the movement cost being paid if applicable. Note that even if a weapon has a movement cost of 0 to attack with, it can still only be used once each round.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;initative&amp;quot;, or first activation, goes to the player who has the most minis in the battle as a whole, including any that are still yet to be deployed (and are off the board), and including any that are &#039;&#039;downed&#039;&#039; (that is, at 0HP but still on the board), but excluding any that are &#039;&#039;out of action&#039;&#039; (that is, the target of a successful &#039;&#039;coup-de-grace&#039;&#039; move).&lt;br /&gt;
&lt;br /&gt;
Each player activates one mini at a time, till they have no more minis to activate. &lt;br /&gt;
&lt;br /&gt;
After a mini is activated, priority then passes to another player. Players take turns until the end of the round.&lt;br /&gt;
&lt;br /&gt;
A player who has run out of minis to activate cannot act, and must pass to the next player. Once all minis have been activated, the round is over.&lt;br /&gt;
&lt;br /&gt;
Initiative is determined afresh at the start of each round, but is not recalculated during the round.&lt;br /&gt;
&lt;br /&gt;
A player cannot choose to pass while he still has minis left to activate (though he can choose to activate a mini and use up its turn by doing nothing with it).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Spending Movement Points==&lt;br /&gt;
&amp;lt;br&amp;gt;On each activation, a mini can spend movement points up to but not exceeding its movement allowance. &lt;br /&gt;
At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners).&lt;br /&gt;
The following common actions are available:&lt;br /&gt;
* For ONE movement point a mini can move into one of its four adjacent squares (not including diagonals) and change irs facing to any of the four directions. &lt;br /&gt;
* For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. &lt;br /&gt;
* For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent in his front facing. Don&#039;t forget that you can only attack with each held weapon once per round.&lt;br /&gt;
* For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc.&lt;br /&gt;
* Spells cast from Mage Foci have varying movement costs. If no cost is stated, assume ZERO movement cost.&lt;br /&gt;
&lt;br /&gt;
Some additional rules apply:&lt;br /&gt;
* For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. If a mini doesn&#039;t have enough mini points to pay the cost, he can&#039;t take that action.&lt;br /&gt;
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. &lt;br /&gt;
* You may never move through walls or other blocking obstacles.&lt;br /&gt;
&lt;br /&gt;
Note that it is frequently possible to move squares as a result of special effects. These bonus moves don&#039;t cost movement points, and are described in the appropriate race and weapons rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacks and Damage==&lt;br /&gt;
&amp;lt;br&amp;gt;When a mini makes an attack, roll a single D6 and compare it to the &#039;&#039;Defence Value&#039;&#039; of the target. If the die roll equals or exceeds the target&#039;s roll, you deal 1 HP damage to it (e.g. reducing the target from 3 to 2 HP).&lt;br /&gt;
&lt;br /&gt;
Melee attacks can only be made against opponents that are adjacent and who you are facing.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks can only be made against opponents in your front 90 degree arc and where there is line of sight (you can draw a line between the centre of your squares without intersecting a square occupied by another model, or an obstacle that blocks line of sight).&lt;br /&gt;
&lt;br /&gt;
You can never choose to attack your own minis. &lt;br /&gt;
&lt;br /&gt;
The following modifiers apply to attacks.&lt;br /&gt;
&lt;br /&gt;
===Melee Attack Modifiers===&lt;br /&gt;
These modifiers apply only to &#039;&#039;melee attacks&#039;&#039;. Note that ranged attacks at point blank range are NOT melee attacks, though they have their own set of problems close up!&lt;br /&gt;
* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a &#039;&#039;co-ordinated attack bonus&#039;&#039;.&lt;br /&gt;
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a &#039;&#039;backstab bonus&#039;&#039;.&lt;br /&gt;
* For each opponent &#039;&#039;other than your target&#039;&#039; adjacent to and facing towards you, deduct 1 from your attack roll. This is called a &#039;&#039;distraction penalty&#039;&#039;.&lt;br /&gt;
* Melee attacks against downed opponents gain +1 to the attack roll. This is called a &#039;&#039;melee coup de grace bonus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Ranged Attack Modifiers===&lt;br /&gt;
These modifiers apply only to &#039;&#039;ranged attacks&#039;&#039;. Note that melee attacks with reach beyond one square are NOT ranged attacks, they&#039;re just melee attacks with a longer reach!&lt;br /&gt;
* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a &#039;&#039;firing into melee penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks suffer a -1 penalty for every &#039;&#039;range increment&#039;&#039; distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the &#039;&#039;range penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks against downed opponents double the &#039;&#039;range penalty&#039;&#039;. For example, -2 becomes -4.&lt;br /&gt;
&lt;br /&gt;
===Magic Attack Modifiers===&lt;br /&gt;
* Magic attacks will specify in their description whether they are melee attacks or ranged attacks. They are then subject to the modifiers of that attack type.&lt;br /&gt;
* Some magic effects are not attacks at all, and aren&#039;t subject to the modifiers for melee or rnaged attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Effects==&lt;br /&gt;
&amp;lt;br&amp;gt;Most weapons and many races create additional effects beyond the above, that are detailed in their individual rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==0 HP, Dramatic Recovery and Coup-De-Grace==&lt;br /&gt;
&amp;lt;br&amp;gt;If a mini is reduced to 0 HP, it is considered to be &#039;&#039;downed&#039;&#039;. To represent this, lie the mini down on its side.&lt;br /&gt;
A downed mini has no facing, but still occupies its square.&lt;br /&gt;
&lt;br /&gt;
If a mini is reduced to -1HP or less it is considered to be &#039;&#039;out of action&#039;&#039;. Remove the mini from the board, and it takes no further part in the battle. Note that it is possible for high damage attacks to directly take minis out of action, without passting through the downed state, for example if 2HP damage is done to a mini with 1 HP.&lt;br /&gt;
&lt;br /&gt;
Downed minis can be activated, but cannot take actions from the normal list. Instead they can choose to make any ONE of the below actions on their activation.&lt;br /&gt;
* The downed combatant can crawl one square in any direction. &lt;br /&gt;
* The downed combatant can make a single melee attack at one adjacent opponent, at a -2 penalty.&lt;br /&gt;
* The downed combatant can make a single ranged attack at an opponent within range, at a -2 penalty.&lt;br /&gt;
* The downed combatant can attempt a &#039;&#039;dramatic recovery&#039;&#039;. Roll a D6: on a roll of 5+, stand up the downed combatant (facing of your choosing) and restore 1 HP to it. On a roll of 4 or less, nothing happens.&lt;br /&gt;
&lt;br /&gt;
In game parlance, an attack against a downed mini with 0 HP is called a &#039;&#039;coup-de-grace&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
&amp;lt;br&amp;gt;By default, you win the game if all other players combatants have been taken &#039;&#039;out of action&#039;&#039;.&lt;br /&gt;
Some scenarios may present different win conditions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251428</id>
		<title>Coup-De-Grace: Rules of Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251428"/>
		<updated>2013-11-15T11:18:49Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Spending Movement Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Rules_of_Conflict|Rules of Conflict]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
==Describing the Minis==&lt;br /&gt;
&amp;lt;br&amp;gt;For the most part this game uses &amp;quot;standard&amp;quot; miniatures: these are ones that depict human or roughly-human sized combatants with two arms and two legs. [[Coup-De-Grace: Non-standard minis|Non-standard minis]] complicate the game somewhat, but can be approached by more experienced players.&lt;br /&gt;
&lt;br /&gt;
The rules of the miniature are set by its appearances.&lt;br /&gt;
&lt;br /&gt;
First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its &amp;quot;class&amp;quot;. Each class has a different &#039;&#039;defence value&#039;&#039; and &#039;&#039;movement allowance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unarmoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 3 and a &#039;&#039;movement allowance&#039;&#039; of 8.&lt;br /&gt;
* &#039;&#039;Lightly armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 4 and a &#039;&#039;movement allowance&#039;&#039; of 6.&lt;br /&gt;
* &#039;&#039;Heavily armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 5 and a &#039;&#039;movement allowance&#039;&#039; of 4.&lt;br /&gt;
* Standard minis have three &#039;&#039;hit points&#039;&#039;, unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
Second, look at what [[Coup-De-Grace: Races|race]] it is. For example, is it human, dwarf, orc, elf, or something else? Then, reference the linked page above to see what special quality its race gives it.&lt;br /&gt;
&lt;br /&gt;
Third, look at what weapons it has. Generally speaking, look at only the weapons it has in its hands. Reference the pages on [[Coup-De-Grace: Melee Weapons|Melee Weapons]] and [[Coup-De-Grace: Ranged Weapons|Ranged Weapons]] to see what these do. &lt;br /&gt;
If a mini has an empty hand, then check to see whether it is an open hand or closed fist, then consult the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page for more on these.&lt;br /&gt;
&lt;br /&gt;
With these three factors, you should now know the defence value, movement allowance and special abilities of the minis. After a few games its likely that identifying these things will be second nature, but till then it may be handy to keep the above pages printed or otherwise at the game table for quick reference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.&lt;br /&gt;
&amp;lt;br&amp;gt;He&#039;s a dwarf, so that gives him +1 Hit Point, for a total of four hit points. &lt;br /&gt;
&amp;lt;br&amp;gt;His hammer is held in one hand, so thats a single-handed hammer. The rules say that when he makes a successful melee attack with this, he can knockback an opponent one square.&lt;br /&gt;
&amp;lt;br&amp;gt;His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adjacency and Facing==&lt;br /&gt;
&amp;lt;br&amp;gt;The game is played on a square grid.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this game, each square is treated as being adjacent to four other squares - the ones that contact it edge to edge. Diagonal squares are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
Also, each mini has a &amp;quot;front facing&amp;quot;. This has game implications, in particular with regards to defence. With the exception of certain special rules, melee attacks may only be made against an adjacent target in the front facing of the mini.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks and shields refer to a &amp;quot;front 90 degree arc&amp;quot;. This includes a row of three squares in front of the mini (the front facing adjacent square, and the square either side of it), the five squares in front of those, the seven squares in front of those, the nine squares in front of those, and so on.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks normally ask you to consider the range to a target. To do this, count squares as if moving towards the target via the shortest possible route. For example, an adjacent square would be at Range 1, and the nearest diagonal squares at Range 2.&lt;br /&gt;
&lt;br /&gt;
Game groups who have access to such things will find that a hex grid may be easier to use, and the game will work just as well for this. Square grids are considered the default only because they are more common!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative and Activation==&lt;br /&gt;
&amp;lt;br&amp;gt;Players take turns to activate miniatures, one at a time. Combat is divided into combat rounds. During each combat round:&lt;br /&gt;
* Each mini must be activated exactly once.&lt;br /&gt;
* During its activation the mini may spend up to its &#039;&#039;Movement Allowance&#039;&#039; to take actions.&lt;br /&gt;
* Each weapon held by a mini can only attack once each round, with the movement cost being paid if applicable. Note that even if a weapon has a movement cost of 0 to attack with, it can still only be used once each round.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;initative&amp;quot;, or first activation, goes to the player who has the most minis in the battle as a whole, including any that are still yet to be deployed (and are off the board), and including any that are &#039;&#039;downed&#039;&#039; (that is, at 0HP but still on the board), but excluding any that are &#039;&#039;out of action&#039;&#039; (that is, the target of a successful &#039;&#039;coup-de-grace&#039;&#039; move).&lt;br /&gt;
&lt;br /&gt;
Each player activates one mini at a time, till they have no more minis to activate. &lt;br /&gt;
&lt;br /&gt;
After a mini is activated, priority then passes to another player. Players take turns until the end of the round.&lt;br /&gt;
&lt;br /&gt;
A player who has run out of minis to activate cannot act, and must pass to the next player. Once all minis have been activated, the round is over.&lt;br /&gt;
&lt;br /&gt;
Initiative is determined afresh at the start of each round, but is not recalculated during the round.&lt;br /&gt;
&lt;br /&gt;
A player cannot choose to pass while he still has minis left to activate (though he can choose to activate a mini and use up its turn by doing nothing with it).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Spending Movement Points==&lt;br /&gt;
&amp;lt;br&amp;gt;On each activation, a mini can spend movement points up to but not exceeding its movement allowance. &lt;br /&gt;
At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners).&lt;br /&gt;
The following common actions are available:&lt;br /&gt;
* For ONE movement point a mini can move into one of its four adjacent squares (not including diagonals) and change irs facing to any of the four directions. &lt;br /&gt;
* For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. &lt;br /&gt;
* For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent in his front facing. Don&#039;t forget that you can only attack with each held weapon once per round.&lt;br /&gt;
* For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc.&lt;br /&gt;
* Spells cast from Mage Foci have varying movement costs. If no cost is stated, assume ZERO movement cost.&lt;br /&gt;
&lt;br /&gt;
Some additional rules apply:&lt;br /&gt;
* For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. If a mini doesn&#039;t have enough mini points to pay the cost, he can&#039;t take that action.&lt;br /&gt;
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. &lt;br /&gt;
* You may never move through walls or other blocking obstacles.&lt;br /&gt;
&lt;br /&gt;
Note that it is frequently possible to move squares as a result of special effects. These bonus moves don&#039;t cost movement points, and are described in the appropriate race and weapons rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacks and Damage==&lt;br /&gt;
&amp;lt;br&amp;gt;When a mini makes an attack, roll a single D6 and compare it to the &#039;&#039;Defence Value&#039;&#039; of the target. If the die roll equals or exceeds the target&#039;s roll, you deal 1 HP damage to it (e.g. reducing the target from 3 to 2 HP).&lt;br /&gt;
&lt;br /&gt;
Melee attacks can only be made against opponents that are adjacent and who you are facing.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks can only be made against opponents in your front 90 degree arc and where there is line of sight (you can draw a line between the centre of your squares without intersecting a square occupied by another model, or an obstacle that blocks line of sight).&lt;br /&gt;
&lt;br /&gt;
You can never choose to attack your own minis. &lt;br /&gt;
&lt;br /&gt;
===Melee Attack Modifiers===&lt;br /&gt;
* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a &#039;&#039;co-ordinated attack bonus&#039;&#039;.&lt;br /&gt;
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a &#039;&#039;backstab bonus&#039;&#039;.&lt;br /&gt;
* For each opponent &#039;&#039;other than your target&#039;&#039; adjacent to and facing towards you, deduct 1 from your attack roll. This is called a &#039;&#039;distraction penalty&#039;&#039;.&lt;br /&gt;
* Melee attacks against downed opponents gain +1 to the attack roll. This is called a &#039;&#039;melee coup de grace bonus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Ranged Attack Modifiers===&lt;br /&gt;
* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a &#039;&#039;firing into melee penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks suffer a -1 penalty for every &#039;&#039;range increment&#039;&#039; distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the &#039;&#039;range penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks against downed opponents double the &#039;&#039;range penalty&#039;&#039;. For example, -2 becomes -4.&lt;br /&gt;
&lt;br /&gt;
===Magic Attack Modifiers===&lt;br /&gt;
* Magic attacks will specify in their description whether they are melee attacks or ranged attacks. They are then subject to the modifiers of that attack type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Effects==&lt;br /&gt;
&amp;lt;br&amp;gt;Most weapons and many races create additional effects beyond the above, that are detailed in their individual rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==0 HP, Dramatic Recovery and Coup-De-Grace==&lt;br /&gt;
&amp;lt;br&amp;gt;If a mini is reduced to 0 HP, it is considered to be &#039;&#039;downed&#039;&#039;. To represent this, lie the mini down on its side.&lt;br /&gt;
A downed mini has no facing, but still occupies its square.&lt;br /&gt;
&lt;br /&gt;
If a mini is reduced to -1HP or less it is considered to be &#039;&#039;out of action&#039;&#039;. Remove the mini from the board, and it takes no further part in the battle. Note that it is possible for high damage attacks to directly take minis out of action, without passting through the downed state, for example if 2HP damage is done to a mini with 1 HP.&lt;br /&gt;
&lt;br /&gt;
Downed minis can be activated, but cannot take actions from the normal list. Instead they can choose to make any ONE of the below actions on their activation.&lt;br /&gt;
* The downed combatant can crawl one square in any direction. &lt;br /&gt;
* The downed combatant can make a single melee attack at one adjacent opponent, at a -2 penalty.&lt;br /&gt;
* The downed combatant can make a single ranged attack at an opponent within range, at a -2 penalty.&lt;br /&gt;
* The downed combatant can attempt a &#039;&#039;dramatic recovery&#039;&#039;. Roll a D6: on a roll of 5+, stand up the downed combatant (facing of your choosing) and restore 1 HP to it. On a roll of 4 or less, nothing happens.&lt;br /&gt;
&lt;br /&gt;
In game parlance, an attack against a downed mini with 0 HP is called a &#039;&#039;coup-de-grace&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
&amp;lt;br&amp;gt;By default, you win the game if all other players combatants have been taken &#039;&#039;out of action&#039;&#039;.&lt;br /&gt;
Some scenarios may present different win conditions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251427</id>
		<title>Coup-De-Grace: Rules of Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Rules_of_Conflict&amp;diff=251427"/>
		<updated>2013-11-15T11:17:08Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Describing the Minis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Rules_of_Conflict|Rules of Conflict]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
==Describing the Minis==&lt;br /&gt;
&amp;lt;br&amp;gt;For the most part this game uses &amp;quot;standard&amp;quot; miniatures: these are ones that depict human or roughly-human sized combatants with two arms and two legs. [[Coup-De-Grace: Non-standard minis|Non-standard minis]] complicate the game somewhat, but can be approached by more experienced players.&lt;br /&gt;
&lt;br /&gt;
The rules of the miniature are set by its appearances.&lt;br /&gt;
&lt;br /&gt;
First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its &amp;quot;class&amp;quot;. Each class has a different &#039;&#039;defence value&#039;&#039; and &#039;&#039;movement allowance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Unarmoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 3 and a &#039;&#039;movement allowance&#039;&#039; of 8.&lt;br /&gt;
* &#039;&#039;Lightly armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 4 and a &#039;&#039;movement allowance&#039;&#039; of 6.&lt;br /&gt;
* &#039;&#039;Heavily armoured&#039;&#039; minis have a &#039;&#039;defence value&#039;&#039; of 5 and a &#039;&#039;movement allowance&#039;&#039; of 4.&lt;br /&gt;
* Standard minis have three &#039;&#039;hit points&#039;&#039;, unless specified otherwise.&lt;br /&gt;
&lt;br /&gt;
Second, look at what [[Coup-De-Grace: Races|race]] it is. For example, is it human, dwarf, orc, elf, or something else? Then, reference the linked page above to see what special quality its race gives it.&lt;br /&gt;
&lt;br /&gt;
Third, look at what weapons it has. Generally speaking, look at only the weapons it has in its hands. Reference the pages on [[Coup-De-Grace: Melee Weapons|Melee Weapons]] and [[Coup-De-Grace: Ranged Weapons|Ranged Weapons]] to see what these do. &lt;br /&gt;
If a mini has an empty hand, then check to see whether it is an open hand or closed fist, then consult the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page for more on these.&lt;br /&gt;
&lt;br /&gt;
With these three factors, you should now know the defence value, movement allowance and special abilities of the minis. After a few games its likely that identifying these things will be second nature, but till then it may be handy to keep the above pages printed or otherwise at the game table for quick reference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.&lt;br /&gt;
&amp;lt;br&amp;gt;He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.&lt;br /&gt;
&amp;lt;br&amp;gt;He&#039;s a dwarf, so that gives him +1 Hit Point, for a total of four hit points. &lt;br /&gt;
&amp;lt;br&amp;gt;His hammer is held in one hand, so thats a single-handed hammer. The rules say that when he makes a successful melee attack with this, he can knockback an opponent one square.&lt;br /&gt;
&amp;lt;br&amp;gt;His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adjacency and Facing==&lt;br /&gt;
&amp;lt;br&amp;gt;The game is played on a square grid.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this game, each square is treated as being adjacent to four other squares - the ones that contact it edge to edge. Diagonal squares are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
Also, each mini has a &amp;quot;front facing&amp;quot;. This has game implications, in particular with regards to defence. With the exception of certain special rules, melee attacks may only be made against an adjacent target in the front facing of the mini.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks and shields refer to a &amp;quot;front 90 degree arc&amp;quot;. This includes a row of three squares in front of the mini (the front facing adjacent square, and the square either side of it), the five squares in front of those, the seven squares in front of those, the nine squares in front of those, and so on.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks normally ask you to consider the range to a target. To do this, count squares as if moving towards the target via the shortest possible route. For example, an adjacent square would be at Range 1, and the nearest diagonal squares at Range 2.&lt;br /&gt;
&lt;br /&gt;
Game groups who have access to such things will find that a hex grid may be easier to use, and the game will work just as well for this. Square grids are considered the default only because they are more common!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Initiative and Activation==&lt;br /&gt;
&amp;lt;br&amp;gt;Players take turns to activate miniatures, one at a time. Combat is divided into combat rounds. During each combat round:&lt;br /&gt;
* Each mini must be activated exactly once.&lt;br /&gt;
* During its activation the mini may spend up to its &#039;&#039;Movement Allowance&#039;&#039; to take actions.&lt;br /&gt;
* Each weapon held by a mini can only attack once each round, with the movement cost being paid if applicable. Note that even if a weapon has a movement cost of 0 to attack with, it can still only be used once each round.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;initative&amp;quot;, or first activation, goes to the player who has the most minis in the battle as a whole, including any that are still yet to be deployed (and are off the board), and including any that are &#039;&#039;downed&#039;&#039; (that is, at 0HP but still on the board), but excluding any that are &#039;&#039;out of action&#039;&#039; (that is, the target of a successful &#039;&#039;coup-de-grace&#039;&#039; move).&lt;br /&gt;
&lt;br /&gt;
Each player activates one mini at a time, till they have no more minis to activate. &lt;br /&gt;
&lt;br /&gt;
After a mini is activated, priority then passes to another player. Players take turns until the end of the round.&lt;br /&gt;
&lt;br /&gt;
A player who has run out of minis to activate cannot act, and must pass to the next player. Once all minis have been activated, the round is over.&lt;br /&gt;
&lt;br /&gt;
Initiative is determined afresh at the start of each round, but is not recalculated during the round.&lt;br /&gt;
&lt;br /&gt;
A player cannot choose to pass while he still has minis left to activate (though he can choose to activate a mini and use up its turn by doing nothing with it).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Spending Movement Points==&lt;br /&gt;
&amp;lt;br&amp;gt;On each activation, a mini can spend movement points up to but not exceeding its movement allowance. &lt;br /&gt;
At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners).&lt;br /&gt;
The following common actions are available:&lt;br /&gt;
* For ONE movement point a mini can move into one of its four adjacent squares (not including diagonals) and change irs facing to any of the four directions. &lt;br /&gt;
* For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. &lt;br /&gt;
* For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent in his front facing. Don&#039;t forget that you can only attack with each held weapon once per round.&lt;br /&gt;
* For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc.&lt;br /&gt;
* Spells cast from Mage Foci have varying movement costs. If no cost is stated, assume ZERO movement cost.&lt;br /&gt;
&lt;br /&gt;
Some additional rules apply:&lt;br /&gt;
* For each enemy adjacent to you, movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to one enemy, 4 movement points if that move starts next to 2 enemies and 8 movement points if that move starts next to three enemies. Note that because of this few characters have enough movement allowance to make a ranged attack while an enemy is adjacent to them, though an unarmoured character will have enough MA to step back a square from single adjacent opponent, and then shoot.&lt;br /&gt;
* You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. &lt;br /&gt;
* You may never move through walls or other blocking obstacles.&lt;br /&gt;
&lt;br /&gt;
Note that it is frequently possible to move squares as a result of special effects. These bonus moves don&#039;t cost movement points, and are described in the appropriate race and weapons rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacks and Damage==&lt;br /&gt;
&amp;lt;br&amp;gt;When a mini makes an attack, roll a single D6 and compare it to the &#039;&#039;Defence Value&#039;&#039; of the target. If the die roll equals or exceeds the target&#039;s roll, you deal 1 HP damage to it (e.g. reducing the target from 3 to 2 HP).&lt;br /&gt;
&lt;br /&gt;
Melee attacks can only be made against opponents that are adjacent and who you are facing.&lt;br /&gt;
&lt;br /&gt;
Ranged attacks can only be made against opponents in your front 90 degree arc and where there is line of sight (you can draw a line between the centre of your squares without intersecting a square occupied by another model, or an obstacle that blocks line of sight).&lt;br /&gt;
&lt;br /&gt;
You can never choose to attack your own minis. &lt;br /&gt;
&lt;br /&gt;
===Melee Attack Modifiers===&lt;br /&gt;
* For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a &#039;&#039;co-ordinated attack bonus&#039;&#039;.&lt;br /&gt;
* If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a &#039;&#039;backstab bonus&#039;&#039;.&lt;br /&gt;
* For each opponent &#039;&#039;other than your target&#039;&#039; adjacent to and facing towards you, deduct 1 from your attack roll. This is called a &#039;&#039;distraction penalty&#039;&#039;.&lt;br /&gt;
* Melee attacks against downed opponents gain +1 to the attack roll. This is called a &#039;&#039;melee coup de grace bonus&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Ranged Attack Modifiers===&lt;br /&gt;
* For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a &#039;&#039;firing into melee penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks suffer a -1 penalty for every &#039;&#039;range increment&#039;&#039; distance to the target. For example, if a weapon has a range increment of 6, then there is no penalty at 1-5 squares distance, -1 penalty at 6-11 squares distance, -2 penalty at 12-17 squares distance, and so on. This is called the &#039;&#039;range penalty&#039;&#039;.&lt;br /&gt;
* Ranged attacks against downed opponents double the &#039;&#039;range penalty&#039;&#039;. For example, -2 becomes -4.&lt;br /&gt;
&lt;br /&gt;
===Magic Attack Modifiers===&lt;br /&gt;
* Magic attacks will specify in their description whether they are melee attacks or ranged attacks. They are then subject to the modifiers of that attack type.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Effects==&lt;br /&gt;
&amp;lt;br&amp;gt;Most weapons and many races create additional effects beyond the above, that are detailed in their individual rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==0 HP, Dramatic Recovery and Coup-De-Grace==&lt;br /&gt;
&amp;lt;br&amp;gt;If a mini is reduced to 0 HP, it is considered to be &#039;&#039;downed&#039;&#039;. To represent this, lie the mini down on its side.&lt;br /&gt;
A downed mini has no facing, but still occupies its square.&lt;br /&gt;
&lt;br /&gt;
If a mini is reduced to -1HP or less it is considered to be &#039;&#039;out of action&#039;&#039;. Remove the mini from the board, and it takes no further part in the battle. Note that it is possible for high damage attacks to directly take minis out of action, without passting through the downed state, for example if 2HP damage is done to a mini with 1 HP.&lt;br /&gt;
&lt;br /&gt;
Downed minis can be activated, but cannot take actions from the normal list. Instead they can choose to make any ONE of the below actions on their activation.&lt;br /&gt;
* The downed combatant can crawl one square in any direction. &lt;br /&gt;
* The downed combatant can make a single melee attack at one adjacent opponent, at a -2 penalty.&lt;br /&gt;
* The downed combatant can make a single ranged attack at an opponent within range, at a -2 penalty.&lt;br /&gt;
* The downed combatant can attempt a &#039;&#039;dramatic recovery&#039;&#039;. Roll a D6: on a roll of 5+, stand up the downed combatant (facing of your choosing) and restore 1 HP to it. On a roll of 4 or less, nothing happens.&lt;br /&gt;
&lt;br /&gt;
In game parlance, an attack against a downed mini with 0 HP is called a &#039;&#039;coup-de-grace&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Victory==&lt;br /&gt;
&amp;lt;br&amp;gt;By default, you win the game if all other players combatants have been taken &#039;&#039;out of action&#039;&#039;.&lt;br /&gt;
Some scenarios may present different win conditions.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251395</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251395"/>
		<updated>2013-11-13T18:46:30Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Walls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).&lt;br /&gt;
===Climbable walls===&lt;br /&gt;
&lt;br /&gt;
A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side.&lt;br /&gt;
&amp;lt;br&amp;gt;Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time).&lt;br /&gt;
===Fences===&lt;br /&gt;
&lt;br /&gt;
Conversely, you could have &amp;quot;walls&amp;quot; that can&#039;t be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well.&lt;br /&gt;
&amp;lt;br&amp;gt;An interesting setup might be to have such fences be all that divides two adjacent starting areas.&lt;br /&gt;
&lt;br /&gt;
=Obstacles, hazards, traps and monsters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251392</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251392"/>
		<updated>2013-11-13T18:40:55Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&lt;br /&gt;
Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&lt;br /&gt;
The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&lt;br /&gt;
Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&lt;br /&gt;
In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&lt;br /&gt;
In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&lt;br /&gt;
Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&lt;br /&gt;
Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&lt;br /&gt;
Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&lt;br /&gt;
These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&lt;br /&gt;
See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).  &lt;br /&gt;
=Obstacles, hazards, traps and monsters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251391</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251391"/>
		<updated>2013-11-13T18:38:52Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
Be assured: you&#039;re not meant to use all these rules at once! Pick and choose the right number of extra rules to get the arena to the point where its an interesting place to have a fight, but not enough that it overshadows the warbands themselves.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&amp;lt;br&amp;gt;The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&amp;lt;br&amp;gt;Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the warbands start with greatly diminished numbers, and must take action to get the rest of their warband into play. There should be opportunities to kill other people&#039;s warband members before they can get them too!&lt;br /&gt;
&amp;lt;br&amp;gt;For example, consider an arena with a series of locked cells, each containing a couple of figures from the same warband. The door could be opened simply by pulling a lever outside it. If its your guys doing it, thats grand, you&#039;ve expanded your warband! If its the enemy, they could slaughter your men before you can reach them!&lt;br /&gt;
===Reunion===&lt;br /&gt;
&amp;lt;br&amp;gt;Similar to rescue the prisoners above, except the warband is divided into multiple groups, that basically need to rescue each other! A simple two player set up would be four square rooms, set in a square pattern and linked by corridors. Each warband would then be split in half, over opposite corner rooms.&lt;br /&gt;
&amp;lt;br&amp;gt;The key to success here, clearly, is to move fast and unite the two halves of your warband!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=Doors, walls, cover and transport points=&lt;br /&gt;
==Doors==&lt;br /&gt;
Consider the following tactical effects to make your arenas more interesting:&lt;br /&gt;
===Doors as LOS blockers===&lt;br /&gt;
&amp;lt;br&amp;gt;Perhaps a door is just something that can be opened or closed for 1 Movement Point, which counts as an impassable square when closed and an open square when open.&lt;br /&gt;
&amp;lt;br&amp;gt;Placing doors smartly in the arena can create the opportunity to limit or allow firing lanes.&lt;br /&gt;
&amp;lt;br&amp;gt;If you&#039;re playing with an exploration variant, opening a door could allow a new tile section to be revealed from a prepared map.&lt;br /&gt;
===Locked Doors===&lt;br /&gt;
&amp;lt;br&amp;gt;Sometimes its interesting to have doors not be easily opened. A lever could control a door being opened, making it a one way obstacle. Consider having a one way door like that opening onto a starting area, so that attackers can use it to spring a flank attack, but defenders can&#039;t access that route without going into the centre of the board.&lt;br /&gt;
&amp;lt;br&amp;gt;Having a door need to be opened, and having a goodies behind it is another smart way to encourage movement, and also to persuade players to split their warbands rather than keeping them in a big clump!&lt;br /&gt;
===Breakable Doors===&lt;br /&gt;
&amp;lt;br&amp;gt;These can be an alternative to locked doors, or can just be an additional way to break open a locked door!&lt;br /&gt;
&amp;lt;br&amp;gt;You might treat a door as model with a a Defence Value and HP, and have attacks smash their way through. Or, you might specify that different sorts of weapons smash doors on different rolls: e.g. 4+ for double handed mauls, 5+ for other double handed weapons and spell attacks, 6+ for single handed melee weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Walls==&lt;br /&gt;
By default, walls are just lines you can&#039;t move through. You can mix this up though!&lt;br /&gt;
===Breakable walls===&lt;br /&gt;
&amp;lt;br&amp;gt;See breakable doors, above. Basically the same thing as a row of breakable doors!&lt;br /&gt;
&amp;lt;br&amp;gt;Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever).  &lt;br /&gt;
=Obstacles, hazards, traps and monsters=&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251390</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251390"/>
		<updated>2013-11-13T18:20:55Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Arena shape, rooms, corridors and open spaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&amp;lt;br&amp;gt;The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&amp;lt;br&amp;gt;Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Layout Ideas==&lt;br /&gt;
===Hub and Spokes===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the main &amp;quot;hub&amp;quot; part of the arena is a large central zone, likely containing a few passive hazards, such as pits or spiked walls. If the scenario has a primary objective, it should be in the hub area.&lt;br /&gt;
&amp;lt;br&amp;gt;Several &amp;quot;spoke&amp;quot; areas are attached to this central area by narrow corridors. Each player&#039;s starting area starts on one of these attached areas, and these areas are equidistant from the centre of the hub.&lt;br /&gt;
&amp;lt;br&amp;gt;Additionally, there&#039;ll be other spokes, leading off into other side areas. These other side areas will have a desirable feature.&lt;br /&gt;
&amp;lt;br&amp;gt;This map layout should encourage quick movement into the central area, with fast guys being sent out to other spokes to get any goodies when they can be spared.&lt;br /&gt;
===Floating World===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are mostly thin corridors, but the main area has larger &amp;quot;rooms&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;The special thing here is that there are no walls, and the tile pieces are considered to be floating over a bottomless pit. Anyone who gets knocked off will be taken out of action.&lt;br /&gt;
&amp;lt;br&amp;gt;This set up encourages movement away from the hazardous side areas, and into the melee in the centre.&lt;br /&gt;
&amp;lt;br&amp;gt;Just in case there&#039;s no forced movement effects, its a good idea to have the central area have a feature that contains a controllable forced movement effect. Maybe a kinetic cannon emplacement that knocks back targets at huge ranges when a gunner takes place. Maybe a series of levers that cause board sections to crumble and disappear.&lt;br /&gt;
===Ring of Fire===&lt;br /&gt;
&amp;lt;br&amp;gt;In this set up, the starting areas are at the periphery. As the game progresses, a by round or random effect causes outer sections of the board to become terminally hazardous or undesirable. For example, a closing ring of fire that burns instantly, or a creeping cloud of poison gas that wounds anyone in it. You can play around with different concepts that have the same effect as well. Maybe there are a series of burning torches across the arena, which go out from the periphery inwards, and anyone not within five squares of one has a 1 in 3 chance of being eaten by a grue!&lt;br /&gt;
&amp;lt;br&amp;gt;The key here is that this layout is defined by the outer areas being dangerous, rather than the inner areas being desirable. Indeed, you can introduce a risk-reward element by having the most beneficial features be on the outside!&lt;br /&gt;
&lt;br /&gt;
=Doors, walls, fences and transport points=&lt;br /&gt;
=Obstacles, hazards and traps=&lt;br /&gt;
&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251389</id>
		<title>Coup-De-Grace: Arena Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Arena_Design&amp;diff=251389"/>
		<updated>2013-11-13T18:03:53Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Arena_Design|Arena Design]]&lt;br /&gt;
&lt;br /&gt;
__toc__&lt;br /&gt;
&lt;br /&gt;
The following categories provide discussion and examples of different aspects of arena layout. Its intended as a design workshop, to give GMs and players ideas as to cool ways to vary their arenas. Nothing here is set in stone, but players should be made aware of which different rules are in play.&lt;br /&gt;
&lt;br /&gt;
=Objectives and scenarios=&lt;br /&gt;
&lt;br /&gt;
The default set-up of coup-de-grace is two teams fighting to the death. Once you&#039;ve taken the other team out of action, you win. This section chanegs that idea with the concept of scenario goals and objectives.&lt;br /&gt;
&lt;br /&gt;
Consider trying out the following example scenarios.&lt;br /&gt;
&lt;br /&gt;
==Variant Rules relating to scenarios==&lt;br /&gt;
&lt;br /&gt;
===Themed Warbands===&lt;br /&gt;
&lt;br /&gt;
Works best for GM-designed scenarios and warbands. Theme the warbands to create more narrative cohesion: e.g. orcs versus dwarves.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Alignment&amp;quot; - For team-pick, divide minis into good, evil and neutral. A player who has picked at least one good mini cannot pick any evil ones, and vice versa.&lt;br /&gt;
* &amp;quot;Preferred Allies&amp;quot; - For blind bidding, each mini you have adds +1 to the bid value of minis of its own race, and -1 to the bids of one opposed race. These modifiers affect who wins the auction, but not the cost to be paid if you win.&lt;br /&gt;
&lt;br /&gt;
===Respawn===&lt;br /&gt;
&lt;br /&gt;
In games where annihilating the opposition is not the objective, there may be the ability to &amp;quot;respawn&amp;quot;. At the start of each round, as that warband&#039;s first activation, the warband may restore one out-of-action mini and place it in his starting area.&lt;br /&gt;
&lt;br /&gt;
===Reinforcements===&lt;br /&gt;
&lt;br /&gt;
This is the same as respawning, but rather than use out of action minis, the player may pick a mini from a shared &amp;quot;reserve pool&amp;quot; and bring this one into play in his starting area. This means that there&#039;ll be a new mini each turn! &lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
&lt;br /&gt;
Sometimes you want one or two models in a warband to stand out.&lt;br /&gt;
A mini can be treated as being &amp;quot;heroic&amp;quot; if the scenario directs this. This gives it +3 Hit Points, and it can use each of its held weapons &#039;&#039;twice&#039;&#039; each turn instead of once. Also, it halves the MA cost of any actions from these weapons.&lt;br /&gt;
&lt;br /&gt;
===Mooks===&lt;br /&gt;
&lt;br /&gt;
Equally, sometimes you want models to be represent faceless minions who are there for more competent warriors to cut down, and who are only dangerous en masse.&lt;br /&gt;
A mini can be treated as being a &amp;quot;mook&amp;quot; if the scenario directs this. This gives it -2 Hit Points, and any attack roll made by a mook that rolls an odd number automatically misses.&lt;br /&gt;
&lt;br /&gt;
==Variant Objectives==&lt;br /&gt;
&lt;br /&gt;
===Checkmate===&lt;br /&gt;
&lt;br /&gt;
Each player nominates a single model as his &amp;quot;King&amp;quot;. This model gains +3 Hit Points and has its status revealed to all players.&lt;br /&gt;
&lt;br /&gt;
When a warband&#039;s King is taken out of action, it loses the game. Depending on the scenario other minis in the warband may be instantly taken out of action as well, or may remain in play for the player of that warband to have a chance to affect the ongoing outcome.&lt;br /&gt;
&lt;br /&gt;
At any point that only one player has a King in play, that player wins the game.&lt;br /&gt;
&lt;br /&gt;
Try this objective with the reinforcements rule as above.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Capture the Flag===&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;flag&amp;quot; placed on the board which their team must guard. Any model may spend 1 movement point to pick up a flag in an adjacent square. Doing so takes the place of whatever is in that mini&#039;s left hand. If the mini is downed or taken out of action, the flag drops in an adjacent square (dropping mini decides which one). A mini can voluntarily drop a flag in an adjacent square for 1 movement point.&lt;br /&gt;
&lt;br /&gt;
When a warband brings an opposing team&#039;s flag back to a target area (maybe that team&#039;s starting area, or maybe a separate area to any players starting zone), that flag is removed from the game, and the warband wins the game. For 3+ multiplayer games, instead remove the warband whose flag is captured from the game, and continue till only one warband remains.&lt;br /&gt;
&lt;br /&gt;
As variants consider the following:&lt;br /&gt;
* &amp;quot;Murderball&amp;quot;: One flag only, which is &amp;quot;neutral&amp;quot; and in the centre of the board. First team to bring it home wins.&lt;br /&gt;
* &amp;quot;Defence and Attack&amp;quot;: One flag per team, and the team&#039;s own flag starts in their starting zone.&lt;br /&gt;
* &amp;quot;Bomb run&amp;quot;: Teams start with a neutral flag each, but the target is their opponent&#039;s starting zone.&lt;br /&gt;
&lt;br /&gt;
Capture the flag works well with the respawn rule, and can be made more chaotic with the mook rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Zone Capture===&lt;br /&gt;
&lt;br /&gt;
The arena has three or more designated zones which count as target zones. At the start of each round, a zone which only contains minis of one warband is considered to be controlled by that warband. If at the start of any round, a warband is controlling a certain number of zones (say 2 out of 3) they win.&lt;br /&gt;
&lt;br /&gt;
Zone Capture works well with respawn rules, though to stop things dragging out its often a good idea to have respawns be mooks.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;King of the Castle&amp;quot; - Instead of zones, have a single square be the target area. Grant a small buff to any model on this square. A player wins if a mini he controls occupies the target area for 5 turns in a row.&lt;br /&gt;
* &amp;quot;Endzone Attack&amp;quot; - Each player&#039;s starting area is a target zone. Leave off the respawn rule for this variant!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Wave Defence===&lt;br /&gt;
&lt;br /&gt;
The arena is set up so that one player, or the GM sends in successive waves of enemies. These turn up at regular intervals (e.g. every D6 turns).&lt;br /&gt;
&lt;br /&gt;
The goal could be to survive a fixed number of waves with at least one model intact, or perhaps to survive as many turns as possible to beat a &amp;quot;survival high score&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Tower Defence&amp;quot;: Defending players play by points buy, and must spend half their points on buying traps, turrets, obstacles and the like from a GM provided list.&lt;br /&gt;
* &amp;quot;Us vs Them vs Us vs Them:&amp;quot; Two players play simultaneously on two boards, attacking on one, defending on the other. Winner is the one who survives with his defending team the longest.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Killstreak===&lt;br /&gt;
&lt;br /&gt;
The goal here is to make a certain number of kills to win the game. Use respawn rules and state how many kills are needed to win. &lt;br /&gt;
&lt;br /&gt;
Variants:&lt;br /&gt;
* &amp;quot;Escalation&amp;quot;: Have starting forces be mooks, but respawn as standard forces, and then to respawn again as heroes. &lt;br /&gt;
* &amp;quot;Master of Mayhem&amp;quot;: Each mini tracks its own number of kills. To win, an individual mini needs five kills without dying itself.&lt;br /&gt;
* &amp;quot;Chosen One&#039;s Rampage&amp;quot;: As per Master of Mayhem, but each player gets one uber-hero, that can never be killed! If reduced to 0 or less hit points, the mini is downed, but can never be reduced below 0 HP or taken out of action.&lt;br /&gt;
* &amp;quot;Style Bonus&amp;quot;: With any variant, gain a bonus kill point for a kill made using various marked environmental effects (e.g. a spiked pit trap, a bonfire, etc.).&lt;br /&gt;
&lt;br /&gt;
=Arena shape, rooms, corridors and open spaces=&lt;br /&gt;
&lt;br /&gt;
You can use any game boards, dungeon tiles or even graph paper that has a grid of squares on it, but its worth putting some thought into the following:&lt;br /&gt;
&lt;br /&gt;
==General Principles==&lt;br /&gt;
===Encourage Movement===&lt;br /&gt;
&amp;lt;br&amp;gt;Nothing makes for a duller game than two teams refusing to move from their start areas. Some scenarios actively encourage a more aggressive approach, but in a default kill-battle the temptation will often be to just set up a defensive line and let the enemy come to you.&lt;br /&gt;
&amp;lt;br&amp;gt;As an arena designer, you want to use tricks to discourage this. Perhaps set up the areas nearest the entrance points so that they aren&#039;t very safe. A wide open kill zone, with multiple accesses from different directions is a good starting zone, especially if its easy to set up flanking moves from protected positions at the side.&lt;br /&gt;
&amp;lt;br&amp;gt;Desirable features should be placed furher in, and persistent hazards should be kept near the starting areas. Make the most beneficial environments be the ones at the centre of the board, and the most detrimental ones over the starting areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Early cramped space can encourage movement so that minis can be brought to bear. a 1 square wide corridor leading into an open chamber forces players either to move up into the open chamber, or to present his minis one by one.&lt;br /&gt;
&amp;lt;br&amp;gt;If all else fails, consider having the board move! This can be literal, with the scenario having board sections rearrange themselves (perhaps sliding towards a more dangerous zone), or can be achieved with advancing hazards: if both teams are being pushed into the centre room by a closing ring of fire, then they&#039;ll soon start moving!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Offer Choices===&lt;br /&gt;
&amp;lt;br&amp;gt;The game becomes most tactically intersting if you give a choice of routes, which are equally (un)desirable. Maybe there&#039;s a shortcut between target control zones, but its across an exposed narrow bridge over lava. Maybe the corridors form a circle or figure of eight, encouraging outflanking moves for faster models.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Keep it Tight===&lt;br /&gt;
&amp;lt;br&amp;gt;Vast sprawling dungeon arenas may look cool, but if it takes ten turns before contact is made, there&#039;s going to be a lot of dullness before the teams end up fighting within much smaller areas.&lt;br /&gt;
&amp;lt;br&amp;gt;Better by far to keep it tight from the outset. As a rule of thumb, for every mini in the battle, have the arena be 2 squares wide. So for twelve minis, the game board shouldn&#039;t be wider or longer than 24 squares. That doesn&#039;t just mean a big open space of 24 x 24 squares, of course. You can limit the number of squares further by breaking that area into rooms, corridors, hazards, obstacles and the like. &lt;br /&gt;
&lt;br /&gt;
=Doors, walls, fences and transport points=&lt;br /&gt;
=Obstacles, hazards and traps=&lt;br /&gt;
&lt;br /&gt;
=Environmental effects=&lt;br /&gt;
=Power ups, buffs and debuffs=&lt;br /&gt;
=Active Exploration=&lt;br /&gt;
=Going into three dimensions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251388</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251388"/>
		<updated>2013-11-13T14:30:07Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that an standard mini with no other movement bonus will need to be unarmoured to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Curse of Undeath&#039;&#039;: SPELL. When this spell is used, select an enemy model that was taken out of action this round. That model pit back into play, though now representing an undead under your control. Its race changes from its original type to Zombie. If possible, place it on the square it was taken out of action on, if not, put on the nearest empty square (of your choice, if multiple options). &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251387</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251387"/>
		<updated>2013-11-13T14:29:38Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that an standard mini with no other movement bonus will need to be unarmoured to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe). Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Curse of Undeath&#039;&#039;: SPELL. When this spell is used, select an enemy model that was taken out of action this round. That model pit back into play, though now representing an undead under your control. Its race changes from its original type to Zombie. If possible, place it on the square it was taken out of action on, if not, put on the nearest empty square (of your choice, if multiple options). &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
rance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. The target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.. &#039;&#039;(appearance: growing or living staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Order&#039;&#039;&#039; - &#039;&#039;Neuromancy&#039;&#039;: SPELL. Select an enemy model. Immediately take a turn with that model as if it were a model you control. All movement costs are doubled during this move. &#039;&#039;(appearance: staff with hard polgonal edges along shaft)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251386</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251386"/>
		<updated>2013-11-13T14:26:54Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that an standard mini with no other movement bonus will need to be unarmoured to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set. You can also go by the appearance of the mini overall: a mini that is clearly a necromancer should have a Staff of Death, for example, no matter what the staff&#039;s appearance is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Chaos&#039;&#039;&#039; - &#039;&#039;Wild Magic&#039;&#039;: QUALITY. At the start of this mini&#039;s activation, roll a D6. This changes the Chaos Staff into the following named staff type till the end of the turn: 1: Staff of Air, 2: Staff of Earth, 3: Staff of Fire, 4: Staff of Lighting, 5-6: All of the above (but still cast only one spell). &#039;&#039;(appearance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Death&#039;&#039;&#039; - &#039;&#039;Curse of Undeath&#039;&#039;: SPELL. When this spell is used, select an enemy model that was taken out of action this round. That model pit back into play, though now representing an undead under your control. Its race changes from its original type to Zombie. If possible, place it on the square it was taken out of action on, if not, put on the nearest empty square (of your choice, if multiple options). &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
rance: gnarled or warped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Life&#039;&#039;&#039; - &#039;&#039;Lifesurge&#039;&#039;: SPELL. When this spell is used, select any model, ally or enemy. . &#039;&#039;(appearance: skull-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251385</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251385"/>
		<updated>2013-11-13T14:17:46Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 3, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away. Note that the movement cost means that an standard mini with no other movement bonus will need to be unarmoured to cast these spells.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MA cost (3 MA for single hand, 6 MA for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Air&#039;&#039;&#039; - &#039;&#039;Tempest&#039;&#039;: SPELL. Pick a direction: towards caster, away from caster, clockwise or anticlockwise. All models (friend or foe) within six squares of the caster are moved one square in that direction, if possible. &#039;&#039;(appearance: crystal-topped staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Earth&#039;&#039;&#039; - &#039;&#039;Treacherous Footing&#039;&#039;: SPELL. All enemy models within three squares of the caster have all movement costs doubled while within this zone till the end of the round. If the caster subsequently moves, the affected zone moves with the caster. &#039;&#039;(appearance: stone staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251384</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251384"/>
		<updated>2013-11-13T12:35:39Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 6, and can be targeted at a model within line of sight up to 9 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251383</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251383"/>
		<updated>2013-11-13T12:35:09Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 4, and can be targeted at a model within line of sight up to 9 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 9 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251382</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251382"/>
		<updated>2013-11-13T12:34:33Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Double Handed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 4, and can be targeted at a model within line of sight up to 12 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 12 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: SPELL, RANGED ATTACK. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: SPELL, RANGED ATTACK. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251381</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251381"/>
		<updated>2013-11-13T12:32:50Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 4, and can be targeted at a model within line of sight up to 12 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 12 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251380</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251380"/>
		<updated>2013-11-13T12:31:49Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Empty Hands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and &lt;br /&gt;
can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 4, and can be targeted at a model within line of sight up to 12 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 12 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boosts his defence value by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251379</id>
		<title>Coup-De-Grace: Mage Foci</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Coup-De-Grace:_Mage_Foci&amp;diff=251379"/>
		<updated>2013-11-13T12:31:19Z</updated>

		<summary type="html">&lt;p&gt;Asklepios: /* Empty Hands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Coup-De-Grace:_Main_Page|Main Page]] --&amp;gt; [[Coup-De-Grace:_Mage_Foci|Mage Foci]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.&lt;br /&gt;
&lt;br /&gt;
The first list is for &amp;quot;empty hands&amp;quot;, which don&#039;t contain a mage focus at all. The game DOES make a distinction between whether this is the left or right hand for some empty hand combinations.&lt;br /&gt;
&lt;br /&gt;
The second list is for mage foci carried and wielded in a single hand. The game DOES make a distinction between whether this is the left or right hand for some foci.&lt;br /&gt;
&lt;br /&gt;
The third list is for mage foci carried and wielded in both hands. &lt;br /&gt;
&lt;br /&gt;
Note that the game assumes standard minis with two hands.&lt;br /&gt;
&lt;br /&gt;
Note that a focus attack&#039;s special rules only apply to attacks made with that focus itself, unless directly specified otherwise. For example, if you attack with a force orb and a blast staff, only the force orb benefits from the force orb&#039;s rules, and only the blast staff benefits from the blast staff&#039;s rules.&lt;br /&gt;
&lt;br /&gt;
Foci effects either have the keyword SPELL or QUALITY.&lt;br /&gt;
&lt;br /&gt;
* Any single handed or empty hand mage focus SPELL has a Movement Allowance cost of 2, and &lt;br /&gt;
can be targeted at a model within line of sight up to 6 squares away.&lt;br /&gt;
* Any double handed focus SPELL has a Movement Allowance cost of 4, and can be targeted at a model within line of sight up to 12 squares away.&lt;br /&gt;
* SPELLS don&#039;t use range increments.&lt;br /&gt;
* QUALITIES don&#039;t cost movement allowance. They are &amp;quot;always on&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A spell may be noted to be...&lt;br /&gt;
* ...a RANGED ATTACK, in which case it is subject to the modifiers for ranged attacks, other than range increments.&lt;br /&gt;
* ...a MELEE ATTACK, in which case it does not have the usual 6 or 12 square range, and instead is treated for all intents and purposes as a melee attack. Note however that because it has a spell, it has a spell&#039;s MP cost (2 MP for single hand, 4 MP for two hands), which will normally be increased for being adjacent to enemies.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is an ATTACK, it deals one damage on a successful hit, and makes an attack roll against the target&#039;s defence value.&lt;br /&gt;
&lt;br /&gt;
If a SPELL is NOT an ATTACK, it doesn&#039;t deal damage unless the spell effect describes so.&lt;br /&gt;
&lt;br /&gt;
==Empty Hands==&lt;br /&gt;
&lt;br /&gt;
Note that the below are used if the mini is clearly that of a spellcasting-type. If a mini looks more like a fighter, then instead refer to the empty hand rules on the [[Coup-De-Grace: Melee Weapons|Melee Weapons]] page.&lt;br /&gt;
&lt;br /&gt;
Note that if a mini is clearly holding a two handed focus in one hand, then disregard the empty hand, and treat it as if it had both its hands on the two handed focus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clawed Hand&#039;&#039;&#039; (Either Hand) - &#039;&#039;Spectral Hand of Darkness&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll pull the target one square directly towards you.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Left Hand) - &#039;&#039;Battle Mage&#039;&#039;: QUALITY. This mini&#039;s SPELLS don&#039;t have their MA cost doubled for being adjacent to an enemies. If this mini&#039;s can&#039;t cast any SPELLS, then instead use the Force Fist rules below for this left hand.&lt;br /&gt;
* &#039;&#039;&#039;Fist&#039;&#039;&#039; (Right Hand) - &#039;&#039;Force Fist&#039;&#039;: SPELL, MELEE ATTACK. On a successful attack roll, target takes an additional HP damage (for 2 HP damage total).&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Mage Shield&#039;&#039;: SPELL. This mini boostS his defence by +2 till the end of the round when this spell is cast.&lt;br /&gt;
* &#039;&#039;&#039;Open Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Prismatic Spray&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll, the target loses -1 Movement Allowance till the end of the round. This MA penalty has no detrimental effect if the target has already activated this turn&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Left Hand) - &#039;&#039;Bless&#039;&#039;: SPELL. Select an allied mini within line of sight. That mini gains +2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
* &#039;&#039;&#039;Pointing Hand&#039;&#039;&#039; (Right Hand) - &#039;&#039;Curse&#039;&#039;: SPELL. Select an enemy mini within line of sight. That mini has -2 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Single Hand==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blast Staff&#039;&#039;&#039; - &#039;&#039;Telekinetic Blast&#039;&#039;: SPELL, RANGED ATTACK. On a successful attack roll push the target one square directly away from you. If the destination square that the target would be pushed into is not one it could normally move into, then the movement is halted.&lt;br /&gt;
* &#039;&#039;&#039;Crystal&#039;&#039;&#039; - &#039;&#039;Heat Beam&#039;&#039;: SPELL, RANGED ATTACK. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Force Orb&#039;&#039;&#039; - &#039;&#039;Unseen Hand&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. You may move that model into an unoccupied adjacent square, and you may change its facing of you wish.&lt;br /&gt;
* &#039;&#039;&#039;Holy Symbol&#039;&#039;&#039; - &#039;&#039;Holy Light&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it undead, or gains 1HP if it is a living organic creature (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
* &#039;&#039;&#039;Spellbook&#039;&#039;&#039; - &#039;&#039;Wizardry&#039;&#039;: QUALITY. At the start of the mini&#039;s activation he may spend 2 Movement Points. If he does so, the mini can select one SPELL from the single handed or empty hands list, and cast it once this turn using its normal rules and paying its cost as usual. &lt;br /&gt;
* &#039;&#039;&#039;Skull&#039;&#039;&#039; - &#039;&#039;Necrotic Energies&#039;&#039;: SPELL. Select any model (ally or foe) within 6 squares. Roll a D6. On a 1-3 nothing happens. On a 4+ the target loses 1 HP if it is a living organic creature, or gains 1HP if it is undead (to a maximum of its starting HP). This is not an attack.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Double Handed==&lt;br /&gt;
Its often hard to determine one staff type from another visually! Make sure everyone agrees what the staves represent before the warbands are selected. Suggested visual appearances are listed in brackets and italics at the end of each rules-set.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Staff of Fire&#039;&#039;&#039; - &#039;&#039;Fireball&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. Whenever you attack with this focus you must select a 3 x 3 square to target, which may not contain any allies. You only need to have line of sight to the centre square and calculate range only to that square. Roll one attack, and apply the result individually to each enemy within this area. &#039;&#039;(appearance: wooden staff)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Staff of Lightning&#039;&#039;&#039; - &#039;&#039;Chain Lightning&#039;&#039;: Ranged Attack. Range increment 2. 4 movement point cost. This attack always treats all targets as unarmoured (base defence value 3) no matter what armour they are wearing. On an attack roll of 6, you may immediately attack again with this focus against a target you have not yet attacked with this focus this round. &#039;&#039;(appearance: metal staff)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Coup-De-Grace|Main page]]&lt;/div&gt;</summary>
		<author><name>Asklepios</name></author>
	</entry>
</feed>