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Coup-De-Grace: Melee Weapons
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==Single Hand== 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's overall appearance. If it looks more like a warrior, check here, if it looks like a mage, refer to the mage focus list! * '''Assassin's Knife''' - ''Spine Stab'': +1 damage on successful backstab attacks. * '''Axe''' - ''Dolorous Blow'': Deal +1 damage for a succesful attack that comes up "6". * '''Banner''' - ''Symbol of Glory'': 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. * '''Buckler''' - ''Guard'': NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc. * '''Curved sword''' - ''Slice and Dice'': 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. * '''Entangling Weapon''' - NO ATTACK. ''Entangle'': 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'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. * '''Fencing sword''' - ''Feint'': On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round. * '''Glaive''' - ''Cut Down'': On a succesful attack roll of 3-4, deal +1 damage. * '''Hammer''' - ''Bash Back'': 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's facing. * '''Mace / Morningstar''' - ''Skullbreaker'': Against downed opponents, reduce Defence Value to 2 before any other modifiers. * '''Musical Instrument''' - ''Battle March'': 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. * '''Shield''' - ''Block'': NO ATTACK. Gain +1 defence against attacks that originate in your front 90 degree arc. * '''Rock''' - ''Improvised weapon'': This weapon always misses on a roll of "5". Can be used as single handed melee weapon or single handed ranged weapon. +1 to attack rolls against downed opponents. * '''Sickle''' - ''Bloody hook'': 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 "5". * '''Skull / Severed Head''' - ''Murderous'': NO ATTACK. Add +1 to attack rolls of other melee attacks you make. * '''Spear''' - ''Reach Attack'': 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. * '''Stabbing sword''' - ''Pierce'': 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. * '''Straight sword''' - ''Classic swordplay'': On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round. * '''Throwing Knife''' - ''Versatile'': No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon. * '''Trident''' - ''Pin down'': 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. * '''Tower Shield''' - ''Cover'': Gain +2 defence against ranged attacks that originate in your front 90 degree arc. <br>
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