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Coup-De-Grace: Non-standard minis
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==Large Footprint Minis== <br>These rules don't balance with standard minis. A large footprint mini is one that fills more than 1 square. * 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 "massive creature" effect as below. * When a large footprint mini with a square footprint turns, it just turns on the spot. * 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'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. * A "massive creature" 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! * A large footprint mini doesn't fall into pits unless more than half its footprint is in the pit. * 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. * 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. * Consider making it so a large footprint mini doesn't double the MA costs of any mini that it is considered a "massive creature" against. Such creatures are considered too small and nimble for it to exert zone control over. 4 legged creatures have the same Movement Allowance and Defence Value as standard minis of
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