Editing
Coup-De-Grace: Rules of Conflict
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Attacks and Damage== <br>When a mini makes an attack, roll a single D6 and compare it to the ''Defence Value'' of the target. If the die roll equals or exceeds the target's roll, you deal 1 HP damage to it (e.g. reducing the target from 3 to 2 HP). Melee attacks can only be made against opponents that are adjacent and who you are facing. 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). You can never choose to attack your own minis. The following modifiers apply to attacks. ===Melee Attack Modifiers=== These modifiers apply only to ''melee attacks''. Note that ranged attacks at point blank range are NOT melee attacks, though they have their own set of problems close up! * For each ally adjacent to and facing towards the same target, add a +1 to your attack roll. This is called a ''co-ordinated attack bonus''. * If your opponent is facing directly away from you, gain +1 to your attack roll. This is called a ''backstab bonus''. * For each opponent ''other than your target'' adjacent to and facing towards you, deduct 1 from your attack roll. This is called a ''distraction penalty''. * Melee attacks against downed opponents gain +1 to the attack roll. This is called a ''melee coup de grace bonus''. ===Ranged Attack Modifiers=== These modifiers apply only to ''ranged attacks''. Note that melee attacks with reach beyond one square are NOT ranged attacks, they're just melee attacks with a longer reach! * For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''. * Ranged attacks suffer a -1 penalty for every ''range increment'' 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 ''range penalty''. * Ranged attacks against downed opponents double the ''range penalty''. For example, -2 becomes -4. ===Magic Attack Modifiers=== * 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. * Some magic effects are not attacks at all, and aren't subject to the modifiers for melee or rnaged attacks. <br><br>
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information