Difference between revisions of "Coup-De-Grace: Mage Foci"

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(Empty Hands)
(Empty Hands)
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* '''Clawed Hand''' (Either Hand) - ''Spectral Hand of Darkness'': Ranged Attack. Range increment 2. 2 Movement Points cost. On a successful attack roll pull the target one square directly towards you.
 
* '''Clawed Hand''' (Either Hand) - ''Spectral Hand of Darkness'': Ranged Attack. Range increment 2. 2 Movement Points cost. On a successful attack roll pull the target one square directly towards you.
* '''Fist''' (Left Hand) - ''Battle Mage'': NO ATTACK. This mini's other attacks don't have their MA cost doubled for being adjacent to an enemies.
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* '''Fist''' (Left Hand) - ''Battle Mage'': NO ATTACK. This mini's other mage focus attacks don't have their MA cost doubled for being adjacent to an enemies.
 
* '''Fist''' (Right Hand) - ''Force Fist'': Melee Attack. 1 Movement Point cost (usually doubled to 2 MP). On a successful attack roll, target is pushed back 2 squares. If the destination square or any intervening squares that the target would be pushed into is not one it could normally move into, then the movement is halted.
 
* '''Fist''' (Right Hand) - ''Force Fist'': Melee Attack. 1 Movement Point cost (usually doubled to 2 MP). On a successful attack roll, target is pushed back 2 squares. If the destination square or any intervening squares that the target would be pushed into is not one it could normally move into, then the movement is halted.
 
* '''Open Hand''' (Left Hand) - ''Mage Shield'': NO ATTACK. This mini can spend 2X movement points to boost his defence by +X till the end of the round.
 
* '''Open Hand''' (Left Hand) - ''Mage Shield'': NO ATTACK. This mini can spend 2X movement points to boost his defence by +X till the end of the round.

Revision as of 05:05, 13 November 2013

Main Page --> Mage Foci


Overview

Below are three lists, to allow you to determine what special traits the magical foci your mini is carrying have.

The first list is for "empty hands", which don'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.

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.

The third list is for mage foci carried and wielded in both hands.

Note that the game assumes standard minis with two hands.

Some foci are noted to have the keywords "NO ATTACK" in capitals. This means that they cannot be used to make a melee attack.

Note that a focus attack'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's rules, and only the blast staff benefits from the blast staff's rules.

Note that all ranged attack spells have a range increment of 2 and a movement cost of 2 if cast from one hand, and a range increment of 2 and a movement cost of 4 cast from a double handed focus.

Empty Hands

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 Melee Weapons page.

  • Clawed Hand (Either Hand) - Spectral Hand of Darkness: Ranged Attack. Range increment 2. 2 Movement Points cost. On a successful attack roll pull the target one square directly towards you.
  • Fist (Left Hand) - Battle Mage: NO ATTACK. This mini's other mage focus attacks don't have their MA cost doubled for being adjacent to an enemies.
  • Fist (Right Hand) - Force Fist: Melee Attack. 1 Movement Point cost (usually doubled to 2 MP). On a successful attack roll, target is pushed back 2 squares. If the destination square or any intervening squares that the target would be pushed into is not one it could normally move into, then the movement is halted.
  • Open Hand (Left Hand) - Mage Shield: NO ATTACK. This mini can spend 2X movement points to boost his defence by +X till the end of the round.
  • Open Hand (Right Hand) - Prismatic Spray: Ranged Attack. Range increment 2. 2 Movement Point cost.
  • Pointing Hand (Left Hand) - Bless: NO ATTACK. Once per round, select an allied mini within line of sight. That mini gains +1 Movement Allowance till the end of the turn. You may not select a mini that has already been activated, and you cannot select yourself.
  • Pointing Hand (Right Hand) - Curse: NO ATTACK. Once per round, select an enemy mini within line of sight. That mini has -1 Movement Allowance till the end of the turn. You may not select a mini that has already been activated.

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.

Single Hand

  • Blast Staff - Telekinetic Blast: Ranged Attack. Range increment 2. 2 Movement Points cost. 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.
  • Crystal - Heated Steel: Ranged Attack. Range increment 2. 2 Movement Points cost. Against this attack unarmoured targets have base defence value of 5, and heavily armoured targets have a base defence value of 3.
  • Force Orb - Unseen Hand: Ranged Attack. Range increment 2. 2 Movement Points cost. On a successful attack roll no damage is dealt, but the target is moved three squares, with facing of your choosing after each moved square. You cannot move the target into squares it could not normally enter.
  • Holy Symbol - Holy Light: NO ATTACK. Once per round, 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).
  • Spellbook - Spell of Binding: Ranged Attack. Range increment 2. If this attack hits, the target loses -3 Movement Allowance this round. If it has already activated this round this has no detrimental effect.
  • Skull - Necrotic Energies: NO ATTACK. Once per round, 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).


Double Handed

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.

  • Staff of Fire - Fireball: 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. (appearance: wooden staff)
  • Staff of Lightning - Chain Lightning: 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. (appearance: metal staff)