Editing Coup-De-Grace: Melee Weapons

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Note that a weapon attack'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's rules, and only the axe benefits from the axe's rules.
 
Note that a weapon attack'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's rules, and only the axe benefits from the axe's rules.
  
If you can'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!
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If you can'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!
  
 
==Empty Hands==
 
==Empty Hands==
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* '''Claw''' - ''Rending Attacks'': On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.
 
* '''Claw''' - ''Rending Attacks'': On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.
* '''Fist''' - ''Unarmed Attack'': Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.
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* '''Fist''' - ''Deadly Fists'': Unarmoured opponents are at -1 Defence against this attack. Armoured opponents are at +1 Defence against this attack.
 
* '''Open Hand''' - ''Duellist'': 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.
 
* '''Open Hand''' - ''Duellist'': 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.
  
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* '''Buckler''' - ''Guard'': NO ATTACK. Gain +2 defence against melee attacks that originate in your front 90 degree arc.
 
* '''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.
 
* '''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.
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* '''Entangling Weapon''' - ''Drag Back'': On a successful attack roll, resolve damage and then entangle the opponent. For the rest of the current character's activation, if you move, the target is moved into the square you vacated.  
 
* '''Fencing sword''' - ''Feint'': On an attack with this weapon that misses, immediately gain +2 movement allowance till the end of the round.
 
* '''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.
 
* '''Glaive''' - ''Cut Down'': On a succesful attack roll of 3-4, deal +1 damage.
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* '''Straight sword''' - ''Classic swordplay'': On an attack with this weapon that hits, immediately gain +2 movement allowance till the end of the round.
 
* '''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.
 
* '''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.
 
* '''Tower Shield''' - ''Cover'': Gain +2 defence against ranged attacks that originate in your front 90 degree arc.
 
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* '''Great Axe''' - ''Executioner'': 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 "6".  
 
* '''Great Axe''' - ''Executioner'': 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 "6".  
 
* '''Halberd''' - ''Combination Weapon'': The halberd has the special rules of the following single handed weapons: axe and spear.
 
* '''Halberd''' - ''Combination Weapon'': The halberd has the special rules of the following single handed weapons: axe and spear.
* '''Large Entangling Weapon''' - NO ATTACK. ''Entangle'': 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'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!
 
 
* '''Longspear''' - ''Long Reach'': All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.
 
* '''Longspear''' - ''Long Reach'': All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.
 
* '''Pike''' - ''Combination Weapon'': The halberd has the special rules of the following single handed weapons: stabbing sword and spear.
 
* '''Pike''' - ''Combination Weapon'': The halberd has the special rules of the following single handed weapons: stabbing sword and spear.

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