Difference between revisions of "Coup-De-Grace: Melee Weapons"

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* '''Assassin's Knife''' - ''Spine Stab'': +1 damage on successful backstab attacks.
 
* '''Assassin's Knife''' - ''Spine Stab'': +1 damage on successful backstab attacks.
* '''Axe''' - ''Dolorous Blow'': Deal +1 damage for an attack die that comes up "6".  
+
* '''Axe''' - ''Dolorous Blow'': Deal +1 damage for a succesful attack that comes up "6".  
 
* '''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''' - ''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''' - ''Finesse'': On an odd numbered attack roll, resolve the attack and then gain +1 movement allowance till the end of the round.
 
* '''Fencing sword''' - ''Finesse'': On an odd numbered attack roll, resolve the attack and then gain +1 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, instead gain +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, instead gain +1 damage.
 
* '''Shield''' - ''Block'': Gain +1 defence against attacks that originate in your front 90 degree arc.
 
* '''Shield''' - ''Block'': Gain +1 defence against attacks that originate in your front 90 degree arc.
* '''Spear''' - ''Reach Attack'': You may spend 3 Movement Points to make a melee attack with this weapon on an opponent that is two squares in front of you (ignoring any intervening model) OR that is in an adjacent diagonal square in your front arc.
+
* '''Spear''' - ''Reach Attack'': You may use this weapon to make a melee attack with this weapon on an opponent that is in an adjacent diagonal square in your front arc.
* '''Spiked Chain''' - ''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.  
 
 
* '''Straight sword''' - ''Classic swordplay'': On an even numbered attack roll, 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 even numbered attack roll, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.
 
* '''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.
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* '''Grand Maul''' - ''Send Flying'': On a successful attack roll, resolve damage and then push the target two squares directly away from you. If that space or the intervening space is occupied or impassable, instead gain +2 damage.
 
* '''Grand Maul''' - ''Send Flying'': On a successful attack roll, resolve damage and then push the target two squares directly away from you. If that space or the intervening space is occupied or impassable, instead gain +2 damage.
 
* '''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".  
* '''Longspear''' - ''Reach Attack'': All melee attacks with this weapon can be made on opponents that are two squares in front of you (ignoring any intervening model) OR that are in an adjacent diagonal square in your front arc. However, you may not attack with this weapon to attack the square immediately in front of you!
+
* '''Halberd''' - ''Versatility'': The halberd has the special rules of the single handed axe, spear and entangling weapon.
 +
* '''Longspear''' - ''Long Reach'': All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.
 +
* '''Quarterstaff''' - ''Position Control'': On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.
 
* '''Zweihander sword''' - ''Sweeping Arc'': You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.
 
* '''Zweihander sword''' - ''Sweeping Arc'': You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.
  
 
[[Category:Coup-De-Grace|Main page]]
 
[[Category:Coup-De-Grace|Main page]]

Revision as of 11:31, 11 November 2013

Main Page --> Melee Weapons

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

The first list is for "empty hands", which don't contain a weapon at all.

The second list is for weapons carried and wielded in a single hand. The game doesn't make a distinction between whether this is the left or right hand.

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

Note that the game assumes standard minis with two hands.

Some "weapons" 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 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 either find one that is close to it, or make up a new rule and add it to this page!

Empty Hands

Note that the below are used if the mini is clearly that of a fighting-type. If a mini looks more like a scholar or a mage, then instead refer to the empty hand rules on the Mage Foci page.

  • Claw - Rending Attacks: On an odd numbered attack roll that hits, resolve damage, then immediately attack again with this weapon.
  • Fist - Martial Artist: Unarmoured opponents are at -1 Defence against attack.
  • Open Hand - Duellist: +1 Agility. If a mini has two open hands, treat one as "Fist", as above.


Single Hand

  • 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".
  • 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 - 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 - Finesse: On an odd numbered attack roll, resolve the attack and then gain +1 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, instead gain +1 damage.
  • Shield - Block: Gain +1 defence against attacks that originate in your front 90 degree arc.
  • Spear - Reach Attack: You may use this weapon to make a melee attack with this weapon on an opponent that is in an adjacent diagonal square in your front arc.
  • Straight sword - Classic swordplay: On an even numbered attack roll, gain a +1 bonus to the attack roll result. This does not occur if the dice is re-rolled.
  • Throwing Knife - Versatile: No special rules for attacks, but can be used as single handed melee weapon or single handed ranged weapon.
  • Tower Shield - Cover: Gain +2 defence against ranged attacks that originate in your front 90 degree arc.


Double Handed

  • Grand Maul - Send Flying: On a successful attack roll, resolve damage and then push the target two squares directly away from you. If that space or the intervening space is occupied or impassable, instead gain +2 damage.
  • 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 - Versatility: The halberd has the special rules of the single handed axe, spear and entangling weapon.
  • Longspear - Long Reach: All melee attacks with this weapon can be made with a range of 2 squares, ignoring any intervening models.
  • Quarterstaff - Position Control: On a successful attack, move the opponent one square in any direction, and move yourself one square in any direction.
  • Zweihander sword - Sweeping Arc: You may attack all opponents and models in the 3 squares in front of you (including the two diagonals). You may not make this attack if there are any allies in those three squares.