Editing Coup-De-Grace: Rules of Conflict
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− | [[Coup-De-Grace:_Main_Page|Main Page]] --> [[Coup-De-Grace:_Rules_of_Conflict|Rules of Conflict]] | + | [[Coup-De-Grace:_Main_Page|Main Page]] --> [[Coup-De-Grace:_Rules_of_Conflict|Rules of Conflict]] --> |
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First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''. | First, determine whether the miniature is unarmoured, lightly armoured or heavily armoured. This is known as its "class". Each class has a different ''defence value'' and ''movement allowance''. | ||
− | * ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of | + | * ''Unarmoured'' minis have a ''defence value'' of 3 and a ''movement allowance'' of 6. |
− | * ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of | + | * ''Lightly armoured'' minis have a ''defence value'' of 4 and a ''movement allowance'' of 5. |
* ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4. | * ''Heavily armoured'' minis have a ''defence value'' of 5 and a ''movement allowance'' of 4. | ||
* Standard minis have three ''hit points'', unless specified otherwise. | * Standard minis have three ''hit points'', unless specified otherwise. | ||
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<br>His hammer is held in one hand, so thats a single-handed hammer. The rules say that when he makes a successful melee attack with this, he can knockback an opponent one square. | <br>His hammer is held in one hand, so thats a single-handed hammer. The rules say that when he makes a successful melee attack with this, he can knockback an opponent one square. | ||
<br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks. | <br>His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks. | ||
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The "initative", or first activation, goes to the player who has the most minis in the battle as a whole, including any that are still yet to be deployed (and are off the board), and including any that are ''downed'' (that is, at 0HP but still on the board), but excluding any that are ''out of action'' (that is, the target of a successful ''coup-de-grace'' move). | The "initative", or first activation, goes to the player who has the most minis in the battle as a whole, including any that are still yet to be deployed (and are off the board), and including any that are ''downed'' (that is, at 0HP but still on the board), but excluding any that are ''out of action'' (that is, the target of a successful ''coup-de-grace'' move). | ||
− | Each player activates one mini at a time, till they have no more minis to activate. | + | Each player activates one mini at a time, till they have no more minis to activate. After a mini is activated, priority then passes to another player. Players take turns until the end of the round. |
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− | After a mini is activated, priority then passes to another player. Players take turns until the end of the round. | ||
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A player who has run out of minis to activate cannot act, and must pass to the next player. Once all minis have been activated, the round is over. | A player who has run out of minis to activate cannot act, and must pass to the next player. Once all minis have been activated, the round is over. | ||
Initiative is determined afresh at the start of each round, but is not recalculated during the round. | Initiative is determined afresh at the start of each round, but is not recalculated during the round. | ||
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A player cannot choose to pass while he still has minis left to activate (though he can choose to activate a mini and use up its turn by doing nothing with it). | A player cannot choose to pass while he still has minis left to activate (though he can choose to activate a mini and use up its turn by doing nothing with it). | ||
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At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners). | At any given time, a mini must occupy a single square, and have one of four facings (towards one of the edges of the square, but not towards the corners). | ||
The following common actions are available: | The following common actions are available: | ||
− | * For ONE movement point a mini can move | + | * For ONE movement point a mini can move 1 square in any direction (including diagonals) and change his facing. |
− | + | * For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent that he is facing. Don't forget that you can only attack with each held weapon once per round. | |
− | * For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent | ||
* For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc. | * For FOUR movement points, a mini with a ranged weapon can make a ranged attack against an opponent that is within range, and within his front 90 degree arc. | ||
− | * | + | * For a base cost of TWO movement points (doubled to FOUR movement points, see below), a mini with any weapon can make a melee coup-de-grace against an adjacent opponent that he is facing. This counts as the one attack per round with this weapon. |
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+ | Note that ranged weapons cannot be used to make coup-de-grace attacks. | ||
Some additional rules apply: | Some additional rules apply: | ||
− | * | + | * If there is at least one enemy adjacent to you (including diagonals), then movement costs are doubled. For example, it will cost 2 movement points to move a square if that move starts next to an enemy. Note that because you need to be adjacent to someone to carry out a coup-de-grace, the base cost of 2 movement points is always doubled to 4 movement points. Also note that barring a very specific combination of abilities and circumstances no character ever has enough movement allowance to make a ranged attack while an enemy is adjacent to them, though an unarmoured character will have enough MA to step back a square, and then shoot. |
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Note that it is frequently possible to move squares as a result of special effects. These bonus moves don't cost movement points, and are described in the appropriate race and weapons rules. | Note that it is frequently possible to move squares as a result of special effects. These bonus moves don't cost movement points, and are described in the appropriate race and weapons rules. | ||
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==Attacks and Damage== | ==Attacks and Damage== | ||
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==Special Effects== | ==Special Effects== | ||
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==0 HP, Dramatic Recovery and Coup-De-Grace== | ==0 HP, Dramatic Recovery and Coup-De-Grace== | ||
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<br><br> | <br><br> | ||
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==Victory== | ==Victory== | ||
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[[Category:Coup-De-Grace|Main page]] | [[Category:Coup-De-Grace|Main page]] |