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 to any of the four directions. |
* For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. | * For ONE movement point a mini can remain in his current square and change his facing to any of the four directions. | ||
− | * For ZERO movement points, a mini with a melee weapon can make a melee attack against an adjacent opponent | + | * 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 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. | ||
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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. 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. |
− | * You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. | + | * You may never move into or through a square occupied by another mini with normal movement. This includes both allies and opponents. You may move through a "diagonal gap" if the target space is available. |
* You may never move through walls or other blocking obstacles. | * You may never move through walls or other blocking obstacles. | ||
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Melee attacks can only be made against opponents that are adjacent and who you are facing. | 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). | + | Ranged attacks can only be made against opponents in your front 90 degree arc, who are within range (count the squares as if with movement) 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). |
− | + | Some additional rules apply: | |
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* 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''. | * 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''. | * 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 '' | + | * For each opponent ''other than your target'' adjacent to and facing towards you, deduct 1 from your attack roll. This is called a ''disraction penalty''. |
+ | * For each ally adjacent to your target, deduct 1 from your attack roll for ranged attacks. This is called a ''firing into melee penalty''. | ||
* Melee attacks against downed opponents gain +1 to the attack roll. This is called a ''melee coup de grace bonus''. | * Melee attacks against downed opponents gain +1 to the attack roll. This is called a ''melee coup de grace bonus''. | ||
− | + | * Ranged attacks against downed opponents suffer -1 to the attack roll. This is called a ''ranged coup de grace penalty''. | |
− | + | * You can never choose to deliberately attack your own minis. | |
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− | * Ranged attacks suffer | ||
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==Special Effects== | ==Special Effects== | ||
<br>Most weapons and many races create additional effects beyond the above, that are detailed in their individual rules. | <br>Most weapons and many races create additional effects beyond the above, that are detailed in their individual rules. | ||
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A downed mini has no facing, but still occupies its square. | A downed mini has no facing, but still occupies its square. | ||
− | If a | + | If a downed minis takes further damage it is considered to be ''out of action''. Remove the mini from the board, and it takes no further part in the battle. |
Downed minis can be activated, but cannot take actions from the normal list. Instead they can choose to make any ONE of the below actions on their activation. | Downed minis can be activated, but cannot take actions from the normal list. Instead they can choose to make any ONE of the below actions on their activation. | ||
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* The downed combatant can make a single ranged attack at an opponent within range, at a -2 penalty. | * The downed combatant can make a single ranged attack at an opponent within range, at a -2 penalty. | ||
* The downed combatant can attempt a ''dramatic recovery''. Roll a D6: on a roll of 5+, stand up the downed combatant (facing of your choosing) and restore 1 HP to it. On a roll of 4 or less, nothing happens. | * The downed combatant can attempt a ''dramatic recovery''. Roll a D6: on a roll of 5+, stand up the downed combatant (facing of your choosing) and restore 1 HP to it. On a roll of 4 or less, nothing happens. | ||
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==Victory== | ==Victory== | ||
<br>By default, you win the game if all other players combatants have been taken ''out of action''. | <br>By default, you win the game if all other players combatants have been taken ''out of action''. |