Difference between revisions of "Coup-De-Grace: Rules of Conflict"

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(Describing the Minis)
(Describing the Minis)
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'''Example:'''
 
'''Example:'''
 
A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.
 
A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.
He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.
+
<br>He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.
He's a dwarf, so that gives him +1 Hit Point, for a total of four hit points.  
+
<br>He's a dwarf, so that gives him +1 Hit Point, for a total of four hit points.  
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.
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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<br><br>
  

Revision as of 05:51, 11 November 2013

Main Page --> Rules of Conflict -->

Describing the Minis


For the most part this game uses "standard" miniatures: these are ones that depict human or roughly-human sized combatants with two arms and two legs. Non-standard minis complicate the game somewhat, but can be approached by more experienced players.

The rules of the miniature are set by its appearances.

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 6.
  • 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.
  • Standard minis have three hit points, unless specified otherwise.

Second, look at what race it is. For example, is it human, dwarf, orc, elf, or something else? Then, reference the linked page above to see what special quality its race gives it.

Third, look at what weapons it has. Generally speaking, look at only the weapons it has in its hands. Reference the pages on Melee Weapons and Ranged Weapons to see what these do. If a mini has an empty hand, then check to see whether it is an open hand or closed fist, then consult the Melee Weapons page for more on these.

With these three factors, you should now know the defence value, movement allowance and special abilities of the minis. After a few games its likely that identifying these things will be second nature, but till then it may be handy to keep the above pages printed or otherwise at the game table for quick reference.

Example: A mini of a dwarf warrior in heavy plate armour with a hammer and shield is presented.
He is clearly heavily armoured, so thats a defence value of 5, and a movement allowance of 4.
He's a dwarf, so that gives him +1 Hit Point, for a total of four hit points.
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.
His shield is held in one hand. The rules say that this gives him +1 Defence against frontal attacks.

Initiative and Activation


Players take turns to activate miniatures, one at a time. Combat is divided into combat rounds. During each combat round:

  • Each mini must be activated exactly once.
  • During its activation the mini may spend up to its Movement Allowance to take actions.
  • Each weapon held by a mini can only attack once each round, with the movement cost being paid if applicable. Note that even if a weapon has a movement cost of 0 to attack with, it can still only be used once each round.

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. After a mini is activated, priority then passes to another player. Players take turns until the end of the round. 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. 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).

Spending Movement Points




Attacks and Damage




Special Effects




0 HP, Dramatic Recovery and Coup-De-Grace




Victory