Coup-De-Grace: Rules of Conflict

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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.

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.

Initiative and Activation



Spending Movement Points



Attacks and Damage



Special Effects



0 HP, Dramatic Recovery and Coup-De-Grace