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Fire Emblem: Coups

List #1

Recruit units gain Coups at the following levels: 1, 5, and 10.


Unpromoted and Promoted Units gain Coups at the following levels: 4, 8, 12, 16, and
20.
Unless stated, a coup cannot be taken multiple times.
Coups carry over when a character advances to a new class.
For skills that have a chance of activating, you roll a separate d100 after the attack
is made (assuming it has hit).
Name

Prerequisite

Description

Aether

Great Lord 12

Anima Mastery

S Rank in Anima

Functions as Sol & Luna in the same attack.


Chance of this activating is equal to Skill/2.
+15 to Hit and +5 to damage with Anima tomes.

Armored Offense

Armored unit level 16

Astra

Swordmaster 12

Avoidance

Speed 10

Avoidance, Greater

Speed 18, Level 16,


Improved Avoidance
Speed 12, Level 8,
Avoidance
Recruit level 5

Avoidance, Improved
Barbells
Constructed Phantom
Courageous Strike

Artisan (Machinery or
Magical Creations)
Soldier level 8, Weapon
Focus (Devil Lance)

Creative Mind

Artisan roleplay skill

Dark Mastery

S Rank in Dark

Deific Focus

D Rank in Light

Deific Focus, Greater

B Rank in Light

Devastator

Assassin level 14

Devastator, Greater

Assassin level 20, Weapon


Specialization (Killing Edge)

Once per encounter, add half the units defense


to their damage along with their strength.
Deal five consecutive strikes at half damage.
Chance of this activating is equal to Skill/2.
Once per battle the unit enforces a -5 on all
attacks made against them for 1d4+1 rounds.
The unit can use this ability three times per
battle now, and the penalty goes from -10 to -20
Increases the penalty from -5 to -10.
A recruit class gains +2 to Constitution.
Can be used to create a phantom (see bestiary).
This phantom is half the level of the creator.
Once per battle, the unit can negate the 50%
chance of harming themselves with the Devil
Lance.
Reduces the difficulty of an artisan check by 5
(to a minimum of 10).
+15 to Hit and +5 to damage with Dark tomes.
Once per battle, ask the units deity for insight,
help, or advice on their situation.
Spend a use of a light magic tome to heal the
unit equal to the damage the tome would do.
The unit gains +5 damage on critical hits.
The unit gains an additional +5 damage on
critical hits, and a +10% chance to confirm
Silencer attempts.

Disable Trap

Rogue level 12

Disarm

D Rank Weapon Proficiency

Fencer

Rapier Usable

If a Rogue lands upon a square that is occupied


by a mine, light rune, or is otherwise intended
for causing damage he can disable said trap as a
free action.
1d10+Skill check against the opponents
Skill+Luck stat to force their weapon to be
unequipped. If the unit has a second attack, they
do an attack as normal.
The unit gains a +5 to hit with a rapier.

Fencer, Greater

Improved Fencer, Level 16

The unit gains +2 hit and damage with a rapier.

Fencer, Improved

Fencer, Level 8

The unit deals +2 damage with a rapier.

Frontline Defender

Defense 20

Group Training

Recruit level 5

Hastened Drinker
Healing Dance

Unpromoted/Promoted Unit
level 8
Dancer 8

Heavy Armored Defender

Defense 28, Armored Unit

Increased training

Recruit level 5

Intense Swing
Knights Stride

Fighter/Pirate/Brigand level
16
Knight level 4

The unit negates an additional 5 points of


damage if they have an ally adjacent to them.
With each recruit class that has this coup, they
gain a +5 to hit if they are within 3 squares.
Twice per battle, drink a Vulnerary/Elixir/Magic
Water as a swift action.
Grants an ally bonus HP equal to half the
Dancers luck for 3 rounds.
The unit negates an additional 5 points of
damage. This stacks with Frontline Defender.
Hits it takes to increase weapon proficiency is
doubled, but only while the character is a recruit
class. They can retrain this coup upon becoming
an unpromoted class.
Once per battle, an attack made takes a -15 to
hit but adds the entire strength score to damage.
Gain +1 move speed.

Light Mastery

S Rank in Light

+15 to Hit and +5 to damage with Light tomes.

Long Range Axing

Fighter level 4

Loyalty

Lord level 4

When using an axe with a 1-2 to hit, the unit


gains a +15 to hit, and axes with only a 1 range
take a -15 to hit.
Allies within 3 squares gain +5 to hit.

Luna

Great Knight 12

Minor Weapon Proficiency


Never Stop Fighting

Not proficient with selected


weapon.
Toughness, Level 12

Noble Blood

Etiquette roleplay skill

Organ Ripper

Level 8

Halves the defense of the enemy on a single


attack. Chance of this activating is equal to Skill.
The unit gains E Rank proficiency with selected
weapon, however it cannot go higher than E.
A unit with this coup does not die at 0 HP, and
instead dies at a negative equal to their Defense.
Lowers the difficulty of etiquette checks by 5 (to
a minimum of 10).
+2% to critical hit chance.

Organ Ripper, Greater

Level 16

Organ Ripper, Improved

Level 12

Overflight

Flying unit, Handle Animal


roleplay skill
Archer/Hunter level 16,
Brave Bow equipped
Pirate level 4

Pinpoint Accuracy
Plunder the Booty
Poisoned Blade
Power of the Bear

Assassin level 12, Killing


Edge equipped
Fighter level 20

Rally (Stat)

Any class level 12

Reassuring Critical Strike

Red Shirt Syndrome

Recruit level 1

Roid Rage

Recruit level 5, Barbells

Runner

Speed 12

Second Strike

Myrmidon

Skill Activation

Class Skill

Skill Focus

Trained in skill

Skill Focus, Greater

Skill Focus, Skill 12

Sol

Hero 12

Stand for my Country

Soldier level 4

Steel Wings

Flying Unit level 12

+8% to critical hit chance. This stacks with Organ


Ripper and Improved Organ Ripper.
+4% to critical hit chance. This stacks with Organ
Ripper.
With a successful Handle Animal check (difficulty
25) the unit can pass through an enemy square.
For each time the brave bow hits, add +5 hit, +1
damage. (Max +20 hit, +4 damage)
If a pirate makes an attack against an opponent
who has gold on them, they steal that gold.
Once per battle, an assassin can make a single
attack that poisons a foe (see poison rules).
Once per battle, the unit can make a single
attack that deals 1.5x strength to damage.
Choose a stat (STR/MAG, DEF, RES, SPD, SKL,
LUK, or MOV). The unit can grant allies within 3
squares a +2 temporary bonus to that stat for one
round. This does not stack if multiple of the
same rally are used, however different rallies
stack with each other.
Upon landing a critical hit, add +1d6 damage
after the weapons damage has been doubled.
All enemies close enough to attack a recruit unit
on their turn move to the recruit and attack
them.
The recruit can apply the berserk effect upon
themselves to gain a +5 to hit.
Move at 1.5x speed (4 squares of 3 square units,
6 squares for 4 square units, 7 for 5 square units,
9 for 6 square units, and 10 for 7 square units.)
If the unit initiates a second attack, the attacks
deals +5 damage. This does not include the
additional strikes granted by Brave weapons.
Adds a +10% chance of activating onto class skills
(example: Great Shield, Silencer, or Pierce)
Gain a +2 bonus on checks made with said
roleplay skill.
The bonus increases to +4 instead of +2 with the
chosen roleplay skill.
Absorbs HP from the enemy equal to half damage
dealt. Chance of this activating is equal to Skill.
If a Soldier is in his country, he gains +5 to hit,
and the enemy has -5 to hit.
Bows/Ballista have a -10 to hit the flying unit.

Stick Muscles

Recruit level 1

If a recruit unit has at least 4 con or less, they


add all of their strength to damage.
When using the blade version of a sword, the
unit gains a +2 to damage.
Making a successful stealth check (20), when the
Thief attacks an enemy, he has +15 to hit and +5
damage. This lasts until the end of his turn.
Choose one monster from the Bestiary. Instead of
summoning your phantom, you can instead
summon a level 20 version of the monster.
Summons a level 1 Phantom to the fight. This
takes a standard action.
The unit can teleport a number of squares equal
to half their Magic stat. This is a standard action.
The unit can also teleport a selected ally next to
them along with themselves.
Move 1 additional square in impeded terrain.

Strong Arm
Sudden Strike

Mercenary level 4, Sword D


Rank
Thief, Stealth roleplay skill

Summon, Greater

Summoner level 20

Summon, Lesser

Non-summoner magic class

Teleport

Any Magic B Rank

Teleport, Greater

Any Magic S Rank

Terrain Strider

Throne Defender

Toughness

Tracking

Knowledge (Wilderness)

Tracking, Improved

Level 8

Underwhelming Display

Recruit level 1

Unfettered Blade

Swordmaster level 4

Vanguard

Soldier level 8

War Healer
Weak Comeback

Staff user or Heal roleplay


skill
-

Weapon Focus

Single chosen weapon

A unit with this coup is exceptionally skilled at


tracking. This reduces the difficulty of the check
by 5 (to a minimum of 10).
Along with the normal details gained through
tracking, a unit gains one extraordinary detail
such as class or allegiance (GMs discretion).
If a recruit unit misses three times during a
single battle, they can make one attack with a
+20 to hit.
Once per battle, the Swordmaster can use half of
his Skill for damage as opposed to Strength.
If an adjacent ally is attacked, once per battle
the Soldier can stand in for the damage.
The unit gives the enemy a -15 to hit them while
they are adjacent to a wounded ally.
If an enemy fails an attack against a unit with
this coup, the enemy takes a -1 on damage rolls
against that unit. This can be cumulative to a
maximum of a -10 damage.
Gain a +5 to hit with chosen weapon.

Weapon Specialization

Weapon Focus, Level 8

Gain a +2 to damage with chosen weapon.

Woosh Casting

Magic Recruit level 5

If a magic using recruit moves before attacking,


they get a +5 to hit.

For one turn after the unit has left the throne, it
cannot be occupied by an enemy and seized.
+4 HP, and +1 HP every level after 4th.

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