Coup de Grace
By making an Attack during your turn that costs 2 AP more than normal (i.e. usually 6), you can use a melee weapon to deliver a Coup de Grace to a Helpless character. Ranged weapons may be used as well, but you must be adjacent to your target.
This leaves you Open. If the target is wearing only light or heavy Armor, you may spend an additional 2 AP to ignore all protection from any armor being worn. War armor is too protective to be bypassed without removing it from the wearer. If war armor is worn over other armor, it also prevents the under layers from being bypassed.
You automatically hit and score a Critical Hit. You are treated as having rolled a natural twenty for the purposes of Overflow Damage. This will often trigger Massive Damage. If the target survives, they must make a fortitude save (DC 10 + damage dealt) or immediately die.
Anything that is immune to critical hits or overflow damage is also immune to being Coup de Grace'd.
You cannot deliver a Coup de Grace with a weapon that deals Sublethal Damage.