Combat rules: Difference between revisions
(Created page with "<b>Introduction to the combat rules:</b><br><br> The combat rules cover the whole of the armed, ranged combat as well as armed close combat and unarmed combat. That is, to say it plainly, a lot of rules. The rules are overwhelmingly simple and once one has a passing familiarity with them, they are self explanatory.<br><br> None the less it is recommended, especially for beginners, to first use the most simple, non optional rules of the armed ranged combat.<br><br> Do no...") |
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Do not be alarmed by the multitude of rules. Start small and keep adding things with each adventure you play.<br><br> | Do not be alarmed by the multitude of rules. Start small and keep adding things with each adventure you play.<br><br> | ||
The combat rules are divided into the [[Movement rules|movement rules]], [[Close combat rules|close combat rules]] and the [[Ranged combat rules|ranged combat rules]] as well as rules for [[Critical hits, critical fails and wounds|critical hits, critical fails and wounds]] which are quite important.<br> | The combat rules are divided into the [[Movement rules|movement rules]], [[Close combat rules|close combat rules]] and the [[Ranged combat rules|ranged combat rules]] as well as rules for [[Critical hits, critical fails and wounds|critical hits, critical fails and wounds]] which are quite important.<br><br> | ||
Of importance are here (and also everywhere) the [[Dice rules|dice rules]]. | Of importance are here (and also everywhere) the [[Dice rules|dice rules]]. | ||
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Revision as of 22:18, 25 July 2024
Introduction to the combat rules:
The combat rules cover the whole of the armed, ranged combat as well as armed close combat and unarmed combat. That is, to say it plainly, a lot of rules. The rules are overwhelmingly simple and once one has a passing familiarity with them, they are self explanatory.
None the less it is recommended, especially for beginners, to first use the most simple, non optional rules of the armed ranged combat.
Do not be alarmed by the multitude of rules. Start small and keep adding things with each adventure you play.
The combat rules are divided into the movement rules, close combat rules and the ranged combat rules as well as rules for critical hits, critical fails and wounds which are quite important.
Of importance are here (and also everywhere) the dice rules.
Also important are the rules for the range division.
The range, Grenade template or vehicles assume 5-7 cm tall figures for players and NPCs. We recommend to create some in the Heromachine which one can surely find quickly via the search engine of one's prefernce.