Anda di halaman 1dari 2

Combat Zone The Combat Zone Chronicles (http://combatzonechronicles.net/) is filled with articles about Combat Zone.

Additional weapons, rules, scenarios and last but certainly not least a lot of inspirin ideas for con!ersions and scenery. "or those of you unfamiliar with the rules here#s a small article on the $ey ame mechanics. % hope you en&oy it.

Squads Combat Zone is a ame in which each player controls a number of units, called s'uads for re ular forces (army, police and such) or an s (paramilitary, an ers). (ach unit consists of a certain number of men led by a leader. All models need to stay within a certain distance of the leader or the unit will be out of coherency. To assemble your forces you spend points on the 'uality of your men, their armour and their e'uipment. Apart from units you can also field heroes and robots, which operate on their own. Alternate activation A ame of Combat Zone is di!ided into rounds. (ach round players in turn acti!ate one of their units. )hich unit they acti!ate is up to them. )ho oes first is determined at the start of the turn, durin the initiati!e phase. (ach player throws a number of dice enerated by his units. Added to this are bonusses ained for each unit leader. The player with the hi hest score can choose who will start to acti!ate one of his units. *ometimes it mi ht be ad!anta eous to acti!ate first, but under some circumstances you mi ht want to force your opponent to act first and be able to catch a limpse of his plans before you commit your units to a course of action.

Action Points )hen a unit is acti!ated all of it#s members can perform actions. That#s ri ht, these can be different for each indi!idual. +ou don#t e!en ha!e to maintain unit coherency, but bein out of coherency will ha!e serious drawbac$s the ne,t round. To perform an action each indi!idual has a certain number of action points (A-). "or . A- you can mo!e / centimeters. "irin a shot with a normal weapon costs . A- as well, while firin a burst costs 0 A- (usually this will consists of 1 shots). +ou can also o #$eep down# for . A-. The model ordered will o to round/ta$e co!er and be harder to hit for the enemy (resultin in a 2. to hit for opposin models). An a!era e soldier has 3 A- to spend per round.

Quality 4ow efficient models are when performin an action is determined by their 'uality. 5odels can ha!e any of four different 'ualities, with each hi her 'uality costin about twice as much as the pre!ious one. 6uality affects e!erythin . 7e ulars form the core of this mechanic: they don#t et any modifiers on part of their 'uality. 8reen troops ain malusses on their actions: a smaller chance to hit, a hi her chance to remain panic$ed or routed, less s$illed in melee and they also ha!e . A- less than re ulars. 9eterans and especially elites ain bonusses on their actions: a !eteran has a :. to hit when shootin , fi htin or ta$in morale chec$s. ;ffcourse, elites or e!en better< )ell, that#s about it. All the $ey mechanics that ma$e up a ame of Combat Zone. ;ffcourse there is a lot more to it. 4eroes for instance ha!e a class of their own. 7obots ha!e different hit locations, with each their own armour ratin and an effect on their performance if it is dama ed or destroyed. +ou can use smo$e renades to co!er your units ad!ance or i!e them co!erin fire with the opportunity fire action. 7en= 7aap

Anda mungkin juga menyukai