Διασπορά αρραβώνες Tabletop

There are two scales for our tabletop games:


 * Tactical Scale (25mm or 1:60/73)


 * Strategic Scale (6mm or 1:285/300)

Both scales are in design for playing as individual games as well as test rules for playing the games simultaneously.

Tactical Scale
Διασπορά αρραβώνες Tabletop Tactical

Our Tactical Game is a detail orientated Wargame.

Skill:Sk
This is the characteristic to determine the models competency when it comes to anything at range. Skill is used to determine the accuracy range: Skill*3=X"; thus a skill of 5 is 15" Accuracy Range.

Melee:Me
This is the characteristic to determine the models competency when it comes to close combat; unlike other values, the lower this value the better it is.

Force:Fo
This is the representation of the models strength; this value is used versus a targets vigor and armor combined.

Vigor:Vi
This is a representation of the durability of a model; Vigor is rolled after rolling for Armor.

Morale:Mo
This decides between whether a model will fight or flight.

Health:He
The representation of how much damage a model can take.

Value:Va
Value is used to determine a game size; the value of a model or unit plus any equipment.

Wargame
This wargame uses ten sided dice, or d10. The d10 are preferred for adding a more in-depth and detailed tactical experience. Of course, d10 are not highly common dice, and most experienced wargamers have handfuls of d6 but no d10.

While using d10, there are multiple uses for them. First off is the use of a d10 for scattering. When you roll a d10 then the top face will have an arrow shaped figure pointing in a direction, thus you are doing two rolls in one as that arrow is point in the direction you are scattering and the face value is the d10” that it is scattering by (or divide by half for d5”).

Another important thing in these rules for d10 is that it uses a roll under system, meaning you are given values that you have to roll at or under to pass. Nearly every roll is under the presumption that it is better off for the player doing the rolling if they roll at or under the value. Melee is one value which differs, in that the lower your Melee value the better; for nearly any other value, the higher the value the better it is for you, or at least the worst it is for the opponent.

For d10, the values range from 1-10, the face 0 on a d10 is a 10. Rolling a 0 is always a miss, or fail. If the value required is 0 or lower then you must roll a 1 followed by another number:


 * 0: 1 followed by 1-5
 * -1: 1 followed by 1-4
 * -2: 1 followed by 1-3
 * -3: 1 followed by 1-2
 * -4: 1 followed by 1