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STATS - Each Critter has a series of Stats that tell you what they can do. STR is how far they can throw a grenade. ACC is how good they can hit something they shoot at. MIND says if you'll run from the fight. HOLES say how many shots you can take. MOVE is how many inches you can travel on the table. How this all works will be explained as we go. COMBAT - Each turn, things take place in a certain order. These actions include "Seeing Who Goes First", "Movement", "Combat", and "Taking Damage." At the start of the turn, each player rolls 1d10. The person who rolled highest will go first, then the other player. If there are more than 2 players, then play will continue around the table from the first player in a clockwise direction. Going in that order, the players will all move their Critters. They can move any or all of them up to the distance of their MOVE stat. go find a ruler to measure the distance. Try and keep your group in the same general area in order to keep track of all the figures.
Any Critter that is hit will take damage. The weapon used by the Critter determines the damage done. Each Critter has been equipped with a weapon that matches the figure. More weapons are available in the full edition of the rulebook, Critter Commandos 2000. The damage done is applied to the target Critter's HOLES score. Once this number drops to zero (or even lower), the Critter has run out of HOLES and is out for the episode. However, if that Critter hasn't had a chance to shoot yet, do not remove him from the battlefield until that player's turn has come up. All results of combat are considered to be happening at the same time, so that everyone gets a chance to fight. A great way to keep track of the damage a commando has is to use a 6-sided die for each one. As they take damage, put the amount of damage on face of the die. Once they run out of HOLES, they are out. If you were thinking that these rules appear to be simple and straight forward, you're right. The basics of the game were designed with that in mind, so that kids could play the game without a lot of complex terms and unnecessary detail that a beginner doesn't need. Once you've mastered these, you can then move on to the complete Critter Commandos 2000 rulebook for all the options and some added complexity. It also includes rules for building TEKs - giant robots in the shape of animals that add a new element of wacky behavior to the mix.
TEKS - These are the Giant Robots
of the battlefield. Capable of taking on entire units by themselves, they
are one of the most exciting aspects of Critter Commandos. We will be
releasing kits for some Critter TEKs very soon. The rules for TEKs are
in the main rulebook. |
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