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==Strike Range== The first thing to note it that weapons function at three strike ranges: close/prime/far. Unless additional points are spent, close range is only when creatures share your hex, and is normally severely limiting (to the point of not really being able to hit them at all). -8, only -4 penalty if weapon does not have any increases e.g. knife. Increasing close range costs 1/hex, with additional 1/hex/point of penalty removed. The idea of close range is fast and cheap but less effective. Example: Butterfly knife. Costs 8 points. No Range, reduced penalty to -2, total +4 rank bonus. (at least two attacks per turn at first level, relatively cheap) Unless additional points are spent, prime range is one hex away from your character. No penalty to strike. Special weapon attributes (e.g. tripping with a whip) only function in prime range. Increasing prime range costs 3/hex. The idea of prime range is maximum effectiveness - but greatest cost. Example: Dia-Kitana. Costs 15 points. Range +1 (3), Rank +3 (12). A fast weapon with good range, but expensive for a first level character. Unless additional points are spent, far range only exists when characters buffers their movement into their attack (during an over-charge, combat positioning, five-foot step&?. Spending 2/hex, with additional 2/hex/point of penalty removed. Normally -4 penalty. The idea of long range is to be of similar cost to prime range, less effective but with better speed (think of a spear vs. a sword, the spear will get more attacks as long as there is distance, but less control means less power). Example: Great Spear. Costs 10 points. Long Range +1 with -2 penalty (6), Rank +4 (4). Different types of weapons will be more effective at different ranges. For example, as spears and whips have quite a long 'close range', but are not very effective at close range, either. The two major variables are initiative and combat bonus, though there are special weapon attributes available to weapons at prime range.
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