ZonelessCombat

This is a set of rules for Fate Core which adapt the combat flow to a zone-less style of combat, using instead, hexagons or squares.

For these rules, we refer to maps that are divided into hexagons, as they provide a more natural dimensionality to combat. However, it is equally possible to use squares, counting movement to a diagonal square as costing 1.5 movement points.

# Zones have 5 Hexagons

The distance between two zones is measured in 5 hexes. Any opponent or object that is 5 hexes or less away from the character can be considered to be in the same "zone" as the character. Characters can move 5 hexes per movement action they use.

# Load and Movement

The 5 movement points each character has can be modified by their "Encumbrance" value. This is a new value that must be accounted for by players. A character's encumbrance is equal to the weight of their armor, plus the weight of their shield, plus the weight of their weapon, minus their "Physique" value.

So, for example, a character with "Physique" 2, wearing "chain mail", wielding a "halberd" and a "round" shield would have an encumbrance equal to "1". A character's encumbrance can be *negative*, however, negative encumbrance does not increase the character's movement value.

The number of movement points a character can deploy in a conflict turn is equal to 5 minus his encumbrance, up to a minimum of 1 and a maximum of 5.

## Weapon Range

Usually, characters can attack targets that are adjacent to their hexagon. Polearms, such as spears and halberds, allow a character to attack targets 2 hexes away. Ranged weapons, such as bows, slings, or crossbows, can attack targets up to 5 hexes away without penalty, and take a -1 penalty to their attack rolls for every full 5 hexes away after the first 5.

Using polearms to attack immediately adjacent targets is possible, but extreme proximity imposes a -2 penalty on attack rolls.

## Multiple Moves

If these rules are used in conjunction with the 3-Action Economy rules, each multiple use of a move action in the same round incurs -1 movement points (up to a minimum of 1). Thus, a character who has 5 movement points can move 5 hexes when using the first move action of the turn, 4 hexes when using the second, and 3 hexes when using the third.

## Interrupting movements

If a character moves into range of an opponent's weapon without himself having a weapon of equal range, his opponent can use his reaction to stop his movement. To do so, the opponent must make an attack roll using their reaction. If the attack is successful, even if it does not deal damage, the character has its movement interrupted and cannot move further, in that movement action.

The same can happen in reverse. If a character moves out of range of an opponent's weapon when his own weapon has a greater range, the opponent can impede the character's movement by using his reaction to make a successful attack roll, even if it doesn't deal physical stress points to the character.

# New Stunts

These are new stunts relevant to these rules:

***Armor Expert***: You've learned to use the hard points of your armor as levers to boost your movement, and can ignore 1 point of encumbrance from an armor you wear.

***Running Training*** (*requires Athletics 2*): You've trained in athletic running for so long that you can move faster than most people. When your encumbrance is *negative*, you gain 1 more movement point.

***Running Champion*** (*requires Athletics 4 and Running Training*): You are a professional runner, and possibly won several competitions. When your encumbrance is *negative*, you gain 2 more movement points.