There’s strategy and then there’s tactics. Are you prepared when you enter the fray, whether of words or wielding powers beyond mortal ken?
Tactics have two purposes, depending on whether you’re using them for combat or non-combat situations.
In combat, these represent your acumen with different aspects of fighting: close-range, long-range, and preventing damage.
In non-combat, your TACTICS points as a whole are used to calculate how many no-success rolls your team can have before failing entirely.
MELEE
Use this for any attack that is done within melee range. Unless otherwise modified by a power or other ability, melee range is any square adjacent to a square you occupy. Melee attacks deal an additional [STAT/3] damage due to the increased risk of getting in close with an opponent. This is applied automatically on a successful MELEE ATTACK. You can only use your MELEE stat with your melee weapon set.
RANGED
This impacts all attacks that can be done at a distance. 10 squares is the default maximum range unless modified by a power or other ability. The Ranged tactic will only ever use your Ranged weapon, so even if you attack from melee, you won’t receive the damage bonus.
However, if an ally is adjacent to the opponent you’re attacking, you gain [STAT/3] dice on your RANGED ATTACK roll.
DEFENSE
Defense combines evasion, armour, and overall ability to take a hit. It reduces the damage you take when someone or something attacks you. If you roll as many or more successes than they do, you take no damage. You cannot attack with the Defense stat unless a power or ability states otherwise. Defense does not use any weapon set.