For a strike to be counted as successful, it must land firmly with the business end of the weapon upon an opponent's legal strike zone. Knicks and grazes may be ignored. Each strike must be distinct from those previous; Feathering (striking a player with a single weapon in the same place in quick succession) is not allowed. Shields may not be used to strike an opponent.
Head, Groin, Hands and Feet are zones that do not count as strikes.
Bandguns have a special rule called "bang"; in which if a player with a loaded bandgun is approached by an opponent (who is within 2 meters), for the purposes of safety, they may shoot the band round into the ground, point a finger at their opponent and say "bang” to deal 1 damage. This can be negated by their opponent if their opponent has a shield large enough to cover their entire torso and it's in a position to reasonably block the shot (for example: bucklers don't count, but a tower shield may, but not if held by the side)
Wargrounds uses a system to calculate your HP, which is based on the calculation of what material of armour you wear, and how much you are covered by that armour.
Each zone covered by armour gives you Armour Points which may vary depending on what it is made from. The total number of armour points determines your Armour Class and your Maximum HP. When your HP drops to zero you go down on one knee in the location you dropped to zero HP, and start your death count. The length of the death count and what happens when it reaches 0 will be explained at the start of each game phase.
In order to gain the benefit of armour, the material must cover 50% or more per zone as listed below:
* Does not count as a zone for the purposes of Armour