Tactical Assault Combat CardsTM Core Rules

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    Tactical Assault:Combat Cards

    Rules OfEngagement

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    Tactical Assault: Combat Cards

    INTRODUCTIONOVERVIEW OF PLAYEach player uses a pre-set deck of 72 cards to ac vate their

    tabletop units in simulated combat situa ons. No unit can performany ac vity without rst having a card played on the unit, thoughan ac vity can be imposed indirectly from a card being playedelsewhere.

    Each player will have as many as six cards in their hand at any me,and each card will have several possible uses. This forces players tomake hard choices about which card to use, which func on on thecard to use and when to use it.

    Players play cards and ac vate units in alterna ng turns. Someaspects of a card can only be played on the player's turn ( the

    Ac on ) while other parts ( the Situa on ) can be played at any me -even on the player's turn. Players con nue to alternate taking turnsun l one side meets the condi ons needed to win the game.

    WHAT THE CARDS AREThe Combat Cards are an innova ve way to replicate modern andfuturis c combat with all of their diverse elements on the tabletopba le eld. The game stresses resource management and cost/bene t analysis for the choices available to each player. Luck andchance do play a part in the game, but ul mately winning or losingwill almost always come down to the choices you make in u lizingyour cards, and in turn, your resources.

    WHAT THE CARDS ARE NOTThe cards are not intended to be an exact recrea on of preciseba le eld details. Speci c reasons for why units aren't performingin the fashion and me frame desired is best le for a er ac on

    reports and board inquiries. All the ba le eld commander reallyneeds to know in the heat of the moment, is what asset is availableto perform a speci c task at this me. This is exactly what theCombat Cards replicate best.

    WHAT TO EXPECTA er you have had a chance to review the rules and familiarizeyourself with the game's mechanics, just jump right in and giveit a try. The learning curve is fairly short, and the challenge incoordina ng the various elements of modern and futuris c combatcan be most enjoyable.

    MATERIALSA few basic materials are needed to enjoy a game of the Combat

    Cards, these items are:THE COMBAT CARDSEach player needs to have one standard 72 card CombatCards deck exclusively for their use. The cards arenumbered, and decks should only contain one of each card.

    THE BATTLEFIELD A place to ght out the ba le is necessary. The ba le eldcan be of any size, though the bigger it is the more 'realis c'the ba le will feel. In terms of terrain, any kind will su ce provided the type and role within the ba le are understoodand agreed upon by all players prior to the ba le.

    UNITSSome sort of unit markers are needed to track the loca onsof various units during the game. Tokens, miniature models,even slips of paper can all serve in this role. If miniaturemodels are used, it is o en bene cial to mount the modelson similarly shaped and sized bases, but it is not required(see Part VIII: Miscellany ).

    MARKERS A method of marking units for their current status, combatresults, etc. is also needed. Small glass beads, slips of paperor custom tokens all work for this purpose.

    GOLDEN RULES

    There are a few basic rules to the game which are always in e ectand cannot be modi ed. These are referred to collec vely as theGolden Rules . They are:

    NO ACTIVITY WITHOUT A CARDNo unit may take any ac on, or have any e ect imposed on it,without a card rst being played.

    PLAYING & DISCARDINGDuring a players turn, the player may u lize as many cards fromtheir hand as they wish. In addi on, they may discard any numberof unused cards s ll remaining in their hand before replenishingtheir hand at the end of their turn.

    SEQUENTIAL EVENTSE ects or ac ons from cards are resolved in the order in which theyare played; E ects or ac ons can only be interrupted or cancelledif speci cally allowed by another card. Cards which Interrupt othercards take e ect immediately upon their being played, while cardsthat Cancel take e ect prior to the original card taking e ect.

    EXACTLY AS WRITTENWhen a card is played on a unit, execute the ac vi es described onthe card exactly as they are wri en, without interpreta on, subjectto the other Golden Rules . ONE AT A TIMECards must be played one at a me; a series of cards cannot beplayed without giving the opponent a chance to play a card inbetween each play.

    ONE ACTION PER TURNOnly one Ac on may be played on each friendly unit, on theplayer's turn, regardless of whether the Ac on is played directly orindirectly on the unit.

    SITUATIONS - ANY NUMBER, ANY TIMEAny number of Situa ons can be played on any unit at any me,subject to the restric ons of the Situa on.

    PASSED EQUALS PLAYEDUnits which have an Ac on or Situa on "passed" to them indirectlyare s ll considered to have had the Ac on or Situa on playeddirectly on them that turn.

    MEASURING Measuring is always done from the center of a unit to the centerof a unit.

    PART I: THE BASICS

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    START OF GAME Shu e Deck Draw Hand (Six Cards) Play Any Situa ons

    START OF TURNSPlayer 1 Play Ac ons & Situa ons Or Discard Replenish Hand At End Of Players Turn May Play Newly Acquired Situa ons Let Player 2 Know It Is Now Their Turn

    Player 2 Play Ac ons & Situa ons Or Discard Replenish Hand At End Of Players Turn May Play Newly Acquired Situa ons Let Player 1 Know It Is Now Their Turn

    Repeat alterna ng Player 1 and Player 2s turns un l the Victory Condi ons are met, or me runsout...

    Table 1: Sequence Of Play

    RelativeDistance

    ActualDistance

    Very Short Half Short Distance

    Short Half Medium Distance

    Medium Half Long Distance

    Long Half Very Long Distance

    Very LongLength of the Shortest

    Edge Of The Ba le eld

    Table 2:Battlefield Distances

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    Tactical Assault: Combat Cards RECYCLINGWhen a player has gone through their en re deck, they simplyreshu e the used cards and reuse the deck.

    PRE-MEASURINGPre-measuring distances is not allowed. If distance is found to beout of a unit's Range Distance a er a card is played, the card is

    simply returned to the player's hand.

    STOP ONCE ELIMINATEDWhenever cards are being ipped from the deck to determineCombat Results on a unit, no more cards are ipped for the unitonce the unit has been Eliminated .

    "MAY" IS OPTIONALWhenever a card states a unit "may" ( or "can" ) do something, itmeans the player who controls the unit chooses whether thespeci ed ac vity occurs.

    "AVAILABLE" PRESUMES ALLWhenever a cards states " all available units " it is presumed thatall units that can par cipate, are par cipa ng - unless the playerstates otherwise when the card is played.

    ONLY IF USABLEAn Ac on or Situa on can only be played on a unit if the unit canu lize all aspects of the Ac on or Situa on at that me. Thus, onlyunits actually on the ba le eld can have cards gran ng any kindof ba le eld movement played on them, only a unit with a viabletarget could have an a acking card played on it, and so forth.

    NOTE: The act of "passing along" a Situa on or Ac oncounts as being able to use an Ac on or Situa on. Forexample, if a Command Unit has a Situa on played on itwhich allows it to pass along an Ac on, any Ac on could be played on the Command Unit, even if the Command Unitcannot u lize that par cular Ac on at that me.

    GETTING READY

    CONFIRM THE DECKSThere are exactly 72 numbered cards in a Combat Cards deck. Priorto the start of the game, con rm that there is only one of each cardin the deck.

    REVIEW GOLDEN RULESRemember that these rules always apply in all circumstances.

    REVIEW THE SEQUENCE OF PLAYEach player is responsible for making sure that every step in theSequence is followed ( see Table 1: Sequence Of Play ).

    SELECT THE UNITSEach unit has a point value based on its rela ve potency andavailability in ba le. Before beginning a game, both sides shouldagree to a total point value for their forces. In the Standard Game each side is allowed 36 unit points for selec ng their forces.

    LAY OUT THE BATTLEFIELDThe ba le eld can be set up in any fashion desired, with anyterrain desired. Every terrain piece should then be iden ed as to

    its Shape and E ects (see Terrain ).

    DETERMINE BATTLEFIELD SCALEAll distances are measured on the tabletop by use of rela vedistances ( e.g. Short, Medium, Long, etc ). To determine what eachdistance corresponds to on the tabletop, use the shortest side oftabletop as the distance for Very Long Distance . Half of the VeryLong Distance will be the maximum range for Long Distance ;half of the Long Distance will be the maximum range for Medium

    Distance , and so on ( see Table 2: Ba le eld Distances ).DETERMINE VICTORY CONDITIONSThere are two standard condi ons which trigger the end of a gameand determine the winner:

    One Side Has Had Half Of Their Unit Points Eliminated One Side Has No Units Le on Ba le eld

    (Not Coun ng Bunkers & Obstacles)

    The side which meets either of the above condi ons rst isconsidered the loser of the game. If me is called prior to eitherof these condi ons being met, then the player that has eliminatedthe most enemy units wins. Of course, players are free to set otherVictory Condi ons for the scenarios they devise as well.

    PART II: PLAYING A GAME

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    SET THE MAXIMUM TIME LIMITIt is recommended that players allow 30 minutes per 12 Unit Pointsto determine game length.

    DEPLOY FORCESEach player draws one card from their deck at random. The playerwith the highest numbered card places rst by selec ng one of

    their units and place it anywhere on the ba le eld. The otherplayer now selects one of their units and places it anywhere on theba le eld, provided it is at least a Medium Distance away from anyenemy units. They rst player now selects one of their units andplaces it, subject to the same Medium Distance constraint. Thiscon nues un l all units are placed on the ba le eld - except forthose units which do not start the game on the ba le eld. Otherdeployment methods can be used, but only if a speci c scenariocalls for it.

    BEGIN PLAYThe player who did not place the rst unit on the ba le eld takesthe rst turn. Then, referring to the Sequence Of Play as needed,players may begin playing.

    UNIT CHARACTERISTICS

    Every unit has certain aspects which are represented in the gameby the unit's Characteris cs . Each unit is described in terms of its:

    NAME & DESCRIPTIONEach unit is classi ed by its role on the ba le eld, which issummarized in each unit's general descrip on along with anyspecial rules concerning the unit which are not covered in theCombat Cards themselves.

    FIREPOWER RATINGEvery unit that can a ack an enemy at range using a Firepower A ack will have a Firepower ra ng. The ra ng is based on a scalewhich goes from Very Light to Very Heavy , which factors in weaponsize, rate of re, etc.

    RANGE DISTANCEA unit's Range Distance ra ng represents the farthest distancethe unit can a ack an opponent using a Firepower A ack . If theunit does not have a Firepower A ack , there will not be a rangedistance either.

    PROTECTION RATINGThis represents a unit's sturdiness and defensive protec ons such

    as armor, energy shields, etc. It is also set on a scale from Very Light to Very Heavy .

    CLOSE COMBAT RATINGEvery unit has a Close Combat ra ng, which represents its ability todamage a foe in hand-to-hand assaults. This ra ng is also on a scalefrom Very Light to Very Heavy , and takes into account the unitsweaponry, training, tac cs, etc.

    POINT VALUEEach unit has a Unit Point Value based on its rela ve potency andavailability in ba le.

    SPECIAL CHARACTERISTICSSome units may also have unique abili es on the ba le eld. Theseabili es are accessed through the use of the Combat Cards duringgame play, typically in the form of Situa ons .

    SPECIAL DEPLOYMENTSome units may have special rules regarding their deployment on

    the ba le eld, which will also be noted in each unit's descrip on.

    UNIT DESCRIPTIONSAERIALThese are units that y, be it by apping wings, jets, rotors or an -gravity which specialize in circling the ba le eld looking for targetsof opportunity. They can also serve to defend against the othersides Aerial units.

    NOTE: Aerial units are not actually placed on theba le eld, instead they only move over the ba le eldwhen par cipa ng in Situa ons a ec ng the ba le eld.

    Any other usable Ac ons or Situa ons may be played onthem while they are o of the ba le eld.

    AERIAL DEFENSEThese are units which specialize in defending against enemy

    Aerial units. These can include cannons, machine guns and missilelaunchers. In most instances this weaponry can be e ect againstground forces as well.

    ANTI-ARMORThese are units which are intended to hunt and destroy unitsequipped with armor protec on. Typical An -Armor units areheavily armed but lightly protected, and include the requisitetransporta on need to move its weaponry and crews. Bazookateams, an -tank guns, and an -tank missiles would all fall into thiscategory.

    ARMOREDThese are units which have a strong mix of protec on, weaponryand mobility. Tanks, mecha and massive armored creatures wouldall fall in this category.

    ARTILLERYThese units are meant for long range bombardment with massivequan es of explosives. Alternately, these units can also be veryvaluable in laying down smoke screens to obscure movementsfrom the enemy. Towed howitzers, self-propelled ar llery and railguns would all fall into this category.

    NOTE: Ar llery units are not actually placed on theba le eld, instead they are only u lized when par cipa ngin Situa ons , or having Ac ons or Situa ons played onthem.

    BEHEMOTHSThese are the most massive and fearsome of all units. Wellappointed with armored protec on, formidable repower andreasonable mobility these units tend to dominate the ba le eld.Massive or high-tech tanks, super huge creatures and colossalmecha would fall into this category.

    BUNKERThis unit type is simply any form of reinforced protec on which

    PART III: THE UNITS

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    Tactical Assault: Combat Cards

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    FIREPOWER ATTACKMODIFIERS

    COMBATRESULTS

    SHIFT*

    A acker's Firepower Ra ng Higher Than Target's Protec on Ra ng Up One

    Targets Protec on Ra ng Higher

    Than A ackers Firepower Ra ngDown One

    Extreme Range Down One

    LOS Drawn to Target Outside ofTargets Line Of Sight Arc Up One

    Target is Obstructed or In Cover Down One

    Targets Eleva on is Higher ThanA ackers Down One

    * NOTE: All shi s are cumula ve.

    Table 4:Firepower Attack Modifiers

    Tactical Assault: Combat Cards over other terrain. In turn, Elevated terrain blocks Lineof Sight when the Line of Sight is drawn through theElevated terrain and neither of two units is at a highereleva on than the blocking terrain. For more speci cs seethe Elevated terrain sec on. Examples of Elevated terrainwould be rolling hills, spires, plateaus and buildings.

    ELEVATED TERRAINLEVELS OF ELEVATIONThere are ve levels of eleva on in the game: Low , Medium ,High , Very High and Extremely High . Every piece of terrain has aneleva on classi ca on based on its maximum height, but for manytypes of terrain it won't o en come into play.

    LOW ELEVATION Low eleva on would roughly be the height of a man orless. Examples of this eleva on would be walls, hedgerows,automobiles, most one story buildings as well as most

    gh ng units.

    MEDIUM ELEVATION

    Medium eleva on represents objects of a height aroundthat of a large truck or two-story building. Other exampleswould be woods, telephone poles and jungles.

    HIGH ELEVATION High eleva on represents about two to ve storystructure. Small city buildings would be good examples ofthis eleva on.

    VERY HIGH ELEVATION Very High eleva on represents up to a y story building.Very high hills and towering spires would be examples ofthis eleva on.

    EXTREMELY HIGH ELEVATION

    This would be everything above a y story building that iss ll able to have an impact on the ba le eld.

    ELEVATION CLASSIFICATIONIn addi on to its level, a terrain feature is classi ed as Gradual ,Steep or Stark eleva on. Before the beginning of each ba le, bothsides must agree what the level and class of eleva on each terrainfeature will be.

    GRADUAL ELEVATION A Gradual eleva on classi ca on means that there isgentle incline leading to the highest point on the terrain

    feature. Because of the slope, it is possible for units toeasily traverse the elevated terrain. Any movement penalty

    for doing so would depend on any other terrain e ects onthe elevated terrain (e.g. Covering terrain on a hillside).

    STEEP ELEVATION The Steep eleva on classi ca on represents a very sharpupward slope to the terrain feature's highest point. Whiletraversable, units have their movement cut in half whilemoving up the slope. Units may su er a further reduc onin movement if there are addi on terrain e ects on theslope (e.g. Covering terrain, etc.).

    STARK ELEVATION When something has a Stark eleva on classi ca on it

    means that it has no slope or gradual rise to its maximumeleva on. Examples of this would be buildings, poles,

    forests and walls. Units can ascend or traverse Stark terrainonly if the unit has the same eleva on level as the terrain,or there is a speci c route available for the purpose (e.g.stairs in a building, or a rope ladder on a wall, etc.).

    MARKING ELEVATIONThe highest point, as well as each proceeding level, should beclearly marked on all elevated terrain. As an example, a HighEleva on hill would have to have the Medium Eleva on marked aswell as the Low Eleva on that precedes it.

    MULTIPLE ELEVATIONS STACKEDIf two or more eleva ons are stacked on top on one another ( e.g.a Low house on a High hill ), only use the highest eleva on fordetermining the eleva on of the terrain. The secondary terrain(e.g. the Low house ) will s ll block LOS between units on the samelevel as normal.

    FIREPOWER ATTACKS

    STEP 1: DETERMINE LINE OF SIGHTBefore any a ack can be made, determine if the a acking unit hasLine-of-Sight to the target unit ( see Line Of Sight below ). In the caseof a acks which u lize a Target Point (e.g. Aerial , Ar llery , etc. )deter mine Line of Sight from the nal Target Point rather than thering unit ( see Target Points & LOS ). If the a acking unit has Lineof Sight , then proceed to Step 2 .

    STEP 2: DETERMINE RANGEMeasure the distance from the center point of the a acking unit tothe center point target unit. If this distance is less than, or equal to,

    the a acking unit's Range Characteris c then proceed to Step 4 .Otherwise proceed to Step 3 .

    PART V: ATTACKING

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    CLOSE COMBATATTACK MODIFIERS

    COMBATRESULTS

    SHIFT*

    A acker's Close Combat Ra ng Higher Than Target's Protec on Ra ng Up One

    Targets Protec on Ra ng Higher ThanA ackers Close Combat Ra ng Down One

    Target is Shaken or Out Of Ac on Up One

    A acker Contacts Target Outside ofTargets Line Of Sight Arc Up One

    Target is In Cover Down One

    * NOTE: All shi s are cumula ve.

    Table 5:Close Combat Attack Modifiers

    Tactical Assault: Combat Cards STEP 3: EXTREME RANGEIf the center-to-center distance is beyond the unit's maximumrange, but the unit's maximum range will reach from the a ackingunit's center point to somewhere on the target unit, proceedto Step 4 but with the Extreme Range modi er ( see Table 4:Firepower A ack Modi ers ). If the target unit cannot be reachedby either of the above methods, the a ack does not happen and

    the card which triggered the a ack is returned to the player's hand.

    STEP 4: DETERMINE ATTACK MODIFIERSRun down the list of a ack modi ers and determine all that apply(see Table 4: Firepower At tack Modi ers ). Note the net "shi " inthe Combat Results , remembering that all shi s are cumula ve.

    STEP 5: REVEAL COMBAT RESULTS & APPLY MODIFIERSReveal the top card on the a acking player's deck and note theCombat Results (this card then goes into the discard pile ). Applyany modi er shi s up or down to the Combat Results and applythe nal Combat Results to the target unit. In the case of a ackswhich u lize a Target Point , all a acks associated with the TargetPoint are resolved and applied simultaneously and cumula vely.

    CLOSE COMBAT ATTACKSSTEP 1: CONTACT THE ENEMYTo trigger Close Combat a acks, two opposing units must bein physical contact. As soon as the units come in to contact theClose Combat a acks begin immediately. Unlike Firepower A acks however, both units will get to make simultaneous Close Combat a acks against one another.

    STEP 2: DETERMINE ATTACK MODIFIERS FOR THE FRIENDLY UNITRun down the list of a ack modi ers and determine all that apply(see Table 5: Close Combat A ack Modi ers ). Note the net "shi "in the Combat Results , remembering that all shi s are cumula ve.

    STEP 3: REVEAL COMBAT RESULTS & APPLY MODIFIERSReveal the top card on the player's deck and note the CombatResults (this card then goes into the discard pile ). Apply anymodi er shi s up or down to the Combat Result Scale and notethe nal result. DO NOT apply the nal results un l the enemy unitconducts its a ack.

    STEP 4: DETERMINE ATTACK MODIFIERS FOR THE ENEMY UNITRun down the list of Close Combat A ack Modi ers and determineall that apply. Note the net "shi " in the Combat Results ,remembering that all shi s are cumula ve.

    STEP 5: REVEAL COMBAT RESULTS & APPLY MODIFIERSReveal the top card in the player's deck and note the Combat

    Results (this card then goes into the discard pile ). Apply anymodi er shi s up or down to the Combat Result Scale and notethe nal result.

    STEP 6: APPLY ALL FINAL COMBAT RESULTSApply the nal calculated Combat Results to the respec ve units. Ifneither unit has been Eliminated , and both units are s ll in physicalcontact, then proceed to Step 7 . Otherwise this is the end of theClose Combat.

    STEP 7: REPEAT STARTING AT STEP 2Begin the a ack process over again star ng at Step 2 un l one,or both, units have been eliminated or the units are no longer inphysical contact.

    COMBAT RESULTSCOMBAT RESULTSWhen a unit is a acked it may end up having a Combat Result imposed on it. These e ects take e ect immediately, exactly asdescribed, and last un l they are removed by the appropriate

    Ac on or Situa on . A summary of all Combat Results is found inTable 6: Combat Results Scale .

    NOTE: For Aerial and Ar llery units, Combat Results staywith the unit even when they are o of the ba le eld.

    NO EFFECTThe a ack has no e ect on the unit, and does not in any way a ectthe unit's current ac vi es.

    FALL BACKThe unit immediately ceases its current ac vity. The unit is forcedto move a Short Distance directly away from either the a ackingunit along the same path the a ack originated from, or from theTarget Point of an a ack.

    NOTE: If the Target Point of the a ack is situated Dead On the unit, use the Direc on indicated on the Random Dri

    por on of the card which yielded the Fall Back CombatResult, to determine the direc on the unit will fall back in.If this result is also Dead On , then the unit does not move.

    NOTE: Any unit which exits the ba le eld either voluntarily

    or because of a Fall Back result, other than an Aerial or Ar llery unit, is removed from the game and is consideredEliminated for victory condi on purposes.

    NOTE: If a unit must fall back, but its nal loca on would place it on top of another unit or Impassable terrain,the unit will move around the obstruc on as closely as

    possible. If going around the obstruc on is not possible,then the unit falling back will stop just short of theobstruc on.

    NOTE: A Fall Back result on an Ar llery unit has no reale ect on the unit, except to force the removal of any statuslost due to movement - e.g. Dug In , etc.

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    Tactical Assault: Combat Cards NOTE: If an Aerial Unit is required to fall back, it is simplywithdrawn from the ba le eld and is available for useagain later.

    SHAKENThe unit immediately ceases its current ac vity. The unit may nothave any Ac ons or Situa ons played on it, nor may it par cipate

    in any Situa ons , un l a Recover is played on it rst.NOTE: In the case of a Shaken status and an Out Of Ac on status needing to be removed from a unit, either statusmay be removed before the other using the appropriate

    Ac on .

    OUT OF ACTIONThe unit immediately ceases its current ac vity. The unit may nothave any Ac ons or Situa ons played on it, nor may it par cipatein any Situa ons , un l a Back In Ac on is played on it rst.

    NOTE: In the case of a Shaken status and an Out Of Ac on status needing to be removed from a unit, either statusmay be removed before the other using the appropriate

    Ac on .

    ELIMINATEDThe unit becomes non-func onal and cannot be used for thedura on of the ba le. There is no way to remove this status froma unit.

    MULTIPLE COMBAT RESULTSA unit may only have one of each di erent Combat Result statusimposed on it at any given me - i.e. at most, a unit could only havea single Shaken and Out Of Ac on status placed on it. If a CombatResult comes up which the unit is already a ected by, the secondresult is simply ignored as the unit is already su ering from thee ects ( e.g. if a Shaken unit is a acked and another Shaken result

    comes up, it is ignored). Fall Back is not a "status" and so thereforecan be imposed more than one me with subsequent e ects beingimposed at the point it is incurred.

    LINE OF SIGHTLINE OF SIGHT ARCSEvery unit has an arc through which the unit can a empt to drawLine of Sight ("LOS"). For all units, the LOS Arc is the unit's front180 0 arc as drawn directly through the center of the unit ( i.e. the

    front half-circle of a unit ).

    DETERMINING LINE OF SIGHTTo determine if an LOS exists between two units, draw a straightline from the center of one unit to the center of the other unit. Ifthis line does not cross any terrain, Line of Sight exists. If the linecrosses anything else, see below.

    LOS CROSSES THROUGH ANY UNITLOS is always blocked by intervening units.

    LOS CROSSES OBSTRUCTING TERRAIN

    LOS exists, but target is considered to be Obstructed if it is a ackedalong the LOS.

    LOS CROSSES COVERING TERRAINLOS is blocked and does not exist. No Firepower A acks may beconducted along it.

    LOS ENTERS COVERING TERRAIN TEMPLATELOS is blocked unless the target unit overlaps the edge of theterrain feature ( i.e. the LOS passes through the unit itself to itscenter point, never through the terrain ). In this case the LOS existsand Firepower A acks can be conducted along it, however thetarget unit is considered to be In Cover in terms of Firepower

    A ack modi ers if its center point is within the Covering terrain

    template.

    LOS IS DRAWN WITHIN COVERING TERRAIN TEMPLATELOS is blocked unless both units are within the template, or overlapthe edge of the template, and are within a Short Distance of eachother. In this case, the target unit is considered to be In Cover interms of Firepower A ack modi ers.

    LOS EXITS COVERING TERRAIN TEMPLATELOS is blocked, unless the origina ng unit overlaps the edge ofthe template ( i.e. the LOS passes through the unit itself from itscenter point, never through the terrain ). In this case LOS exists andFirepower A acks can be conducted along it.

    LOS IS DRAWN TO OR FROM ELEVATED TERRAINLOS is not blocked, unless any intervening terrain has an eleva onequal to or greater than the eleva on of the highest unit. Anyaddi onal terrain e ects on the elevated terrain must s ll beconsidered ( e.g. Covering terrain, other units, etc .).

    LOS CROSSES ANY HINDERING TERRAINLOS is not blocked and Firepower A acks may be conducted alongthe LOS with no penalty.

    LOS IS DRAWN THROUGH AN OBSTACLE LOS is not blocked, but the target unit is considered to beObstructed if a Firepower A ack is made along the LOS.

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    Table 6:Combat Results Scale

    ELIMINATEDUnit becomes non-func onal and cannot be used

    for the dura on of the ba le.

    OUT OF ACTIONThe unit immediately ceases its current ac vity.The unit may not have any Ac ons or Situa ons

    played on it, nor may it par cipate in anySitua ons , un l a Back In Ac on is played on it

    rst.

    SHAKEN

    The unit immediately ceases its current ac vity.The unit may not have any Ac ons or Situa ons played on it, nor may it par cipate in anySitua ons , un l a Recover is played on it rst.

    FALL BACKThe unit immediately ceases its current ac vity.The unit is forced to move a Short Distance directly away from either the a acking unitalong the same path the a ack originated from,or from the Target Point of an a ack.

    NO EFFECTThe a ack has no e ect on the target unit.

    S t e p

    D o w n

    S t e p

    U p

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    Tactical Assault: Combat Cards LOS IS DRAWN THROUGH A BUNKERLOS is blocked as it would be by any other unit, unless other terrainconsidera ons a ect the LOS ( e.g. Elevated terrain ).

    LOS CANNOT BE DRAWN TO TARGET UNIT'S CENTER POINTIf the LOS cannot be drawn to the target unit's center point due tointervening terrain or units, but can be drawn to some point of the

    unit, Firepower A acks can be conducted along the LOS but thetarget is considered to be Obstructed .

    TARGET POINTS & LOSWhen conduc ng a acks using a Target Point , LOS always existsfrom the Target Point to all units within the a ected area regardlessof any pre-exis ng unit condi on, status, intervening terrain, etc.AllFirepower A ack Modi ers s ll apply as normal.

    UNITS NOT ON BATTLEFIELD & LOSAll friendly iden cal unit types not currently on the ba le eld ( e.g.all Aerial Units or all In ltrators Units , etc .) are considered to onlyhave LOS to each other while o of the ba le eld.

    RANDOM DRIFTSTEP 1: MARK ORIGINAL TARGET POINTCarefully mark the original Target Point as outlined by the speci c

    Ac on or Situa on which calls for it. STEP 2: DETERMINE DRIFT DIRECTIONReveal the next card on the a acker's deck ( and then place in thediscard pile a er ) and reference the Random Dri sec on. Firstnote the Direc on of the dri , and layout the path for the targetpoint in the direc on described on the card.

    STEP 3: DETERMINE DISTANCEMove the Target Point along the determined path the distancestated on the card. This is the new loca on for the Target Point andall a acking determina ons should be made o of this new point.

    BATTLEFIELD SIZEThe Standard Game ba le eld is always a square ba le eld, withdistances being scaled accordingly per the rules ( see DetermineBa le eld Scale ).

    FORCE SIZEEach player is a orded 36 Units Points to build their force with.

    DEPLOY FORCES

    Each player draws one card from their deck at random. The playerwith the highest number card places rst by selec ng one of theirunits and placing it anywhere on the ba le eld. The other playernow selects one of their units and places it anywhere on theba le eld, provided it is at least a Medium Distance away fromany enemy units. The rst player now selects one of their units andplaces it, subject to the same Medium Distance constraint. Thiscon nues un l all units are placed on the ba le eld - except forthose units which do not start the game on the ba le eld.

    VICTORY CONDITIONSThe Victory Condi ons for the Standard Game are as per the

    normal game:

    One Side Has Had 18 Unit Points Eliminated One Side Has No Units Le on the Ba le eld

    (Not Coun ng Bunkers & Obstacles)

    The side which meets either of the above condi ons is the loser ofthe game. If me is called prior to either of these condi ons being

    met, the player that has eliminated the most enemy units wins.

    BEGIN PLAYThe player who did not place the rst unit on the ba le eld takesthe rst turn, referring to the Sequence Of Play as needed.

    GAME DURATIONThe Standard Game goes for 90 minutes, or un l one of the VictoryCondi ons are met.

    WHAT ARE CAMPAIGNSCampaigns are a way of connec ng together a series of games tochallenge players in di erent scenarios and ba le elds, and testtheir strategic resource management abili es.

    STEP 1: DESIGN THE BATTLEFIELDSPlayers should agree on a series of ba le elds for the campaignto be played out on. Loose descrip ons should su ce for the startof the campaign ( e.g. a river crossing, a wooded road, a ridgeline,etc .). These should be recorded in such a way as to allow them tobe randomly selected as the campaign progresses.

    STEP 2: DESIGN THE SCENARIOSMost campaigns simply u lize the Standard Game as the basicscenario, however it is possible to use other scenarios or to designcustom ones ( e.g. one player is defending, both sides move onto

    the ba le eld together, etc. ). If custom scenarios are being used itshould be decided in advance if they will be randomly chosen eachgame, or if certain scenarios will be played for the next game basedon the result of the previous ba le.

    STEP 3: SET THE NUMBER OF BATTLES (GAMES)Determine the number of games that each player must play tocomplete the campaign. All players must play the same number ofgames over the course of the campaign.

    STEP 4: SELECT FORCESEach player selects the force they are going to use for the dura onof the campaign, subject to the Unit Point totals allowed by thescenarios being used. Any units lost during the course of a game

    will be replaced by iden cal replacement units ( i.e. the player willuse the same full strength force ) at the start of the next game.

    STEP 5: START PLAYING GAMESAll players in the campaign must play the same number of games.For each game randomly determine the opponent, the ba le eldand the scenario ( if necessary ).

    CAMPAIGN POINTSAt the conclusion of every game each player will receive CampaignPoints. Players use these points to either move closer to winningthe campaign, to replace losses or some combina on of both.Campaign Points are awarded as follows: Game's Winner 9 Points ,

    PART VI: THE STANDARD GAME

    PART VII: CAMPAIGNS

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    Bartholome (order #5536522)

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    RelativeDistance

    ActualDistance

    Very Short Half Short Distance

    Short Half Medium Distance

    Medium Half Long Distance

    Long Half Very Long Distance

    Very LongLength of the Shortest

    Edge Of The Ba le eld

    Table 2:Battlefield Distances

    Unit TypeFire-

    powerRange

    DistanceProtec-

    tionClose

    CombatPoint

    Value

    AERIAL Heavy - Light - 2

    AERIAL DEFENSE Moderate Long - Light 3

    ANTI-ARMOR Heavy Long Very Light Light 3

    ARMORED Heavy Very Long Heavy Heavy 5

    ARTILLERY Very Heavy - - - 3

    BEHEMOTH Very Heavy Very Long Very Heavy Heavy 6

    BUNKER - - Very Heavy - 2

    CIVILIAN Very Light Medium - Very Light 1

    COMMAND Light Medium - Light 2

    CREATURE - - Light Light 1

    ENGINEER Moderate Medium - Light 3

    FIRE SUPPORT Moderate Very Long - Moderate 4

    HEAVY WEAPON Moderate Long - Moderate 3

    INFANTRY Light Medium - Very Heavy 2

    INFILTRATOR Light Medium - Very Heavy 3

    MECHANIZED Moderate Long Moderate Heavy 4

    OBSTACLE - - - - 2

    RECON Moderate Long Moderate Light 3

    SWARM - - - Very Heavy 1

    Table 3:Unit Type & Characteristics

    FIREPOWER ATTACKMODIFIERS

    COMBAT

    RESULTSSHIFT*

    A acker's Firepower Ra ng Higher Than Target's Protec on Ra ng Up One

    Targets Protec on Ra ng Higher Than A ackers Firepower Ra ng Down One

    Extreme Range Down One

    LOS Drawn to Target Outside ofTargets Line Of Sight Arc Up One

    Target is Obstructed or In Cover Down One

    Targets Eleva on is Higher ThanA ackers Down One

    * NOTE: All shi s are cumula ve.

    Table 4:Firepower Attack Modifiers

    CLOSE COMBATATTACK MODIFIERS

    COMBATRESULTS

    SHIFT*

    A acker's Close Combat Ra ng Higher Than Target's Protec on Ra ng Up One

    Targets Protec on Ra ng Higher ThanA ackers Close Combat Ra ng Down One

    Target is Shaken or Out Of Ac on Up One

    A acker Contacts Target Outside ofTargets Line Of Sight Arc Up One

    Target is In Cover Down One

    * NOTE: All shi s are cumula ve.

    Table 5:Close Combat Attack Modifiers

    Section Page

    The Basics 2

    Playing A Game 3

    The Units 4

    Movement &Terrain 6

    Attacking 7

    The Standard Game 10

    Rules By Section

    Tactical Assault: Combat Cards Quick Reference Sheet

    Copyright 2010 By Dan Hobot. All rights reserved.

    START OF GAME Shu e Deck Draw Hand (Six Cards)

    Play Any Situa onsSTART OF TURNS

    Player 1 Play Ac ons & Situa ons Or Discard Replenish Hand At End Of Players Turn May Play Newly Acquired Situa ons Let Player 2 Know It Is Now Their Turn

    Player 2 Play Ac ons & Situa ons Or Discard Replenish Hand At End Of Players Turn May Play Newly Acquired Situa ons Let Player 1 Know It Is Now Their Turn

    Repeat alterna ng Player 1 and Player 2s turns un l the Victory Condi ons are met, or me runsout...

    Table 1: Sequence Of Play

    Tac cal Assault: Combat Cards, the Tac cal Assault: Combat Cards soldier logo and the Tac cal Assaultlogos are trademarks of Tac cal Assault Games & Dan Hobot.

    Table 6:Combat Results Scale

    ELIMINATEDUnit becomes non-func onal and cannot be used

    for the dura on of the ba le.

    OUT OF ACTIONThe unit immediately ceases its current ac vity.The unit may not have any Ac ons or Situa ons

    played on it, nor may it par cipate in anySitua ons , un l a Back In Ac on is played on it

    rst.

    SHAKENThe unit immediately ceases its current ac vity.The unit may not have any Ac ons or Situa ons

    played on it, nor may it par cipate in anySitua ons , un l a Recover is played on it rst.

    FALL BACKThe unit immediately ceases its current ac vity.The unit is forced to move a Short Distance directly away from either the a acking unitalong the same path the a ack originated from,or from the Target Point of an a ack.

    NO EFFECTThe a ack has no e ect on the target unit.

    S t e p

    D o w n

    S t e p

    U p