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Quickstart Rules - v2.2

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0% found this document useful (0 votes)
101 views

Quickstart Rules - v2.2

Uploaded by

Mirko Sartini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1-48 Tactic

©2018 Baueda Wargames Sas - All right reserved Proudly presented by

www.baueda.com
To play the game you need:
A board to play on; some
figures with their stat cards,
Action Tokens, Take Cover,
These rules can be freely W W W. 1 - 4 8 TA C T I C . C O M Opportunity, Suppression Fire
and Wound Shock markers,
duplicated and distributed some scenic elements, some
but only in their complete Version 2.2 QUICK START RULES April 2018
six-sided dices (D6) and of
unchanged original format! course at least one opponent!
SE T U P : P RE PAR E T HE BAT TLE F I E LD !
Roll a dice each: the highest scoring player will set up the battlefield, but it is his opponent who will choose on which side to deploy his troops. The first player will have to deploy on the
opposite side. The total approximate value of your force must be agreed on with your opponent before the game starts. The player with the highest total Point Value deploy first; if the total is
exactly the same roll a dice and the lowest scoring will have to deploy his first Character. Players then take turns deploying one Character at a time, anywhere you like as long as they are within
5u from the table edge of a player own side. Now put all corresponding cards and 5 Action Tokens in front of you and let the battle begin!

THE GAME: Central to 1-48TACTIC is the ATs can be spent as you like in your own or your THE CHARACTERS:
concept of Actions; during their turn, every player will opponent turn, subject to the following restrictions:
be able to perform a number of activities with a variable
Each miniature in 1-48TACTIC represent a real person called
number of troops depending on how many Actions 1) a Character is permitted to perform only Actions a Character. Every single Character has its own stat card which
they have available. that are listed on his stat card, except for the shows its profile, abilities, equipment and permitted actions.
“Close Combat” (H2H) and “Take Cover” actions a: Character’s name,
Each player is given a total of 5 Actions Tokens
(AT) every turn, which can all be spent that same which are always permitted. a Role and Point Value
(between brackets)
turn or saved for later, in whatever proportion one 2) a Character can not perform more Actions in a b: Playable faction it
prefers, provided at least one AT is spent in each turn. single turn than the max number of permitted Actions b
There is not a maximum number of AT that can be saved c belongs to.
indicated on his stat card (unless he is allowed to do so c-d-e-f: Permitted Actions
up nor a maximum number of AT that can be spent by a friendly Character with the “Command” Ability. (Move, OF, Move & Fire, SF)
in a single turn. However, you will find that if you save d g: Command Ability
up too many, your opponent will quickly get the 3) Each time you get your Character to perform
h: Max number of Actions
upper hand! an action put an Action Token on his card. e allowed per Round.
4) Spent ATs cannot be reused. i: Weapon(s) Type.
Action Tokens are needed for everything you f
If a player should spend all of his ATs at any point j: Max Number of Shooting
want your soldiers to do. Learning to spend
he can take no further Action and his turn it’s over. Actions per turn.
them wisely is the key to master the game! g h k: Number of Attack Dice
rolled at Long Range.
VICTORY! There are two basic game types you can choose from: Mission or Skirmish. l: Number of Attack Dice
In Skirmish mode the first player that eliminates at least half of the enemy force Point Value wins the game. i rolled at Short Range.
In Mission at the start of the game each player choose a scenic element at least partly within its deployment m: Weapon outline.
zone that will be used as his game objective; if his opponents gets at least one miniature in base contact with n: Number of Attack Dice
it will win the game, regardless of losses incurred to do so. Note however that even in Mission, if a player j k l m n rolled in Hand to Hand
eliminates at least half of the enemy Characters before any objective has been reached he will still win the game! combat.

WOUNDED AND ELIMINATED


ACTIONS When a Character is wounded his card is immediately turned on the
wounded side and the values indicated there used from this moment
Attack Actions are Fire, OF, onward. The wound shock marker is also immediately placed on the
SF, Move and Fire, Throwing base of the miniature until the end of the current turn. The Character
Handgranade and H2H. will not be able to take any further Action and counts as if having Take
A Character can attack only with the Cover until the wound marker is removed. If a wounded Character is
weapons with which he is equipped wounded again, or if a Character is fired upon with a double 6 result in
with. Characters with more than one a single shot, or receive two wounds from an explosion, is eliminated.
weapon can use only one per turn.

Fire: Declare which one of ABILITIES


your miniatures is firing and Abilities are specific to a Character
which one is the target; if the and are permanently in effect if
target Character is beyond 5u Hand to Hand (H2H): does not Move and Fire: it combines they appear on its stat card. They
it can choose to Take Cover. require spending any AT. As soon a movement action with a don’t require spending ATs to use.
Roll as many D6 as indicated as a Character moves into base to shooting action (1 shot) at Command: a Character with a: “Take Cover” marker
by the “L” value if the target is base contact with an enemy roll the cost of only 1 AT. The value this ability does allow a
indicated on the stat card is the b: “Wound Shock” marker
at Long distance (beyond 10u) as many D6 as indicated on the friendly Character within its
or by “S” if the target is at Short stat card for H2H. Each 5 or 6 is a max movement in u allowed with command radius (5u) to perform c: “Suppression Fire” (SF) marker
distance (within or exactly at hit and each hit is a wound. Even a single Action. You can shoot more Actions than those indicated d: “Opportunity Fire” (OF) marker
10u). Each Shot costs one AT. if the Character attacked does not either at the beginning or at the end on its stat card. The maximum
When shooting at a target in the survives the first roll he will still of the movement, but not halfway number of extra Actions allowed
open every 4, 5 or 6 is a hit, while fight back in the very same way; during it. Move and Fire does is the value indicated next to the
in partial cover a target is hit only the fight continue until one of count as a Move Action toward the Command symbol on the card.
rolling a 5 or a 6. One or more hits the two Characters is eliminated. Max 3 move per turn limit and can Each extra Action thus allowed
always cause only one wound result never be used together with Aim. still cost one AT as normal.
except for a double 6 (headshot!) Take Cover: spend 1 AT to increase Camouflage: a Character
which eliminates the target. the score required to hit the Suppression Fire: 1 AT to with this always counts
Character by 1. Can be done even place a marker in any point as if having Take Cover
in the open and it is cumulative of the battlefield in LOS. (+1 to hit) whenever in partial cover.
Throwing Handgranade: cost 2 AT. with terrain. It lasts until the Every friendly or enemy Character
Place a marker (anyone would do) Character takes any other Action, that at any moment find themself THE BATTLEFIELD:
where you are throwing it (even but it has no effect if the Character within range of the Suppression
behind or inside a partial cover) but Fire marker won’t be able to do 1-48TACTIC is played on a board
is being fired upon from within 5u. no smaller than 60x60 cm (2’x2’).
within Short distance (no more than any Attack Action for that turn
10u). It can also be thrown beyond Move: the max number of except throwing handgranades at a All measurements are in units (u)
10u but subject to dispersion. u a Character can move by reduced distance of 5u max (subject with a unit being either one inch
Roll a D6: on a 5-6 it will explode spending one AT. Climbing to dispersion) or get into H2H. or 2,5 cm throughout a game.
where you placed the marker; up or down any elevated position All and only the Characters with the
on a 2-3-4 your opponent will get costs two ATs. Any change in SF symbol on their card can start this MEASUREMENTS AND If any one point of the target base
to move the marker up to 2 u in direction or facing are free. Action but SF requires at least two LINE OF SIGHT (LOS) (but not all of it) is visible from any
the direction he wants and on a Friendly Characters don’t prevent Characters firing at all times (unless All measurements are in units (u) point of the attacking Character base
1 he’ll get to move it up to 4 u. movement across. No Character one is armed with a MG). Once being either one inch or 2,5 cm without passing through the Total
A handgranade makes a single can ever spend more than 3 AT in initiated any friendly Character throughout a game. All distances Cover then the target is in Partial
attack against every Character movement in the same turn. can join it, each spending 1 AT and are measured from the closest Cover. If the whole of a target
(friend or foe, unless in cover) placing a SF marker on their cards. possible point on the edge of base is visible then there is a clear
within the “R” distance, all together Opportunity Fire (OF): Markers remains until the Character a miniature base or a marker. LOS and the target is in the open.
at the same time: Roll as many 1 AT to place a marker in firing is wounded, killed or do any At the beginning of a game declare Similarly a Character is behind
D6 as indicated by the “S” value, any point of the battlefield other Action. As long as the marker which of the scenic element can cover if no point of the target base is
counting every 4,5 or 6 as a hit. in LOS. As soon as an enemy is in place, at the beginning of all offer Total Cover and which are visible from any point of the attacker
If one or more hits are scored, Character comes within range (the your turns roll one D6 for every always only Partial Covers. If a without crossing the Partial Cover,
count each hit as a separate wound. distance from the marker indicated Character in LOS shooting: for target Character is hidden behind but if any point of it’s base can be
Wounds are allocated one at a time on the card next to the OF symbol) each dice that score a 6 the enemy a scenic element that provides seen it counts as being in the open.
to all Characters within radius, you get the option to take one with lowest H2H value, within Total Cover so that no point of its 60mm round scenic bases are all
starting with the lower H2H value. immediate shot at it. This shot is range of the marker and in LOS, base is visible from any point of partial cover. If a Character gets
free, happens in your opponent takes a Wound. This roll doesn’t the attacking Character base it is inside one any measuring is still
Aim: Cost 1 AT. when turn and the target Character can require to spend any more AT. A considered not in sight and can taken as normal from its base edge
shooting it increases the not choose to Take Cover from it. Character can’t do Suppression not be shot at. Otherwise there is No scenic element or Character
number of D6 rolled by the Aim marker remains in place until used or Fire if it has already done any other a Line Of Sight (LOS) to it, which offer partial cover if it’s within 2
value indicated in the stat card. the Character takes any other Action. attack Action in the same turn. could be clear or partially covered. u from the shooting Character.

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