Quickstart Rules - v2.2
Quickstart Rules - v2.2
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.