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    TM

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    CONTENTS

    Using This Rulebook .........................................3

    Overview of Play ............................................... 3

    Components ....................................................... 4

    Setup................................................................... 8

    Playing the Game ...........................................10

    Characteristics............................................... 11

    Skills.................................................................12

    Affiliation Symbols ........................................13

    Euipment Packs ............................................13

    Traits................................................................ 14

    The Pathfinding System ................................ 14

    Map Features ..................................................15

    Moving............................................................. 17

    Sighting............................................................ 17

    Actions .............................................................18

    Tests and Duels...............................................19

    Natural 1s and 10s.........................................20

    Combat .............................................................21

    Automatic Attack Successes .........................22

    Grenades ..........................................................22

    Automatic Wounds..........................................24

    Command Points.............................................24

    Overwatch .......................................................25

    Game Modes.....................................................28

    3-8 Player Rules..............................................31

    Crates ...............................................................31

    Hound DOG ......................................................33

    Operation: NovgorodRules ............................34

    Characters.......................................................36

    Scenarios .........................................................72

    Appendi I: Tactical Maps .............................80

    Appendi II: Bonus Tokens...........................83

    Credits..............................................................85

    Glossary ...........................................................85

    2010 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproducedwithout specific permission. Tannhsuer, Operation Novgorod,Pathfinding System, Fantasy Flight Games,and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at 1975West County Road B2, Suite 1, Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for your records.

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    2 Tannhuser Revised Edition

    Union War Department, Undersecretary of Defense

    Undisclosed location near Washington, D.C.

    October 8th, 1949

    SPEAKER: Lieutenant General George S. Patton

    SUBJECT: Operation Tannhuser

    Gentlemen, please be seated. This meeting concerns the recent activities of the ReichsObscura Korps, in particular the 13th Occult Division.

    Professor Hans Kamler began an archaeological dig on the island of Patmos in 1943. OSS

    saw no immediate threat at that time. Five weeks ago, Maruis General Hermann VonHeinger arrived at the Patmos dig site. Most of you will remember Von Heinger fromyour briefings on the Ais Mundi program. He is one of the Reichs foremost eperts onesoteric artifacts.

    We have reports from one of our agents in the area, codename Rosebud, that confirm VonHeinger removed an amulet from the site. Dr. Kamler believes this amulet predates theFlood.

    Von Heinger subseuently loaded his staff, the entirety of the 13th Occult, and the bulk

    of the Patmos epedition personnel and material onto the battle-eppelin Wagner. We losttheir trail in Central Europe seven days ago, but we believe their destination is KsiaCastle in Poland.

    We have concluded that Von Heinger has located one of the Obscura Cardinal Corner-stones, which and again, this was covered in your Ais Mundi briefings are literalportals to Hell. We cant afford to ignore the threat to the Union, not to mention the world,if Von Heinger pries that gate open.

    We plan to drop the 42nd Marine Special Forces behind enemy lines. Their objective willbe to locate and eliminate Von Heinger and destroy the Cardinal Cornerstone that wepresume is at Castle Ksia. A B-29E is prepped and ready to launch from the Portland,Maine naval base. With your approval, Operation Tannhuser will commence in 16 hours.

    Im counting on you to give these men the support and backup they need, gentlemen. Youcan start with your prayers. May God protect them.

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    Rules of Play 3

    TANNHUSERThe year is 1949. The first World War rages on. The forcesof the Union strive to end the conflict through the use ofadvanced technology, created from the alien wreckagediscovered at Roswell. Their foes are the Reich. Headed bythe occult powered Kaiser, this army of evil scours the globefor ways to enhance their prodigious occult abilities. Suads

    of the possessed sweep through Europe led by the MaruisGeneral, Hermann Von Heinger. The war is reaching a feverpoint, and only one side can win...

    Tannhuser puts you in the middle of an alternate timeline.What we now cal l World War I has never ended, and the forcesinvolved have chosen new ways to break the stalemate. Fea-turing the Pathfinding system, a revolutionary way to markline of sight, Tannhuser uickly gets you in the thick of thebattle. Each side has uniue characters and euipment, andyou must outfit your figures to best advantage in order towin. The choices you make determine if your team is pre-pared for the enemy they will face.

    This TANNHUSER REVISED EDITIONrulebook includes acomplete set of revised rules for the core set as well as thoseoriginally found in the OPERATION: NOVGORODepansion, aswell as the WOLF,YULA, GORGE, and RAMIREzsingle figurepacks.

    Some sections of this rulebook provide rules reuiring owner-ship of an epansion and are marked with a correspondingepansion icon (generally because necessary componentssuch as tokens or figures are included only in that epan-sion). Players should ignore all sections of this rulebook thatrefer to epansion sets they do not own.

    OPERATION: NOVGOROD Epansion

    WOLF Single Figure Pack

    YULA Single Figure Pack

    GORGE Single Figure Pack

    RAMIREz Single Figure Pack

    USING THIS RULEBOOKThis rulebook is much more than a ruleset and also serves asan invaluable tool; including euipment and hero reference,scenarios, and background flavor. It includes the rules for thefollowing products; TANNHUSER, OPERATION: NOVGOROD,WOLF, YULA, RAMIREz, AND GORGE.

    Pages 8-27describe the rules of playing the game, whilepages 28-31list different modes of play available to players.Pages 36-71list the abilities and euipment available to thecharacters found in the game. Unless stated otherwise, thisrulebook assumes that you are playing a two player game.Rules for three to eight players are slightly different and aredescribed on page 31.

    OVERVIEW OF PLAYEach game of TANNHUSERis played by two players in one ofsi modes: deathmatch, capture the flag, domination, king ofthe hill, objective, or story. The mode chosen determines howthe game is set up and what each side must do to win.

    Each player controls a number of characters usually five which are allied on one side. During setup, each playerhas the opportunity to customie his side by choosing whichcharacters to use and how to euip them.

    The game is played over a number of game turns in whichboth players activate every character on their side. In eachgame turn, players alternate activating their characters oneat a time to move and take an action until all survivingcharacters have been activated. Actions include attacking,

    using euipment, searching crates, activating locations onthe board for special effects, and more. Once both sides havecompleted all activations, a new game turn begins with theInitiative Roll (see page 10 Initiative Roll).

    Play continues until one side wins!

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    4 Tannhuser Revised Edition

    COMPONENTSThe following sections list and describe the components in-cluded in the TANNHUSERcore game. The components foundin the covered epansions can be found at the end of thissection, on pages 6 and 7.

    COMPONENT LIST

    1 Double-sided Game Board

    10 Miniatures (Eva Krmer, Hermann Von Heinger,Karl zermann, Schocktruppen, Stosstruppen, John Mac-Neal, Barry Daniel Brown, Tala Aponi, Commando Alpha,Commando Delta)

    6 Ten-sided Dice

    10 Character Sheets (Eva Krmer, Hermann Von He-inger, Karl zermann, Schocktruppen, Stosstruppen, JohnMacNeal, Barry Daniel Brown, Tala Aponi, CommandoAlpha, Commando Delta)

    10 Health Indicator Tokens (1 Blutsturm Division, 4Obscura Korps, 5 Army of the Union)

    72 Euipment Tokens (8 Eva Krmer, 8 Hermann VonHeinger, 8 Karl zermann, 6 Schocktruppen, 6 Stosstrup-pen, 8 John MacNeal, 8 Barry Daniel Brown, 8 Tala Aponi,6 Commando Alpha, 6 Commando Delta)

    28 Objective Tokens (10 Reich Primary Objective Tokens,10 Union Primary Objective Tokens, 4 Reich SecondaryObjective Tokens, 4 Union Secondary Objective Tokens)

    10 Command Point Tokens (5 Reich, 5 Union)

    14 Crate Tokens (6 Command Points, 7 Euipment,1 Double-sided crate)

    8 Flag Tokens (4 Reich, 4 Union)

    11 Rubble Tokens (10 single-icon, 1 double-icon)

    9 Smoke Tokens

    COMPONENT DESCRIPTIONSThe following sections describe the components included inthe TANNHUSERcore game.

    GAME BOARD

    TANNHUSERs double-sided game board provides twoseparate maps, either of which can be used to play a game of

    TANNHUSER. One side depicts Castle Ksia, while the otherdepicts the Catacombs beneath the castle. Game board andmap are euivalent terms.

    MINIATURES

    These pre-painted, plastic figures are used to indicate eachcharacters location on the map during play.

    TEN-SIDED DICE

    Ten-sided dice are used to generate random numbers inTANNHUSER. These ten-sided

    dice use the numeral 0 to rep-resent a result of 10.

    The uantity of dice includedin the core game is notthemaimum number that maybe rolled in a test or duel. Ifcircumstances reuire a playerto roll more dice for a singletest or duel than the playershave, the player simply rolls some of the dice more than once,tracking all of the results.

    CHARACTER SHEETS

    Character sheets record infor-mation about each characterscharacteristics, are used to trackthe degradation of each charac-ters characteristic values as heis wounded, and provide an areato place the euipment tokensa character is carrying at anygiven time.

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    Rules of Play 5

    SMOKE TOKENS

    Smoke tokens are used to indicate pathsthat are ful l of vision-impairing smoke.These tokens are usually used to helptrack how long smoke persists when SmokeGrenades eplode. Each smoke token has anidentical front and back.

    COMMANDPOINT TOKENS

    Each set of Command Pointtokens is used by one team totrack the number of Com-mand Points available to thatside at any given time. Eachof the numbers 0 through 9is represented on one sideof one of the five tokens ineach set.

    CRATE TOKENS

    Crate tokens are placed on the map duringsetup and provide characters with the op-portunity to find additional euipment,and gain additional Command Pointsfor their side, in the course of play.

    All crate tokens bear a crate icon onthe back. A crate tokens face bearseither a numeral (which represents auantity of Command Points), a picture of a piece of euip-ment (which represents the euipment contained in thecrate), or another crate icon (which indicates a token that isonly used in certain scenarios when eplicitly called for).

    FLAG TOKENS

    These tokens are priamrily used in capturethe flag mode and must be placed, retrieved,and planted to win. Each flag token depictseither a Reich flag or Union flag. Each flagtoken has an identical front and back.

    RUBBLE TOKENS

    Rubble tokens are used to mark movement circles to indicatethat they reuire etra movement points to cross, effectivelyturning that movement circle into a modifiercircle (see page 15).Rubble tokens are usu-

    ally placed on the board where grenadeseplode. Each rubble token is the same onboth sides.

    There are both single-icon rubble tokens anddouble-icon rubble tokens. The double icon isonly used when specifically called for. Whenthe rules refer to a rubble token withoutspecifying a double-icon token, it is refer-ring to a single-icon token..

    HEALTH INDICATOR TOKENS

    Health indicator tokens areplaced on character sheetsand rotated (or dialed) inthe course of play to indicatewhich row of characteristicsis currently operative forthat character. The symbol on

    each health indicator tokencorresponds to one of the unitaffiliations of the character itis used with. Each health indicator token has anidentical front and back

    EQUIPMENT TOKENS

    Euipment tokens represent gear, medals, abilities, andarcane knowledge that characters can possess. Each euip-ment token has a picture of a specific piece of euipment onthe front and the character to whom that euipment belongson the back. These tokens are usually placed on charactersheets to represent the euipment the character possesses.

    OBJECTIVE TOKENS

    These tokens areprimarily used whenplaying objectivemode and indicatewhich skill(s) can beused to accomplishwhich objectives.

    The back of eachobjective tokenbears either a Reichor Union symbol. The back also has either a gold or silverring around the outside, indicating whether that token is aprimary objective token (gold) or secondary objective token(silver).

    The face of each primary objective token (whether Reich orUnion) bears two skill icons, one larger and the other smaller.The face of each secondary objective token (whether Reich orUnion) bears a single skill icon.

    Euipment token backs Euipment token faces

    SecondaryObjective token

    PrimaryObjective token

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    6 Tannhuser Revised Edition

    Allboards,tokens, andcharactersfound in OPERATION: NOVGORODareusedinthesamemanner asthosefoundinthe core game, unlessotherwisespecified.

    Tesla PrioryGameBoardThereverseof thisgameboardprovides a duplicate oftheCastleKsia game

    boardfromthecoregame.

    7Miniatureszorka,IrinaKravchenko,IrishkaVoronin,4Vovodes.Foradditional informationontheVovodes, seeVovodesonpage34.

    5CharacterSheets zorka, Irina Kravchenko, IrishkaVoronin, A/BVovodes,C/DVovodes. Foradditionalinformationon the Vovodes, see Vovodes onpage 34.

    36Equipment Tokens 8 zorka, 8IrinaKravchenko, 8IrishkaVoronin,12 Vovode

    31ObjectiveTokens14 MatriarchyPrimary Objec-tiveTokens,2ReichPrimaryObjective Tokens,2U

    nionPrimaryObjectiveTokens, 7Matriarchy SecondaryObjective Tokens,3ReichSecondary Objective Tokens, 3UnionSecondaryObjective Tokens.

    4MatriarchyFlag Tokens

    5MatriarchyCommandPointTokens

    3MatriarchyHealthIndicatorTokens

    4DestroyedVovodeTokensSeeVovodes onpage34.

    OPERATION:NOVGORODCOMPONENTS

    6MeteopTokensUsedin conjunctionwithKaali,oneof IrishkaVoroninspieces of equipment(see Kaali on

    page61).

    4SecretDoorTokensSeeSecretDoorsonpage35.

    3SyringeTokensUsedin the scenarioBang Bang(My Baby ShotMeDown)onpage74.

    6BarricadeTokensUsed inthescenario BangBang(MyBabyShot MeDown) onpage 74.

    3CoreTokens Oneeach of red,green, andblue, usedinthe scenarioThunderstruckonpage76.

    3SmokeTokens

    4RubbleTokens 3 single-icon, 1 double-icon.

    9CrateTokens3Command Point,6equipment.

    7BonusTokensSeeAppendix II:Bonus Tokensonpage83.

    OPERATION:NOVGORODalsoincludedarulebook, but itscontentsaresupersededbytherulesfoundhere.

    COMMONCOMPONENTS

    TANNHUSERis a board game rather than a col-lectible game, and assumes that all players will

    use the components included in a single copyof the game.

    When choosing forces, packs, or factions, therules assume everyone has access to all avail-able components. For eample, if one player hasbrought Wolf to the table, any player may use hisservices during the game. The same is assumedfor any bonus tokens or additional factions.

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    Rules of Play 7

    WOLFWolf Miniature

    Wolf Character Sheet

    Wolf Health Indicator

    Token

    8 Wolf Equipment Tokens

    4 Wolf Challenge TokensSee Challenge Tokens onpage 32.

    3 Gold Bar ScenarioTokens

    Double-Wolf Scenario Token

    Sten Mark II Bonus Token See Appendi II:Bonus Tokens on page 83for more information.

    TheWOLFsingle figure pack also includes a rule-book, but its contents are superseded by the rulesfound here.

    GORGEGorge Miniature

    Gorge Character Sheet

    Gorge Health Indicator Token

    8 Gorge Equipment Tokens

    4 Gorge Challenge Tokens SeeChallenge Tokens on page 32.

    3 Bomb Scenario Tokens

    Crate Token (3 Command Point)

    Wolftrap Bonus Token See Appendi II: Bonus

    Tokens on page 83for more information.

    The GORGEsingle figure pack also includes arulebook, but its contents are superseded by therules found here.

    RAMIREZRamirez Miniature, Hound DOGMiniature

    Ramirez Character Sheet

    Hound DOG Character SheetThe rules on the back of thischaracter sheet are supersededby the rules on page 32.

    2 Health Indicator TokensSeparate tokens are provided forRamire and Hound DOG.

    8 Ramirez Equipment Tokens

    4 Ramirez Chal lenge Tokens See Challenge To-kens on page 32.

    3 Hound DOG Parts Scenario Tokens

    NOS Bonus Token See Appendi II: Bonus Tokenson page 83for more information.

    The RAMIREzsingle figure pack also includes a rule-book, but its contents are superseded by the rulesfound here.

    YULAYula Miniature

    Yula Character Sheet

    Yula Health Indicator

    Token

    8 Yula EquipmentTokens

    4 Yula Challenge To-kens See Challenge Tokens on page 32.

    2 Cave-in Scenario Tokens

    Secret Codes Scenario Token

    Eye of Horus Bonus Token See Appendi II:Bonus Tokens on page 83for more information.

    Iikaah Bonus Token See Appendi II: BonusTokens on page 83for more information.

    TheYULAsingle figure pack also includes arulebook, but its contents are superseded by therules found here.

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    8 Tannhuser Revised Edition

    SETUPThe following sections provide instructions for setting up agame of TANNHUSER. First, general rules for setting up allgames are introduced.

    1. CHOOSE MODE OF PLAY

    Both players agree on the mode of play for the game. Thereare si modes, described under Modes of Play on page 28.Unless stated otherwise, this rulebook assumes that you areplaying deathmatch mode, which is the recommended mode ofplay for first time players.

    If Story mode is chosen, the players must also choose a sce-nario. See Story Mode on page 31.

    2. CHOOSE FACTIONS

    Each player chooses which FACTIONthey wish to play. The

    TANNHUSERcore game includes two factions: Union andReich.

    The OPERATION: NOVGORODepansion adds a third faction: theMatriarchy.

    In story mode, the scenario chosen may limit the availablefactions. Otherwise, players are free to choose factions, savethat both players may not choose the same one.

    If both players want to choose the same faction, each rolls

    a die, with the high roller choosing first and the low rollerchoosing from among those remaining.

    3. CHOOSE MAP

    Both players agree which map will be used. TheTANNHUSERcore game comes with two maps, CastleKsia and the Catacombs beneath the castle.

    The OPERATION: NOVGORODepansion adds a thirdmap: the Tesla Priory.

    In story mode, the map may be preselected, and will be indi-cated in the specific scenario. Otherwise, players may choosea map freely from among those available.

    If the players cant agree on which map to use, the mapshould be determined randomly.

    Once chosen, the map is placed in the center of the table.

    4. CHOOSE CHARACTERS

    Each player chooses characters to control from among thoseavailable. Each player controls five characters (althoughsome scenarios may change this number), and must choosethem according to the following restrictions:

    Each team is comprised of three Heroes and two Troopers

    All characters chosen must be from the same faction(ecluding Mercenaries; see below).

    Each player takes a single token from every character avail-able, for his faction, including mercenaries. Each player thenselects the five models that he wishes to comprise his team,and puts their matching tokens in a closed fist (or one handbelow the table). Both players reveal the five tokens theyhave chosen at the same time. If the same mercenary hasbeen chosen by both players, see the Mercenaries sectionbelow.

    The chosen miniatures are placed net to the board untilthey enter it, during the first turn (see Entry Points onpage 9and Actions on page 18).

    Mercenaries

    Some characters including Wolf andGorge Volkov are MERCENARIES,which means that every player has theopportunity to add them to their team.

    All mercenaries character sheets bear the mercenary unitaffiliation symbol:

    Mercenary unit affiliation symbol

    Mercenaries may be mied with any faction, and may bechosen by either player. If both players choose the samemercenary, roll a die. The higher roller must include themercenary on his team, while the lower roller must chooseanother character (If there are multiple copies of themercenary see page 31for details on multiple copies of thegame).

    Some mercenaries are described as faction loyal. This meansthat they will not work against their home faction. Gorge isMatriarchy faction loyal, and may not be chosen by a teamthat is fighting against the Matriarchy.

    Both Yula Korlt and Ramire are single figures, but neitherof them are mercenaries. They may only work for their

    faction.

    5. CHOOSE PACKS

    Each player chooses one euipment pack (combat, stamina,or command) for eachof his characters individually, andfills that characters euipment slots with the correspondingeuipment tokens, facedown. Once both players have chosen apack for each of his characters, the tokens are flipped faceup.

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    Rules of Play 9

    Some scenarios specify which packs or individual pieces ofeuipment must be chosen. The euipment tokens that con-stitute each characters various packs are presented in thecharacter descriptions (See Euipment on page 13for moreinformation).

    6. CHOOSE BONUS TOKENS

    BONUS TOKENSare euipment tokens available from sources

    outside the various characters normal packs. Bonus tokenscan be found on the web at www.FantasyFlightGames.com,and many are available in epansions.

    After players have chosen packs and revealed them, eachplayer may euip the characters on his side with up tothree bonus tokens. Each bonus token replaces one item ofeuipment provided by a characters chosen pack, and eachcharacter may only receive a single bonus token. Return thereplaced euipment token to the bo.

    Many bonus tokens can only be used by certain characters,or types of characters. Such restrictions are part of eachbonus tokens description. See Appendi II: Bonus Tokens

    on page 83.Bonus tokens are chosen and assigned simultaneously. Ifboth players wish to use the same token, roll a die, with thehigher roll getting to use the token.

    7. SELECTING ENTRY POINTS

    Both players roll a die, with thehighest roller choosing whichentry point he will have hischaracters enter through on thefirst turn. In addition, he will alsobe activating a character first inthe opening turn of the game. Theother player must select an entrypoint from those remaining, andwil l be second in activating hischaracters.

    8. MODE-SPECIFIC SETUP

    After each player has euipped his characters, setup stepsdiverge depending on the mode of play chosen. The steps fordeathmatch mode is detailed in the following sections.

    TANNHUSERhas si MODESof play: deathmatch mode, cap-ture the flag mode, domination mode, king of the hill mode,objective mode, and story mode. For the first game, players

    should stick to Deathmatch mode. A full listing of the othermodes can be found on page 28.

    DEATHMATCH MODE

    Mode-specific Setup

    a. Command Points

    Each player sets up his Command Point tokens to indicatethat he has 2 Command Points. (See Tracking CommandPoints on page 24.)

    b. Crate Tokens

    Collect all available crate tokens depicting Command Pointsor euipment. Shuffle them facedown on the table or in a cupor unused bo top. For eachAction circleandObjective circleon the game board (see Map Features on page 15),randomlydraw one of these tokens and place it facedown on the circle(crate icon side up), until each circle has a token.

    VICTORY CONDITIONS

    In deathmatch mode, a player wins immediately when none ofhis opponents characters remain on the board.

    SETUP ROLLSAll game modes reuire that a SETUP ROLLbemade.

    To make a Setup Roll, each player rolls a die andadds any modifiers allowed from euipment orother sources. Modifiers specified for Setup Rollsand for Initiative Rollsare added to the SetupRoll. The low roller may spend a Command Pointto re-roll once, if he wishes (see Re-rolling Setupor Initiative Rolls on page 25). The high roller

    acts first during setup as the modes setup rulesspecify.

    In addition to affecting the course of setup perthe modes instructions, the Setup Rolls resultsalso serve as the results of the first game turnsInitiative Roll (see Roll Initiative on page 10).

    RUSH-AND-GO VARIANTFor game boards with four entry points, such asthe Tesla Priory game board, the players mayagree to play with the rush-and-go variant. In thisvariant, immediately after choosing their entrypoints, each player chooses an additional entrypoint (in the same order the first pair were cho-sen). Each player may use his pair of entry pointseually and interchangeably in the course of play.This variant can be used with any mode.

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    10 Tannhuser Revised Edition

    PLAYING THE GAMERegardless of mode, a game of TANNHUSERis played out overa series of TURNS. The core activities of each turn involve theplayers alternatelyACTIVATINGtheir characters to moveand act.

    Each turn, players follow the steps below in the listed order.

    Each player completes the entire step before either playermoves on to the net step.

    1. Refresh Tokens

    2. Roll Initiative

    3. Set Overwatch

    4. Activate Characters

    1. REFRESH TOKENSAt the beginning of each turn, both players refresh their

    Command Points to the number specified by the game mode.(Eception: Command Points are notrefreshed the first turnof the game. Points spent to influence the Setup Roll come outof a players first turn pool.) Unused Command Points fromthe previous turn are lost, even if they arose from an un-usual source, such as from euipment or a crate. See Track-ing Command Points on page 24.

    Tokens used to mark the previous rounds character activa-tions are also removed from all players character sheets atthis time (see Marking Activations on page 10).

    Any characters who were placed on overwatch on the previ-ous turn, but did not make overwatch attacks, lose their over-

    watch status; the tokens under their miniatures that markedthe overwatch status are removed (see Overwatch on page26). Finally, The top Smoke token on each stack on the boardis removed (see Smoke tokens on page 23).

    2. ROLL INITIATIVEIn this step, each player makes an INITIATIVE ROLL, rollinga single die and adding any applicable bonuses, such as fromeuipment tokens.

    Multiple bonuses, such as bonuses from Ranks or Medalsbelonging to different characters, are cumulative.

    After the dice are rolled and results compared, the playerwith the lower result may spend 1 Command Point to re-rol lhis die. See Re-rolling Setup or Initiative Rolls on page 25for more information.

    After the option to make a re -roll has been taken or declined,the player whose modified Initiative Roll is highest HAS INI-TIATIVEfor the duration of the turn.

    In the first game turn, the Roll Initiative step is skipped,because the results of the Setup Roll also serve as the resultsof the Initiative Roll in the first turn (see Setup Rolls onpage 8).

    3. SET OVERWATCH

    A character onOVERWATCH

    is standing ready to attackanything that moves, and gains the ability to interrupt anopponents movement with a vicious attack!

    In this step, starting with the player who does nothaveinitiative, players take turns choosing a character he con-trols, one character at a time, and places him on overwatch.Setting a character on overwatch costs 1 Command Point.An unused objective token is placed beneath that charactersminiature on the game board to indicate this. A characterwho is on overwatch will not receive an activation duringthis turn (see Activating Characters on page 10).

    A player is not reuired to place any of his characters onoverwatch.

    The maimum number of characters a player can place onoverwatch is limited only by his Command Points.

    When both players decline in seuence to place a characteron overwatch, this step ends. (However, note that a playermaychoose to place a character on overwatch even if he pre-viously declined in the current step, as long as both playershave not yet declined in seuence, which ends the step. SeeOverwatch on page 26for details.)

    4. ACTIVATE CHARACTERS

    During this step, players alternate activating their charac-ters. The player who has initiative goes first. If one playerruns out of characters to activate (freuently because someof his characters have died, or are on overwatch), his oppo-nent activates the rest of his characters one after the other.

    When his turn to activate a character comes, a player maychoose to activate any character on his side who has not beenactivated yet and is not on overwatch.

    When activated, a character can MOVE(see Moving on page17) and take oneACTION(see Actions on page 18).Taking anaction is also known asACTING.

    During an activation, a character performs one ofthe following::

    Move and then act.

    Act and then move.

    Move, then act, then move some more.

    Move without taking an action.

    Act without moving.

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    12 Tannhuser Revised Edition

    Every character has several ROWSof characteristic values.The top row is the set of values that character uses whenfresh, at the start of a game. Successively lower rows areused as the characters health degrades. Lower rows gener-ally (but not always) have lower values than higher rows.

    Each health indicator token has a mark. During play, thetoken is rotated so the mark points to the row currently ineffect for that character. The row that a characters healthindicator token points to at any given time is that charactersCURRENT ROW. Its values are that characters CURRENT VAL-UES. See Injury and Death on page 23for more informationabout how the health indicator token is rotated as woundsare sustained.

    Characters always use the characteristic values from theircurrent row, save where a specific rule indicates otherwise.There are generally two types of eceptions.

    When a rule calls for a character to use his best row,that character uses the value for the given characteristicfrom histop row, even if it is not his best value for thatcharacteristic.

    When a rule calls for a character to use his best value,that character uses the value for the given characteristicfrom whichever row contains the highest value, even if itis not in his top row.

    Abilities that call for a charactersworst roworworst valuework the same way, calling for the characters bottom row orlowest value, respectively.

    NULL CHARACTERISTICS

    Some characters have null values for some characteristics,shown by a dash. Vovodes, for eample, have null Mentalvalues.

    A character with a null characteristic cannot make tests orparticipate in duels based on that characteristic and is notaffected by effects that would cause such tests or duels. Foreample, a Vovode cannot make a Mental test, cannot partici-pate in a Mental duel, and cannot be the target of any effectthat would reuire either.

    SKILLSDifferent characters have different training, representedby a series of SKILL ICONSon their character sheets. If acharacters sheet bears a given skil l icon, he has that skill.Otherwise, he does not. There are no gradations of skill levelin TANNHUSER.

    Most skills are useful solely in accomplishing objectives inobjective modes. However, certain skills convey particularcapabilities to characters who have them, and are reuiredto use certain euipment. Otherwise, skills do not impactgameplay.

    What each skill represents is described in the Skills Table.

    SKILLS TABLEIcon Name and Description

    Athletics:The character is uick,supple, and has built up an ecep-tionally muscular body.

    Archaeology: The character hasdetailed knowledge of ancient civi-liations and their historic objectsand artifacts.

    Command:The character knowshow to effectively lead others incombat situations.

    Dexterity:The character hasgreat facility with his hands,and eceptional hand-eyecoordination.

    Engineering:The character knowshow to conceptualie, design, con-struct, and use comple machin-ery and euipment.

    Hand-to-Hand Combat:Thecharacter is an epert in meleecombat.

    Mechanics:The character knowshow to use, repair, and sabotagemechanical apparatuses and

    simple electronic euipment.Sangfroid:The character knowshow to react calmly in even themost stressful and dangeroussituations.

    Reasoning:The character is ableto apply rigorous logic to complecognitive problems.

    Sneak:The character can movesilently and take discreet actionwithout being noticed.

    Strategy:The character has abroad range of military knowledgeincluding strategy, tactics, andlogistics.

    Weaponry: The character knowshow to maintain and use artillery,eplosives, and heavy weapons.

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    EQUIPMENT PACKSAn EqUIPMENT PACK, or PACK, is a collection of euipment to-kens that together comprise one group of tokens that a playermay choose for that character during setup.

    An euipment pack generally (but not necessarily) consists ofthree euipment tokens plus that characters special object.

    TRAITSMany items of euipment have one or more TRAITS, whichidentify them as belonging to one or more broad classes ofsimilar euipment. For eample, every euipment token thatcan be used to launch an attack has the Weapon trait. Mostweapons have additional traits like Hand-to-Hand, Pistol,or Mental. When rules refer to a Weapon or a Hermetica(for eample), this reference means an euipment tokenwith the trait Weapon or an euipment token with the traitHermetica.

    When rules refer to multiple traits at once, this reference

    means an euipment token with allof the referenced traits.For eample, an Automatic Weapon refers an euipmenttoken with both the trait Automatic and the trait Weapon,and an Occult Ability refers to an euipment token withboth the trait Occult and the trait Ability. Eception:Smoke Grenade is a single trait, discrete from the Gre-nade trait.

    An euipment tokens traits are always the first word orwords listed in its rules tet, and are separated from otherrules by a bullet (). Euipment whose rules do not begin witha trait word do not have any traits.

    Traits make it easy to refer to large groups of similar euip-

    ment at once. For eample, the rules for attacking specifythat a character who attacks with an euipment token havingthe trait Pistol rolls four dice.

    Some traits are provided for ease of reference in scenariosand future TANNHUSERepansions, but do not have any ad-ditional effects in these core rules of play.

    MAPS AND THEPATHFINDING SYSTEMOne of the core elements of TANNHUSERis the PathfindingSystem.

    Under the Pathfinding System, each map is divided intoPATHS. Each path is comprised of a series of MOVEMENTCIRCLES(or simply, CIRCLES) that are all marked with thesame color. As a general rule, characters whose miniaturesoccupy circles on the same path can see each other and at-tack each other. In contrast, characters who do not share a

    path cannot generally see or attack each other. (Some attackshave additional restrictions, however. See Combat on page21.)

    Many circles belong to more than one path. These circlesare marked with the color of each path to which they belong.Characters on such circles are simultaneously on all of thecorresponding paths; all characters on any of those pathscan generally see and attack them, just as they can generallysee and attack all of the characters on all of those paths.

    Each circle isADJACENTto one or more other circles. Whichcircles are adjacent to which other circles is generally obvi-ous from their arrangement, but eplicit tactical diagrams ofall the circle adjacencies can be found on pages 8082. As ageneral rule, circles separated from one another by walls arenotadjacent to each other, while circles separated from oneanother by doors usually are adjacent to each other.

    Adjacency between movement circles is determined indepen-dently of path. That is, two circles canbe adjacent to eachother regardless of whether they are on the same path or not.

    A movement circle can be adjacent to circles that are notthemselves movement circles, such as Action circles and Ob-jective circles. (See the Circle Terminology sidebar.) Theseadjacencies are generally obvious, but are also marked on thetactical diagrams on pages 8082.

    Paths are made up only of movement circles. Action circlesand Objective circles are neverpart of a path.

    Barry Daniel Brown(1) and John MacNeal(2) are both onthe purple path, but of the two of them, only Barry alsoshares a path (red) with the Schocktruppen(3). Because

    MacNeal and the Schocktruppen do not share a path and arenot adjacent (see the Castle Ksia tactical map on page 80),they cant see or attack each other. Eva Krmer(4) doesnt

    share any paths with any of the other charaters here.

    1

    2

    3

    4

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    Rules of Play 15

    MAP FEATURESEach TANNHUSERmap features many different elements.By far the most common are movement circles, which aredescribed in the previous section. The following sectionsdescribe the other features found on TANNHUSERmaps.

    MODIFIER CIRCLES

    Some movement circles are also MODIFIER CIRCLES. Thesecircles are marked with a icons that correspond to one of thefour characteristics (Combat, Mental, Stamina, or Move-ment). Each icon is always either red or green.

    The icon present determines which characteristic that circleaffects, while the color determines whether the effect is posi-tive for the character (green) or negative for him (red).

    Modifier circles work in two different ways, depending onwhich characteristic they pertain to.

    A character standing on a Combat, Mental, or Staminamodifier circle receives a bonus or suffers a penalty to

    the corresponding stat while he remains there, depend-ing on the number of icons present and their color. Greenicons provide bonuses, red icons inflict penalties, and thenumber of icons present indicates the magnitude of thebonus or penalty. For eample, one green Combat icongives a character on that circle a +1 bonus to his Combatcharacteristic, while two red Mental icons inflict a 2penalty to his Mental characteristic.

    A moving character who enters a Movementmodifiercircle must pay a modified movement cost at the timeof entry. If the icon is red, entering that circle costs anetra number of movement points eual to the numberof icons present. If the icon is green, entering thatcircle gives the moving character a number ofmovement points back eual to the number of iconspresent. (Note, then, that a circle with a singlegreen Movement icon costs a net ero movement

    points to enter.)Note that movement modifier circles do not adjust a char-acters Movement characteristic.

    Rubble tokens have the effect of replacing modifier circleswhere they are placed. This replaces whatever was on thecircle original ly.

    Left to right: Movement penalty, Combat bonus,and Stamina bonus modifier circles.

    CIRCLETERMINOLOGYTherearemanymap locations thatarelabeled,inpart,with the word circle,andbecauseeachtype oflocationhascritical gameplaydifferences,itsimportant to avoid confusingthemwith eachother.

    A movementcircleis a locationonthe game board whereaminiaturecan stand. Every movementcircleis

    partof one ormorepaths, andeverymovementcircleis adjacentto one ormoreothermovementcircles. Any timetherulesrefertoacirclewithoutadditional specification(suchasObjectivecircleorActioncircle)theyarereferringtoamovement circle.

    Amodifercircleis a typeofmovementcirclethat imposesspecialbonuses,penalties, or restrictions.See Modifier Circlesonpage15.

    An entrypointisatype of movementcirclewhere aminiaturecanenter

    play.

    AnObjectivecircleis a locationimportanttovictoryincertain gamemodes. Objectivecirclesarenotmovementcircles.SeeObjectiveCirclesonpage16.

    AnActioncircleisalocationwhere a

    characterstandinginanadjacentmovement circle candosomecorresponding action.Actioncircles

    arenotmovement circles. See Action Circlesonpage 16.

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    16 Tannhuser Revised Edition

    WALLS

    Walls div ide areas of thegame board from eachother.

    Most of this area-dividingeffect is also reflectedin the layout of the game

    boards paths. That is,the maps different-colored paths show whichcharacters can see andattack each other even ifthe walls were not there.

    Walls on the game boardserve primarily to giveinformation about which circles are adjacent to each other:Two circles on opposite sides of a wall are never adjacent.

    In some cases such as near the ends or corners of walls adjacency seems open to interpretation. In such cases, refer

    to the tactical diagrams on pages 8082,which show alladjacencies eplicitly.

    DOORS

    Doors are decora-tive rather thanmechanical elementsof a TANNHUSERgameboard. As with walls, theinformation about howdoors affect the ability ofdifferent characters tosee and attack each otherfrom various positions isalready encoded in thegame boards paths.

    Unlike walls, however, the doors drawn in on the map donot affect or indicate circle adjacency. As with all uestionsabout whether two particular circles are adjacent, refer tothe tactical diagrams on pages 8082.

    ENTRY POINTS

    Entry points are loca-tions on the game boardwhere characters enterplay.

    Ownership of the mapsentry points is deter-mined during setup. Theside who owns a givenentry point is the onlyside who can bring minia-tures into play there.

    For maps with more than two entry points, some entry pointsmay be unowned, and thus not useful for bringing charactersof either side into play.

    When a player brings a miniature onto the game boardthrough an entry point, the entry point circle costs one move-ment point, according to the normal rules for movement (seeMoving on page 17).

    OBJECTIVECIRCLES

    Objective circles are loca-tions on the game boardthat characters mustinteract with to fulfillthe victory conditions ofcertain modes. There aretwo types of Objectivecircles: PRIMARY OBJEC-TIVE CIRCLES, which aregold-colored, and SECOND-ARY OBJECTIVE CIRCLES, which are silver-colored.

    All Objective circles bear a skil l icon, which provides infor-mation about which objective tokens can be placed on themduring setup in objective mode.

    In some game modes, Objective circles are covered with cratetokens during setup.

    Flavorful descriptions of the various Objective circles on theCastle Ksia, Catacombs, and Tesla Priory maps are foundalong with those maps tactical diagrams on pages 8082.

    Objective circles are not movement circles, so miniaturesnever stand on them. However, every Objective circle is adja-

    cent to one or more movement circles.Objective circles do not belong to paths.

    ACTION CIRCLES

    Action circles are loca-tions on the game boardwhere crate tokens arefreuently placed duringsetup. Some scenariosintroduce additional usesfor Action circles.

    Action circles are not

    movement circles, so min-iatures never stand onthem. However, every Action circle is adjacent to one or moremovement circles.

    Action circles do not belong to paths.

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    Rules of Play 17

    MOVINGPlayers move their characters miniatures around the gameboard by spending movement points.

    At the beginning of a characters activation, that characterreceives a number of MOVEMENT POINTSeual to his Move-ment characteristic (see diagram on page 11).Each move-ment point allows that character to move from his currentmovement circle to an adjacent movement circle.

    A character may not enter a circle occupied by an enemyminiature (eception: see Bull Rush, below). A charactermay move through, but may not end its activation in, or stopto act in, a circle occupied by a friendly miniature.

    Recall that modifier circles bearing the Movement character-istic icon cost more, or fewer, movement points to enter. Alsoremember that characters never move onto Objective circlesor Action circles.

    A character is not reuired to spend all or any of hismovement points on a given activation. However, any un-

    spent movement points are lost at the end of the charactersactivation.

    Characters are allowed to act before, after, or in the middleof spending movement points. Players who worry that theymay forget how many movement points a given character hasalready spent while they perform that characters action mayplace a die net to that miniature, setting its top face to thenumber of movement points that remain for that character tospend after his action is over.

    BULL RUSH

    A moving character may not normally move through a circleoccupied by an enemy. However, a desperate character maytry to do so by eecuting a BULL RUSHagainst that enemyfrom an adjacent movement circle.

    To attempt a bull rush, the moving character and target char-acter engage in a Stamina duel (see Tests and Duels on page19).If the moving character wins, then he may move throughthe target circle (the one occupied by the enemy character) asif it were unoccupied. If the moving character loses, then hemay not enter the target circle, and furthermore, the enemycharacter may immediately make a free melee attack againsthim before his activation continues. (Free melee attack,here, means that the attack uses up no action and costs noCommand Points).

    A character may only attempt one bull rush per activation.However, a bull rush whether successful or not does notuse or reuire the activated characters action.

    A bull rushing character cannot stop to act, or end his activa-tion, in the target circle. A character may not attempt a bullrush if there are no clear circles beyond the target of thebull rush (beyond meaning circles adjacent to the bull rushcircle that are not the circle from which the rushing charac-ter originated). Similarly, a character may not attempt a bullrush if he does not have enough movement points to enter aclear circle beyond the bull rush circle.

    Eva Krmer wishes to Bull Rush through the circle JohnMacNeal is standing in. Both she and John MacNeal roll fourdice (eual to their stamina characteristic). Evas resultsgrant her 3 successes. Johns results grant him 2 successes.As Eva Krmer has scored more successes than John, shemay now move through his circle as if it were empty. Notethat she may not stop in his circle for any reason.

    SIGHTINGIt is sometimes important to know which characters can SEEeach other. One character who can see another character issometimes said to have LINE OF SIGHTto that character.

    Line of sight is always reciprocal. That is, a character whocan seeanother character can always also be seen bythatcharacter.

    Two characters who share a path can always see each other.(Eception: Certain euipment, such as Smoke Grenades, canlimit this. See Smoke Grenades on page 23.)

    The only eception to this is Hand to Hand attacks. Hand toHand attacks may target a character on the other side of adoor, regardless of Line of Sight. The target must still be inan adjacent circle, as indicated by the tactical maps on page80-82.

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    20 Tannhuser Revised Edition

    Once the dice have been rolled, each of the defenders suc-cesses CANCELSone of the attackers successes. In order towin the duel, the attacker must have at least one success leftafter this process has been done. If he does not, the defenderwins the duel.

    The effects of winning and losing a duel vary according to thecircumstances of the duel, and are described in each case.

    Example:Hermann Von Heinger uses the Patmos Amuleteuipment token against John MacNeal, which reuires thetwo characters to conduct a Mental duel. Since Von Heingerinitiated the duel, he is the attacker and MacNeal is thedefender.

    Both roll four dice. Von Heinger rolls 2, 4, 4, and 10.MacNeal rolls 3, 4, 8, and 9. Von Heingers current Mentalvalue is 6, so his difficulty is 4 (10 6 = 4), which meansthat he has rolled three successes. MacNeals current Mentalvalue is 4, so his difficulty is 6 (10 4 = 6), which meansthat he has rolled two successes.

    Each of MacNeals successes cancels one of Von Heingerssuccesses, which leaves one uncanceled success. VonHeinger wins the duel. Per the Patmos Amulets rules,MacNeal turns to attack the nearest character

    If MacNeal had been able to roll one more success, he wouldhave canceled all three of Von Heingers successes. In thatcase, MacNeal would have won the duel, because the attackermust have at least one success in order to win.

    TEST AND DUEL BONUSESAND PENALTIES

    Sometimes characters receive bonuses or suffer penalties

    when making tests or duels.Bonuses and penalties can affect the sie of a dice pool ortheresults of individual dice.

    Bonuses and penalties that affect the sie of a dice poolare written as: one additional die or one less die.

    Bonuses and penalties that affect the difficulty of a testare written as: a +1 bonus, a 3 penalty, or a +2modifier.

    Example:Eva Krmer makes a Mental test with euipmentthat gives her one additional die but under circumstancesthat inflict a 2 penalty. She rolls five dice (one more

    than the default four), but must subtract two from eachdies result. The raw die results are 2, 4, 4, 6, and 9. Themodified results are thus 0, 2, 2, 4, and 7. If the difficultywere 6, she would score one success.

    A test whose dice pool is reduced to ero or fewer dice isnot invalidated; the character is simply not allowed toroll dice (meaning that failure is almost certain!).

    NATURAL 10SWhen rolling dice for a test or duel, a die that rolls a 10naturally i.e., before bonuses and penalties are added orsubtracted is said to have generated a NATURAL 10.

    A Natural 10 is alwaysa success, regardless of the difficultyof the test and regardless of any penalties that apply.

    It is possible to have modified roll results of 10 (or higher)that are not Natural 10s. These results generate successes,or not, according to the normal rules (i.e., whether or notthe die results eual or eceed the difficulty). For eample, acharacter might roll a die pool of four dice, with a +2 bonus,against difficulty 9. Given a raw die result of 4, 7, 8, and 10,leading to modified results of 6, 9, 10, and 12 respectively,three successes are generated, but only one Natural 10scored.

    Certain tests, duels, and pieces of euipment have additionalrules that are triggered by Natural 10s.

    NATURAL 1SWhen rolling dice for a test or duel, a die that rolls a 1naturally i.e., before bonuses and penalties are added orsubtracted is said to have generated a NATURAL 1.

    A Natural 1 is nevera success, regardless of the difficulty ofthe test and regardless of any bonuses that apply.

    It is possible to have modified roll results of 1 (or lower) thatare not Natural 1s. These fail to generate successes, or not,according to the normal rules (i.e., whether or not the die re-sults eual or eceed the difficulty). For eample, a charactermight roll a die pool of four dice, with a 3 penalty, against

    difficulty 5. Given a raw die result of 1, 2, 6, and 9, leading tomodified results of 2, 1, 3, and 6 respectively, one successis generated, and one Natural 1 counted.

    Certain tests, duels, and pieces of euipment have additionalrules that are triggered by Natural 1s.

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    Rules of Play 21

    COMBATWhen one character attacks another, the resulting combatis resolved as two separate tests that together determinewhether the target of the attack is wounded, or perhapskilled.

    ATTACK OVERVIEWAttacks are launched by the attack action (see Attack onpage 21).Once an attack has been announced, the attackingcharacter must choose a weapon and a target Character.Net, the attacker makes a roll called anATTACK ROLL. If hegenerates at least one success, the target makes a roll calleda SHOCK ROLL. Each shock roll success cancels one attack rollsuccess. Each attack roll success that is not canceled inflictsa wound on the target.

    To summarie, the steps of an attack are:

    1. Declare Weapon and Target Character: The attacker

    chooses one of his weapons and a legal target character.2. Perform Attack Roll: The attacker makes an attack roll.

    3. Perform Shock Roll: The defender makes a shock roll;each success cancels one attack roll success.

    4. Deal Wounds: Each uncanceled attack roll success inflictsone wound.

    Each of these steps is described in greater detail in the sec-tions that follow.

    1. DECLARE TARGETAND WEAPON

    Upon announcing an attack action, the attacker mustchoose the Weapon (i.e., the euipment token with the Weapontrait) that he will use, from his inventory. If the attackerdoes not have a Weapon or chooses not to use one, he makesan UNARMEDattack.

    The attacker must then choose a target character. A legaltarget must either share a path with the attacker or be onan adjacent circle unless special rules or euipment allow

    unusual targets or prohibit normally legal targets. Tochoose a non-adjacent target, the attacker must have a

    Weapon that also has one of the following traits: Pistol,Automatic, or Mental (see Traits on page 14).To choosean adjacent target, there is no euipment reuirement.

    Any attack made with a Weapon having the Pistol, Auto-matic, and/or Mental traits is called a RANGEDattack. Anattack made with a Weapon having the Hand-to-Hand traitis called a MELEEattack. An unarmed attack is also a meleeattack.

    2. PERFORM ATTACK ROLLAfter choosing a target, the attacker makes an attack roll.

    The dice pool for this attack roll is determined by the chosenWeapons othertraits(i.e., its traits other than Weapon) ac-cording to the table below.

    The difficulty is eual to (10 minus the characters currentCombat va lue).

    The Shocktruppen(1) can declare either Barry Daniel Brown(2)or Tala Aponi(3) as the legal target of an attack, because eachshares the red path with him. The Schocktruppen cant attack

    John MacNeal; they do not share a path.

    Weapon Trait Dice Pool

    No Weapon 2 dice

    Hand-to-Hand 4 dice

    Pistol 4 dice

    Mental 4 dice

    Automatic 5 dice

    1 2

    3

    4

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    Rules of Play 23

    A character cannot throw Grenades or Smoke Grenadesthrough a wall, but Grenades and Smoke Grenades canthrough around walls (since the last circle can be out ofpath). See Out-of-path Ranges on page 18for more informa-tion about how walls block ranges.

    GRENADE EFFECTSA Grenade has a range of up to 5 circles. Range does notcount the throwers circle, but does count the target circle.

    A thrown Grenade deals four automatic attack successes toany character on its target circle and to any character onany circle adjacent to the target circle. These charactersmake shock rolls to resist this damage in the same way shockrolls are made to resist attack rolls (see Perform Shock Rollon page 22).

    Note that even though an eploding Grenade deals automaticattack successes, throwing a Grenade does not constitutean attack. An attack is an activity arising from an at-tack action only, and Grenade use arises from the throw agrenade action.

    Example:A Grenade explodes in the circle adjacent to JohnMacNeal. MacNeal makes a shock roll. His current Staminavalue is 4, so he rolls four dice against d ifficulty 6. He rolls 3,

    5, 7, and 10, resulting in two successes. As he only cancelledtwo of the four automatic attack successes, he sustains twowounds.

    After resolving any damage dealt by a Grenade, place arubble token in the targeted circle.

    SMOKE GRENADE EFFECTSA Smoke Grenade has a range of up to 8 circles. Whenthrown, place the Smoke Grenade token in the target circle,which indicates that all circles sharing a path with thatcircleare f illed with smoke.

    Any character standing on a circle fil led with smoke can onlyattack targets in adjacent circles. Furthermore, such charac-ters roll two fewer dice on all attack rolls.

    The effects of a Smoke Grenade last for the remainder of thegame turn in which they are thrown, and for the entirety ofthe following two turns. Use the following to track this.

    1. When thrown, place the Smoke Grenade token in its targetcircle with two smoke tokens on top of it.

    2. In each refresh tokens step:

    First remove from the map any Smoke Grenade tokenswithout smoke tokens on top of them.

    Then remove from the map one smoke token that isstacked on top of each Smoke Grenade token.

    In this way, each Smoke Grenades effects will last for theappropriate duration.

    (Note: The relevant path is considered to be filled with smoke

    both when the Smoke Grenade token has a smoke tokenstacked on top of it and when it does not. The stacking oftokens is for duration-tracking purposes only.)

    INJURY AND DEATHThe world of TANNHUSERis a violent one and characterssustain injuries and die with freuency.

    Recall that each character has a table of characteristicvalues and a health indicator token that is used to markwhich row of characteristics are the current values for that

    character (see Characteristics on page 11).

    As characters sustain wounds, their health indicator mark-ers are ROTATED, or DIALED DOWN, to indicate that succes-sively lower and generally worse characteristic valuesare their current ones.

    Every source of damage that can inf lict harm on a charactermeasures that damage in some uantity of wounds. Each

    wound a character suffers dials his health indicator down byonerow.

    The Shocktruppen(1) could legally target any of themarked circles with a grenade. (The tactical diagram

    on page 80shows, eplicitly, which circles are adjacentto each other in this part of the Castle Ksia map.)

    1

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    Rules of Play 25

    RE-ROLLING SETUP ORINITIATIVE ROLLS

    Immediately after both players roll a die for either a SetupRoll or Initiative Roll, the player who lost the roll that is,the player who rolled lower may spend a Command Pointto re-roll his die. He may only spend a Command Point oncefor any particular Setup or Initiative Roll. His second resultreplaces the first result and is final, even if the second resultis lower.

    Note that if a re-rolled Setup or Initiative Roll results in there-rolling player gaining the respective advantage, his op-ponent is notallowed to spend a Command Point of his own inresponse to make his own re-roll.

    Note that a player who spends a Command Point in this wayon a Setup Roll effectively gains its benefit on the first gameturns Initiative Roll as well, since a games Setup Roll alsofunctions as the first turns Initiative Roll.

    In case of a tie, both players will re-roll their dice. No Com-

    mand Points may be spent on a re-roll due to a tie.

    BUYING EXTRAMOVEMENT POINTS

    A player may spend a Command Point during a charactersactivation to add one movement point to his pool of movementpoints.

    This ependiture may be made after that characters lastmovement point is spent, as long as the net characters ac-tivation has not yet begun. (For this reason, a player should

    wait until his opponent tells him that his activation is overbefore beginning the net activation.)

    PLACING A CHARACTERON OVERWATCH

    A player may spend a Command Point during the set over-watch step of the game turn in order to set one of his char-acters on overwatch for the duration of the turn. Multiplecharacters may be set on overwatch at a cost of 1 CommandPoint per character. However, the same character may notbe set on overwatch more than once. (That is, there is nodouble overwatch.)

    When setting a character on overwatch, an unused objectivetoken is placed beneath that characters base to indicate thisstatus.

    A character set on overwatch does not receive an activationin the current game turn. Mark his character sheet immedi-ately as having been activated when overwatch is set to helpremember this (see Marking Activations on page 10).

    See Overwatch on page 26for more information about theeffects of being on overwatch.

    TEMPORARILY INCREASINGA CHARACTERISTIC VALUE

    A player may spend a Command Point at any time in order toincrease the current value of his characters Combat, Mental,or Stamina characteristics by one. This increase lasts untilthe end of the current activation. It is applied afterany bo-nuses or penalties from euipment tokens are applied.

    Exception: A player may not spend a Command Point inbetween the roll of a die and the associated resolution of, foreample, a test. That is, a player may not make a test, seethat he has not been successful, and then spend a CommandPoint to increase the associated characteristic in order tobe successful. Rather, the characteristic must be modifiedbeforethe relevant roll is made.

    The restriction against spending Command Points more thanonce in the same activation for precisely the same effect re-stricts a player from increasing a given characters particu-lar characteristic more than once in a single activation, butdoes notprevent a player from increasing different charac-

    teristics in the same activation. For eample, a player couldspend two Command Points to increase a characters Combatand Mental values by one each in the same activation, butcould not spend two Command Points to increase a charac-ters Mental value by two points in the same activation.

    LAUNCHING ACOUNTERATTACK

    A player whose character is attacked by an enemy andsurvivesmay spend one Command Point to make a COUNTER-ATTACK. This opportunity must be taken or declined immedi-

    ately after the original attack is resolved, before the originalattackers activation continues (or ends).

    A counterattack is resolved as a regular attack, with the fol-lowing restrictions:

    The original attacker must be the target of this attack,and is subject to the normal rules for attacking (See TheAttack Action on page 21).

    The counterattacking character uses hisworstCombatvalue for this attack.

    Only one counterattack can be made in response to agiven attack, no matter how many Command Points areavailable.

    The Etra Ammunition euipment may not be used to gainan additional counterattack.

    A counterattack cannot be made in response to acounterattack.

    Note that because throwing a Grenade does not constitute anattack (because it is not carried out with the attack action),characters wounded by a Grenade are not eligible to launchcounterattacks.

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    26 Tannhuser Revised Edition

    SHAKING OFF A WOUNDImmediately after making a shock roll (see The Shock Rollon page 22),a player may spend one Command Point toSHAKE OFFa single wound that character would otherwisesuffer. A player may not improve the characters overall stateof health compared to his state of health before the attackwas launched. (Shaking off a wound only negates a newwound; it does not heal old ones.)

    INTRODUCING AREINFORCEMENT CHARACTER

    A player may spend 3 Command Points before activating anycharacters to introduce a REINFORCEMENTcharacter to thegame board.

    Reinforcements enter play in the same way that other char-acters entered the game on the first game turn: through theirowners entry point. They must enter the board the turn theyare reinforced.

    Only Troopers may be introduced as reinforcements. Further-more, only a Trooper who has already diedin the course ofplay, and who is not a currently on the map, may be returnedto the game as a reinforcement. Thus, a player may neverhave more characters on the game board, nor more duplicatesof a given character on the game board, than he had at thebeginning of the game.

    When introducing a reinforcement, a player may euip thatcharacter with anyof the characters euipment packs,regardless of which pack was chosen for that character dur-ing setup. Reinforcements may not be euipped with bonustokens when introduced to play, however.

    Recall that most modes of play only give each player 2 Com-mand Points per turn. Because introducing a reinforcementcosts 3 Command Points, introducing reinforcements is onlyan option in these modes when a player manages to gainetra Command Points on a given turn, such as by searchinga crate or receiving them from a piece of euipment.

    There is no limit to the number of times a player may intro-duce reinforcements in the course of a game.

    Example: The Reich player chose the standard assortmentof characters at the beginning of an objective mode game:Eva Krmer, Hermann Von Heinger, Karl zermann, oneSchocktruppen, and one Stosstruppen. In the course of

    play, Eva Krmer dies. However, even given 3 CommandPoints per turn, the Reich player still cannot introduceany reinforcements. He cannot introduce Eva Krmer as areinforcement because only Troopers can be reinforcements.He cannot introduce another Schocktruppen or Stosstruppen,because then he would have more active characters of oneof those types in play than he had at the beg inning of thegame. Later, the Reich player loses a Schocktruppen. Now hecan spend 3 Command Points at the start of his activation in

    order to bring a Schocktruppen into play as a reinforcement.

    OVERWATCHA character on OVERWATCHis standing ready to attack in re-sponse to enemy activity. A player can use Command Pointsto set characters on overwatch during the Set Overwatchstep of each game turn. Recall that an unused objective tokenis placed under that characters miniature at that time toremind the players that the character is on overwatch. SeePlacing a Character on Overwatch on page 25for moreinformation.

    A character on overwatch can interrupt an enemy charac-ters activation upon any of the following triggers:

    The enemy character moves onto a circle on the samepath as the overwatch character. (The enemy charactercan be moving from a circle on the same path or a differ-ent path.)

    The enemy character moves onto a circle adjacent to theoverwatch character.

    The enemy character announces an action while stand-ing on the same path as, or on a circle adjacent to, the

    overwatch character.Upon interrupting, the overwatch character launches anOVERWATCH ATTACKagainst the character being interrupted.

    EQUIPMENTFOR

    REINFORCEMENTSWhen acharacter iseliminated, hisdisposable

    equipment isplacedon the gameboardwhere

    he died.However, whenthesame character

    returnsas areinforcement,a problem arises,

    becausetheplayersmaynothave enoughtokens torepresent boththedead characters

    equipment (left behind ontheboard)andthe

    reinforcements equipment (to beplacedon his

    charactersheet).In thesecircumstances, play-

    ers shoulduseproxytokens such asscrapsof

    paperor otherwise unused tokensmarkedwith

    smallpost-it notes torepresenttokens they

    donotown.

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    Rules of Play 27

    Launching an overwatch attack is always optional; a playeris never reuired to launch an overwatch attack simplybecause his character is on overwatch and a legal triggeroccurs.

    Note: A player must give his opponent a chance to declare anOverwatch attack when activating his characters.

    An overwatch attack launched in response to movement is re-

    solved immediately after the movement to the new circle, butbefore any additional movement can be carried out or actionsannounced. An overwatch attack launched in response to theannouncement of an action is resolved beforethat action iscarried out.

    An overwatch attack is resolved as a normal attack, savethat the target must be the character whose movement orannouncement triggered the attack, and save thatweapons

    with the Mental and/or Heavy traits may not be chosenforan overwatch attack.

    If the target of an overwatch attack is killed, his activa-tion ends immediately with his death. Otherwise, once the

    overwatch attack has been revolved, the triggering charac-ters activation simply continues as normal from the pointof interruption. If the announcement of an action was whattriggered the overwatch attack, the character must continueby carrying out the announced action. That is, he may notchange his mind about what he wants to do net based onhaving suffered the overwatch attack.

    When a character launches an overwatch attack, the tokenbeneath his miniature is removed from the board. Thecharacter is no longer considered to be on overwatch. Thatcharacter may not launch another overwatch attack thisgame turn, nor may he be activated normally, as describedunder Placing a Character on Overwatch on page 25.

    There is one final restriction on overwatch attacks: Each ofa potential targets action announcements and movementsbetween two adjacent circles may only trigger one overwatchattack against that target, no matter how many nearby char-acters are on overwatch. So, for eample, if a potential targetannounces an attack, then only one enemy character who ison overwatch may attack that character in response to thatannouncement.

    Example: The Reich player has set Eva Krmer(1) andYula Korlt(2) on overwatch as shown in the diagram.The Union player moves John MacNeal(3) as shown. TheReich player may react to that move by announcing anoverwatch attack from either Krmer or Korlt, but notboth of them. Alternately, he may choose not to respond.He attacks with Krmer. After her attack which does not

    kill John MacNeal is resolved, the Union player continuesJohn MacNeals activation, choosing to announce an attackaction. Yula Korlt may interrupt that announcement withan overwatch attack if the Reich player wishes. Eva Krmer,however, may not; she has already used up her overwatchattack for the turn. Yula Korlt makes the overwatch attack,but does not kill John MacNeal. The Union player resumesJohn MacNeals attack.

    On overwatch.

    On overwatch.

    1

    2

    3

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    28 Tannhuser Revised Edition

    GAME MODESTannhuser has si modes of play: deathmatch mode, capturethe flag mode, domination mode, king of the hill mode, objec-tive mode, and story mode. For the first game, players shouldstick to Deathmatch mode (listed on page 9).All other modescan be found in this section.

    CAPTURE THE FLAG MODEMODE-SPECIFIC SETUP

    a. Command Points

    Each player sets up his Command Point tokens to indicatethat he has 2 Command Points. (See Tracking CommandPoints on page 24.)

    b. Crate Tokens

    Collect all available crate tokens that depict euipment. (Donotcollect crates depicting Command Points.) Shuffle the

    collected tokens facedown on the table, or in a cup or unusedbo top. For eachAction circleon the game board (see MapFeatures on page 15),select one of these tokens at randomand place it facedown on the circle (crate icon side up), untileach circle has a token.

    c. Flag Tokens

    The Setup Roll winner places one of his own flag tokens onanyObjective circle on the game board (e.g., the Reich playerplaces a flag token bearing the Reich symbol). Then the SetupRoll loser places one of his own flag tokens on any remainingObjective circle. Players continue alternating the placementof flag tokens until each player has placed three. No Objective

    circle can have more than one flag token on it. Unused flagtokens are returned to the bo without looking at their faces.

    SPECIAL RULES

    In capture the flag mode, characters can pick up and carrythe opposing sides flag tokens placed during setup as follows:

    A flag token can beACqUIREDby a character standing in acircle adjacent to the tokens circle. To do so, the charactersimply spends an action (see Actions on page 18).However, acharacter may notacuire a flag token if an enemy characteris also standing in a circle adjacent to the same token.

    After being acuired, flag tokens are similar to disposableeuipment (see Disposable Euipment on page 13).They canbe dropped, picked up, and passed from character to charac-ter, and are left behind upon a characters death accordingto the regular rules for disposable euipment. However, car-rying a flag token does notreuire an empty euipment slot.Furthermore, a character may carry any number of flagtokens at once.

    A character may never acuire, pick up, or bepassed a flag token belonging to his own side.Characters can only manipulate f lag tokens belong-

    ing to the opposing side. If a character is eliminated, he dropsall his flag tokens in his current circle (along with all otherdisposable euipment).

    Characters carrying flag tokens can PLANTthem on their ownsides entry point(s). To plant a f lag token, a character carry-ing one must be adjacent to one of these locations and spend anaction. It does not matter whether enemies are also adjacent tothe entry point. When planted, the flag token is placed net tothat players Command Point tokens to indicate progress towardvictory. Flag tokens cannot be unplanted.

    A character carrying multiple f lag tokens can only plant oneflag token per action spent. Any number of flag tokens can beplanted in the same location.

    VICTORY CONDITIONS

    In capture the flag mode, a player wins immediately when hehas planted two of his opponents flag tokens.

    DOMINATION MODEMODE-SPECIFIC SETUP

    a. Command Points

    Each player sets up his Command Point tokens to indicatethat he has 3 Command Points. (See Tracking CommandPoints on page 24.)

    b. Crate Tokens

    Collect all available crate tokens depicting euipment andCommand Points. Shuffle them facedown on the table or ina cup or unused bo top. For eachAction circleon the gameboard (see Map Features on page 15), select one of these to-kens at random and place it facedown on the circle (crate iconside up), until each circle has a token. Place all unused cratetokens back in the bo without looking at their faces.

    c. Flag Tokens

    Each player takes four of his own flag tokens and places themin a SUPPLYnear his character sheets. They will be placed onthe game board over the course of play.

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    Rules of Play 33

    HOUND DOGHound DOG is a special piece of euipment found inthe RAMIREzsingle figure pack and represented inplay by a miniature. A player who chooses Ramireduring setup also receives Hound DOG. Thefollowing rules apply to Hound DOG in play.

    Hound DOG enters play when its controller (the characterwith the Hound DOG Remote Control) spends an action toplace the Hound DOG miniature on a circle adjacent to thecharacter and on the characters own path.

    Hound DOGs controller moves Hound DOG one circle aftereachcharacters activation. For eample, Eva Krmeractivates, then Hound DOG moves one circle, then JohnMacNeal activates, then Hound DOG moves one circle,and so on. Hound DOG is never activated like a normalcharacter.

    When he takes any action other than attacking, HoundDOGs controller may also direct Hound DOG to attack.(Alternately, Hound DOGs controller may simply spend anaction to direct Hound DOG to attack.) Hound DOG attacksaccording to the normal rules for attacking, and is at-tacked, wounded, and eliminated just like characters are.Hound DOG is considered to be armed with an AutomaticWeapon.

    Hound DOG has one euipment slot, which may only beeuipped with a freely chosen Area 51 euipment token.Hound DOG is considered to be armed with an AutomaticWeapon, in addition to the Area 51 token chosen (duringsetup).

    Hound DOG moves according to the regular rules of move-ment, ecept as described above. Hound DOG does not

    block characters movement, although they may not endtheir movement on Hound DOGs circle.

    Hound DOG ignores the effects of modifier circles, ignoresthe effects of smoke, and cannot accomplish objectives.

    Command Points cannot be spent on Hound DOGs behalf.Hound DOG cannot be healed or repaired, is not consid-ered a character, is neither a Trooper nor a Hero, andcannot return to play as a reinforcement.

    SECURITYALERT:YOUAREADVISEDTheAREA51researchstationisnowinlockdownfollow-ingthetheftof15prototypeFlash-GunsMk1,5BG-2armor

    vests,theNight-Eyesprototype,aDirectedOperationalGun

    prototype,andseveralotherIlirium-fueleditems.Area51personnelwithknowledgeofthewhereaboutsofany

    memberofthe42ndMarineSpecialForcesareadvisedto

    contactbasesecurity.

    Re:Ilirium

    UnabletoverifyanyofLazarsclaimsforelemenGravitywavesarejunksci

    Butwhatwedoknowisthat

    stuffisbasically[[redacted]].Itstougher,li

    andhasahigherspecicheatthananything

    couldname.Theresultantpotentialforweap

    technologyneedscarcelybeenumerated.Mostpromisingisthehighconductivityprese

    intheIl-275isotope,comparedtothecomplet

    electricalneutralityintheIl-274.Thefacttha

    theadditionorremovalofasingleneutroncan

    changethebehavioroftheelementsoentirely

    franklybogglesthemind.

    HIMMELBER

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    34 Tannhuser Revised Edition

    OPERATION:

    NOVGORODRULESOPERATION: NOVGORODintroduced new componentsand new rules to TANNHUSER. Some of theserules such as king of the hill mode and therush-and-go variant are simply incorporated into

    the main body of these revised rules, as they reuire nospecial components and can be used even by players who donot own OPERATION: NOVGOROD. Rules that reuire theOPERATION: NOVGORODcomponents, however, are eplained inthe sections that follow.

    VOVODESVovodes are unusual robotic characters with special rules,detailed in the following sections.

    CHOOSING VOVODES DURING SETUP

    Vovodes are chosen in pairs as they are presented on theircharacter sheets, with each pair of Vovodes taking up theslot of a single Trooper. Vovodes may only be chosen by aplayer who also chooses zorka.

    Each of the four Vovodes included in OPERATION: NOVGORODhas an identifying letter. Vovodes A and B must be chosen asa pair, and C and D must be chosen as a pair.

    VOVODE EQUIPMENT

    Each Vovode has two euipment slots, rather than four.See the Vovode character descriptions on page 62 for moreinformation.

    VOVODES IN PLAY

    Vovode Damage

    Vovodes do not have health indicator to-kens as other characters do, because eachhas only a single row of characteristics.Upon sustaining one wound, a Vovode isdestroyed. Its miniature is removed fromthe board, and the corresponding destroyedVovode token is placed in the circle wherethe Vovode was destroyed.

    Vovode Activations

    Vovodes are activated in pairs, A with B or C with D. Whenactivating a pair of Vovodes, a player must address both themovement and action of one Vovode before addressing themovement and action of its mate. Otherwise, each Vovode ac-tivation is carried out in the same way as any other charac-ters activation, with movement points to be spent, one actionto be chosen, and so on.

    The mate of a destroyed Vovode is activated on its own.

    Example: The Matriarchy player has zorka and fourVovodes A, B, C, and D on his side. When it comestime for him to make an activation, he chooses to activateVovodes A and B. He first moves Vovode A a few spaces,then carries out an attack for Vovode A, and then finishesoff Vovode As movement. Then, as part of the same overallgame turn activation, he activates Vovode B, which he movesbut chooses not to select an action for. The next activationbelongs to his Reich opponent, who activates Eva Krmer.After that, the Matriarchy player has the option to activateeither zorka or Vovodes C and D.

    Other Vovode Rules

    Vovodes can sustain wounds in zorkas stead. Wheneverzorka sustains one or more wounds (after a shock roll hasbeen made, if one is allowed), one and only one woundmay be assigned to a Vovode that shares a path with zorkarather than to zorka.

    Vovodes are considered to have the Weapon and Hand-to-Hand traits intrinsically. That is, they do not need anotherweapon in order to roll four dice in melee combat.

    Command Points may notbe spent on behalf of a Vovode.To be clear, Command Points may not be used to increase aVovodes characteristic value, to buy etra movement pointsfor a Vovode, to place a Vovode on overwatch, to allow aVovode to launch a counterattack, or for a Vovode to shakeoff wounds.

    Vovodes are not affected by the presence of smoke tokens orSmoke Grenades.

    Vovodes are not affected by Liturgies (i.e., euipment withthe Liturgy trait).

    Vovodes may only re-enter the game as reinforcements in

    pairs, A with B and C with D. Single Vovodes cannot returnas reinforcements. When a Vovode returns as a reinforce-ment, its corresponding destroyed Vovode token is removedfrom the board.

    Vovodes may not pick up or be handed euipment tokens byother characters and cannot search crates. They can, howev-er, pick up and use flags and other euipment-like tokens thatdo not reuire an euipment slot just as other characters can(see, for eample, the syringe tokens in the scenario BangBang (My Baby Shot Me Down) on page 74).

    Destroyedvovode token.

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    Rules of Play 35

    SECRET DOORSOPERATION: NOVGORODincludes secret door tokens, which canbe used in any game mode to connect distant locations on thegame board.

    SETUP AND PLACEMENT

    If both players agree to use secret doors,the secret door tokens are placed imme-diately after the game board is chosenduring general setup. Either two or foursecret door tokens can be used; the uan-tity should be agreed on by both players.

    Each player places an eual number ofsecret door tokens. A random die roll de-termines which player places first; playersalternate placing secret door tokens until the agreed-uponnumber has been placed. Secret door tokens must be placedon Action circles, and new secret door tokens must be placedat least si circles away from previously placed secret doortokens.

    Crates may not be placed on an Action circle with a SecretDoor.

    USING SECRET DOORS

    During play, characters can move through secret doors toswiftly cross the board.

    For a character to use secret doors, his player must declareat the beginning of that characters activation that the char-acter intends to do so. This declaration does not use up eithermovement points or an action, but does cause that characterto use his worst row of characteristic values for the duration

    of his activation.A declared character is al lowed (but not reuired) to movethrough secret doors during his activation. To do so, thatcharacter stands adjacent to any secret door token, spends amovement point, and moves to any movement circle adjacentto any othersecret door token. This movement does notreuire an action. If the destination circle is a Movementmodifier circle, the corresponding modifier applies as normal.

    A character may pass through secret doors as many timesin a turn as he is able. For eample, a character could movethrough one secret door to emerge at a second, launch anattack, re-enter the second secret door, and emerge at a thirdsecret door.

    Characters cannot leave the board through secret doors;that is, they may not elect to remain in the secret passageseither during or after their movement.

    Example:Eva Krmers player declares, at the beginning ofher activation, that she intends to use secret doors duringthis activation. As a result of this declaration, Eva Krmeruses her lowest row of characteristic values for her entireactivation. Eva Krmer spends three movements points tocomplete the movement shown in the diagram. It costs herone point to move so that shes adjacent to secret door A,(1)a second point to move through the secret passage to beadjacent to secret door B,(2) and then a third point to move(per the regular movement rules) to her final position(3).

    Secret doortoken.

    Secret door A.

    Secret door B.

    1

    23

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    COMBAT PACK COMMAND PACKSTAMINA PACK

    Characters 37

    Saturday,October1st:18h17

    ---ConfirmationofmyarrivalattheWro

    clawBarracksapproximately---18h00-

    --Iamgreetedcoldlybythe

    MarquisVonHeingerwhodoesnotsee

    mtoappreciatemypresence;heseems

    tohavedoubtsastothemo

    tivesofmymission---preparationfort

    hemissiongoesasplannedwithoutinci

    dent---Therelicsbroughtin

    fromPatmosIslandbyzeppelinBattles

    hipthisafternoonhavejustbeensafely

    disembarked---Theconvoy

    hasbeenprogrammedfordeparturetomorrowm

    orningat0600h.

    ---Wefellintoanambushthismorningo

    ntheoutskirtsofavillagecalledKsia---Automaticweaponfire

    andgrenadesweretargetingtheMarqu

    isVonHeingersvehicle---Asifbyam

    iracle,theMarquiswas

    untouched---Iimm


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