Tactical Assets are a toned down version of strategic assets that are used in apocalypse games. They are intended to be given out as rewards for winning games in a campaign and giving that player some advantages that are not too unbalancing.
After each campaign game a player who gets a draw may draw one card form a normal playing card deck. A player that wins a scenario draws 2 cards and can choose which to keep. Discarded or used up cards should not be returned to the deck and the same deck should be used for all games in the campaign. Here are a description of the advantages gained from each card.
- Some of them apply only to the next scenario to be played by that player.
- Some can be used once only, but these can be saved up for use in any subsequent game.
- Some give upgrades to units. The bonuses will continue until that unit is destroyed in a game or until the unit is changed in any way. Casualties are replaced between scenarios but changing a unit's equipment, upgrades or squad size etc will negate the advantage.
Card Tactical Asset Rules 2 Reconnaissance A fast attack choice may infiltrate or scout move this game and be deployed even if not normally allowed (e.g. dawn of war)
3 Veterans One squad may roll on the veterans table and remains so until destroyed in the campaign.
4 Planning May reroll in the next scenario for first turn or to seize initiative.
5 Perfect Timing You may make turn 1 (or turn 1&2 in dawn of war) into night fighting. Or use this to negate night fight on turn 1 of dawn of war.
6 Fortune Allowed a single reroll the next game. Can be played on a die roll made by the player but cannot reroll a reroll.
7 Interdiction After deployment you may require your opponent to move one unit on table (and any dedicated transport it is in) back into reserve. If none are deployed you may require them to reroll the reserve roll for one unit.
8 Training One unit (max 250 pts) may have a USR until it is destroyed, roll a D6, 1=Night, 2=FC, 3=Fleet, 4=Scout, 5=Tankhunter, 6=FNP
9 Reinforcements You may add 5% extra points for your next game.
10 Inspired Commander If you only select one HQ you may add an extra Elite, Fast or Heavy Support choice in future scenarios. The effects last until the inspired commander is killed.
J Suped up engines One tank or transport may be upgraded to a fast vehicle for free. The player must at all times think positive and not hit anyone with those negative waves.
Q Replacements The first troop choice unit to be destroyed comes in again from reserve along the baseline on a 5+ each turn (no modifiers or rerolls).
K Blessing One elites or troop unit (max 250 pts) is: blessed by the emperor, chosen of chaos, eats majik mooshrumz, declared a hero of the 3rd sphere expansion, evolves a sixth sense, wears wraithbone earmuffs, Reverses the polarity on something, plucks the nasal hair out of several captives. The unit gains a 5+ invulnerable save. lasts until theunit is destroyed.
Ace May select one of the above (players choice).
Joker Misfortune A random Infantry, Jump Infantry, Cavalry or Bike/jet bike unit gets into a fight, wanders into a minefield, insults a commissar or challenges the ogryns to a drinking competition. After deployment the unit takes D6 wounds with no saves allowed.
Whay do you think? Any comments, suggestions, questions, alternatives (for the ace in particular as I was running out of ideas).