DOUBLE TAP v2.
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General Principles Activation Reactions
The most important rule: Whenever the The player picks one unit and it may do one Whenever a unit has line of sight to an
rules are unclear use common sense and of the following per activation point: enemy as it takes any actions, then it may
personal preference. Have fun! react at any point. Actions and reactions are
• Hold: Move 0”, can shoot. simultaneous, so if a reaction kills a unit it
Quality Tests: Roll one six-sided die and if
• Advance: Move 4”, can shoot at may still finish its action. Note that units in
you score a 4+ it‘s a success.
any point of its move. base contact with enemies may only react
Modifiers: If you need to roll a 7+ or higher • Rush: Move 8”, can’t shoot. to those units, and may only use either
to succeed, then a roll of 6+ followed by 4+ • Charge: Move 4” into melee. dodge or melee reactions.
is a success. Note that rolls of 1 always fail.
Move: The unit may move by its Advance
Movement
Line of Sight: Units can only see in the front speed, but only after the active unit has
180° part of their base. Units may climb surfaces up to 4“ tall by resolved any attacks.
counting the height toward their move, and
Preparation may climb surfaces of any height by using
Dodge: The unit must move by up to 2”,
which may be used to move out of base
The Battlefield: The game is played on a flat ladders and only counting half the height
contact with enemies. If the unit was the
4‘x4‘ surface, with at least 15-20 pieces of toward their move. Units may freely move
target of an attack take 2 quality tests and
terrain on it. into base contact with enemy units, but may
compare results with the attacker. For each
only move out of contact by dodging.
The Armies: The players must put together success cancel out an enemy success, and if
two armies of 50pts each. Shooting no enemy successes are left then it moves
by 2”. Else it takes hits and doesn’t move.
Deployment: Players roll-off and the winner Units not in melee may fire one weapon at
picks one of the table edges as his enemies in range and line of sight, and may Shoot: The unit takes a shoot action but
deployment zone with his opponent taking split attack between them. When shooting with only 1 attack. If the unit was the target
the opposite. Then the players alternate in on the move pick at which point to fire. of a shooting attack compare results with
placing one unit each within 12” of their Take one quality test per attack and each the attacker. For each success cancel out an
table edge, starting with the player that success is a hit. For each hit defending units enemy success.
won the deployment roll-off. take one quality test and if any of them are Melee: The unit takes a melee action, but
failed the model is killed. with only 1 attack. If the unit was the target
Mission: Place D3 objectives. Players roll-off
to go first and then alternate in placing one Melee of a melee attack compare results with the
marker each outside of deployment zones attacker. For each success cancel out an
and over 9” away from each other. At the Units may use all melee weapons against enemy success.
end of each round if a unit is within 3” of a one unit in base contact. This works like
shooting, but the defender may only react Terrain
marker while enemies aren’t, then it’s
seized and remains seized even after by dodging or also using a melee attack. Cover Terrain: Units shooting at targets
leaving. Stunned units can’t seize markers within or behind cover terrain get-1 to their
Morale
and if units from both sides are contesting a shooting rolls.
marker then it becomes neutral again. The If a unit takes hits but is not killed, then it
Difficult Terrain: Units moving through
game ends after 4 rounds and the player must take a quality test. If failed the unit
difficult terrain halve their move.
that controls most markers wins. must move by 2” trying to be out of sight
and as far as possible from enemies. If the Elevated Terrain: Units shooting at targets
Playing the Game test was from melee the unit is stunned on lower elevation get +1 to shooting rolls.
The game is played in alternating player instead. Stunned units can’t use reactions
turns in which they activate one or more of and must spend one activation point to
their models, starting with the player that recover from this state.
deployed first. During their turn players get
as many activation points as living units in
their army, which they may spend on any
unit without limits. Once a player has run
out of activation points his turn ends.
By Gaetano Ferrara www.onepagerules.com
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UNIT CREATION
Unit Creation Special Rules Hacker (2pts): May use a special hack action
against one enemy unit within 8“. Roll one
When preparing armies you have to create Ambush (2pts): Unit may be kept in reserve die, on a 4+ the target gets -1 to its next
units based on your models by picking their instead of deploying. At the start of any attack or block roll (does not stack).
weapons and special rules. Each unit must round after the first you may place the
have at least one melee weapon, but else model anywhere over 8” away from enemy Infiltrate (2pts): May immediately move by
there are no restrictions. units. If both players have ambushing units up to 8“ when deployed.
they roll-off to see who deploy first. Piercing Ammo (2pts): Enemies hit by
Weapons
Armored (4pts): Gets +1 to block rolls. shooting get -1 to block rolls.
When using a weapon check at which range
Athletic (1pts): Only count half the height Poison Gear (2pts): Enemies hit by melee or
you are and apply the modifier. Note that
towards your move when climbing up to 4“. shooting (pick one) get a poison marker.
weapons can’t be used over max. range.
When a poisoned unit activated roll one die,
Knife (1pts) - Attacks 2 Camouflage (4pts): When deployed gets a on 3+ remove the poison marker, else it is
camo marker. Enemies can‘t attack units immediately killed.
• Maximum: Melee with camo markers but can use a special
detect action to spot it when Regeneration (4pts): Whenever this unit
Sword (4pts) - Attacks 4
acting/reacting. Take a quality test to spot, would be killed roll one die, on a 5+ it
• Maximum: Melee if successful the marker is removed. This survives instead.
unit can use a special cloak action to place a Scout (2pts): After all units have deployed
Pistol (3pts) - Attacks 2
marker as long as it‘s not in line of sight of this model may deploy within 24” of the
• Maximum: 18” enemies. If this unit attacks it loses its player’s table edge. If both of the players
marker, and units reacting to this attack get have scouting units they roll-off to see who
Shotgun (3pts) - Attacks 2 -2 to their rolls. deploys first.
• Best (+1 to hit): 0” - 9” Doctor (6pts): Friendly units within 4“ get Sixth Sense (2pts): Enemy units within 8“
• Worst (-1 to hit): 10” - 18” +1 to block rolls. lose their camo markers.
• Maximum: 18” Engineer (6pts): Friendly units within 4“ get Spotter (2pts): This unit may use a special
SMG (4pts) - Attacks 4 +1 to shooting rolls. spot action to mark an enemy unit in line of
Fast (2pts): Moves +2“ on Advance/Charge sight. The next friendly unit that shoots at it
• Worst (-1 to hit): 10” - 18” gets +1 to hit rolls.
and +4“ on Rush.
• Maximum: 18”
Fire Ammo (4pts): Enemies hit by shooting Tough (12pts): If this unit fails to block one
Carbine (5pts) - Attacks 3 get -2 to block rolls. or more hits place a wound marker on it for
each hit and it is not killed. Only once the
• Best (+1 to hit): 10” - 18” Flying (3pts): May ignore enemy units and unit takes 3rd wound marker it is killed.
• Maximum: 27” terrain when moving.
Rifle (5pts) - Attacks 2 Grenade (1pts): Once per game may throw
a grenade of any type, which works like a
• Best (+1 to hit): 19” - 27” weapon with 2 attacks. The grenade flies in
• Maximum: 36” a straight line by up to 6“ per hit, and the
effect is based on its type:
LMG (6pts) - Attacks 4
• Worst (-1 to hit): 0” - 9”
• Flash Grenades: All units within 3“
get -2 to all quality rolls until the
• Best (+1 to hit): 19” - 27”
end of your turn.
• Maximum: 36”
• Frag Grenades: All units within 3“
Sniper Rifle (6pts) - Attacks 2 take one automatic hit.
• Smoke Grenades: All line of sight
• Worst (-1 to hit): 0” - 9”
is blocked within 3“ until the start
• Best (+1 to hit): 19” - 36” of your next turn.
• Maximum: 36”
Note that dodging units don‘t cancel out
grenade successes, but instead may dodge
by 2“ per success.
By Gaetano Ferrara www.onepagerules.com
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