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Rules

ToI - Core Rules

Next Wave - ToI Introductory Scenarios

Next Wave - ToI CORE Rules

Next Wave - ToI CORE Tools of War

Next Wave - ToI KICKSTARTER 1A Book

 

Units

The game contains different unique sculptures of figures for each Nation. Below, each of these figure types and their respective abilities are outlined and explained. A summary of these abilities is also provided on the player reference sheets.

Click here to see the Unit  

Specializations

Many scenarios grant nations various squad specializations. These represent skills or special equipment carried by that squad.
During setup, when a nation is awarded with specialization tokens, its player must decide which squads will be specialized. Each such squad then receives the corresponding specialization token – place the token itself in the hook protruding from the squad base. This serves as an easy indication to both players that the squad has such a specialization.
A squad that contains any figure with the heavy infantry weapon trait – such as the mortar crew and the machine gun crew – may never be assigned a specialization token.
Units with specializations are often referred to by their specialization. For example, squads with the engineer specialization are referred to as “engineer squads,” squads with the medical specialization are referred to as “medic squads,” etc.
Unless stated otherwise, the normal abilities of figures within a squad are completely unaffected by specialization. A specialized squad can be activated, move, and attack like any similar squad without specialization.



Scenario-Specific Specialization Effects

Every specialization has one or more basic abilities that can be used in any scenario. Many scenarios, however, also provide players with certain Operations cards that grant some specializations additional abilities. Some scenarios may also grant specialized squads with abilities unique to that scenario.
For example, an engineer squad is always allowed to create entrenchments on the board, but the Operations Card “Lay Smoke” also gives a player’s engineer squads the ability to use smoke grenades to obscure enemy LOS.

Other Specialization Rules

The following additional rules govern squads with specializations:

  • A squad may not have more than one specialization.
  • A squad with a specialization may not receive or remove figures by transfer during the Status Phase.
  • A squad retains its full specialization abilities, regardless of the number of figures remaining in the squad. In other words, a weakened squad is just as effective when executing specialization abilities as squad containing all its original figures.
  • A squad with specialization may not use any of its special abilities and/or actions if it is pinned or disrupted.

Strategy Decks

Most scenarios give each player access to one or more Strategy card decks. These decks represent off-board events and forces that players may bring to the battle by spending the designated number of command points printed on each Strategy card.

Click here to read more about Strategy Cards.

 

Operations Deck

Terrains

The various types of terrain in TOI have significant impact on game play. Each terrain type is described in detail below, including terrain movement effects, whether the terrain blocks LOS, etc. This list covers both the terrain printed on the map board and the overlay terrain pieces that are placed on top of the board at the beginning of the scenario, as well as the special terrain features that may be implemented by Operations cards such as wire, smoke, mines, etc.
A hex’s terrain type is considered to be covering the entire hex, regardless of where the actual artwork on the board may end.
For example, if a LOS is drawn through an edge area of a woods hex, where no artwork of woods is present, that hex is nevertheless still considered a woods terrain, and LOS would be blocked.

The information on each terrain type should be interpreted in the following way:

  • Blocking Terrain: When a terrain is considered blocking terrain, it will block LOS when units are on the same level, or will act as the “closest obstruction” when determining LOS between units on different elevations (see pages 24-25).
  • Movement Cost: This is the cost of moving into a hex featuring such terrain. If a unit cannot afford to expend the movement cost, it may not enter the terrain.
  • Cover: This is the number of red “cover” defense dice that this terrain provides any units in the hex when attacked.
  • Special Rules: Any unique rules that govern hexes with this terrain feature are detailed here.

Fortifications, Obstacles and Cover

Many scenarios direct players to create the game board with a variety of fortification and obstacle elements. In addition, some fortification elements can be created during the game by certain unit types (such as engineer squads digging entrenchments), and some fortifications and obstacles can be created or removed by players using Operations cards provided to them by the scenario.
 

Expansions

This is an unofficial Tide of Iron fansite.
TIDE OF IRON is a trademark of Fantasy Flight Publishing, Inc.
All rights belong to their respective owners.

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