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Rules Overview

15. 01. 23
posted by: Super User
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The most interesting feature of the Battle Tabs game system was that it utilized squad based combat. Units were placed into squads where units of like factions must move while in contact with other members of the same faction. In general, melee units move in a long horizontal line across the battlefield to ensure the greatest number of units approach into melee combat. Squads do not have a size limit and thus players could form some interesting combinations. It was noted in a prior section that the Dominion Mercenaries faction are able to join the ranks of any faction's squad.

At the beginning of a Battle Tabs game each player agrees to a point value in which to build their armies. The larger the armies, the more actions a player will receive. On a standard match, each player would receive an additional command option for every 200 points of units within their army. A battle command includes each of the following: Moving the unit, moving the unit into melee combat, making a ranged attack, charging a unit's ranged attack, and merging or breaking a squad of units.

Ability Card Features

The two primary abilities that are listed on the ability card are the attack ability and the passive ability.

Attack Ability:

An attack ability for a battle tab is any actions that can be taken in or out of combat. These actions must be initiated by a player and must have a designated target to legally be used. Melee attack abilities can only be used by battle tabs that are in contact with a hostile unit. Ranged attack abilities can only be used against an enemy unit within the designated range value after the attack name.

Attack Types

Melee: A unit with a melee attack must first move into melee combat with an attack target beforehand for the attack to be usable. Melee attacks can only be made by members of a squad already in melee combat, if the squad member is not actually touching an opposing unit, it cannot make a melee attack against it.

Note: You can move units in a squad not in melee combat into melee combat at a half movement penalty. However, units in melee combat cannot leave melee combat if they are in contact with a hostile unit. The squad must break from melee in order to leave combat with the opposing squad.

Ranged: Ranged attacks are some of the most powerful in the game and a significant source of frustration for this game’s development when I was in middle school. Ranged attacks have a numerical value next to them that state the distance of threat of the unit's ranged attack. Any hostile unit that is NOT in melee combat with a friendly squad can be fired upon if they are within the threat range of the ranged attack. Ranged attacks cannot be used by units in melee combat what so ever. If a ranged only unit is in melee combat, it is forced to using a default attack that only hits for one damage or two on a critical. Also, ranged attacks on units can be augmented by giving the squad a charge action. A charge action grants the ranged attack double its written range value and a bonus +1 damage if successful. Since the Battle Tabs game was designed around the Mega Man universe, it is only logical that ranged attacks can be charged and was the primary reason ranged units were significantly more powerful than melee units.

Flame/Breath Weapon/Blast Attacks: These types of attacks use special templates that were from the Warhammer 40k series. These templates were in the shapes of a small explosion and a flame erupting from a weapon. Since this game was fan made, it used components from a lot of existing games.

Passive Ability:

A passive ability listed on a battle tab is either a fully static ability that is always in effect until the unit is no longer on the battlefield. The second type of passive ability is one that is triggered by an outside condition or by another unit. A player can never choose to ignore the conditions of a passive ability when met, whether good or bad.

Unit Tab Features

The second card type in Battle Tabs is the unit tab. The unit tab is the game's primary card type and it is with these that you setup the battlefield for the game.

The unit tabs contains each units primary stats including its:

Attack: The attack value for a unit is the value that is added to the unit's dice roll. As with many stats, the higher the value the better chance they have to deal damage to their chosen targets

Defense: The defense stat is the armor class of a unit, this is the value that an attack unit must meet or exceed in order to deal damage to the targeted unit.

HP: Standing for Health Points or Hit Points, this is how much damage a unit can take before it is destroyed.

Faction: This is the army that the designated unit is of membership. Units of only like factions can form a squad unless they are a Dominion Mercenary which can ally themselves with any army's squad.

Point Value: The point value of a card determines for the most part how strong the said unit is in its army. Each match player's must agree on a point value in which the match shall be played. Each player then builds an army based on this point value.

Keyword Abilities: Each Battle Tab unit can have up to two keyword abilities. These keyword abilities are passive abilities that generally affect how the unit reacts to damage and/or how they're affected by speed or terrain.