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Index -> Playing the Game -> Ranged Combat

Ranged Combat

Some cards have game text allowing “ranged combat.” In most respects, ranged combat is identical to close combat – players compare total accuracy to total speed; the three stages of performing actions, determining a winner, and applying damage are carried out in the same order.

The differences between ranged combat and close combat are as follows:

Ranged combat always targets a single unit or vehicle. Even if there are other units at the same mission as a defending unit, they do not participate in the ranged combat. When you use a card that begins ranged combat, you’ll be prompted to select the target for the attack.

The total accuracy of the attacker does not usually begin at 0. Instead, the card allowing the ranged combat will define both your beginning total accuracy and total damage in the combat. Your total accuracy icon on the road will appear within a “scope” to remind you this is ranged combat, not close combat.

As attacker, you cannot swerve other cards to add to total accuracy or to damage. While your vehicle and weapons can be used this way in close combat, they are excluded from ranged combat.

Activated abilities and tactic cards that play in “Close Combat” cannot be used. However, any activated abilities and tactic cards that play in “Combat” or “Ranged Combat” are available.

If the defender wins, he deals no damage to the attacker. Essentially, the defending player has a total damage of 0 in a ranged combat.

Jason swerves his Sawblade Launcher card, which says: [Main] Swerve this Begin ranged combat against a unit (accuracy 30, damage 1). He chooses as his target an unswerved unit with 20 speed. Jason’s total accuracy begins at 30. Tyler’s total speed begins at 20.

As attacker, Jason acts first in combat, but chooses to pass. Tyler chooses to swerve the unit under attack to add its 20 speed to his total speed, bringing it to 40.

Jason has no appropriate tactics to play or activated abilities to use, and cannot swerve any of his other cards to improve his total accuracy. He passes. Tyler also has no further options available to him, and passes.

Jason reveals the top card of his deck and adds its combat bonus number of 5 to his total accuracy. Tyler wins the combat with 40 total speed to Jason’s 35 total accuracy. But because this is ranged combat and Tyler is the defender, he deals no damage to Jason.