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Field Ops Card Translations
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Scottie Wolfe
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Joined: 18 Dec 2008
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HOAX’S CARDS

HEAD SHOT: The Legendary character or Hero targeted during a Shot receives a -2 Physical Penalty.

HI RATS: Hoax wins a +1 Bonus on each die result during 1 Hand-to-Hand if she attacks 1 enemy Unit for the FIRST time in the game.

JOSHUA T-1: Hoax wins a +2 Physical Bonus.  Use 1 Order to equip this card and place it visibly in your Player Zone.

DISTORTION:  When Hoax is attacked in Hand-to-Hand combat, each attacking Unit suffers a -2 Hand-to-Hand Penalty.
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Scottie Wolfe
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SGT DRAKE HARRISON’S CARDS


GO GO GO!: Drake can move 2 times with 1 Activation Order and can Charge at the end of his Movements.
(Scottie’s Note:  Now, I’m pretty sure this means at the end of BOTH movements, seeing as they did not use the word “chaque”, which is French for “each”).

LANCE-FLAMMES
Flame-Thrower: Place this card in the Battlefield so that the “Flaming 2” Icon covers perfectly the same Icon on Drake.  All Units touched by this card suffer 1 Hand-to-Hand attack of 3 dice.  You can use the “Flames 2” card if you have it in hand.

FLAMMES 2
Flames 2: Place this card on the Battlefield so that the “Flaming 1” Icon covers perfectly the same Icon on the Flame-Thrower.  All Units touched by this card suffer 1 Hand-to-Hand attack of 2 dice.

BG-42: Drake wins a +1 Physical Bonus.  Use 1 Order to equip this card and place it in your Player Zone.
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Scottie Wolfe
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FREYA VON KARLOFF’S CARDS

VAMPIR SYSTEM: Freya augments her Firing Range by 2 colors.  Use 1 Order to equip this card and place it in your Player Zone.

SNIPER BADGE 1st CLASS: Freya wins a +1 Bonus on each die result during her Shots.  Use 1 Order to equip this card and place it in your Player Zone.

MAUVAIS OEIL
Evil Eye: For each Unit that attacks Freya, the opponent must re-throw his highest Combat Die and keep the small result out of both throws.

WUNDERSTAHL: Freya wins a +2 Physical Bonus.  Use 1 Order to equip this card and place it in your Player Zone.
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Scottie Wolfe
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BEHEMOTH’S CARDS

TENTACULES DE CHAIR
Flesh Tentacles: A Unit that is located at a Maximum GREEN Distance of Behemoth’s Shot Icon cannot be activated until the end of the Turn.

PEUR
Fear: Behemoth cannot be the Target of a Shot or be attacked in Hand-to-Hand combat until the end of the Turn.

VENGEANCE DEMONIAQUE
Demonic Vengeance: If Behemoth is the victim of a Critical Heart Shot, it avoids death but the Damage is calculated normally.

PESTILENCE: If Behemoth suffers a loss of Life Points due to Hand-to-Hand combat, the enemy will lose 1 Life Point during each Order Distribution Phase.  This effect stops when the Target wins back a minimum of 1 Life Point.
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Scottie Wolfe
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YULA’S CARDS

KRUEGER: If Yula inflicts at least a 1 Life Point loss during Hand-to-Hand, the opponent discards 1 of that Unit’s Equipment cards randomly.

REPLI
Evasion: When Yula is attacked in Hand-to-Hand combat, the opponent throws 2 dice LESS for the whole Attack .

CLOSE COMBAT BAR: Yula makes a Hand-to-Hand attack with a -1 Hand-to-Hand Penalty, but can move afterwards.  This Movement CANNOT end with a Charge.

COUP CRITIQUE
Critical Hit:  Yula wins a +1 Bonus on each die during Hand-to-Hand combat.
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Scottie Wolfe
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REIMARD VON KARLOFF

FORCE SURNATURELLE
Supernatural Strength: Reimard wins a +2 Bonus on each die during Hand-to-Hand combat.

OberstFreiherr: All allies located at a Maximum YELLOW Distance from Reimard’s Shot Icon win a +1 Physical Bonus as well as a +1 Hand-to-Hand bonus during Hand-to-Hand combat.

MG08 LUFTFAUST:  Target 1 Unit located at a Maximum YELLOW Distance from Reimard’s Shot Icon and throw 5 Damage Dice as a shot.

IMMUNITE A LA DOULEUR
Immunity to Pain: Reimard can heal 1 Life Point loss he has just suffered, even if it was his last Life Point.
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Scottie Wolfe
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PANZERTRUPPEN CARDS

MECANISME EXPLOSIF
Self-Destruct: The Panzertruppen explodes.  It is discarded and all Units in contact with it suffer a loss of 2 Life Points.

TOTUNG: Place this card at a Maximum YELLOW Distance from the Panzertruppen, by placing the green center on the last corner of the Measurer/Game Helper.  All Units that are touched, even slightly, suffer 1 Hand-to-Hand attack of 2 dice.
---------------------------------------------
FRANKENSTAHL CARDS

VAPEUR NOCIVE
Harmful Vapor: Enemy Units that Charge the Frakenstahl suffer 1 Hand-to-Hand attack of 2 dice before they can attempt their own attack.

HOLLENFEUER: Target 1 Terrain located at a Maximum RED Distance from the Frakenstahl’s Shot Icon and throw 1 die.  On a 3+, the Terrain is discarded.  All Units present on the Terrain lose 1 Life Point each.
---------------------------------------------------------------

EISENDIVISION

IMMUNITE A LA DOULEUR
Immunity to Pain: The Eisendivision can heal 1 Life Point loss that is has just suffered, even if it was the last one.

LAMES INCORPOREES
Built-in Blades: The Eisendivision wins a +2 Bonus in Combat but suffers a -1 Life Point Penalty at the end of the Round.

MP-44: The Shot Distance of the Eisendivision is augmented by 2 colors until the end of the Turn.
-------------------------------------------------------------

JUMPING TIGER CARDS

MASTER PARACHUTIST BADGE: Play this card after a successful parachute jump.  The J. Tiger gains 1 additional Movement that can end with 1 Charge.

GRENADE FUMIGENE
Smoke Grenade: Place this card on an empty space on the Battlefield. The green center must be at a Maximum ORANGE Distance of the J. Tiger’s Shot Icon.
-----------------------------------------------------------------

HURRICANE CARDS

TRENCH KNIFE MK1: The Hurricane wins a +1 Bonus to Hand-to-Hand combat.

LET’S GO! MOVE ON!: The Hurricane gains 1 free Movement once he has Charged.  This must be used before resolving Combat.  This Movement cannot end with a Charge.

COLT WALKER 54cal.: The Hurricane wins a +1 Shot Bonus.
----------------------------------------------------------------------------------------
LOCATION CARDS

TRANCHEES
Trenches: A Unit in the Trenches wins +1 Physical Bonus when it is Targeted for a Shot.

FORTIFICATIONS : No Unit can enter the Fortifications.  They are destroyed and discarded from the game if they lose 10 Life Points or more.

HANGAR: During Round #0, a Unit in the Hangar can recuperate 1 Equipment that was not chosen at the beginning of the game OR from his own Discarded ones.  The Hangar is destroyed and discarded from the game if it suffers 5 or more Life Points.

MARECAGES
Swamp: A Unit in the Swamp suffers a -1 Physical Penalty.

QUARTIER GENERAL
HQ: During Round #0, the player controlling the HQ can recuperate 1 Order from his Order Discards and place it back in his Order Reserves.

RUINES
Ruins: A Unit in the Ruins can use 1 Order to search them.  Throw 1 die: on a 4, 5 or 6, the Unit discovers the Scenario Object/Objective.

CHAMP DE MINES
Minefield: Every time a Unit enters the Minefield, it loses 1 Life Point.

DUNES: A Unit in the Dunes wins a +1 Physical Bonus and the SPECIAL ABILITY: Extended Line of Sight.

CARCASSE DE TANK
Tank Carcass: No Unit can enter the Carcass.

BARBELES
Barbed-wire Fence: Units cannot enter the Fence.

BOIS
Woods/Forest: A Unit in the Woods wins the SPECIAL ABILITY: Cannot Be Targeted.

BUNKER: A Unit in the Bunker wins +3 Physical Bonus.  A Bunker cannot hold more than 1 Unit at a time.

BUNKER DETRUIT
Destroyed Bunker: No special rules.

BRAS DE MER:
Shoreline: All Units are forbidden to enter, except those that have the “LIQUID TERRAIN” Icon.
------------------------------------------------------------------

CARD-SPECIFIC TRANSLATIONS

Lui-meme= Himself
Elle-meme= Herself
Aire D’effet= All-around Effect
Unite= Unit
Tour= Turn
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Scottie Wolfe
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BACK OF THE BOX

A Game by CHRISTOPHE BOELINGER set in the TANNHAUSER universe.

1951- Somme Bay- Bloody Mary Beach- 38th Year of the Great War.

It’s between the Bunkers, the Beaches, the Trenches and many more Fortifications that the Union begins its assault on the last rampart imposed on the free world by the Reich’s occult forces.

Command the impressive Spearhead walkers or the terrifying mechanical Frakenstahl Korps golems.  Parachute the 101st Airborne Jumping Tigers directly into the Battlefield to face off against the renown Panzertruppen.  Send the Hurricane Assault team, equipped with experimental propulsion packs, to attack the half-human veterans of the Eisdendivision.  Finally play as the Union Heroes and their legendary commander, James Curtis Edison, or take command of the Reich’s infernal Von Karloff couple, in league with the powerful demon Behemoth!

Choose your side and live the extraordinary battles that will write Tannhauser’s history!

Field Ops offers the familiar U-chronic universe first seen in the Tannhauser Board Game as a card game of bluffing, tactics and dexterity.  

Its new, original WAR CARDS system introduces new ways of activating and moving cards on the battlefield, a blend between classic card games and tabletop games.

With Field Ops, the future of the Tannhauser world rests at your fingertips!

Visit takeonyou.com and tannhauser-thegame.com

CONTENTS
140 cards
27 Character Pawns
42 Order Pawns
2 HQs
2 Measurer/Game Helpers
1 Round chart
1 32page rulebook
9 scenarios
6 D6 dice
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Scottie Wolfe
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PAGE 32 of the manual

CAPACITES SPECIALES
Special Abilities:

VOL
Flight: The Unit can pass over all Units and Terrains during its Rotations but must end its Movement by respecting the Stacking rules.

NE PEUT PAS ETRE PRIS POUR CIBLE
Cannot be Targeted: The Unit cannot be targeted be shots or any card using the terms Target and Tartgeted.

GROS GABARIT
Large Unit: Must follow certain restrictions or are refused access to certain Terrains

PARACHUTAGE
Parachuting: Unit or Equipment can be dropped in by parachute.  The number indicates the amount of flips de card must make before landing.

LIGNE DE VUE ETENDUE
Extended line of sight:  Unit’s line of sight can go past all Units (allied or enemy).
------------------------
CARTES EQUIPMENT
Equipment Cards

COUT D’UTILISATION (CU)
Usage Cost: Number indicates the amount of Actions to spend to use this Equipment.

DUREE DE L’EFFET:
Duration of the Effect: Round, Turn, Cycle, Game or NA indicates how long the Equipment’s effect lasts.

CIBLE
Target:
Unit, Himself, Battlefield, Terrain, All-Around or NA indicates the valid targets for the Equipment.

DUREE DE RECUPERATION
Recuperation time: Round, Turn, Cycle or NA indicates how long you must wait before taking this card back out of the discard pile.
-------------------------------
TERRAINS

RELIEF
Uneven terrain (ie non-flat)

BOISE
Woods/forest

GAZEUX
Gas-filled

LIQUIDE
Liquid

BATIMENT
Building

OBSTACLE

PLAT
Flat

LIGNE DE VUE OUVERTE
Open line-of-sight: Does not block LOS


LIGNE DE VUE BLOQUEE
Blocked/obstructed line-of-sight: Obstructs LOS

TRAVERSEE
Free roam: You may cross this terrain

INTERDICTION: May not pass through or stop on this terrain.  May also relate to Units and Special Abilities.

ICONE LANCE FLAMMES
Flame-thrower Icon:  Starting point for flame-thrower shots.
--------------------------------------------------------------------------------------------------

PHEW.... ok that should be all of it.  Should be easy enough to understand, seeing as I translated it myself and not with some online translator garbage.  However, seeing as I did type incessantly for a while, some typos might have slipped by me.  Feel free to let me know of any.
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Scottie Wolfe
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Joined: 18 Dec 2008
Posts: 123
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Location: Montreal, Canada

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I edited the original post to simply contain links to the completed card translations.



_________________

MY TANNHAUSER SCENARIOS/SOUNDTRACKS: www.scottiesthscenarios.blogspot.com
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