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Grenades: Attacks ignore cover; suppresses even if no hit is

made.
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.

Fast: Once per turn, when moving, may move an extra 6


Spray: */1 = 1 die per enemy miniature (**/1 means 2)
Burst: Attack ignores cover.
Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Fast: Once per turn, when moving, may move an extra 6

Command Squad: Can issue one more order during Command Phase.

Spray: */1 = 1 die per enemy miniature, each hit does 1


damage.

Artillery Strike: Units with Indirect Fire or Artillery weapon can use
the radiomans LOS.

Burst: Attack ignores cover.

Mechanic: Repairs vehicle within 6 removes one damage effect


and on 1D6 target removes one damage point.

Demolition: Can destroy small fortifications: 1 die per


demo charge, a hit destroys it.

Medic: Heals infantry within 6 removes one suppression and one


1D6 target heals 1 damage point or replaces one lost miniature.
Radioman: One order can be made to unit out of command range.

Artillery Strike: Units with Indirect Fire or Artillery weapon


can use the radiomans LOS.
Radioman: One order can be made to unit out of command
range.
Team: All cover is treated as hard cover.

Agile: Moves extra 6 when making move reaction.


Sniper: No cover or armor rolls made against attack.
Spotter: Inverse the dice blanks hit, targets miss.
Team: All cover is treated as hard cover.
Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Grenades: Attacks ignore cover; suppresses even if no hit is


rolled.
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.

Grenades: Attacks ignore cover; suppresses even if no hit is


made.
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.

Scout Vehicle: Is Fast on first activation, or can be Reserved.


Reserved: May hold back instead of deploy; to deploy, do marched
move and deploy touching any table edge at least 12 away from
enemy

All in One: Once per game, can double the number of


attack dice.
Fast: Once per turn, when moving, may move an extra 6

Spray: */1 = 1 die per enemy miniature, each hit does 1 damage.
Indirect Fire: Using Sustained attack action, may make regular attack
using LOS of radioman. Min Range 12, Unlimited Max Range.
Tank Killer: Inverse dice when rolling for vehicle damage effects.

Jump: Moves freely over terrain 9 high (or 3 floors),


enemies cannot react to movement, vehicles cannot rotate
if jumping.

Jump: Moves freely over terrain 9 high (or 3 floors),


enemies cannot react to movement, vehicles cannot rotate
if jumping.

Rocket Punch: Inverse die rolls when attacking (blanks =


hit, targets = miss)

Rocket Punch: Inverse die rolls when attacking (blanks =


hit, targets = miss)

Jump: Moves freely over terrain 9 high (or 3 floors),


enemies cannot react to movement, vehicles cannot rotate
if jumping.

Fast: Once per turn, when moving, may move an extra 6

Burst: Attack ignores cover.

Self Repair: As action, remove damage effect marker, roll 1D6 if


target, then remove on vehicle damage marker.

Spray: */1 = 1 die per enemy miniature, each hit does 1


damage.
Tank Killer: Inverse dice when rolling for vehicle damage
effects.

Indirect Fire: Using Sustained attack action, may make


regular attack using LOS of radioman. Min Range 12
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.
Artillery: Using Sustained attack action, may make regular
attack usint LOS of radioman. Min Range 12, Max Range:
Unlimited.

Jump: Moves freely over terrain 9 high (or 3 floors), enemies cannot
react to movement, vehicles cannot rotate if jumping.

Spray: */1 = 1 die per enemy miniature, each hit does 1 damage.
Tank Killer: Inverse dice when rolling for vehicle damage effects.

Jump: Moves freely over terrain 9 high (or 3 floors),


enemies cannot react to movement, vehicles cannot rotate
if jumping.

Berserk: Once per game, may reroll misses during attack


(cannot be combined with sustained attack.)
Jump: Moves freely over terrain 9 high (or 3 floors),
enemies cannot react to movement, vehicles cannot rotate
if jumping.

Black Ops: Can be issued free order from anywhere.


Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Rocket Punch: Inverse die rolls when attacking (blanks =


hit, targets = miss)

Dozer Blade: No movement penalty for difficult terrain. Roll 1 extra


armor die for attacks against the front.
Carry Capacity 6: Carry soldiers Soldier Armor 1 / 2 counts as 1,
Soldier Armor 3 / 4 counts as 2. Embark / Disembark within 3 as
action. If vehicle destroyed, disembark and add reaction marker.
Burst: Attack ignores cover.
Spray: **/1 = 2 die per enemy miniature, each hit does 1 damage.
Tank Killer: Inverse dice when rolling for vehicle damage effects.

Dozer Blade: No movement penalty for difficult terrain.


Roll 1 extra armor die for attacks against the front.
Carry Capacity 6: Carry soldiers Soldier Armor 1 / 2
counts as 1, Soldier Armor 3 / 4 counts as 2. Embark /
Disembark within 3 as action. If vehicle destroyed,
disembark and add reaction marker.
Tank Killer: Inverse dice when rolling for vehicle damage
effects.

Command Squad: Can issue one more order during Command Phase.
Artillery Strike: Units with Indirect Fire or Artillery weapon can use
the radiomans LOS.
Mechanic: Repairs vehicle within 6 removes one damage effect
and on 1D6 target removes one damage point.

Whose side is he on?: The Chef cannot be attacked until he


declares attack.
Burst: Attack ignores cover.
Spray: **/1 = 2 die per enemy miniature, each hit does 1
damage.

Medic: Heals infantry within 6 removes one suppression and one


1D6 target heals 1 damage point or replaces one lost miniature.
Radioman: One order can be made to unit out of command range.

Heroic Stand: Once per game, activate during command phase


ignores suppression markers, and inverts results of armor rolls
Jump: Moves freely over terrain 9 high (or 3 floors), enemies cannot
react to movement, vehicles cannot rotate if jumping.
Burst: Attack ignores cover.
Spray: */1 = 1 die per enemy miniature, each hit does 1 damage.
Rocket Punch: Inverse die rolls when attacking (blanks = hit, targets =
miss)

Tank Head: Invert roll for repairing damage.


Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Reload: Unit receives Out of Ammo marker after using


weapon and must use reload action before using again.

Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.

Reload: Unit receives Out of Ammo marker after using


weapon and must use reload action before using again.

Burst: Attack ignores cover.


Spray: */1 = 1 die per enemy miniature, each hit does 1
damage.
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.

Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.

Blutkreuz Ape: Does not get suppressed, ignores range for


receiving orders, can move freely over terrain up to 6 high
without penalty, cannot hit the dirt. Can only be joined
with unit / hero that also has Blutkreuz Ape.
Fast: Once per turn, when moving, may move an extra 6

Artillery Strike: Units with Indirect Fire or Artillery weapon


can use the radiomans LOS.
Radioman: One order can be made to unit out of command
range.
Team: All cover is treated as hard cover.

Agile: Moves extra 6 when making move reaction.


Sniper: No cover or armor rolls made against attack.
Spotter: Inverse the dice blanks hit, targets miss.
Team: All cover is treated as hard cover.
Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Charge: Can attack with close combat weapons after


making march move.
Self Repair: As action, remove damage effect marker, roll
1D6 if target, then remove on vehicle damage marker.
Obstacle Clearing: Roll 4 dice if any are target, remove
small fortification.

Assault: March Move can only be reacted to before


movement, not after.

Berserk: Once per game, may reroll misses during attack


(cannot be combined with sustained attack.)

Damage Resilient: Roll 1 extra armor roll die.

Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.

Penetrator: If within 24, Armor Roll is halved (rounding


up.)

Reload: Unit receives Out of Ammo marker after using


weapon and must use reload action before using again.
Artillery: Using Sustained attack action, may make regular
attack usint LOS of radioman. Min Range 12, Max Range:
Unlimited.
Spray: **/1 = 2 die per enemy miniature, each hit does 1
damage, */1 = 1 die per enemy miniature, each hit does 1
damage.

Damage Resilient: Roll 1 extra armor roll die.


Charge: Can attack with close combat weapons after
making march move.
Self Repair: As action, remove damage effect marker, roll
1D6 if target, then remove on vehicle damage marker.
Obstacle Clearing: Roll 4 dice if any are target, remove
small fortification.
Mechanic: Repairs vehicle within 6 removes one damage
effect and on 1D6 target removes one damage point.

Burst (Optional): If used, ignore cover, and unit gets out of


ammo marker and must take reload action before using
weapon again.

Frenzy: Reroll any hits to gain more hits (only reroll once.)
If sustained attack, reroll misses before rerolling hits.

Assault: March Move can only be reacted to before


movement, not after.

Sniper: No cover or armor rolls made against attack.

Unlimited Panzerfaust: No out-of-ammo marker is placed


when using this panzerfaust.

Blutkreuz Ape: Does not get suppressed, ignores range for


receiving orders, can move freely over terrain up to 6 high
without penalty, cannot hit the dirt. Can only be joined
with unit / hero that also has Blutkreuz Ape.
Charge: Can attack with close combat weapons after
making march move.
Fast: Once per turn, when moving, may move an extra 6

Air Drop: May choose not to deploy. Instead, use march


move action to place unit anywhere on board at least 12
from enemy miniature
Phaser: No Armor dice are rolled. May overcharge: during
sustained attack, double dice instead of reroll misses, and
add out-of-ammo marker.

Fast: Once per turn, when moving, may move an extra 6


Phaser: No Armor dice are rolled. May overcharge: during
sustained attack, double dice instead of reroll misses, and
add out-of-ammo marker.

Command Squad: Can issue one more order during Command Phase.

Fast: Once per turn, when moving, may move an extra 6

Artillery Strike: Units with Indirect Fire or Artillery weapon can use the radiomans
LOS.
Mechanic: Repairs vehicle within 6 removes one damage effect and on 1D6
target removes one damage point.
Medic: Heals infantry within 6 removes one suppression and one 1D6 target
heals 1 damage point or replaces one lost miniature.
Radioman: One order can be made to unit out of command range.
Burst: Attack ignores cover.
Spray: */1 = 1 die per enemy miniature, each hit does 1 damage.
Rocket Punch: Inverse die rolls when attacking (blanks = hit, targets = miss)

Blutkreuz Zombie: Never gets suppressed, cannot hit the


dirt. Hard cover treated as soft cover. Soft cover treated as
no cover.
Damage Resilient: Roll 1 extra armor roll die.

Badass: If unit has both suppression and reaction markers,


it may still take one action.
Grenades: Attacks ignore cover; suppresses even if no hit is
rolled.

Fast: Once per turn, when moving, may move an extra 6

Command Squad: Can issue one more order during Command Phase.
Artillery Strike: Units with Indirect Fire or Artillery weapon can use
the radiomans LOS.
Mechanic: Repairs vehicle within 6 removes one damage effect
and on 1D6 target removes one damage point.
Medic: Heals infantry within 6 removes one suppression and one
1D6 target heals 1 damage point or replaces one lost miniature.
Radioman: One order can be made to unit out of command range.
Damage Resilient: Roll 1 extra armor roll die.
Reload: Unit receives Out of Ammo marker after using weapon and
must use reload action before using again.

Agile: Moves extra 6 when making move reaction.

Assault: March Move can only be reacted to before


movement, not after.

Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.

Blutkreuz Zombie: Never gets suppressed, cannot hit the


dirt. Hard cover treated as soft cover. Soft cover treated as
no cover.
Damage Resilient: Roll 1 extra armor roll die.

Damage Resilient: Roll 1 extra armor roll die.

Blutkreuz Zombie: Never gets suppressed, cannot hit the


dirt. Hard cover treated as soft cover. Soft cover treated as
no cover.

Tactical Brilliance: When rolling to decide who places cover


first or who gets first scenario point, can add or subtract
one die before rolling.

Damage Resilient: Roll 1 extra armor roll die.

Assault: March Move can only be reacted to before


movement, not after.

Wiederbelebungsserum: Can heal self roll one die for


every damage marker. Remove one for each target rolled.
Also is a Medic for zombies.
Medic (for zombies only): Heals infantry within 6 removes one
suppression and one 1D6 target heals 1 damage point or replaces one
lost miniature.

Burst: Attack ignores cover.


Spray: */1 = 1 die per enemy miniature, each hit does 1
damage.

Air Drop: May choose not to deploy. Instead, use march


move action to place unit anywhere on board at least 12
from enemy miniature

Jump: Moves freely over terrain 9 high (or 3 floors),


enemies cannot react to movement, vehicles cannot rotate
if jumping.

Phaser: No Armor dice are rolled. May overcharge: during


sustained attack, double dice instead of reroll misses, and
add out-of-ammo marker.

Rocket Punch: Inverse die rolls when attacking (blanks =


hit, targets = miss)

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