made.
Reload: Unit receives Out of Ammo marker after using
weapon and must use reload action before using again.
Command Squad: Can issue one more order during Command Phase.
Artillery Strike: Units with Indirect Fire or Artillery weapon can use
the radiomans LOS.
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.
Spray: */1 = 1 die per enemy miniature, each hit does 1 damage.
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.
Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.
Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.
Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.
Frenzy: Reroll any hits to gain more hits (only reroll once.)
If sustained attack, reroll misses before rerolling hits.
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.
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)
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.
Laser: Reroll any hits to gain more hits (only reroll once.) If
sustained attack, reroll misses before rerolling hits.