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GENERAL GET MOVING YOU
POLKOVNIK IOSEF AKERSOVICH

6
KAMERON, SPETSNAZ

5
A

IRON JOE
IRON JOE

OFFICER

HERO
POLKOVNIK IOSEF AKERSOVICH

3
KAMERON, SPETSNAZ

2
GENERAL: This Hero may take a free Officer Special

21
Action (see page 94 of the rulebook) each time it

1
Activates and, if Joined to a Unit with an Officer, rolls

A 1x TT-46 PISTOL
two dice when attempting Officer Special Actions.

4
GET MOVING YOU : Succeeds on as well as

31 21 11
when using Get Moving You Monkeys on a Spetsnaz

3
Unit.
OFFICER: May take Officer Special Actions to

2
reactivate or rearm their troops, or call in reinforcements.

1
RANGE

2
TS228
2014
3

21 11
2
1
7
VASILIY KIRITCHENKO, SPETSNAZ

6
RED BANNER
FOLLOW ME OFFICER
A

5
PODLEYTENANT

RED BANNER
RED BANNER

HERO
PODLEYTENANT

3
VASILIY KIRITCHENKO, SPETSNAZ

2
FOLLOW ME: Can take a Follow Me Special Action

21
once per turn. All friendly Infantry Units with Infantry

1
Armour 1 or 2 within Range 2 (20cm or 8) and in Line
of Sight roll a die. On a they take an immediate Move

12 12 12 11
4

1x MACHETE
Action with a Move rating of 2.
OFFICER: May take Officer Special Actions to reactivate

41 31 21
A 1x AK-45
3
or rearm their troops, or call in reinforcements.
RED BANNER: All friendly Infantry Units within

2
Range 2 (20cm or 8) and in Line of Sight roll three dice
when Rallying.

1
RANGE

C
4
TS207
2014
22 12 11
3
2
1
7
IVAN THE BUTCHER
SERZHANT IVAN POPOV, SPETSNAZ

6
EXPERT - MEAT CLEAVERS
BERSERK CHARGE

5
A

4
IVAN THE BUTCHER

HERO
52 52 41 31 32 21 11
3
SERZHANT IVAN POPOV, SPETSNAZ

1x PAIRED MEAT CLEAVERS


2
BERSERK: When Ivan hits with a Meat Cleaver, roll

A 1x DSHK 12.7MM MG
again scoring another hit on . Continue rolling until

1
fail to hit. Does not apply to Units Joined.

23 23 13 12
CHARGE: May take a free Attack Action using Close-

4
Combat Weapons after performing a March Move Action.
EXPERT - MEAT CLEAVERS: Hit on rolls of as well

3
as . Does not apply to Units Joined.

2
1
RANGE

C
6
TS206
2014
3
2
1
7
AUTO GRENADE LAUNCHER: GRENADE
LUCKY EXPERT - GRENADE LAUNCHER
STARSHINA DIANA BONDARENKO,

6
INFANTRY ACE OFFICER
A

RED YANA

5
RED YANA

SMERSH

HERO
A 1x AUTO GRENADE LAUNCHER
1 22 21 11
STARSHINA DIANA BONDARENKO,

3
SMERSH

2
EXPERT - GRENADE LAUNCHER: Hit on rolls of
as well as . Does not apply to Units Joined.

1
INFANTRY ACE: When the Infantry Ace Activates, roll
a die. On a or Unit gains a third Action.

4
LUCKY: Once per game, may re-roll all of the dice for

1
3
one weapon during his Attack action.
OFFICER: May take Officer Special Actions to

1
2
reactivate or rearm their troops, or call in reinforcements.
GRENADE: Target Infantry get no Cover Save from this

1
1
weapon (but still have an Infantry Save).

RANGE

3
WS235
2014
3

21 11
2
1
7
6
SPETSNAZ OBSERVER SQUAD
A
A

ARTILLERY OBSERVER
OBSERVERS

5
CAMOUFLAGE

4
OBSERVERS

3
SPETSNAZ OBSERVER SQUAD

A 2x AK-45 ASSAULT RIFLE


2
ARTILLERY OBSERVER: Can shoot a target in Line

21
of Sight with an Artillery Weapon from another Unit that

1
has not yet Activated, even if the other Unit does not

12 12 12 11
have Line of Sight. The other Unit is counted as Activated

2x MACHETE
after making its Attack.

41 31 21
CAMOUFLAGE: Take a Camouflage Action. If in Cover,

3
no enemy Unit at Range 3 or more has Line of Sight
to this Unit until it takes any Action other than Move,

2
Nothing, or Attack using Artillery Observer. Start the
game Camouflaged. Does not apply to Units Joined.

1
RANGE

C
4
TS217
2014
A
A

A
A

SABOTEURS
SPETSNAZ SABOTEUR SQUAD
A

2014
TS209
SABOTEURS
SPETSNAZ SABOTEUR SQUAD

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x AK-45
4 41 31 21 21 21 11
5x DEMO CHARGE (LIMITED AMMO)
C 13 13 13 13 13 13 12 12 12 12 12
5x MACHETE
C 12 12 12 11
A
A

A
A

weapon (but still have an Infantry Save).


SPECIALISTS
A

SPETSNAZ ANTI-TANK SQUAD

GRENADE: Target Infantry get no Cover Save from this

2014
TS268
SPECIALISTS
SPETSNAZ ANTI-TANK SQUAD

RPG-1: GRENADE

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x RPG-1(LIMITED AMMO)
3 14 14 14 14 1 1 1 15 14 14 13
5x AK-45 ASSAULT RIFLE
4 41 31 21 21 21 11
5x MACHETE
C 12 12 12 11
are Suppressed.
KILLERS

weapon (but still have an Infantry Save).


SPETSNAZ KILL SQUAD
A

FLAME: Targets get no Saves from this weapon and


GRENADE: Target Infantry get no Cover Save from this

2014
TS208
KILLERS
SPETSNAZ KILL SQUAD
RPG-1: GRENADE
SULPHUR JET: FLAME

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x DPM MG
6 71 61 41 21 41 21 21 21
3x AK-45
4 41 31 21 21 21 11
2x RPG-1(LIMITED AMMO)
3 14 14 14 14 1 1 1 15 14 14 13
1x SULPHUR JET
1 2 2 2 2 2 2 2
5x MACHETE
C 12 12 12 11
3

21 21

21 11
2
1
7
6
SPETSNAZ ASSAULT SQUAD
A

CAMOUFLAGE SCOUT
ARTILLERY OBSERVER

5
HEAVIES

4
HEAVIES

3
SPETSNAZ ASSAULT SQUAD

71 61 41 21 41 21
4x AK-45 ASSAULT RIFLE
2
ARTILLERY OBSERVER: While Unit has its Radio

21
Operator, it can shoot a target in Line of Sight with an

1
Artillery Weapon from another Unit that has not yet

12 12 12 11
Activated instead of its own weapons, even if the other

5x MACHETE
Unit does not have Line of Sight. The other Unit is

A 1x DPM MG
counted as Activated after making its Attack.

41 31 21
3
CAMOUFLAGE: Take a Camouflage Action. If in Cover,
no enemy Unit at Range 3 or more has Line of Sight

2
to this Unit until it takes any Action other than Move,
Nothing, or Attack using Artillery Observer. Start the game

1
Camouflaged. Does not apply to Units Joined.
SCOUT: Take a March Move Action as first Action of

RANGE

C
6

4
game, leaving one further Action for that Activation. TS263
2014
3

21 21

21 11
2
1

2
7

2
6
SPETSNAZ COMMAND SQUAD
A

TASK FORCE

SULPHUR JET: FLAME

2
COMMAND
COMMAND SQUAD

5
TASK FORCE

2
4
COMMAND

2
3
SPETSNAZ COMMAND SQUAD


71 61 41 21 41 21
2
COMMAND SQUAD: May perform Special Actions


21
with its Officer, Medic, or Mechanic to reactivate, heal,

1
repair, or rearm Units, or to summon reinforcements.

1x SULPHUR JET
2

12 12 12 11
FLAME: Target Units get no Saves from this weapon.

5x MACHETE
Units hit by this weapon are automatically Suppressed.

A 1x DPM MG

41 31 21

2
3x AK-45
3


1
RANGE

C
6

1
TS213
2014
32 22 11
3
2
1

1 1 1 1 16 15 15 14

12 12 12 12 12 12 12 12 12 12 12
7
STEEL GUARD ANTI-TANK SQUAD

6
TRPG-12: GRENADE, RELOAD
THUNDERBOLT
A
A

5
ASSAULT SHIELD
STEEL GUARD
STEEL

4
STEEL THUNDERBOLT

72 72 51 41 42 31 11
3
STEEL GUARD ANTI-TANK SQUAD

1x TWIN DSHK 12.7MM


ASSAULT SHIELD: When a Hit from a Close-Combat
weapon is assigned to a miniature with an Assault Shield,

1
roll a die. On a , cancel the Hit.

3x STEEL GLOVE
STEEL GUARD: Steel Guard never has a Cover Save,

4
but always passes their Infantry Save on a roll of as

A 2x TRPG-12
well as . Only a Steel Guard Hero may Join a Steel

1
3
Guard Unit.
GRENADE: Target Infantry get no Cover Save from this

1
2
weapon (but still have an Infantry Save).
RELOAD: When this weapon performs an attack, remove

1
1
the Units Loaded token. This weapon cannot attack
until the Unit regains its Loaded token by performing a

RANGE

C
4

6
Reload Action. TS246
2014
A

well as
Guard Unit.
A

STEEL WALL

but always passes their Infantry Save on a roll of


STEEL GUARD FIRE SUPPORT SQUAD

. Only a Steel Guard Hero may Join a Steel


STEEL GUARD: Steel Guard never has a Cover Save,
as

2014
TS182
STEEL WALL
STEEL GUARD
FIRE SUPPORT SQUAD
STEEL GUARD

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x 20MM SHVAK-47 AUTOGUN
8 52 52 52 41 32 32 21 11 22 22 11
1x TWIN DSHK 12.7MM
6 72 72 51 41 42 31 11 32 22 11
3x STEEL GLOVE
C 12 12 12 12 12 12 12 12 12 12 12
32 22 11
3
2
1

31 31 31 31 31 31 31 31 31 31 31

12 12 12 12 12 12 12 12 12 12 12
7
STEEL GUARD TESLA GUN: TESLA

6
STEEL GUARD TESLA SQUAD
A

LIGHTNING
A

ASSAULT SHIELD

5
STEEL GUARD
STEEL

4
STEEL LIGHTNING

72 72 51 41 42 31 11
A 2x STEEL GUARD TESLA GUN
3
STEEL GUARD TESLA SQUAD

1x TWIN DSHK 12.7MM


ASSAULT SHIELD: When a Hit from a Close-Combat
weapon is assigned to a miniature with an Assault Shield,

1
roll a die. On a , cancel the Hit.

3x STEEL GLOVE
STEEL GUARD: Steel Guard never has a Cover Save,

4
but always passes their Infantry Save on a roll of as
well as . Only a Steel Guard Hero may Join a Steel

3
Guard Unit.
TESLA: Place Stunned token on Unit hit by this weapon.

2
Unit must perform a Nothing Action as its next Action,
removing all Stunned tokens. While it has a Stunned

1
token, it rolls a single die when making Reactive
Attacks, but removes all Stunned tokens whether it

RANGE
succeeds or fails.

C
8

6
TS245
2014
22 12 11
FRONT

FRONT
3
2
1
DUAL 45MM D-2S HOWITZERS: GRENADE

7
AIRMOBILE DAMAGE RESILIENT
A

NATASHA (TSH)

6

LIGHT GUN WALKER

5
SMOKE LAUNCHERS
KV-47B (TSH),

1 43 42 32 11
NATASHA (TSH)

4
A 1x DUAL 45MM D-2S HOWITZERS

52 52 41 31 32 21 11
KV-47B (TSH),

3
LIGHT GUN WALKER

2
AIRMOBILE: Can be carried by an Airlifter.
DAMAGE RESILIENT: Roll a die for each point of

1
Damage done to miniature. On , a point of Damage is

1x DSHK 12.7MM
cancelled. Does not apply to Units Joined.

4
SMOKE LAUNCHERS: Once per game, take Smoke

1
Launchers Action to place Smoke on Unit.

3
GRENADE: Target Infantry get no Cover Save from this

1
weapon (but still have an Infantry Save).

1
1
RANGE

6
TS223
2014
32 22 11

22 12 11
FRONT

FRONT
3
2
1
7
A

6
ALEKSEI (TSH)


LIGHT GATLING WALKER

DAMAGE RESILIENT

5
A 1x DUAL 23MM MAXIM GATLING GUN
SMOKE LAUNCHERS
KV-47K (TSH),

AIRMOBILE

10 5 2 5 2 5 2 4 2 3 2 3 2 2 1 1 1
ALEKSEI (TSH)

6 5 1 5 1 4 1 3 1 3 2 2 1 1 1
KV-47K (TSH),

3
LIGHT GATLING WALKER

2
AIRMOBILE: Can be carried by an Airlifter.
DAMAGE RESILIENT: Roll a die for each point of

1
Damage done to miniature. On , a point of Damage is

1x DSHK 12.7MM
cancelled. Does not apply to Units Joined.

4
SMOKE LAUNCHERS: Once per game, take Smoke
Launchers Action to place Smoke on Unit.

3
2
1
RANGE
TS212
2014
22 12 11
FRONT

FRONT

FRONT
3
2
1

12 12 12 12 12 12 11 11 11 11 11
ENGINEER VEHICLE DAMAGE RESILIENT

7
A

2
AIRMOBILE PINCER: GRAPPLE

6
HEAVY SULPHUR JET: FLAME
MIKHAIL (TSH)
LIGHT ASSAULT WALKER

2
5
SMOKE LAUNCHERS
KV-47G (TSH),

2
MIKHAIL (TSH)

52 52 41 31 32 21 11
KV-47G (TSH),

3
LIGHT ASSAULT WALKER


A 1x HEAVY SULPHUR JET
2
AIRMOBILE: Can be carried by an Airlifter.


1
DAMAGE RESILIENT: Roll a die for each point of

1x DSHK 12.7MM
Damage done to miniature. On , a point of Damage

2
is cancelled. Does not apply to Units Joined.

4
ENGINEER VEHICLE: Take Engineering Action to

1x PINCER
2
destroy fortifications and obstacles.

3
SMOKE LAUNCHERS: Once per game, take Smoke


Launchers Action to place Smoke on Unit.

2
FLAME: Targets get no Saves from this weapon and are


Suppressed.

1
GRAPPLE: Target hit by this weapon gains a Stunned

RANGE
token.

C
1

6
TS221
2014
22 12 11
FRONT

FRONT
3
2
A

34 34 34 34 3 3 3 35 35 34 24
DUAL TRIPLE RPG-47: GRENADE, RELOAD

7
AIRMOBILE DAMAGE RESILIENT

6
LIGHT ANTI-TANK WALKER

NINA (TSH)

5
KV-47D (TSH),

SMOKE LAUNCHER
NINA (TSH)

52 52 41 31 32 21 11
KV-47D (TSH),

3
LIGHT ANTI-TANK WALKER

A 1x DUAL TRIPLE RPG-47


2
AIRMOBILE: Can be carried by an Airlifter.
DAMAGE RESILIENT: Roll a die for each point of

1
Damage done to miniature. On , a point of Damage is

1x DSHK 12.7MM
cancelled. Does not apply to Units Joined.

4
SMOKE LAUNCHERS: Once per game, take Smoke
Launchers Action to place Smoke on Unit.

3
GRENADE: Target Infantry get no Cover Save from this
weapon (but still have an Infantry Save).

2
RELOAD: When this weapon performs an attack, remove
the Units Loaded token. This weapon cannot attack

1
until the Unit regains its Loaded token by performing a
Reload Action.

RANGE

6
TS223
2014
22 12 11
FRONT

FRONT
3
2
1

31 31 31 31 31 31 31 31 31 31 31
7
A

DUAL LIGHT TESLA GUN: SALVO, TESLA


AIRMOBILE DAMAGE RESILIENT
ANATOLY (TSH)

6

LIGHT TESLA WALKER

5
SMOKE LAUNCHERS
KV-47L (TSH),
ANATOLY (TSH)

51 51 41 31 31 21 11
KV-47L (TSH),

3
A 1x DUAL LIGHT TESLA GUN
LIGHT TESLA WALKER

2
AIRMOBILE: Can be carried by an Airlifter.
DAMAGE RESILIENT: Roll a die for each point of

1
Damage done to miniature. On , a point of Damage is

1x DSHK 12.7MM
cancelled. Does not apply to Units Joined.

4
SMOKE LAUNCHERS: Once per game, take Smoke
Launchers Action to place Smoke on Unit.

3
SALVO: May double number of dice rolled. If do so,
remove Loaded token. Weapon cannot attack until Unit

2
regains Loaded token by performing a Reload Action.
TESLA: Place Stunned token on Unit hit by this weapon.

1
Unit must perform a Nothing Action as its next Action,
removing all Stunned tokens.

RANGE

6
TS211
2014
22 12 11
TURRET

TURRET

FRONT

REAR
3
2
1
A

1 71 71 71 71 71 71 71 71 71
7
TWIN TESLA GUNS: TESLA, SALVO
DAMAGE RESILIENT TRACKED

6
IS-5D, HEAVY TESLA TANK
VASILEVSKY
ALEKSANDR

LARGE VEHICLE
ALEKSANDR

4
VASILEVSKY

2 41 31 32 21 11

2 41 31 32 21 11
3
IS-5D, HEAVY TESLA TANK

REAR DSHK 12.7MM


A 1x TWIN TESLA GUNS
DAMAGE RESILIENT: Roll a die for each point of
Damage done to miniature. On , a point of Damage is

1
cancelled. Does not apply to Units Joined.

DSHK 12.7MM

DSHK 12.7MM

1 21 11
TRACKED: Roll when moving through Terrain, halting

4
on a score of .
TESLA: Place Stunned token on Unit hit by this weapon.

3
Unit must perform a Nothing Action as its next Action,
removing all Stunned tokens.

10 7 1 7
1x

1x

1x
6 5 2 5

6 5 2 5

C 3 1 3
SALVO: May double number of Combat Dice rolled
when attacking. If you do so, remove the Units Loaded

1
token. This weapon cannot attack until the Unit regains its

RANGE
Loaded token by performing a Reload Action.
TS242
2014
22 12 11
TURRET

TURRET

FRONT & TURRET

TURRET
3
2
A

2x DSHK 12.7MM (Only the Turret DShK can Shoot at Aircraft)


2 1 1 1 1 16 15 15

3
7
DAMAGE RESILIENT TANK RIDERS (6)

3
183MM D-47T GUN: GRENADE

6
TRACKED ATO-45B: FLAME
IS-5C, HEAVY ASSAULT TANK
IOSEF STALIN

3
5

LARGE VEHICLE
3
4
IOSEF STALIN

52 52 41 31 32 21 11
3
IS-5C, HEAVY ASSAULT TANK

1x REAR DSHK 12.7MM


DAMAGE RESILIENT: Roll a die for each point of

A 1x 183MM D-47T GUN


Damage done to miniature. On , a point of Damage

1
is cancelled.

31 31 21 11
TANK RIDERS (6): Can carry Passengers on its outside.

4
Tank Riders are eliminated on if vehicle is hit.

1x ATO-45B
3

3
TRACKED: Roll when moving through Terrain, halting

3
on a score of .


GRENADE: Target Infantry get no Cover Save from this

4
2
weapon (but still have an Infantry Save).


FLAME: Targets get no Saves from this weapon and

5
1
are Suppressed.

RANGE

12

C
2

6
TS186
2014
on a score of .
Damage done to miniature. On
A

cancelled. Does not apply to Units Joined.


DAMAGE RESILIENT: Roll a die for each point of
ISU-203, HEAVY ASSAULT GUN

TRACKED: Roll when moving through Terrain, halting


SERGEI SHTEMENKO

2014
, a point of Damage is

TS240
SERGEI SHTEMENKO
ISU-203, HEAVY ASSAULT GUN
DAMAGE RESILIENT
TRACKED

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x 203MM D-30S GUN FRONT
18 6 5 4 3 1 1 1 1 1 17 16
1x DSHK 12.7MM TURRET
6 52 52 41 31 32 21 11 22 12 11
1x DSHK 12.7MM FRONT
6 52 52 41 31 32 21 11
1x REAR DSHK 12.7MM REAR
C 31 31 21 11
LARGE VEHICLE

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