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1X MODIFIED M7 GRENADE LAUNCHER
1X .45 ACP PISTOL
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
BAZOOKA JOE
LIEUTENANT COLONEL
JOSEPH BROWN, ASOCOM
BLACK OPS OFFICER
EXPERT - GRENADE LAUNCHER
MODIFIED M7 GRENADE LAUNCHER: GRENADE
4.00
HERO
A
BAZOOKA JOE
LIEUTENANT COLONEL
JOSEPH BROWN, ASOCOM
TA006
2014
BLACK OPS: Roll four dice for Initiative at the start of
each turn.
EXPERT - GRENADE LAUNCHER: Hit on rolls
of

as well as

. Does not apply to Units Joined.
OFFICER: May take Offcer Special Actions to reactivate
or rearm their troops, or call in reinforcements.
GRENADE: Target Infantry get no Cover Save from this
weapon (but still have an Infantry Save).
6
6
3
C
1
3
1
6
1
4
1
4
1
7
1
5
1
2
1
4
1
3
1
1
1
2
1
2
1
2
1
1
1
2
1
2
1
4
1
3
1
1
1
2
1
2
3X M47 BAR AUTOMATIC RIFLE
1X .30 CAL MG
1X M4 .45 SUBMACHINE-GUN
2
1
2
1
2
1
1
1
5X MACHETE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
DEVIL DOGS
USMC FIRE SQUAD
Armour
A
A
A
DEVIL DOGS
USMC FIRE SQUAD
TA012
2014
10
8
6
6
1
11
2
5
1
6
1
6
1
11
2
5
1
7
1
7
6
2
2
3
1
4
1
4
6
2
1
2
1
2
1
2
6
2
1
1
6
2
6
2
6
2
6
2
2
2
2
2
1
1
1
11
1
4
1
4
1
4
1
11
1
3
1
2
1
2
1X 180W RAPID-FIRE PHASER GUN
1X .50 CAL MG
1X .30 CAL MG
1X .30 CAL MG
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
BULLDOG
M5A HEAVY DESTROYER
WALKERPHASER
SMOKE LAUNCHERS
180W RAPID-FIRE PHASER GUN: PHASER
LARGE VEHICLE
TURRET
TURRET
TURRET
FRONT
7.00
A
BULLDOG
M5A HEAVY DESTROYER WALKERPHASER
SMOKE LAUNCHERS: Once per game, take a Smoke
Launchers Action to place Smoke on Unit.
PHASER: Targets get no Cover Save from this weapon
(but may still have an Infantry Save).
TA033
2014
12
8
6
6
2
2
5
1
6
1
6
3
2
5
1
7
1
7

2
2
3
1
4
1
4

2
1
2
1
2
1
2

2
1
1
5
2
4
2
4
1
3
1
2
2
2
2
1
1
1
1
4
1
4
1
4
1
1
3
1
2
1
2
1X SIX M40 RECOILLESS GUNS
1X .50 CAL MG
1X .30 CAL MG
1X .30 CAL MG
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
SIX SHOOTER
M5B HEAVY DESTROYER
WALKERANTI-TANK
SMOKE LAUNCHERS
SIX M40 RECOILLESS GUNS: SALVO
LARGE VEHICLE
TURRET
TURRET
TURRET
FRONT
7.00
A
SIX SHOOTER
M5B HEAVY DESTROYER
WALKERANTI-TANK
SMOKE LAUNCHERS: Once per game, take a Smoke
Launchers Action to place Smoke on Unit.
SALVO: May double number of Combat Dice rolled
when attacking. If you do so, remove the Units Loaded
token. This weapon cannot attack until the Unit regains its
Loaded token by performing a Reload Action.
TA044
2014
12
6
1
14
1
3
1
14
1
4
7
2
1
2
7
2
1
1
7
2
7
2
7
2
7
2
7
2
1
14
1
2
1
14
1
1
1X TWIN 210W PHASER GUNS
4X M47 BAR AUTOMATIC RIFLE
1
2
1
1
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
M47A1
DUAL FIELD PHASER
M47A1 TWIN FIELD PHASER
STRONGPOINT SUPPORT WEAPON
TWIN 210W PHASER GUNS: PHASER
TURRET
4.00
A
M47A1
DUAL FIELD PHASER
M47A1 DUAL FIELD PHASER
TA160
2014
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
PHASER: Targets get no Cover Save from this weapon
(but may still have an Infantry Save).
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .
12
6
1
7
1
3
1
7
1
4
7
1
1
2
7
1
1
1
7
1
7
1
7
1
7
1
7
1
1
7
1
2
1
7
1
1
1X 210W PHASER GUN
4X M47 BAR AUTOMATIC RIFLE
1
2
1
1
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
M47 FIELD PHASER
M47 FIELD PHASER
STRONGPOINT
SUPPORT WEAPON
210W PHASER GUN: PHASER
TURRET
4.00
A
M47 FIELD PHASER
M47 FIELD PHASER
TA158
2014
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
PHASER: Targets get no Cover Save from this weapon
(but may still have an Infantry Save).
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .
3
C
3
1
2
2
1
1
1
2
2
1
1

1
1
2
1
1
1
1
5
1
4
1
4
1
3
1
1
1
1
1
1
1
1
2
1
1
1
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1
1X PANZERFAUST 100 (HE)
1X PAIRED KNIVES
1X LASERPISTOLE B
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
6.00
SIGRID VON THALER
BLUTKREUZ KORPS
ASSASSIN BERSERK
EXPERT - KNIVES OFFICER
LASERPISTOLE B: LASER
PANZERFAUST 100 (HE): GRENADE
HERO
A
SIGRID VON THALER
BLUTKREUZ KORPS
ASSASSIN: Choose Soldiers hit when using Close-combat
Weapons. Does not apply to Units Joined.
BERSERK: When Hero hits with a Close-Combat
Weapon, roll again scoring another hit on . Continue
rolling until fail to hit. Does not apply to Units Joined.
EXPERT - KNIVES: Hit on rolls of as well as .
OFFICER: May take Offcer Special Actions to reactivate
or rearm their troops, or call in reinforcements.
GRENADE: Target Infantry get no Cover Save from this
weapon (but still have an Infantry Save).
LASER: When hits, roll again scoring another hit on .
Continue rolling until fail to hit.
TX74
2014
3
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1X LASERPISTOLE B A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
THE BLOODY BARON
HAUPTMANN KLAUS VON RICHTHOFEN,
BLUTKREUZ KORPS
ACE AIR PILOT
LASERPISTOLE B: LASER
3.00
HERO
A
THE BLOODY BARON
HAUPTMANN KLAUS VON RICHTHOFEN,
BLUTKREUZ KORPS
ACE AIR PILOT: May pilot an Aircraft, using his
skills while in the Aircraft. Roll a die when the Aircraft
Activates. On a or the Aircraft gains a third Action
for this Activation.
LASER: When this weapon hits, roll hits again scoring
another hit on . Continue rolling until re-roll fails to
hit.
TX065
2014
4
2
1
2
7
1
2
7
3
3
4
2
2
4
2
2
3
1
1
1
1 8
1
2
8
8
1
2
5
7
1
1
3
1
2
7
1
2
6
2X X-4 MISSILE (LIMITED AMMO )
1X FOUR 20MM MG 47
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
6.00
ADLER
HORTEN HO-357
FLEDERMAUS V (MISSILE)
X-4 MISSILE: WIRE GUIDED
FRONT
FRONT
A
ADLER
HORTEN HO-357
FLEDERMAUS V (MISSILE)
WIRE GUIDED: If Unit attacks with one missile and
no other weapons, it re-roll misses for that missile as if
making a Sustained Attack.
TX048
2014
6
2
1
4
2
7
1
5
2
7
1
10
3
4
1
9
2
4
1
8
2
3
1
7
1
1
1
6
1
5
1
4
2
8
2
5
1
3
1
4
2
7
1
3
2
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1X TWIN BORD-LASERKANONE
1X FOUR 20MM MG 47
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
6.00
BLITZ
HORTEN HO-357
FLEDERMAUS VIILASER
TWIN BORD-LASERKANONE: LASER
FRONT
FRONT
A
BLITZ
HORTEN HO-357
FLEDERMAUS VIILASER
LASER: When this weapon hits, roll hits again scoring
another hit on . Continue rolling until re-roll fails to
hit.
TX051
2014
C
3
2
3
2
3
2
3
2
3
2
3
2
3
2
3
2
3
2
3
2
3
2
3X PANZER GLOVES A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
KAMPFAFFEN
BLUTKREUZ KORPS GORILLA SQUAD
CHARGE GORILLA
DAMAGE RESILIENT
A A
A
KAMPFAFFEN
BLUTKREUZ KORPS GORILLA SQUAD
CHARGE: May take a free Attack Action using Close-
Combat Weapons after performing a March Move Action.
DAMAGE RESILIENT: Roll a die for each point of
Damage done to miniature. On , a point of Damage is
cancelled. Does not apply to Units Joined.
GORILLA: Only a Gorilla may Join Gorillas.
TX053
2014
14
4
1
6
1
3
1
6
1
4
1
13
1
2
1
12
1
11
1
10
1
9
1
8
1
7
1
5
1
2
1
5
1
1
1X FESTUNGS-LASERKANONE
4X STG 47 ASSAULT RIFLE
1
2
1
1
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
FESTUNGS-
LASERKANONE
FESTUNGS-LASERKANONE
STRONGPOINT SUPPORT WEAPON
FESTUNGS-LASERKANONE: LASER
TURRET
4.00
A
FESTUNGS-
LASERKANONE
FESTUNGS-LASERKANONE
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
LASER: When hits, roll hits again scoring another hit on
. Continue rolling until re-roll fails to hit.
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .
TX161
2014
16
4
1
9
1
3
1
10
1
4
1
20
1
2
1
19
1
18
1
17
1
16
1
15
1
14
1
9
1
2
1
8
1
1
1X TWIN FESTUNGS-LASERKANONE
4X STG 47 ASSAULT RIFLE
1
2
1
1
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
TWIN FESTUNGS-
LASERKANONE
TWIN FESTUNGS-LASERKANONE
STRONGPOINT SUPPORT WEAPON
TWIN FESTUNGS-LASERKANONE: LASER
TURRET
4.00
A
TWIN FESTUNGS-
LASERKANONE
TWIN FESTUNGS-LASERKANONE
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
LASER: When hits, roll hits again scoring another hit on
. Continue rolling until re-roll fails to hit.
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .
TX162
2014
8
6
4
C
2
5
2
7
1
8
2
1
2
5
2
7
1
9
2
1
2
3
2
4
1
5
2
1
2
3
1
3
1
2
2
1
1
2
1
1
2
1
1
1
2
1
2
1
2
1
2
1
2
2
2
3
2
2
2
2
1
1
1
1
2
5
1
5
1
5
2
1
1
4
1
4
1
3
2
1
1X 20MM SHVAK-47 AUTOGUN
1X TWIN DSHK 12.7MM
1X KS-47 HEAVY SHOTGUN
3X STEEL GLOVE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
STEEL FIST
STEEL GUARDS
COMMAND SQUAD
COMMAND SQUAD STEEL GUARD
A
STEEL FIST
STEEL GUARDS COMMAND SQUAD
COMMAND SQUAD: A Command Squad may perform
Special Actions with its Offcer, Medic, or Mechanic to
reactivate, heal, repair, or rearm Units, or to summon
reinfocrements.
STEEL GUARD: Steel Guard never has a Cover Save,
but always passes their Infantry Save on a roll of as
well as . Only a Steel Guard Hero may Join a Steel
Guard Unit.
TS107
2014
8
4
C
2
5
1
8
2
1
2
5
1
9
2
1
2
3
1
5
2
1
2
3
1
2
2
1
1
2
2
1
1
1
2
1
2
1
2
1
2
1
2
2
2
2
1
1
2
5
1
5
2
1
1
4
1
3
2
1
1X 20MM SHVAK-47 AUTOGUN
2X KS-47 HEAVY SHOTGUN
3X STEEL GLOVE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
STEEL TORNADO
STEEL GUARDS ASSAULT SQUAD
STEEL GUARD
A
STEEL TORNADO
STEEL GUARDS ASSAULT SQUAD
STEEL GUARD: Steel Guard never has a Cover Save,
but always passes their Infantry Save on a roll of as
well as . Only a Steel Guard Hero may Join a Steel
Guard Unit.
TS116
2014
10
C
4
1
2
1
4
1
2
1
3
1
2
1
2
1
2
1
2
1
2
1
1
1
1
1
2
1
2
1
2
1
2
1
4
1
2
1
4
1
2
1
2X SVK-47 HEAVY SNIPER RIFLE
2X STEEL GLOVE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
STEEL DEATH
STEEL GUARDS SNIPER SQUAD
STEEL GUARD
SVK-47 HEAVY SNIPER RIFLE:
POWER SCOPE, SNIPER
A A
STEEL DEATH
STEEL GUARDS SNIPER SQUAD
STEEL GUARD: Steel Guard never has a Cover Save,
but always passes their Infantry Save on a roll of as
well as . Only a Steel Guard Hero may Join a Steel
Guard Unit.
POWER SCOPE: Hits on as well as when
making a Sustained Attack.
SNIPER: Choose the enemy Soldiers hit with this
weapon.
TS118
2014
10
4
1
9
1
3
1
9
1
4
1
9
1
2
1
9
1
9
1
9
1
9
1
9
1
9
1
2
1
1
1
9
1
2
1
9
1X HEAVY TESLA GUN
4X AK-45 ASSAULT RIFLE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
MOTHERLAND
TESLA GUN
MOTHERLAND TESLA GUN
STRONGPOINT SUPPORT WEAPON
HEAVY TESLA GUN: TESLA
TURRET
4.00
A
MOTHERLAND
TESLA GUN
MOTHERLAND TESLA GUN
TS163
2014
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
TESLA: Place Stunned token on target. Unit must perform
Nothing action as next Action, removing all Stunned tokens.
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .
10
4
1
3
1
18
1
18
1
18
1
18
1
18
1
18
1
18
1
18
1
18
1
18
1
18
1
4
1
2
1
2
1
1
1
2
1X TWIN HEAVY TESLA GUNS
4X AK-45 ASSAULT RIFLE
A
1 1 1 2 2 2 3 3 3 4 4 5 6 7 RANGE
MOTHERLAND
TWIN TESLA GUN
MOTHERLAND TWIN TESLA GUN
STRONGPOINT SUPPORT WEAPON
TWIN HEAVY TESLA GUNS: TESLA
TURRET
4.00
A
MOTHERLAND
TWIN TESLA GUN
MOTHERLAND TWIN TESLA GUN
TS164
2014
STRONGPOINT: Must be deployed in a Strongpoint
or Bunker. Unit has a Strongpoint included in its points
cost. You may upgrade the Strongpoint to a Bunker for an
additional +5 points. Cannot move.
SUPPORT WEAPON: Support Weapons have three or
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
TESLA: Place Stunned token on target. Unit must perform
Nothing action as next Action, removing all Stunned tokens.
STRONGPOINT SAVE: Re-roll failed Saves, cancelling
Hit on .
BUNKER SAVE: Re-roll failed Saves, cancelling
Hit on or .