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COMMAND ABILITIES

OFFICER
AMMO DROP REPLENISHES ALL LIMITED AMMO FOR THE CHOSEN UNIT

REQUIRES A DIE ROLL OF (BLANK)


CAN BE USED ON A UNIT WITHIN 2 SQUARES AND LOS
WITH A RADIO CAN BE USED ON ANY UNIT ON THE BOARD

GET MOVING - REACTIVATES A UNIT

REQUIRES A DIE ROLL OF (+)


CAN BE USED ON A UNIT WITHIN 2 SQUARES AND LOS
WITH A RADIO CAN BE USED ON ANY UNIT ON THE BOARD
IF SUCCESSFUL THE OFFICERS ACTIVATION ENDS AND THE TARGET UNITS ACTIVATION BEGINS IMMEDIATELY

REINFORCEMENTS RETURNS A DESTROYED INFANTRY UNIT TO THE GAME

REQUIRES A DIE ROLL OF (+)


IF SUCCESSFUL THE OFFICERS ACTIVATION ENDS AND THE TARGET UNITS ACTIVATION BEGINS IMMEDIATELY
TARGET UNIT ENTER THE BOARD AS A REINFORCEMENT UNIT
ONCE SUCCESSFUL, CANNOT BE USED AGAIN

REPLACEMENT VEHICLE RETURNS A DESTROYED VEHICLE TO THE GAME

REQUIRES A DIE ROLL OF (+)


IF SUCCESSFUL THE OFFICERS ACTIVATION ENDS AND THE TARGET UNITS ACTIVATION BEGINS IMMEDIATELY
TARGET UNIT ENTER THE BOARD AS A REINFORCEMENT UNIT
ONCE SUCCESSFUL, CANNOT BE USED AGAIN

MEDIC
GET UP, IT AINT THAT BAD HEALS AN INFANTRY UNIT OR HERO

REQUIRES A DIE ROLL OF (BLANK)


CAN BE USED ON A UNIT WITHIN 1 SQUARE AND LOS
RETURNS ONE FIGURE OR HEALS ONE DAMAGE TO THE UNIT
DOES NOT AFFECT LIMITED AMMO

INJECT STIMULANTS TARGET INFANTRY GAINS AN ADDITIONAL ACTION

CAN BE USED ON A UNIT WITHIN 1 SQUARE AND LOS


REQUIRES A DIE ROLL
TARGET SYMBOL (1-2) ATTACK STIMULANT
SHIELD SYMBOL (3-4) MOVE STIMULANT
FACTION SYMBOL (5-6) PLAYERS CHOICE
ATTACK STIMULANT UNIT MAKES A SUSTAINED ATTACK AS ONE ACTION
MOVE STIMULANT UNIT MAKES A MARCH MOVE AS ONE ACTION

MECHANIC
MAKESHIFT REPAIR REPAIRS A VEHICLE

CAN BE USED ON A VEHICLE WITHIN 1 SQUARE AND LOS


ROLL 5 DICE EACH (+) REPAIRS 1 DAMAGE TO THE TARGET VEHICLE

ATTACK SEQUENCE
CHECK FIELD OF FIRE

EACH WEAPON LISTS ITS FIELD OF FIRE

TURRET WEAPONS CAN FIRE IN ANY DIRECTION


FRONT AND REAR EXTEND OUT IN A 90 DEGREE ARC (45 DEGREES TO EITHER SIDE OF STRAIGHT FORWARD/BACK)
SIDE ARCS COVER 180 DEGREES TO EITHER SIDE BUT CANNOT TARGET STRAIGHT FORWARD OR STRAIGHT BACK

CHECK RANGE

RANGE IS COUNTED THE SAME AS MOVEMENT

THE FIRST DIAGONAL IS 1 SQUARE, EACH DIAGONAL AFTER COUNTS AS 2 SQUARES

RANGES LISTED AS X-Y (4-14) HAVE A MINIMUM RANGE


UNITS CANNOT BE TARGETED AT LESS THAN THIS RANGE

RANGE C INDICATES A CLOSE COMBAT WEAPON

CAN ONLY TARGET ADJACENT UNITS

CHECK LINE OF SIGHT (LOS)

DRAW A STRAIGHT LINE FROM ANY POINT IN THE ATTACKERS SQUARE TO ALL CORNERS OF THE TARGETS SQUARE

IF ALL THE LINES CROSS BLOCKING TERRAIN THEN THERE IS NO LOS


IF SOME, BUT NOT ALL OF THE LINES CROSS BLOCKING TERRAIN THERE IS LOS BUT THE TARGET HAS COVER
IF NONE OF THE LINES CROSS BLOCKING TERRAIN THERE IS LOS AND NO COVER

VEHICLES (FRIENDLY OR ENEMY) AND STRUCTURES BLOCK LOS


SMOKE, TREES, STRONGPOINTS AND BUNKER ALLOW LOS INTO THE TERRAIN, BUT NOT THROUGH
BUILDING/WALLS BLOCK LOS UNLESS THE TARGET IS IN A SPACE THAT HAS AN OPENING FACING THE ATTACKER
INFANTRY (FRIENDLY OR ENEMY), RUBBLE, TANK TRAPS, ETC. DO NOT BLOCK LOS

DECLARE WEAPONS, SKILLS, AND TARGET

SUSTAINED ATTACKS MUST CHOOSE RANGED OR CC WEAPONS, NOT BOTH


INFANTRY MAY ONLY USE 1 RANGED AND 1 CC WEAPON

UNDER-BARREL WEAPON MAY ALSO BE USED BUT MUST FIRE AT THE SAME TARGET AS THE MAIN WEAPON

SUPPORT WEAPONS REQUIRE 2 SOLDIERS TO FIRE, THE REST OF THE SQUAD MAY FIRE PERSONAL WEAPONS
VEHICLE CREWS CAN FIRE EITHER THE VEHICLE WEAPON OR THEIR PERSONAL WEAPONS, NOT BOTH
HEROES AND VEHICLES MAY USED ANY OR ALL OF THEIR WEAPONS
WEAPONS MAY BE SPLIT BETWEEN ANY UNITS IN RANGE AND LOS
ALL ATTACKS ARE DECLARED BEFORE ANY DICE ARE ROLLED

ROLL TO HIT

THE WEAPON STATS ARE LISTED AS X/Y AND THE WEAPON NAME LISTS HOW MANY ARE IN THE UNIT

ROLL EACH WEAPON TYPE AND TARGET SEPERATELY

X IS THE NUMBER OF DICE ROLLED PER WEAPON


Y IS THE DAMAGE PER HIT
EACH (+) IS A HIT
MISSES MAY BE RE-ROLLED DURING A SUSTAINED ATTACK

BLAST WEAPONS (FIRE SYMBOL) WILL ROLL ONE DIE FOR EACH FIGURE IN THE TARGET UNIT

ROLL ONE DIE FOR EACH HEALTH POINT REMAINING FOR SUPPORT WEAPON TEAMS
FLAME WEAPONS WILL ALSO HIT ANY UNITS IN A STRAIGHT LINE BETWEEN THE ATTACKER AND TARGET

ROLL SAVES

IF THE TARGET HAS COVER = COVER SAVE

IF THE TARGET IS AN INFANTRY UNIT OR A HERO AND DOES NOT GET A COVER SAVE = INFANTRY SAVE

ROLL ONE DIE PER HIT


INFANTRY SAVE ON A ROLL OF (BLANK)
VEHICLES SAVE ON A ROLL OF (+)
ONE DIE PER HIT
SAVES ON A ROLL OF (+)

GRENADE AND PHASER WEAPONS IGNORE COVER BUT NOT THE INFATRY SAVE
FLAME AND CC WEAPONS IGNORE BOTH SAVES

APPLY DAMAGE

ASSIGN ALL REMAIN HITS ONE AT A TIME

EACH HIT ON AN INFANTRY UNIT REMOVES ONE FIGURE


EACH HIT ON A SUPPORT WEAPON TEAM CAUSES ONE DAMAGE
HITS ON HEROES OR VEHICLES CAUSE THE DAMAGE LISTED FOR THE WEAPON UP TO THE REMAINING HEALTH OF THE UNIT, ANY EXTRA DAMAGE IS
LOST
AUTO-KILL WEAPONS (SKULL SYMBOL) WILL DAMAGE ALL REMAINING HEALTH ON THE HERO OR VEHICLE

DAMAGE RESILIENCE

ROLL ONE DIE FOR EACH POINT OF DAMAGE TAKEN BY THE UNIT
EACH (+) ALLOWS THE UNIT TO IGNORE ONE POINT OF DAMAGE
IF THE WEAPON DID MORE DAMAGE THAN THE HERO OR VEHICLE HAD LEFT YOU ONLY ROLL FOR THE DAMAGE THAT WAS DONE

CLOSE COMBAT ATTACKS (RANGE C)

MUST BE ADJACTENT AND HAVE LOS


RESOLVE RANGED ATTACKS FIRST AND REMOVE ALL CASUALTIES
CC ATTACKS ARE RESOLVED SIMUTANIOUSLY

THERE ARE NO SAVES AGAINST CC ATTACK

DAMAGE RESILIENCE IS STILL ROLLED

SUSTAINED ATTACKS CAN USED CC OR RANGED, NOT BOTH

NO CASUALTIES ARE REMOVED UNTIL BOTH SIDES HAVE RESOLVED THEIR ATTACKS
FIRST STRIKE ABILITY NEGATES THIS EFFECT

A UNIT USING A SUSTAINED CC ATTACK REROLLS MISSES


A TARGET OF A SUSTAINED CC ATTACK DOES NOT REROLL

ANY VEHICLE, HERO OR INFANTRY UNIT MAY USE A STANDARD CC ATTACK

1/1 ATTACK PER FIGURE AGAINST ANY NON-AIRCRAFT UNIT

REACTIVE ATTACKS
MAY BE ATTEMPTED BEFORE AN ENEMY UNIT HAS COMPLETES ITS LAST ACTION

YOU MAY NOT REACT

TO SUSTAINED ATTACKS IF THAT IS THE ENEMYS ONLY ACTION


IF THE ENEMYS LAST ACTION WILL BE A NOTHING ACTION

IF REACTING TO A MARCH MOVE

ENEMY COMPLETES A NORMAL MOVE


YOU ATTEMPT THE REACTIVE ATTACK
ENEMY FINISHES THE MARCH MOVE

MAY BE ATTEMPTED BY ONE NON-AIRCRAFT UNIT THAT

HAS NOT ALREADY ACTIVATED


HAS LOS TO THE ACTIVE ENEMY UNIT
IS WITHIN 4 SQUARES OF THE ACTIVE ENEMY UNIT

UNITS WITH ADVANCED REACTIVE FIRE CAN BE WITHIN 6 SQUARES

ONCE THE REACTIVE ATTACK IS DECLARED ROLL 2 DICE

(+)(+) - REACTING UNIT MAY PERFORM

(+)(BLANK) - REACTING UNIT MAY PERFORM

SUSTAINED ATTACK
MOVE AND ATTACK
MOVE CAN ONLY BE USED TO ROTATE THE UNIT TO FACE THE ACTIVE ENEMY UNIT
STANDARD ATTACK ACTION

(BLANK)(BLANK) REACTING UNIT IS ACTIVATED FOR A NOTHING ACTION


UNIT WITH ADVANCED REACTIVE FIRE REVERSE THE DICE RESULTS

COUNT (BLANK) AS (+)

CC WEAPONS MAY NOT BE USED DURING A REACTIVE ATTACK


AFTER THE REACTIVE ATTACK IS RESOLVED, OR FAILS, THE ENEMY UNIT COMPLETES ITS LAST ACTION

ARTILLERY
ARTILLERY WEAPONS

MAY BE FIRED DIRECTLY AS A NORMAL WEAPON


IGNORE VEHICLES FOR LOS
MAY HAVE A MINIMUM RANGE

UNITS WITH ARTILLERY OBSERVER MAY ATTACK USING AN ARTILLERY WEAPON FROM ANY
UNACTIVATED UNIT

THE OBSERVERS MAY NOT FIRE THEIR PERSONAL WEAPONS


CAN BE EITHER A NORMAL OR SUSTAINED ATTACK
THE ARTILLERY UNIT IS ACTIVATED

THE ATTACK USES

THIS MAY INTERUPT THE OBSERVERS ACTIVATION


NORMAL ATTACK ALLOWS THE ARTILLERY UNIT ONE MORE ACTION TO USE
THIS ACTION MAY BE USED TO RELOAD
LOS OF THE OBSERVER UNIT
RANGE AND FIRE ARC OF THE ARTILLERY UNIT

ONCE THE ARTILLERY UNIT HAS FINISHED ITS ACTIVATION THE OBSERVER UNIT COMPLETES ITS ACTIVATION
USING THIS ABILITY DOES NOT DISRUPT THE CAMOFLAUGE ABILITY

ARTILLERY WEAPONS MAY ALSO FIRE A SMOKE ROUND

CAN BE USED DIRECTLY OR THROUGH OBSERVERS


ROLL 1 DIE

(+) RESULT - PLACE SMOKE ON ANY SQUARE WITHIN RANGE, ARC, AND LOS
SUSTAINED ATTACK WILL ALLOW A RE-ROLL

ACTIONS LIST
ACTION

COST

NOTES

NOTHING
ATTACK
SUSTAINED ATTACK
MOVE
MARCH MOVE
REACTIVE FIRE
OFFICER
MEDIC
MECHANIC
ENGINEERING
CAMOFLAUGE
RESSURECTION
RELOAD
AIR ALERT
MEDEVAC
LAUNCH SMOKE

1
1
2
1
2
2
1
1
1
1
1
1
1
1
1
1

REMOVES STUNNED, GRAPPLE, ETC.


1 RANGED & 1 CC WEAPON FOR INFANTRY
RANGED OR CC WEAPONS, NOT BOTH, RE-ROLL MISSES
UP TO MOVE VALUE
UP TO MARCH MOVE VALUE
2 DICE, RANGE 4
MAY BE USED MORE THAN ONCE PER TURN
MAY BE USED MORE THAN ONCE PER TURN
MAY BE USED MORE THAN ONCE PER TURN
ALL INFANTRY AND ENGINEERING VEHICLES
ANY ACTIONS EXCEPT MOVE, NOTHING, OR ARTILLERY ATTACK END THE EFFECT
REQUIRES BLUTKREUZ, AFFECTS MINDLESS ZOMBIES, RANGE 1
MAY BE USED DURING INDIRECT FIRE
OTHER UNITS HIT ON (BLANKS) VS TAGET AIRCRAFT FOR REST OF TURN
HEALS INFANTRY, RANGE 1
ONCE PER GAME

TERRAIN EFFECTS
TERRAIN TYPE
OPEN
SMOKE
TREES
WATER
RUBBLE

LINE OF
SIGHT
CLEAR
INTO
INTO
CLEAR
CLEAR
THROUGH
OPENINGS
ONLY
BLOCKED
CLEAR
CLEAR
CLEAR
INTO
INTO
CLEAR
CLEAR

INFANTRY
COVER
NO
YES
YES
NO
YES

VEHICLE
COVER
NO
YES
YES
NO
NO

INFANTRY
MOVEMENT
YES
YES
YES
NO
YES

VEHICLE
MOVEMENT
YES
YES
YES
NO
WALKERS ONLY

LARGE/HUGE
YES
OPENINGS ONLY
NO
NO
YES
NO
YES
YES
YES
NO
YES
NO
DOORS ONLY
NO
YES
YES
DIE ROLL (+)
YES
SUFFER +/2
SUFFER +/2
MINEFIELD
CLEAR
NO
NO
ATTACK
ATTACK
FRIENDLY INFANTRY
CLEAR
NO
NO
YES
YES
FRIENDLY VEHICLE
BLOCKED
NO
NO
YES
NO
ENEMY INFANTRY
CLEAR
NO
NO
NO
NO
ENEMY VEHICLE
BLOCKED
NO
NO
NO
NO
"INTO" - LOS CAN BE DRAWN INTO, BUT NOT THROUGH, THE TERRAIN
"DIE ROLL (+)" - IF A (BLANK) IS ROLLED THE UNIT'S MOVEMENT ENDS
BUILDING/WALLS
STRUCTURE
SWAMP
AMMO CRATES
TANK TRAPS
STRONGPOINT
BUNKER
TRENCH
BARBED WIRE

YES
NO
NO
YES
YES
YES
YES
YES
NO

YES
NO
NO
NO
NO
NO
NO
NO
NO

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