Operation "Babylon"Warfare PDF

Transcription

Operation "Babylon"Warfare PDF
1
AXIS
Milan
Odessa
FAT H E R L A N D
Belgrade
CORSICA
I TA LY
Rome
SARDINIA
Sevastopol
Bucharest
Sophia
BLACK SEA
Naples
Istanbul
P alermo
Ankara
Athens
TURKEY
(NEUTRAL)
Tunis
TUNISIA
MEDITERRANEAN
SEA
CRETE
CYPRUS
Beirut
LEBANON
PA L E S T I N E
Tripoli
Amman
Benghazi
Tobruk
Jerusalem
Alexandria
Cairo
TRANSJORDAN
NORDAFRIK A
L I B YA
EGYPT
NIGER
SUDAN
CHAD
2
LIBER ATED
AFRIC AN
PROTEC TOR ATE
Khartoum
SSU
Rostov
Z verograd
MOTHERLAND
CASPIAN
SEA
Baku
Tehrān
SYRIA
IRAQ
See maps on pages 4, 14, 30, and 48.
IRAN
Baghdad
Damascus
Babylon
Basrah
ALLIED
PERSIAN
GULF
FREE TERRITORIES
TRUCIAL
COAST
Riyadh
GULF OF
OMAN
Muscat
OMAN
SAUDI
ARABIA
Mecca
RED
SEA
ADEN
3
Captured Equipment
Captured vehicle were rare but not unheard of in some of the more elite units. A player may add a captured vehicle to
any force. The captured vehicle costs an additional 5 AP for being captured. You may only have one captured vehicle in
your army. This vehicle may not be armed with any Phaser, Tesla or Laser weapons nor can it be a Rare vehicle. A captured
vehicle is added as a support unit but does not count towards your limit.
Mercenary Units and Heroes
Any force may field Mercenary platoons, units, and heroes. Mercenary heroes still count towards the hero limit of the
force. Mercenary units may be added as a Support Unit in any platoon.
US MARINE CORPS IN THE MIDDLE EAST
Through its colonial empire and strong regional ties developed since last century, the Allied bloc dominates the whole
region. The Middle East has been in the sphere of influence of former nations now pillars of the Allies, Great-Britain and
France mostly, for more than a hundred years. They intend to keep it that way to preserve the colossal resources found in
this part of the world, and a “land line” open to India and the Far East. Crossing the Suez canal is no longer an option for
Allied boats with such a strong SSU presence in Eastern Africa. And although the discovery of VK has changed forever
how war machines are built and fueled, all the armies on the planet still rely very strongly on oil to “power” their armies.
Loosing the Arabic Peninsula and Iran petrol reserves is unthinkable for the Allies: supply trucks and planes run on good
old fashioned oil. Although of crucial strategic importance, this region is not very well defended by the Western Powers.
A few elite regiments, relying on their superior mobility, are there to do the job. But the region is so vast and its climate so
unfriendly that the task is extremely difficult. Allied units are pretty much fortified in small outposts, mostly around any
place where water can be found. From there they patrol as much ground as they can when not in garrison duty. But this
leaves vast swathes of lands that enemy forces can cross to get in and out of the region.
4
NEUE DEUTSCHES AFRIKAKORPS
The Axis is a major power in North Africa and the Middle East, mostly through one of its most famous military formation: the NDAK. The Neue Deutsche Afrikakorps, reborn on the ashes of the original Afrikakorps that surrendered to
Allied forces in May 1943, is a huge army group that operates on three different fronts. Its main base of operation is in
Tripoli, Libya, which houses the headquarters of Heeresgruppe Afrika (Army Group Africa). It’s also home of the High
Command for the North African theater and the Middle Eastern theater. Its second large base is in Libreville, in the Gulf
of Guinea, home of the High Command for the Central African theater.
Officially the Axis is not present in the Middle East, a large part of which is under tight Allied control. But everyone knows
well how German forces and personnel are a very familiar sight in Turkey. Although neutral and an active member of the
NNO, this country has had a long relationship with the Axis, whose citizens are more welcome than others on Turkish soil.
The ASOCOM and SMERSH have suspected for quite some time the presence of a large secret Axis base in Turkish
Kurdistan, far too close to Northern Iran and Iraq for the Allies’ taste. SSU forces already have a very bad time holding
what they have left of the Caucasus, under constant pressure coming from the North from Heeresgruppe West Asien
(West Asia). An attack from the South -if made possible- could split the Soviet Caucasus in half, paving the way for the
Axis to gain control of Grozny oil fields.
SSU SPETSNAZ OPERATIONS
For quite some time now the SSU has tried to get a foothold in the area. As mentioned above, the situation of Soviet troops
is dire in the Caucasus. Even with constant resupply coming through the Caspian Sea directly from the Motherland, the
pressure from the North is unbearable. And the extensive fleet of Allied rapid patrol boats equipped with torpedoes launch
constant raids from Northern Iran on SSU naval lines. If the Union could open a new front down South, it could relieve
some pressure on its Caucasian army. The Stavka has just recently fixed a new goal to achieve this: Syria needs a Marxist
revolution. From there SSU backed forces could destabilize Turkey, which would cause an Axis involvement, and attack Iraq
West border. The Allied would then need to move some troops from Northern Iran to face this new threat. All SSU special
operations and intelligence agencies are now focused on Syria, with a huge involvement of SMERSH personnel of course.
They have to act fast if the Caucasian Red Army is to be saved. Deep in the desert between Syria and Iraq, the SSU has
started to build a few very remote small bases filled with elite troops: the famed Spetsnaz. Used to the heat that goes with
the region and the type of fighting that’s made there, these soldiers recon what they can without making too much noise.
For now only a handful of Allied patrols have “disappeared” during big sandstorms. Surely more bad luck than anything
else... At least that’s what the 1st Mesopotamian Army command thinks for now. The Axis attacks on Iraq are going to
accelerate SSU operations on the same soil. Nothing is more convenient for Spetsnaz to operate than ambient chaos.
5
USMC PLATOONS
USMC Expeditionay Platoon
COMMAND (Mandatory):
4th Section (Optional):
An USMC Expeditionary platoon is always led by a
“Mustangs” USMC Command Squad or a Hero with the
Leader special ability
• “Steel Marines” USMC Heavy Engineer Squad
1st Section (Mandatory):
• “Hot Shots” USMC Anti Tank Squad
• “Devil Dogs” USMC Fire Squad
• “Mavericks” USMC Rifle Squad
• “The Saints” USMC Demolition Squad
• “Force Recon” USMC Recon Squad
2nd Section (Optional):
• “Leathernecks” USMC Heavy mortar team
• “Hell Blazers” USMC Assault Squad
• “The Saints” USMC Demolition Squad
Support Unit (One per Two Sections)
• “Artillery Scouts” USMC Observer Squad
• “Leathernecks” USMC Heavy mortar team
• “Choppers” USMC heavy machine gun team
• “Devil Dogs” USMC Fire Squad
• Any Light Assault Walker
• “Choppers” USMC heavy machine gun team
• “Mickey” M2-A Medium Combat Walker
• “Mavericks” USMC Rifle Squad
• Barking Dog
• “Force Recon” USMC Recon Squad
• Recon Mickey
3rd Section (Optional):
• Any M7 Series Support Walker
• “Mavericks” USMC Rifle Squad
• “Devil Dogs” USMC Fire Squad
• “Steel Marines” USMC Heavy Engineer Squad
•
“Hot Shots” USMC Anti Tank Squad
• “Hell Blazers” USMC Assault Squad
• Any Light Assault Walker
• Any M6 Series Assault Walker
• Any P-48 Pelican aircraft
Special Order
USMC Expeditionary Platoons have access to the
following Order:
“War Cry”
The command section can issue the order once per
command phase. The unit receiving the order must
be a USMC unit. The unit begins whooping and
howling and shouting battle cries. A single enemy
unit within 16” of the activated unit receives two
suppression markers. The ordered unit does not gain a
reaction marker.
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USMC Weapon Support Platoon
Command Section (Mandatory):
4th Section (Optional):
An USMC Expeditionary Platoon is led by a “Mustangs”
USMC Command Squad. This platoon may also be led by
Crazy Jimmy.
• “Leatherneck” USMC Mortar Team
1st Section (Mandatory):
• “Leatherneck” USMC Mortar Team
• “Choppers” USMC Heavy Machine Gun Team
• “Long Tom II” HSW M7
2nd Section (Mandatory):
• “Leatherneck” USMC Mortar Team
• “Choppers” USMC Heavy Machine Gun Team
• “Long Tom II” HSW M7
3rd Section (Optional):
• “Leatherneck” USMC Mortar Team
• “Choppers” USMC Heavy Machine Gun Team
• “Long Tom II” HSW M7
• “Force Recon” USMC Recon Squad
• “Choppers” USMC Heavy Machine Gun Team
• “Sky Sweeper” HSW M9
Support Section (One per 2 Sections)
• “Force Recon” USMC Recon Squad
• “Artillery Scouts” UMC Observer Squad
Command Support Sections:
An USMC Expeditionary Platoon led by a “Mustangs”
USMC Command Squad may purchase one additional
Support Section or Mobile HQ. This unit does not count
towards the total Support Sections but otherwise must be
purchased as normal.
Platoon Rules:
Specialized platoon: An USMC Expeditionary Platoon
cannot take any platoon upgrades and does not have a
platoon order.
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MACHETE MACK
MACHETE MACK
GUNNERY SERGEANT Q. “MACK”
MACDONALD, USMC
• BADASS • ENTRENCH •
• EXPERT: M47 BAR, MACHETES • .45 AUTO
COLT PISTOL AND GRENADE: GRENADE •
• SCOUT • CLIMB • LEADER •
RANGE
1
2
3
4
A 1X M47 BAR
16” 4 1 2 1 1 1
1
2
3
4
5
6
7
1
2
3
21
A
MACHETE MACK
1X .45 AUTO COLT PISTOL AND GRENADE
6” 6 1 3 1 2 1 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1
1X PAIRED MACHETES
C 6 1 4 1 2 1
GUNNERY SERGEANT Q. “MACK”
MACDONALD, USMC
DAMAGE: 4
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of
the force.
LEADER: Can lead a USMC Platoon.
BADASS: Can never be reduced below one action.
ENTRENCH: If this unit has not Moved or Disembarked
this turn it negates the first point of damage.
EXPERT: Invert dice rolls when attacking with M47 BAR
or Paired Machetes.
SCOUT: In its first activation of the game, this units gains
Fast DW: CR PG 56, or start Reserved DW: CR PG 54.
CLIMB: When moving ignore terrain less than 6” tall.
GRENADE: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
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QUIET JACK
QUIET JACK
MASTER SERGEANT
FRANK STONE, USMC
• BADASS • ENTRENCH •
• CHEAT DEATH • AND STAY DOWN •
• MEDAL OF HONOR •
A
RANGE
1
2
3
4
1
2
3
4
A 1X .30 CAL VICTORY MG
21 11
16” 6 1 3 1 1 1
1X BARE KNUCKLES
C
21 11 11
DAMAGE: 4
HERO
Counts towards the Hero limit of the force.
5
6
7
1
2
11 11
3
QUIET JACK
MASTER SERGEANT FRANK STONE,
USMC
BADASS: Can never be reduced below one action.
ENTRENCH: If this model has not Moved this turn it
negates the first point of damage it takes attacked.
CHEAT DEATH: Once per game, Before taking Amour
result, ignore all damage
rolls, roll one die. On a
from the attack.
AND STAY DOWN: On an attack action this unit always
causes a Suppression marker to be placed on a target unit,
.
even if they do not score a
MEDAL OF HONOR: This model and any Units he
joined automatically remove all Suppression markers at
the start of their activation.
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LITTLE MACK
LITTLE MACK
LIEUTENANT BLAKE MACDONALD,
USMC
• LEADER • BADASS •
• CLIMB • FRENZY •
• FAST • EXPERT: MACHETES •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
A 1X .45 AUTO COLT PISTOL AND GRENADES
6” 6 1 3 1 2 1 2 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1
1X PAIRED MACHETES
C
LITTLE MACK
LIEUTENANT BLAKE MACDONALD, USMC
61 41 21 21
DAMAGE: 4
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of
the force.
LEADER: Little Mack may lead any USMC platoon.
BADASS: This unit can never be reduced below one action
due to Suppression and Reaction markers.
CLIMB: When moving this unit can ignore terrain that is less
than 6” tall, but can’t end its movement on Impassable terrain.
May move 6” vertically rather than the usual 3”.
FAST: Once per turn during any Move action a Fast unit may
move an additional 6”. The Fast ability cannot be used as part
of a Move reaction.
EXPERT: Invert dice rolls when attacking with Paired Machetes.
FRENZY: After rolling for an Attack action, roll an additional
scored. The miniature does not continue
die for each
rolling more dice after this second roll. Only
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generated in the initial Attack action roll additional dice. 2014
CRAZY JIMMY
CRAZY JIMMY
FIRST SERGEANT
JAMES T MURPHY, USMC
• LEADER • BADASS • RED LEG RALLY
•
• TOP KICK • HOT COFFEE
• LUCK OF THE IRISH •
RANGE
1
2
3
4
1
2
3
4
5
6
•
7
1
2
3
A
A 1X SHOTGUN
6” 5 1 3 1 2 1
1X .45 AUTO COLT PISTOL
6” 4 1 2 1 1 1 1 1
1X MACHETE
C
CRAZY JIMMY
FIRST SERGEANT
JAMES T MURPHY, USMC
41 21 11
DAMAGE: 3
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of
the force.
LEADER: Crazy Jimmy may lead any USMC platoon.
BADASS: See DW CR PG 52.
TOP KICK: May join a Command Section of any USMC
platoon in the force, increasing command range to 15”.
HOT COFFEE: Once per game, Crazy Jimmy may remove
one suppression marker from Allied units within 12”.
RED LEG RALLY: Once per game Crazy Jimmy may issue
the Red Leg Rally order. All Artillery Units within 12” of
him that have not already acted in the command phase
take an immediate Reload Action for free. Crazy Jimmy (or
the unit he is with) then receives a reaction marker.
LUCK OF THE IRISH: Once per turn One Unit with
Artillery that is within 12” of Crazy Jimmy may
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2014
re-roll one
result.
9
MUSTANGS
MUSTANGS
USMC COMMAND SQUAD
• BADASS • ENTRENCH • COMMAND SQUAD •
• .45 AUTO COLT PISTOL AND GRENADE:
GRENADE •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X M47 BAR
A
21
16” 4 1 2 1 1 1
2X .45 SMG M4
21
12” 4 1 2 1 1 1
2X SHOTGUN
6” 5 1 3 1 2 1
5X .45 AUTO COLT PISTOL AND GRENADE
6” 6 1 3 1 2 1 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1
5X MACHETE
C 4 1 2 1 1 1
UNIT LEADER
MUSTANGS
USMC COMMAND SQUAD
COMMAND SQUAD: Commands a USMC platoon.
This unit uses the Artillery Strike, Mechanic, Medic,
Radioman rules from the Command Card.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
GRENADE: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
PLATOON DISPATCH
Command Section of a USMC Expeditionary Force Platoon.
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2014
MAVERICKS
MAVERICKS
USMC RIFLE SQUAD
• BADASS • ENTRENCH • FAST •
• .45 AUTO COLT PISTOL AND GRENADE:
GRENADE •
A
A
RANGE
1
2
3
4
A 5X M47 BAR
1
2
3
4
5
6
7
1
2
3
21
16” 4 1 2 1 1 1
5X .45 AUTO COLT PISTOL AND GRENADE
6” 6 1 3 1 2 1 1 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1
5X MACHETE
C 4 1 2 1 1 1
PLATOON DISPATCH
The Mavericks USMC Rifle Squad is available as a 1st and 2nd Section
for any Allied platoon.
A
A
A
UNIT LEADER
MAVERICKS
USMC RIFLE SQUAD
FAST: Once per turn during any Move action a Fast unit
may move an additional 6”. The Fast ability cannot be
used as part of a Move reaction.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this unit has not Moved or Disembarked
during this turn it negates the first point of damage it takes
each time it is attacked.
GRENADE: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
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2014
10
THE SAINTS
THE SAINTS
A
A
USMC DEMOLITION SQUAD
• BADASS • ENTRENCH • SCOUT •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 2X .45 SMG M4
21
12” 4 1 2 1 1 1
3X SHOTGUN
6” 5 1 3 1 2 1
5X .45 AUTO COLT PISTOL
6” 4 1 2 1 1 1 1 1
5X DEMOLITION CHARGE
6” 2 1 1 1 1 1 1 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2
5X MACHETE
C 4 1 2 1 1 1
UNIT LEADER
THE SAINTS
USMC DEMOLITION SQUAD
PLATOON DISPATCH
The Saints USMC Demolition Squad is available as any Section of an
Allied platoon that may field a Devil Dogs USMC Fire Squad.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
SCOUT: In its first activation of the game, a Scout unit
gains the Fast ability (DW CR page 55). Alternatively, the
Scout may be Reserved (DW CR page 56).
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DEVIL DOGS
DEVIL DOGS
USMC FIRE SQUAD
• ALL IN ONE
•
• BADASS • ENTRENCH •
• GRENADES: GRENADE •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X .30 CAL VICTORY MG
21 11
11 11
16” 6 1 3 1 1 1
3X M47 BAR
21
16” 4 1 2 1 1 1
1X .45 SMG M4
21
12” 4 1 2 1 1 1
5X .45 AUTO COLT PISTOL & GRENADES
6” 6 1 3 1 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
5X MACHETE
C 4 1 2 1 1 1
PLATOON DISPATCH
The “Devil Dogs” USMC Fire Squad is available as a Support Unit for
any Allied Platoon. It may also be selected in place of a Ranger Weapon
Squad.
A
UNIT LEADER
DEVIL DOGS
USMC FIRE SQUAD
ALL IN ONE: Once per game double the number of dice
this unit rolls for an Attack or Sustained Attack action and
gain a Suppression marker.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
GRENADES: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
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2014
11
FORCE RECON
FORCE RECON
USMC RECON SQUAD
• BADASS •
• ARTILLERY STRIKE •
• CLIMB • RADIOMAN •
• ASSAULT •
RANGE
1
2
3
4
1
2
3
4
5
6
7
A 1X .30 CALIBER VICTORY MG
16” 6 1 3 1 1 1
4X SHOTGUN
1
2
3
21 11
11 11
FORCE RECON
6” 4 1 2 1 1 1
5X .45 AUTO COLT PISTOL
USMC RECON SQUAD
6” 4 1 2 1 1 1 1 1
5X MACHETE
C
A
UNIT LEADER
41 21 11
PLATOON DISPATCH
The Force Recon USMC Recon Squad is available as any Section of an
Allied platoon that may field a Devil Dogs USMC Fire Squad.
ASSAULT: When making a March Move action, enemy
units may only react to the unit before it moves.
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
CLIMB: When moving this unit can ignore terrain that
is less than 6” tall, but may not end its movement on
Impassable terrain. It may also move 6” vertically
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2014
(or two floors) rather than the usual 3”.
HELL BLAZERS
HELL BLAZERS
USMC ASSAULT SQUAD
• BADASS • ENTRENCH •
• FLAMETHROWER: BURST, SPRAY •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 3X M4 .45 SUBMACHINE-GUN
21
12” 5 1 2 1 1 1
2X FLAMETHROWER
6”
1
1
1
1 14 14 14 14 14 14 14
5X .45 AUTO COLT PISTOL
6” 4 1 2 1 1 1 1 1
5X MACHETE
C
41 21 11
PLATOON DISPATCH
The Hell Blazers USMC Assault Squad is available as 2nd Section for
any Allied platoon. They are also available as any Section of an Allied
platoon that may field a Ranger Observer Team or Ranger Sniper Team
including when using a Command Section’s Additional Support special
ability.
12
A
A
UNIT LEADER
HELL BLAZERS
USMC ASSAULT SQUAD
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
BURST: Targeted unit cannot use cover to reduce
damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
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2014
HOTSHOTS
HOTSHOTS
USMC ANTI-TANK SQUAD
• BADASS •
• ENTRENCH •
• M18 RECOILLESS RIFLE:
•
RELOAD, ALL IN ONE
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 2X M18 RECOILLESS RIFLE
A
A
UNIT LEADER
24” 5 1 3 1 2 1 2 1 3 1 3 1 2 1 2 1 1 1 1 1
3X M47 BAR
HOTSHOTS
11
16” 4 1 2 1 1 1
5X .45 AUTO COLT PISTOL
USMC ANTI-TANK SQUAD
6” 4 1 2 1 1 1 1 1
5X MACHETE
C
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
ALL IN ONE: Once per game double the number of dice
this unit rolls for an Attack or Sustained Attack action and
gain a Suppression marker.
RELOAD: When this weapon fires the unit gains an
Out of Ammo marker, and cannot fire until the marker is
removed using a Reload action.
41 21 11
PLATOON DISPATCH
Hotshots USMC Anti Tank Squad is available as any Section of an
Allied platoon that may field a Devil Dogs USMC Fire Squad.
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2014
ARTILLERY SCOUTS
ARTILLERY SCOUTS
USMC OBSERVER SQUAD
• ARTILLERY STRIKE •
• BADASS • ENTRENCH •
• RADIO MAN • TEAM •
RANGE
1
2
3
4
A 1X M47 BAR
16” 4 1 2
1X
6” 5 1 3
2X
1 11
SHOTGUN
1
2
3
4
5
6
7
1
2
3
11
1 21
.45 AUTO COLT PISTOL AND GRENADE
6” 6 1 3 1 2 1 2 1 3 1 1 1 1 1 1 1 1 1 1 1 1 1
2X MACHETE
C
41 21 11
PLATOON DISPATCH
The Artillery Scout USMC Observer Squad is available as any Section
of an Allied platoon that may field a Ranger Observer Team or Ranger
Sniper Team including when using a Command Section’s Additional
Support special ability.
A
A
UNIT LEADER
ARTILLERY SCOUTS
USMC OBSERVER SQUAD
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
ENTRENCH: Negate the first point of damage it takes
each time it is attacked if it hasn’t moved this turn.
TEAM: Teams in Soft cover count as in Hard cover
instead. Teams that are already in Hard cover gain
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no additional benefits.
2014
13
STEEL MARINES
STEEL MARINES
USMC HEAVY ENGINEER SQUAD
• FLAME THROWER: BURST, SPRAY •
• POWER DRILL: PENETRATOR •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
UNIT LEADER
A 1X M10 BAZOOKA
16” 4 1 2 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2
2X FLAMETHROWER
6”
1 1 1
1 14 14 14 14 14 14 14
3X POWER DRILL
C 1 1 1 1 1 1 2 1 1 3 1 3 1 3 1 3 1 3 1 3 1 3
STEEL MARINES
USMC HEAVY ENGINEER SQUAD
BURST: Targeted unit cannot use cover to reduce damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
PENETRATOR: Target Vehicle within 24” halves the
number of dice rolled (rounded up) when making its
Armour roll.
PLATOON DISPATCH
The Steel Marines USMC Heavy Engineer Squad is available as any
Section of an Allied platoon that may field a Heavy Ranger Assault
Squad. It may also be selected in place of a Ranger Observer Team or
Ranger Sniper Team when using a Command Section’s Additional
Support special ability.
WA57
2014
BUSHMASTER
BUSHMASTER
M1D LIGHT ASSAULT WALKER,
ANTI-TANK
• SCOUT VEHICLE •
• TWIN M20 75MM RECOILLESS RIFLES:
•
PENETRATOR, ALL IN ONE
A
RANGE
1
2
3
4
1
2
3
4
5
A 1X TWIN M20 75MM RECOILLESS RIFLES
6
7
36” 6 1 4 1 3 1 2 1 6 1 6 1 5 1 5 1 4 1 4 1 3 1
1X .30 CALIBER VICTORY MG
16” 6 1 3 1 1 1
21 11
1
2
3
FRONT
FRONT
11 11
DAMAGE: 3
PLATOON DISPATCH
The Bushmaster M1D Light Assault Walker, Anti Tank is available as a
support unit for any Allied platoon.
BUSHMASTER
M1D LIGHT ASSAULT WALKER, ANTI-TANK
SCOUT VEHICLE: In its first activation of the game, a
Scout Vehicle gains the Fast ability. Alternatively, the Scout
Vehicle may be Reserved.
PENETRATOR: Target Vehicle within 24” halves the
number of dice rolled (rounded up) when making its
Armour roll.
ALL IN ONE: Once per game double the number of dice
this unit rolls for an Attack or Sustained Attack action and
gain a Suppression marker.
WA62
2014
14
BARKING DOG (LIGHT)
BARKING DOG
(LIGHT)
A
MCW M2-G
• JUMP • ALL IN ONE
•
• M40 RECOILLESS: RELOAD •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
A 1X SIX M40 RECOILLESS GUNS
36” 9 1 5
1X
16” 6 1 3
1X
16” 6 1 3
3
TURRET
1 31 31 91 91 81 81 71 71 71
.50 CAL VICTORY MG
2
21 11 11
11 11 11
1 11
21 11
11 11
.30 CAL VICTORY MG
BARKING DOG (LIGHT)
TURRET
1 11
MCW M2-G
FRONT
ALL IN ONE: Once per game double the number of dice
this model rolls for an Attack or Sustained Attack action
and gain a Suppression marker.
JUMP: Ignore terrain less then 9” tall when moving. This
unit may not rotate after Jumping.
RELOAD: When this weapon fires the unit gains an
Out of Ammo marker, and cannot fire until the marker is
removed using a Reload action.
DAMAGE: 4
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same
sections as their regular counterparts.
WA59
2014
MICKEY (LIGHT)
MICKEY (LIGHT)
MEDIUM COMBAT
WALKER M2-A
A
• FAST • JUMP • SELF REPAIR •
• 75MM HOWITZER: TANK KILLER •
RANGE
1
2
3
4
1
2
3
4
5
A 1X 75MM HOWITZER
24”
1
1
1
1 31 31 21 21
1X .50 CAL VICTORY MG
21 11 11
16” 6 1 3 1 1 1
1X .30 CAL VICTORY MG
21 11
16” 6 1 3 1 1 1
6
7
1
2
3
TURRET
TURRET
11 11 11
FRONT
11 11
DAMAGE: 4
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same
sections as their regular counterparts.
MICKEY (LIGHT)
MEDIUM COMBAT
WALKER M2-A
FAST: Once per turn during any Move action a Fast unit
may move an additional 6”. The Fast ability cannot be
used as part of a Move reaction.
JUMP: Ignore terrain less then 9” tall when moving. This
unit may not rotate after Jumping.
SELF REPAIR: This model may make a Self Repair action
to remove one effect from the Vehicle Damage Table and
remove one point of damage.
on a roll of
TANK KILLER: Invert the dice rolled on the Vehicle
as
, and
as
.
Damage Table, treating
WA58
2014
15
STEEL RAIN (LIGHT)
STEEL RAIN (LIGHT)
M3-F2 LIGHT ASSAULT WALKER
ANTI-TANK
A
• PETARD MORTAR: INDIRECT FIRE,
RELOAD, TANK KILLER, LONG RANGE •
• JUMP •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 1X PETARD MOTAR
24”
1
1
1
1 14 14 14 14 14 14 14
1X .50 CALIBER VICTORY MG
21 11 11
16” 6 1 3 1 1 1
1X .30 CALIBER VICTORY MG
21 11
16” 6 1 3 1 1 1
3
FRONT
TURRET
11 11 11
STEEL RAIN (LIGHT)
M3-F2 LIGHT ASSAULT WALKER
ANTI-TANK
FRONT
11 11
INDIRECT FIRE: This weapon may fire using Indirect
Fire like artillery to a maximum range of 24”.
LONG RANGE: Minimum range is 12”.
RELOAD: When this weapon fires the unit gains an
Out of Ammo marker, and cannot fire until the marker is
removed using a Reload action.
TANK KILLER: Invert the dice rolled on the Vehicle
as
, and
as
.
Damage Table, treating
JUMP: Ignore terrain less then 9” tall when moving. This
unit may not rotate after Jumping.
DAMAGE: 3
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same
sections as their regular counterparts.
WA69
2014
POUNDER (LIGHT)
POUNDER (LIGHT)
MEDIUM COMBAT
WALKER M2-C2
A
• JUMP •
RANGE
1
2
3
4
1
2
3
4
5
A 1X 17 POUNDER GUN
6
7
1
2
3
TURRET
36” 8 1 4 1 2 1 2 1 7 1 7 1 6 1 6 1 5 1 5 1 4 1
TURRET
1X .50 CAL VICTORY MG
21 11 11
11 11 11
16” 6 1 3 1 1 1
FRONT
1X .30 CAL VICTORY MG
21 11
11 11
16” 6 1 3 1 1 1
POUNDER (LIGHT)
MEDIUM COMBAT WALKER M2-C2
JUMP: Ignore terrain less then 9” tall when moving. This
unit may not rotate after Jumping.
DAMAGE: 3
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same
sections as their regular counterparts.
WA68
2014
16
DEVASTATOR
DEVASTATOR
M7D HEAVY ASSAULT WALKER, PHASER
• DOZER BLADE •
• 480W ASSAULT PHASER: PHASER •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X 480W ASSAULT PHASER
24” 8 1 8 1 8 1 8 1 4 3 4 3 4 3 4 3 4 3 4 3 4 3
1X DUAL .50 CAL MG
31 31 21
24” 10 1 4 1 2 1 2 1 4 1 3 1 2 1
1X DUAL .30 CAL MG
31 21
31 31
16” 8 1 4 1 2 1
DAMAGE: 10
DEVASTATOR
M7D HEAVY ASSAULT WALKER, PHASER
DOZER BLADE: This vehicle ignores Difficult terrain
and rolls one extra die when rolling Armour rolls against
attacks made by units in its Front arc.
PHASER: Targeted unit cannot make Amour rolls, but still
benefits from Cover.
PLATOON DISPATCH
The Devastator M7D Heavy Assault Walker is available as a support
unit for any Allied platoon that can field a M6 Series Heavy Assault
Walker as a Support Unit.
WA60
2014
17
NDAK PLATOONS
Afrika zBV (zur Besonderen Verwendung, “Special Purpose”) Platoon
Command Section (Mandatory):
Support section (1 Per Two Sections)
An Afrika zBV platoon is always led by a “Fox Cubs”
NDAK Command Squad or a Hero with the Leader
special ability
• “Sand Storm” NDAK Mortar Squad
1st Section (Mandatory):
• “Sand Vipers” NDAK Battle Grenadier Squad
• “Desert Scorpions” NDAK Recon Grenadier Squad
•
“African Lions” NDAK Tank Hunter Squad
• “African Lions” NDAK Tank Hunter Squad
• Support Unit (One per Two Sections)
• “Desert Scorpions” NDAK Recon Grenadier Squad
• Any Horten HO-347 or HO-357
• “Sand Vipers” NDAK Battle Grenadier Squad
• “African Lions” NDAK Tank Hunter Squad
• “Tomb Cleaners” NDAK Security Grenadier Squad
• Any Light Panzer I Series Walker
2nd Section (Optional):
• Any Heavy Panzer VI Series Walker
•
“Sand Vipers” NDAK Battle Grenadier Squad
• “Desert Scorpions” NDAK Recon Grenadier Squad
• “African Lions” NDAK Tank Hunter Squad
• “Sturmaffe” Blutkreuz Korps Kampaffen Pioneer Squad
• Any Medium Panzer II Series Walker
•
“Desert Eagles” NDAK Observer Squad
• “Jagdluther” Panzerkampflaufer IV-A
• “Konigslothar” Schwerer Panzerkampflaufer VI-E
(Rocket)
• “Battle Grenadiers”
•
• “Laser Grenadiers”
• “Jagdwotan” PANZERKAMPFLAÜFER IV-E
(LASER)
• “Heilige Tod” Blutkreuz Korps Ubertoten Suicide
Squad
3rd section (Optional):
• “African Lions” NDAK Tank Hunter Squad
“Leopold” Panzerkampflaufer II-C (Flak)
• “Sturmleopold” PANZERKAMPFLAÜFER II-F
(FLAK)
• “Loth (Trop)” PANZERKAMPFLAÜFER II-F
(ENGINEER)
• “Desert Sun” Wehrmacht Heavy Flame Grenadier
Squad
• “Otto” Panzerspahlaufer KV47 (R) Tank Hunter
• “Tomb Cleaners” NDAK Security Grenadier Squad
• “Desert Scorpions” NDAK Recon Grenadier Squad
• “Sand Vipers” NDAK Battle Grenadier Squad
• “Sturmaffe” Blutkreuz Korps Kampaffen Pioneer Squad
• “Battle Grenadiers”
• “Braineaters” Blutkreuz Korps Ubertoten Assult Squad
• “Recon Grenadiers” Aufklarer Sturmgrenadier Squad.
4th section (Optional):
• “Desert Scorpions” NDAK Recon Grenadier Squad
•
“African Lions” NDAK Tank Hunter Squad
• “Desert Sun” Wehrmacht Heavy Flame Grenadier
Squad
• “Laser Grenadiers”
• “Recon Grenadiers” Aufklarer Sturmgrenadier Squad.
•
“Sand Storm” NDAK Mortar Squad
18
• “Sand Storm” NDAK Mortar Squad
• “Sand Vipers” NDAK Battle Grenadier Squad
•
“Stummel” Schutzenpanzerlaufer VI-G
Command Support Sections:
An Afrika zBV Platoon led by a Fox Cubs unit may
purchase one additional Support Section. It does not count
towards the total Support Sections but otherwise must be
purchased as normal.
Special Order
Afrika zBV Platoons have access to the following
Order:
“Desert Fighters”
Once per command phase the command section can
issue the Desert Fighters order to one unit. The unit
performs a move action. At the end of the move the
unit is considered to have used the Entrench special
ability (Campaign Book Icarus Page 20) and is not
counted as having moved. The unit does not receive a
reaction marker.
Artillerie-Gruppe Platoon
Command Section (Mandatory):
4th Section (Optional):
An Artillerie-Gruppe Platoon is led by “Fox Cubs” NDAK
Command Squad. This platoon may also be led by either
Rolf or Rommel.
• “Sand Storm” NDAK Mortar Squad
1st Section (Mandatory):
• “Desert Scorpions” NDAK Recon Grenadier Squad
•
“Heinrich (Trop)” Panzerspähflaüfer I-E (Light Flak)
• Support Section (One per 2 Sections)
• “Desert Eagles” NDAK Observer Squad
• “Sand Storm” NDAK Mortar Squad
• “Jagdgrenadiere”
Command Support Sections:
An Artillerie-Gruppe Platoon led by a “Fox Cubs” NDAK
Command Squad may purchase one additional Support
Section. It does not count towards the total Support
Sections but otherwise must be purchased as normal.
2nd Section (Mandatory):
• “Sand Storm” NDAK Mortar Squad
• “Jagdgrenadiere”
• “Desert Scorpions” NDAK Recon Grenadier Squad
Platoon Rules:
3rd Section (Optional):
Specialized platoon: An Artillerie-Gruppe Platoon
cannot take any platoon upgrades and does not have a
platoon order.
• “Sand Storm” NDAK Mortar Squad
• “Jagdgrenadiere”
• “Desert Scorpions” NDAK Recon Grenadier Squad
THE DESERT FOX
DESERT FOX
GENERALFELDMARSCHALL
ERWIN ROMMEL, WEHRMACHT
• LEADER • DESERT FOX •
• POUR LE MERIT • BLITZKRIEG
• LASER PISTOLE B: LASER •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X LASER-PISTOLE B
12” 6 1 3 1 2 1 1 1 1 1 1 1 1 1
1X COMBAT KNIFE
C 2 1 1 1 1 1 1 1
DAMAGE: 4
LEADER
May lead any Axis platoon, except Markus’ Gorilla Platoon and
Totenmeister’s Zombie Platoon. He still counts towards the Hero limit
of the force.
A
DESERT FOX
GENERALFELDMARSCHALL
ERWIN ROMMEL, WEHRMACHT
LEADER: May lead any Axis Platoon except
Totenmeister’s, Markus’, or Blutkreuz. He still counts
toward the hero limit of the force.
DESERT FOX: May add or subtract one die when rolling
for terrain or determining who commits the first Scenario
Point. Has the Command Squad ability and may issue
orders anywhere on the table
BLITZKRIEG: See DW CR PG 116.
POUR LE MERIT: Unit automatically removes all
Suppression markers at the start of its activation.
LASER: After rolling for an Attack action using a Laser
scored.
weapon, roll an additional die for each
WX58
See DW CR PG 58.
2014
19
TINA AND HYANE
TINA AND HYANE
MAJOR TINA BAUMANN, NDAK
• LEADER • BADASS •
• BLACK OPS • EXECUTION • HEADSHOT •
• EXPERT: HYENA BITE •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X LUGER
A
6” 3 1 2 1 1 1
1X COMBAT KNIFE
C 2 1 1 1 1 1 1 1
1X HYENA BITE
C
TINA AND HYANE
MAJOR TINA BAUMANN, NDAK
41 21 11 11
DAMAGE: 6
LEADER
May lead any Axis platoon, except Markus’ Gorilla Platoon and
Totenmeister’s Zombie Platoon. He still counts towards the Hero limit
of the force.
EXPERT: Invert dice rolls when attacking with Hyena Bite.
LEADER: May lead the following Platoons;
Sturmgrenadier, Blutkreuz, Panzer Walker Platoon,
Babylon Platoon.
BADASS: This unit can never be reduced below one
action due to Suppression and Reaction markers.
BLACK OPS: During the Command phase, may issue an
order regardless of its position on the battlefield.
EXECUTION: Tina can use her Luger as a C weapon in
close combat.
HEADSHOT: You may halve you combat dice to ignore
Cover and Amour rolls. (doesn’t effect Hyena Bite) WX59
2014
ROLF
ROLF
LEUTNANT ROLF SAMMT,
LUFTWAFFE
• LEADER • EXPERT: FLEIGERFAUST
• BIG GUNS • FLEIGERFAUST: BURST •
RANGE
1
2
3
4
1
2
3
4
5
6
7
A 1X FLIEGERFAUST
16” 6 1 3 1 2 1 1 1 3 1 3 1 2 1
1X MODIFIED FG 47 ASSAULT RIFLE
16” 5 1 4 1 2 1 1 1 2 1 1 1 1 1
1X GRENADES
1
2
31 31 21
31 21 11
6” 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
1X KNIFE
C
21 11
DAMAGE: 4
LEADER
3
May lead a NDAK platoon. He still counts towards the Hero limit of
the force.
ROLF
LEUTNANT ROLF SAMMT,
LUFTWAFFE
LEADER: Can lead an NDAK platoon.
EXPERT: Invert dice rolls when attacking with the
Fliegerfaust.
BURST: Fliegerfaust may fire as a Burst weapon. If it does,
the targeted unit cannot use cover to reduce damage, but
this unit gains an Out of Ammo marker, and cannot fire
until the marker is removed using a Reload action.
BIG GUNS: May only fire one his Fliegerfaust or his
Modified FG 47 Assault Rifle during an attack action.
However, during a sustained attack he can fire them
both, but may not reroll misses or may fire one of the
weapons and reroll misses as normal.
WX75
2014
20
ANGELA
ANGELA
ANGELA WOLF,
BLUTKREUZ KORPS SPY
• EXPERT: MAUSER •
WHOSE SIDE IS SHE ON?
• FRENZY • SNIPER •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X MAUSER
ANGELA
6” 2 1 1 1 1 1 1 1
1X KNIFE
C
A
ANGELA WOLF,
BLUTKREUZ KORPS SPY
21 11
WHOSE SIDE IS SHE ON?: Angela cannot join a unit.
This model may not be targeted with an Attack action or
Reaction until she has declared her first attack action.
Once she has declared an Attack action during a game,
she may be the target of enemy Attack actions or reactions
as normal for the remainder of the game.
EXPERT: Invert dice rolls when attacking with the Mauser.
FRENZY: After rolling for an Attack action, roll an
scored. The miniature does not
additional die for each
continue rolling more dice after this second roll. Only
generated in the initial Attack action roll additional dice.
SNIPER: Targeted unit cannot use cover to reduce
WX67
damage, and cannot make Armour rolls.
2014
DAMAGE: 3
HERO
Counts towards the Hero limit of the force.
FOX CUBS
FOX CUBS
NDAK COMMAND SQUAD
• ASSAULT •
• COMMAND SQUAD • ENTRENCH •
• ADDITIONAL SUPPORT •
RANGE
1
2
3
A 1X MG 48
16” 6 1 3 1 1 1
3X MP 46
12” 4 1 2 1 1 1
1X LUGER
6” 3 1 2 1 1 1
5X KNIFE
C 2 1 1 1
4
1
2
3
4
5
6
7
1
2
A
3
UNIT LEADER
21 11 11
11 11 11
21
PLATOON DISPATCH
The Fox Cubs are available as command sections for NDAK platoons.
FOX CUBS
NDAK COMMAND SQUAD
COMMAND SQUAD: Commands a NDAK platoon.
This unit uses the Artillery Strike, Mechanic, Medic,
Radioman rules from the Command Card.
ADDITIONAL SUPPORT: Platoon may include an
additional Sand Storm Mortar Team or NDAK Observer
Squad.
ASSAULT: When making a March Move action, enemy
units may only react to the unit before it moves.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
WX60
2014
21
AFRICAN LIONS
AFRICAN LIONS
NDAK TANK HUNTER SQUAD
• ENTRENCH •
• ASSAULT •
A
A
RANGE
1
2
3
A 5X MP 46
4
1
2
3
4
5
6
7
1
2
A
3
21
12” 4 1 2 1 1 1
5X PANZERFAUST 100
16” 2 1 1 1 1 1 1 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2
5X KNIFE
C 2 1 1 1
A
A
UNIT LEADER
AFRICAN LIONS
NDAK TANK HUNTER SQUAD
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
ASSAULT: When making a March Move action, enemy
units may only react to the unit before it moves.
PLATOON DISPATCH
The African Lions NDAK Tank Hunter Grenadier Squad is available as
any Section of an Axis platoon that may take Recon Grenadier units.
WX62
2014
SAND VIPERS
SAND VIPERS
NDAK BATTLE GRENADIER SQUAD
• ENTRENCH •
• ALL IN ONE •
• ASSAULT •
A
A
RANGE
1
2
3
A 2X MG 48
16” 6 1 3 1 1 1
3X STG 47
16” 2 1 1 1 1 1
5X KNIFE
C 2 1 1 1
4
1
2
3
4
5
21 11 11
6
7
1
2
11 11 11
11
PLATOON DISPATCH
3
The Sand Vipers NDAK Battle Grenadier Squad is available as any
Section of an Axis platoon that may take Battle Grenadier units.
A
UNIT LEADER
SAND VIPERS
NDAK BATTLE GRENADIER SQUAD
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
ALL IN ONE: Once per game double the number of dice
this model rolls for an Attack or Sustained Attack action
and gain a Suppression marker.
ASSAULT: When making a March Move action, enemy
units may only react to the unit before it moves.
WX61
2014
22
TOMB CLEANERS
TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD
• ENTRENCH •
• CHARGE • PANZERFAUST: RELOAD •
• FLAMMENWERFER 44: SPRAY, BURST •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
A 2X PANZERFAUST
A
12” 2 1 1 1 1 1 1 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2
1X MP 47 SUBMACHINE-GUN
UNIT LEADER
12” 5 1 2 1
3X MP 46 SUBMACHINE-GUN
TOMB CLEANERS
21
12” 4 1 2 1 1 1
1X FLAMMENWERFER 44
6”
C
1
1
1
5X KNIFE
NDAK SECURITY GRENADIER SQUAD
1 14 14 14 14 14 14 14
21 11
PLATOON DISPATCH
The Tomb Cleaners NDAK Security Grenadier Squad is available as any
Section of an Axis platoon that may take Laser Grenadier units.
FRENZY: After rolling for an Attack action, roll an
scored. The miniature does not
additional die for each
continue rolling more dice after this second roll. Only
generated in the initial Attack action roll additional dice.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
CHARGE: After a March Move action, this model may
attack with all Range 6” or lower weaponry it possesses.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
BURST: Targeted unit cannot use cover to reduce
WA10
damage.
2014
DESERT SCORPIONS
DESERT SCORPIONS
NDAK RECON GRENADIER SQUAD
UNIT LEADER
• ARTILLERY STRIKE •
• RADIOMAN • ENTRENCH • CLIMB •
• SG 45 SNIPER RIFLE: PENETRATOR •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X SNIPER GEWEHR PSG1
11 11
36” 1 1 1 1 1 1
3X STG 47 ASSAULT RIFLE
11
16” 2 1 1 1 1 1
1X MP 46 SUBMACHINE-GUN
12” 4 1 2 1 1 1
5X KNIFE
C
21
21 11
PLATOON DISPATCH
The Desert Scorpions NDAK Recon Grenadier Squad is available as any
Section of an Axis platoon that may take Recon Grenadier units.
DESERT SCORPIONS
NDAK RECON GRENADIER SQUAD
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
PENETRATOR: Target Vehicle within 24” halves the number
of dice rolled (rounded up) when making Armour rolls.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
CLIMB: When moving this unit can ignore terrain that
is less than 6” tall, but may not end its movement on
WA10
Impassable terrain. It may move 6” vertically.
2014
23
DESERT SUN
DESERT SUN
WEHRMACHT
HEAVY FLAME GRENDIER SQUAD
• DAMAGE RESILIENT •
• FLAMMENWERFER 47: BURST,
INCENDIARY, SPRAY •
A
A
RANGE
1
2
3
4
1
2
A 3X FLAMMENWERFER 47
8”
C
1
1
1
3
4
5
6
7
1
2
3
A
UNIT LEADER
DESERT SUN
1 14 14 14 14 14 14 14
WEHRMACHT HEAVY FLAME
GRENADIER SQUAD
3X COMBAT KNIFE
21 11 11 11
PLATOON DISPATCH
The Desert Sun Wehrmacht Heavy Flame Grenadier Squad is available
as any Section of an Axis platoon that may take Heavy Flak Grenadier
units.
DAMAGE RESILIENT: Roll one additional die when
making Armour rolls.
BURST: Targeted unit cannot use cover to reduce
damage.
INCENDIARY: Always applys the External Fire result on
the Vehicle Damage Table.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
WX63
2014
DESERT EAGLES
DESERT EAGLES
NDAK OBSERVER SQUAD
• ENTRENCH •
• TEAM • RADIO MAN •
• ARTILLERY STRIKE •
RANGE
1
2
3
4
1
2
3
A 2X MP 46 SUBMACHINE-GUN
12” 4 1 2 1 1 1
2X KNIFE
C
4
5
6
7
1
2
3
21
21 11
PLATOON DISPATCH
May be taken as a Command Additional Support or Support Unit for
any Axis platoon and as Additional Support for a Sand Storm unit.
A
A
UNIT LEADER
DESERT EAGLES
NDAK OBSERVER SQUAD
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
TEAM: Teams in Soft cover count as in Hard cover
instead. Teams that are already in Hard cover gain no
additional benefits.
WX68
2014
24
SANDSTORM
SANDSTORM
NDAK MORTAR SQUAD
• ENTRENCH • ARTILLERY •
• 12CM SGW43: SPRAY •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X 12CM SGW43
A
1
1
1
1 13 13 13 13 13 13 13
3X MP 46 SUBMACHINE-GUN
21
12” 4 1 2 1 1 1
1X LUGER PISTOL
SANDSTORM
6” 3 1 2 1 1 1
4X KNIFE
C
NDAK MORTAR SQUAD
21 11
DAMAGE: 4
PLATOON DISPATCH
Sand Storm NDAK Mortar Squad is available to any Axis Platoon as a
Support Section.
ARTILLERY: This weapon fires Direct Fire or Indirect
Fire. Direct Fire is an Attack action with a minimum range
of 12” and a maximum range of 36”. Indirect Fire is a
Sustained Attack called in by a miniature with the Artillery
Strike ability.
ENTRENCH: If this model has not Moved or
Disembarked during this turn it negates the first point of
damage it takes each time it is attacked.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
WX76
2014
HEINRICH (TROP)
HEINRICH (TROP)
A
PANZERSPÄHFLAÜFER I-E
(LIGHT FLAK)
• SCOUT VEHICLE •
RANGE
1
2
3
4
1
2
3
4
5
A 1X QUAD 3CM FLAK V 43 GUNS
30” 10 1 5 1 4 1 3 1 4 2 4 2 3 2 2 1 1 1
1X MG 44
16” 6 1 3 1 1 1
21 11
6
7
1
2
3
FRONT
51 51 41
FRONT
11 11
DAMAGE: 3
HEINRICH (TROP)
PANZERSPÄHFLAÜFER I-E
(LIGHT FLAK)
SCOUT VEHICLE: In its first activation of the game, a
Scout Vehicle gains the Fast ability. Alternatively, the Scout
Vehicle may be Reserved.
PLATOON DISPATCH
Tropical Variants: Tropical Variants of a vehicle are available in the same
sections as their regular counterparts.
WX70
2014
25
HERMANN (TROP)
HERMAN (TROP)
A
PANZERSPÄHFLAÜFER I-D (LASER)
• SCOUT VEHICLE •
DUAL LEICHTE ZW-LASERKANONE:
LASER, OVERCHARGE •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 1X DUAL LEICHTE ZW-LASERKANONE
24” 2 1 1 1 1 1 1 1 1 3 1 3 1 3 1 3 1 3 1 3 1 3
1X MG 44
16” 6 1 3 1 1 1
21 11
3
FRONT
HERMAN (TROP)
FRONT
PANZERSPÄHFLAÜFER I-D (LASER)
11 11
DAMAGE: 3
PLATOON DISPATCH
Tropical Variants: Tropical Variants of a vehicle are available in the same
sections as their regular counterparts.
SCOUT VEHICLE: In its first activation of the game,
a Scout Vehicle gains the Fast ability. Alternatively, the
Scout Vehicle may be Reserved.
LASER: After rolling for an Attack action using a Laser
scored. The
weapon, roll an additional die for each
miniature does not continue rolling more dice after this
generated in the initial Attack
second roll. Only
action roll additional dice.
OVERCHARGE: In a Sustained Attack, you may double
the number of dice instead of re-rolling misses.
Unit gains an Out of Ammo marker. When using
Overcharge, this unit also gains High Visibility Lasers.
WX71
2014
LEOPOLD (TROP)
LEOPOLD (TROP)
PANZERKAMPFLAUFER II-C (FLAK)
A
RANGE
1
2
3
4
1
2
3
4
5
A 1X QUAD 3.7CM FLAKV 43
36” 10 1 6 1 4 1 2 1 6 1 5 1 4 1 2 1
2X MG 44
16” 6 1 3 1 1 1
21 11
6
7
1
2
3
61 61 51
11 11
LEOPOLD
PANZERKAMPFLAUFER II-C (FLAK)
DAMAGE: 4
PLATOON DISPATCH
Tropical Variants: Tropical Variants of a vehicle are available in the same
sections as their regular counterparts.
WX64
2014
26
STURMLEOPOLD
STURMLEOPOLD
A
PANZERKAMPFLAÜFER II-F (FLAK)
RANGE
1
2
3
4
1
2
3
4
5
6
7
A 1X QUAD 3.7CM FLAK V 43
2
3
FRONT
36” 10 1 6 1 4 1 2 1 5 2 5 2 4 2 3 1 1 1
1X MG 44
16” 6 1 3 1 1 1
1
51 51 41
FRONT
21 11
11 11
STURMLEOPOLD
PANZERKAMPFLAÜFER II-F (FLAK)
DAMAGE: 6
PLATOON DISPATCH
The Sturmleopold is available in any section (including support units) to
Axis Platoons that may field “Any Medium Panzer II Series Walker”.
WX72
2014
JAGDLUTHER
JAGDLUTHER
HEAVY PANZER WALKER IV
A
RANGE
1
2
3
4
1
2
3
4
5
A 1X VK 7.5CM L/70 ZWEI
6
7
36” 9 1 6 1 4 1 4 1 9 1 9 1 9 1 9 1 8 1 8 1 7 1
1X MG 44
16” 6 1 3 1 1 1
21 11
1
2
3
FRONT
FRONT
JAGDLUTHER
HEAVY PANZER WALKER IV
DAMAGE: 6
PLATOON DISPATCH
The JagdLuther is available in any section (including support units) to
Axis Platoons that may field “Any Medium Panzer II Series Walker”.
In addition the JagdLuther may be taken as Additional Support by
Panzerprinz.
WX30
2014
27
JAGDWOTAN
JAGDWOTAN
PANZERKAMPFLAÜFER IV-E
(LASER)
A
• QUAD V-LASERKANONE:
LASER, HEUGABEL DES TEUFELS •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 1X QUAD V-LASERKANONE
30” 4 1 3 1 2 1 2 1 2 5 2 5 2 4 2 4 2 4 2 3 2 3
1X MG 44
16” 6 1 3 1 1 1
21 11
3
FRONT
JAGDWOTAN
FRONT
PANZERKAMPFLAÜFER IV-E
(LASER)
11 11
DAMAGE: 6
PLATOON DISPATCH
The JagdWotan is available in any section (including support units) to
Axis Platoons that may field “Any Medium Panzer II Series Walker”.
HEUGABEL DES TEUFELS – “DEVIL’S PITCHFORK”:
Due to the high concentration of laser fire, add two to
the result on the Vehicle Damage Table.
LASER: After rolling for an Attack action using a Laser
scored. The
weapon, roll an additional die for each
miniature does not continue rolling more dice after this
generated in the initial Attack action
second roll. Only
roll additional dice.
WX73
2014
LOTH (TROP)
LOTH (TROP)
PANZERKAMPFLAÜFER II-F
(ENGINEER)
• CHARGE •
• KAMPFZANGE: MECHANIC,
SELF REPAIR, OBSTACLE CLEARING •
RANGE
1
2
3
4
1
2
3
4
5
A 2X KAMPZANGE
C
6
A
7
81 41 41 41 41 41 41 41 41 41 41
2X MG 44
16” 6 1 3 1 1 1
21 11
1
2
3
FRONT
FRONT
11 11
DAMAGE: 3
PLATOON DISPATCH
Tropical Variants: Tropical Variants of a vehicle are available in the same
sections as their regular counterparts.
LOTH (TROP)
PANZERKAMPFLAÜFER II-F
(ENGINEER)
CHARGE: After a March Move action, this model may
attack with all Range 6” or lower weaponry it possesses.
SELF REPAIR: This model may make a Self Repair
action to remove one effect from the Vehicle Damage
remove one point of damage.
Table and on a roll of
MECHANIC: This model is a Mechanic. See Core
Rulebook page 55 for more details.
OBSTACLE CLEARING : This model may take a special
Attack action against a target obstacle within 3”. When
,
it does, the unit rolls four dice; if any of them roll a
remove the targeted defence.
WX74
2014
28
STUMMEL
STUMMEL
A
SCHUTZENPANZERLAUFER VI-G
• CARRY CAPACITY (6) • TANK RIDERS (6) •
• 7.5CM KWK 36: BURST •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 1X 10.5CM KWK 46
24”
1
1
1 41 41 31 31 31
1
1X MG 44
16” 6 1 3
1X
16” 6 1 3
1X
16” 8 1 4
3
FRONT
FRONT
1 11
21 11
11 11
1 11
21 11
11 11
1 21
31 21
31 31
AA MG 44
STUMMEL
TURRET
TWIN MG 44 ZWEI
SCHUTZENPANZERLAUFER VI-G
FRONT
DAMAGE: 6
PLATOON DISPATCH
The Stummel is available in any section (including support units) to Axis
Platoons that may field “Any Medium Panzer II Series Walker” or “Axis
Armor Transport TPW VI Series”.
CARRY CAPACITY (6): This vehicle can carry 6 Soldier
1 or 2 or 3 Soldier 3 or 4 miniatures. During deployment,
a unit may deploy already embarked in the transport. See
Core Rulebook page 54 for more details.
TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or
2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit
the tank riders suffer a /1 attack, that ignores cover.
BURST: Targeted unit cannot use cover to reduce
damage.
WX65
2014
KONIGSLOTHAR
KONIGSLOTHAR
NDAK HEAVY PANZER
WALKER VI-E
A
• SCHWER NW 42: ARTILLERY, SPRAY •
RANGE
1
2
3
4
1
2
3
4
5
A 1X SCHWER NW 42
A
1
1
1
1X MG 44
7
1 81 81 81 81 81 81 81
21 11
16” 6 1 3 1 1 1
1X TWIN MG 44 ZWEI
16” 8 1 4 1 2 1
6
31 21
1
2
3
FRONT
TURRET
11 11
FRONT
31 31
DAMAGE: 8
PLATOON DISPATCH
The Konigslothar is available in any section (including support units) to
Axis Platoons that may field “Any Heavy Panzer VI Series Walker”.
KONIGSLOTHAR
NDAK HEAVY PANZER WALKER VI-E
ARTILLERY: This weapon fires Direct Fire or Indirect
Fire. Direct Fire is an Attack action with a minimum range
of 12” and a maximum range of 36”. Indirect Fire is a
Sustained Attack called in by a miniature with the Artillery
Strike ability.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
WX66
2014
29
SPETSNAZ PLATOONS
Spetsnaz Special Operations Platoon
Command Section (Mandatory):
Command Support Sections:
A SPETSNAZ Special Operations Platoon is led by a
“Task Force Command” SPETSNAZ Command Squad or
a Hero with the Leader special ability.
A SPETSNAZ Special Operations Platoon led by a
SPETSNAZ Command Squad may purchase one additional Support Section. It does not count towards the total
Support Sections but otherwise must be purchased as
normal.
1st Section (Mandatory):
• “Killers” SPETSNAZ Kill Squad
• “Saboteurs” SPETSNAZ Saboteur Squad
•
“Specialists” SPETSNAZ Anti-Tank Squad
2nd Section (Optional):
• “Killers” SPETSNAZ Kill Squad
• “Saboteurs” SPETSNAZ Saboteur Squad
•
“Heavies” SPETSNAZ Assault Squad
3rd Section (Optional):
• “Killers” SPETSNAZ Kill Squad
• “Saboteurs” SPETSNAZ Saboteur Squad
• “Heavies” SPETSNAZ Assault Squad
• “Red Storm” Red Guards Assault Squad
• “Red Thunder” Red Guards Antitank Squad
• Any KV-47 Aero, KV-47K (TSH), or KV-47 Repair
and Demolition Walker
4th Section (Optional):
• “Killers” SPETSNAZ Kill Squad
• “Saboteurs” SPETSNAZ Saboteur Squad
• “Specialists” SPETSNAZ Anti-Tank Squad
• “Red Storm” Red Guards Assault Squad
• “Red Thunder” Red Guards Antitank Squad
• Any KV-47 Aero, KV-47 (TSH), or KV-47 Repair and
Demolition Walker
Support Section (One per Two Sections)
• “Killers” SPETSNAZ Kill Squad
• “Saboteurs” SPETSNAZ Saboteur Squad
• “Observers” SPETSNAZ Observer Squad
• Any Steel Guard Fire Support Squad, Assault Squad or
Sniper Squad
• Any KV-47, KV-47 Aero, KV-47K (TSH), or KV-47
Repair and Demolition Walker
• Any KV-3 Heavy Walker
• Any ISU-203, IS-5 or IS-48 Tank
• Any MIL MI-45 and MI-46 Airborne Transport
• Any MIL MI-47 Attack Helicopter
30
Platoon Upgrades:
SPETSNAZ Special Operations Platoons can purchase the
following Platoon Upgrades: Cavalry Platoon, Improved
Command, Resourceful, City Fighters (treat SPETSNAZ
as Red Guard for the purpose of this rule).
New Special Ability:
SPETSNAZ: The unit can be given Orders in the
Command phase as if it were in Command range regardless
of its position. In addition, the unit moves as if it had the
Climb special ability.
Special Order
SPETSNAZ Special Operations Platoons have access
to the following Order:
“No Mercy”
The SPETSNAZ are trained killers, and they are good
at their job to the extent that they push themselves
beyond their limit, past pain and fear to destroy the
enemy. Once per Command phase, the Command
Section of a SPETSNAZ platoon may issue one “No
Mercy!” Order to one unit in with the SPETSNAZ
special ability that does not have a suppression or
reaction marker. The unit gains the Frenzy special
ability for this attack but receives a suppression marker
in addition to their normal reaction marker for taking
this order. Unlike the normal Frenzy special ability, this
order may be used multiple times by the same unit, but
not more than once per turn on the same unit.
Udarny Weapons Platoon
Command Section (Mandatory):
4th Section (Optional):
An Udarny Weapons Platoon is led by a “Medvedi” SSU
Command Squad or Iron Joe.
•
“Hailstorm” Mortar Team
•
“Red Rain” BR 47-200
1st Section (Mandatory):
•
“Red Lightning” SSU Tesla Gun Teams
Support Section (One per 2 Sections)
•
2nd Section (Mandatory):
•
“Hailstorm” Mortar Team
•
“Red Rain” BR 47-200
•
•
An Udarny Weapons Platoon led by a “Medvedi” SSU
Command Squad may purchase one additional Support
Section. It does not count towards the total Support
Sections but otherwise must be purchased as normal.
3rd Section (Optional):
•
“Red Rain” BR 47-200
•
•
•
“Observers” Spetsnaz Observer Squad
Command Support Sections:
“Red Fury” BR 47-200
“Hailstorm” Mortar Team
“Heavies” Spetsnaz Assault Squad
•
“Red Lightning” SSU Tesla Gun Teams
•
“Red Fury” BR 47-200
•
“Hailstorm” Mortar Team
Platoon Rules:
“Red Lightning” SSU Tesla Gun Teams
Iron Joe: When leading this platoon Iron Joe armor is
increased to armor 2 for the remainder of the game.
“Red Fury” BR 47-200
SSU Spetsnaz Operations
•
“Red Lightning” SSU Tesla Gun Teams
•
Specialized platoon: An Udarny Weapons Platoon
cannot take any platoon upgrades and does not have a
platoon order.
“Heavies” Spetsnaz Assault Squad
THE RED BANNER
THE RED BANNER
PODLEYTENANT
VASILIY KIRITCHENKO, SPETSNAZ
• LEADER • FOLLOW ME •
• SPETSNAZ •
RANGE
1
2
3
A 1X AK-45
4
16” 2 1 1 1 1 1
1X MACHETE
C 4 1 2 1 1 1
1
2
3
4
5
6
7
1
2
3
A
THE RED BANNER
21
PODLEYTENANT
VASILIY KIRITCHENKO, SPETSNAZ
DAMAGE: 4
LEADER
Can Lead a SPETSNAZ Expeditionary Platoon. He still counts
towards the Hero limit of the force.
LEADER: Can lead a SPETSNAZ Expeditionary Platoon.
A platoon containing The Red Banner automatically has
the Red Banner Platoon Upgrade at no cost treating The
Red Banner hero as the command section for all purposes
involving the upgrade.
FOLLOW ME: The Red Banner may issue itself this order
once per Command Phase. When the Follow Me order is
given all friendly Soldier units (including it and any unit
Red Banner has joined) within 12” roll a dice, and on a
they may make a Move action.
SPETSNAZ: Can be given orders in the command phase
as if it were in Command range regardless of its position.
Moves as if it had the Climb special ability.
WS57
2014
31
IVAN THE BUTCHER
IVAN THE BUTCHER
SERZHANT IVAN POPOV, SPETSNAZ
• HEADSHOT • FRENZY • CHARGE •
• FAST • EXPERT: MEAT CLEAVERS •
• SPETSNAZ •
RANGE
1
2
3
4
1
2
3
4
5
6
7
A 1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
1X PAIRED MEAT CLEAVERS
C 4 2 4 2 3 2 2 1
1
2
3
11 11 11
A
IVAN THE BUTCHER
SERZHANT IVAN POPOV, SPETSNAZ
HEADSHOT: May halve your combat dice to ignore
Cover and Amour rolls.
FRENZY: Roll an additional Combat die for each
generated in the initial Attack action roll
scored. Only
additional dice.
CHARGE: After a March Move action, this model may
attack with all Range 6” or lower weaponry it possesses.
FAST: Once per turn during any Move action may move an
additional 6”. Cannot be used as part of a Move reaction.
EXPERT: Invert attack dice with Paired Meat Cleavers.
SPETSNAZ: Can be given orders regardless of its position.
Has the Climb special ability.
DAMAGE: 5
HERO
Counts towards the Hero limit of the force.
WS58
2014
IRON JOE
IRON JOE
POLKOVNIK IOSEF
AKERSOVICH KAMERON, SPETSNAZ
• COMMANDER • LEADER •
• ARTILLERY STRIKE • ADDITIONAL SUPPORT •
• ARTILLERY BATTERY •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X TT-46
IRON JOE
6” 2 1 1 1 1 1
1X KNIFE
C
POLKOVNIK IOSEF
AKERSOVICH KAMERON, SPETSNAZ
21 11
DAMAGE: 4
LEADER
Can Lead a SPETSNAZ Expeditionary platoon or a Defense platoon.
He still counts towards the Hero limit of the force.
32
A
LEADER: Iron Joe may lead a Spetsnaz or Defense platoon.
COMMANDER: Has the Command Squad special ability
(DW CR PG 55). Even if not taken as a command section.
ADDITIONAL SUPPORT: May include one additional
Support unit, which must be a SSU Heavy Mortar Team.
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
ARTILLERY BATTERY: SSU Heavy Mortar Team are
always in command range of Iron Joe. SSU Heavy Mortar
Teams gain entrench. If Iron Joe is removed from play, the
entrench ability is retained until a SSU Heavy
WS67
Mortar Team moves.
2014
RED YANA
RED YANA
STARSHINA DIANA BONDARENKO
• FIGHTING SPIRIT
•
• LEADER • PILOT (VEHICLE) •
• EXPERT GRENADE LAUNCHER •
• AUTO GRENADE LAUNCHER: GRENADE •
• GRENADES: GRENADE •
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
A 1X AUTO GRENADE LAUNCHER
16” 6 1 3 1 3 1 2 1 3 1 2 1 1 1
1X KNIFE
C 2 1 1 1
1X GRENADES
6” 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
RED YANA
STARSHINA DIANA BONDARENKO
LEADER: Red Yana may lead any SSU platoon.
FIGHTING SPIRIT: Once per game, after completing a
Move action, the SSU unit using the Fighting Spirit special
ability resolves an Attack action, inverting the Combat Die
as a
and a
as a
.
results, treating a
PILOT (VEHICLE): Red Yana can pilot Vehicles.
EXPERT: Invert dice rolls when attacking with Grenade
Launcher.
GRENADES: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
DAMAGE: 4
LEADER
May lead any SSU platoon. She still counts towards the Hero limit of
the force.
WS66
2014
TASK FORCE COMMAND
TASK FORCE
COMMAND
SPETSNAZ COMMAND SQUAD
• COMMAND SQUAD • HEADSHOT • SPETSNAZ •
• SULFUR THROWER: BURST, SPRAY, INCENDIARY •
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 3X AK-45
3
A
UNIT LEADER
21
16” 2 1 1 1 1 1
1X DPM MG
21 11 11
11 11 11
16” 6 1 3 1 1 1
1X SULFUR THROWER
6”
1 1 1
1 14 14 14 14 14 14 14
5X MACHETE
C
A
41 21 11
PLATOON DISPATCH
Command Section of a SPETSNAZ Special Operations Platoon.
TASK FORCE
COMMAND
SPETSNAZ COMMAND SQUAD
COMMAND SQUAD: Commands a Spetsnaz
Expeditionary platoon. Uses the Artillery Strike,
Mechanic, Medic, Radioman rules
HEADSHOT: You may halve you combat dice to ignore
Cover and Amour rolls.
SPETSNAZ: Can be given orders regardless of its
position. Has the Climb special ability.
BURST: Target cannot use cover to reduce damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
INCENDIARY: Always applies the External Fire result on
the Vehicle Damage Table.
WS59
2014
33
SSU Spetsnaz Operations
RANGE
KILLERS
KILLERS
SPETSNAZ KILL SQUAD
• HEADSHOT • SPETSNAZ •
• SULFUR THROWER: BURST, SPRAY,
INCENDIARY •
• RPG-1: RELOAD, GRENADE •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A 1X DPM MG
A
21 11 11
11 11 11
16” 6 1 3 1 1 1
3X AK-45
21
16” 2 1 1 1 1 1
2X RPG-1
16” 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2
1X SULFUR THROWER
6”
1 1 1
1 14 14 14 14 14 14 14
5X MACHETE
C 4 1 2 1 1 1 1 1
UNIT LEADER
KILLERS
SPETSNAZ KILL SQUAD
HEADSHOT: You may halve your combat dice to ignore
Cover and Amour rolls.
SPETSNAZ: Can be given orders in regardless of its
position. Has the Climb special ability.
BURST: Targeted unit cannot use cover to reduce damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
INCENDIARY: Always applys the External Fire result on
the Vehicle Damage Table.
RELOAD: When this weapon fires it gains an Out of
Ammo marker (Needs an Action to remove).
GRENADE: Targeted unit takes at least one
WS60
results are rolled. 2014
Suppression Marker, even if no
PLATOON DISPATCH
May be taken as 2nd or 4th Section of any SSU Platoon except
Steel Platoon and may be taken as a Support unit in a Steel Platoon.
The Killers may also be taken as a 1st, 2nd, 3rd or 4th section of a
SPETSNAZ Special Operations Platoon or as a support unit.
SABOTEURS
SABOTEURS
SPETSNAZ SABOTEUR SQUAD
A
A
• HEADSHOT •
• FAST • SPETSNAZ •
A
RANGE
1
2
3
A 5X AK-45
4
1
2
3
4
5
6
7
1
2
21
16” 2 1 1 1 1 1
5X DEMO CHARGE
6” 2 1 1 1 1 1 1 1 1 2 1 2 1 2 1 2 1 2 1 2 1 2
5X MACHETE
C 4 1 2 1 1 1
PLATOON DISPATCH
May be taken as 3rd or 4th Section of any SSU Platoon except Steel
Platoon and may be taken as a Support unit in a Steel Platoon. The
Saboteurs may also be taken as a 1st, 2nd, 3rd or 4th section of a
SPETSNAZ Special Operations Platoon or as a support unit.
34
3
A
A
UNIT LEADER
SABOTEURS
SPETSNAZ SABOTEUR SQUAD
HEADSHOT: You may halve your combat dice to ignore
Cover and Amour rolls.
FAST: Once per turn during any Move action a Fast unit
may move an additional 6”. The Fast ability cannot be
used as part of a Move reaction.
SPETSNAZ: Can be given orders in the command phase
as if it were in Command range regardless of its position.
Moves as if it had the Climb special ability.
WS61
2014
SPECIALISTS
SPECIALISTS
SPETSNAZ ANTI-TANK SQUAD
A
A
• SPETSNAZ • HEADSHOT •
• RPG-1: RELOAD, GRENADE •
1
2
3
A 5X RPG-1
4
1
2
3
4
5
6
7
1
2
3
16” 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2
5X AK-45
16” 2 1 1 1 1 1
5X MACHETE
C
A
A
A
UNIT LEADER
SPECIALISTS
SPETSNAZ ANTI-TANK SQUAD
11
41 21 11
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Political or Red Platoon.
HEADSHOT: You may halve your combat dice to ignore
Cover and Amour rolls.
SPETSNAZ: Can be given orders regardless of its
position. Has the Climb special ability.
RELOAD: When this weapon fires the unit gains an
Out of Ammo marker, and cannot fire until the marker is
removed using a Reload action.
GRENADE: Targeted unit takes at least one
results are rolled.
Suppression Marker, even if no
WS77
2014
HEAVIES
HEAVIES
SPETSNAZ ASSAULT SQUAD
• HEADSHOT •
• SPETSNAZ • ASSAULT •
• RADIOMAN • ARTILLERY STRIKE •
RANGE
1
2
3
4
A 1X DPM MG
16” 6 1 3 1 1 1
4X AK-45
16” 2 1 1 1 1 1
5X TT-46
1
2
3
4
5
21 11 11
6
7
1
2
11 11 11
21
6” 2 1 1 1 1 1
5X MACHETE
C
41 21 11
PLATOON DISPATCH
A
3
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Defense or Red Platoon.
UNIT LEADER
HEAVIES
SPETSNAZ ASSAULT SQUAD
HEADSHOT: You may halve your combat dice to ignore
Cover and Amour rolls.
SPETSNAZ: Can be given orders regardless of its
position. Has the Climb special ability.
ASSAULT: When making a March Move action, enemy
units may only react to the unit before it moves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
WS76
2014
35
SSU Spetsnaz Operations
RANGE
OBSERVERS
OBSERVERS
SPETSNAZ OBSERVER SQUAD
• SPETSNAZ •
• ARTILLERY STRIKE •
• RADIOMAN • TEAM •
A
A
RANGE
1
2
3
A 2X AK-45
4
16” 2 1 1 1 1 1
2X MACHETE
C
1
2
3
4
5
6
7
1
2
UNIT LEADER
3
OBSERVERS
21
SPETSNAZ OBSERVER SQUAD
41 21 11
PLATOON DISPATCH
May be taken as a Command Additional Support or Support Unit for a
SPETSNAZ Special Operations Platoon.
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery
Strike miniature instead of from themselves.
RADIOMAN: Once per Command phase, the Radioman
may be used when his unit issues an order, allowing the
order to affect a unit outside of Command range.
TEAM: Teams in Soft cover count as in Hard cover
instead. Teams that are already in Hard cover gain no
additional benefits.
SPETSNAZ: Can be given orders regardless of its
position. Has the Climb special ability.
HEADSHOT: You may halve your combat dice
WS75
2014
to ignore Cover and Amour rolls.
STEEL WALL
STEEL WALL
STEEL GUARD FIRE SUPPORT SQUAD
• GRIZZLED VETERANS •
• 20MM AUTOGUN: SPRAY •
A
RANGE
1
2
3
4
1
A 2X 20MM AUTO GUN
2
3
4
5
6
7
1
2
3
1 61 41 11 11
31 31 21
16” 8 1 5 1 4 1 3 1 4 1 3 1
3X STEEL GLOVE
C 4 1 3 1 2 1 1 1 2 1 2 1 1 1 1 1
31 31 21
24”
1
1
1
1X DUAL DSHK 12.7MM
A
UNIT LEADER
STEEL WALL
STEEL GUARD FIRE SUPPORT SQUAD
GRIZZLED VETERANS: A unit with the Grizzled
Veterans upgrade does not gain a Suppression marker
from an attack if none of its miniatures are eliminated.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 1st,
2nd or 4th Section for a Steel Guards Platoon.
WS62
2014
36
STEEL LIGHTNING
STEEL LIGHTNING
STEEL GUARD TESLA-SQUAD
• GRIZZLED VETERANS •
• TESLA GUN: SPRAY, TESLA WEAPON •
24”
1
2
3
4
1
A 2X TESLA GUNS
1
1
1
2
3
4
5
6
7
2
41 31 21 11 21 21 11 11
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Steel Guards Platoon.
UNIT LEADER
STEEL LIGHTNING
STEEL GUARD TESLA-SQUAD
31 31 21
3X STEEL GLOVE
A
A
3
1 13 13 13 12 12 11 11
1X DUAL DSHK 12.7MM
16” 8 1 5 1 4 1 3 1 4 1 3 1
C
1
GRIZZLED VETERANS: A unit with the Grizzled
Veterans upgrade does not gain a Suppression marker
from an attack if none of its miniatures are eliminated.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
TESLA WEAPON: Sustained Attacks may optionally
target a second enemy within 6” of the first instead of
results.
re-rolling
WS73
2014
STEEL THUNDERBOLT
STEEL THUNDERBOLT
STEEL GUARD ANTI-TANK SQUAD
• GRIZZLED VETERANS •
• RPG 12: TANK KILLER, RELOAD •
RANGE
1
2
3
4
A 2X RPG 12
1
2
3
4
5
6
7
16” 2 1 1 1 1 1 1 1 1 5 1 5 1 5 1 5 1 5 1 5 1 5
1X DUAL DSHK 12.7MM
16” 8 1 5 1 4 1 3 1 4 1 3 1
3X STEEL GLOVE
C
1
2
3
31 31 21
41 31 21 11 21 21 11 11
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Steel Guards Platoon.
A
A
UNIT LEADER
STEEL THUNDERBOLT
STEEL GUARD ANTI-TANK SQUAD
GRIZZLED VETERANS: A unit with the Grizzled
Veterans upgrade does not gain a Suppression marker
from an attack if none of its miniatures are eliminated.
RELOAD: When this weapon fires the unit gains an
Out of Ammo marker, and cannot fire until the marker is
removed using a Reload action.
TANK KILLER: Invert the dice rolled on the Vehicle
as
, and
as
.
Damage Table, treating
WS74
2014
37
SSU Spetsnaz Operations
RANGE
ALEKSEI (TSH)
ALEKSEI (TSH)
KV-47K (TSH),
LIGHT GATLING WALKER
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
A 1X DUAL MAXIM GATLING GUN
1
2
3
FRONT
30” 12 1 9 1 8 1 7 1 5 1 4 1 3 1 2 1 1 1
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
ALEKSEI (TSH)
61 61 51
FRONT
KV-47K (TSH),
LIGHT GATLING WALKER
11 11 11
DAMAGE: 3
PLATOON DISPATCH
May be be taken as a Support Section for any SSU
Platoon.
WS63
2014
ANATOLY (TSH)
ANATOLY (TSH)
KV-47L (TSH),
LIGHT TESLA WALKER
• DUAL TESLA GUN: SPRAY, TESLA WEAPON •
A
RANGE
1
2
3
4
1
2
3
4
5
6
A 1X DUAL TESLA GUN
24”
1
1
1
7
1 23 23 23 22 22 21 21
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
DAMAGE: 3
1
2
3
FRONT
FRONT
11 11 11
ANATOLY (TSH)
KV-47L (TSH),
LIGHT TESLA WALKER
TESLA: Sustained Attacks may optionally target a second
enemy within 6” of the first instead of re-rolling
results.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
PLATOON DISPATCH
May be be taken as a Support Section for any SSU
Platoon.
WS64
2014
38
NATASHA (TSH)
NATASHA (TSH)
KV47-B (TSH)
• ALL IN ONE
•
• 45MM HOWITZER: GRENADE •
A
A
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 2X 45MM HOWITZER
3
FRONT
24” 8 1 4 1 3 1 2 1 4 1 3 1 2 1 2 1 1 1
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
NATASHA (TSH)
FRONT
KV47-B (TSH)
11 11 11
ALL IN ONE: Once per game double the number of dice
this model rolls for an Attack or Sustained Attack action
and gain a Suppression marker.
GRENADES: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
cannot use cover to reduce damage.
DAMAGE: 3
PLATOON DISPATCH
WS71
2014
MIKHAIL (TSH)
MIKHAIL (TSH)
KV47-G (TSH)
• ENGINEER VEHICLE •
• MECHANIC • SELF-REPAIR •
• SULFUR JET: BURST, INCENDIARY, SPRAY •
RANGE
1
2
3
4
1
2
3
4
5
A 1X PINCER
C
7
81 41 41 41 41 41 41 41 41 41 41
1X SULPHUR JET
8”
6
1
1
1
A
1
2
3
FRONT
FRONT
1 15 15 15 14 14 14 14 11 11
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
FRONT
11 11 11
DAMAGE: 3
PLATOON DISPATCH
TSh Variants of a vehicle are available in the same sections as their
regular counterparts.
MIKHAIL (TSH)
KV47-G (TSH)
ENGINEER VEHICLE: This vehicle can resolve a special
Attack action targeting an obstacle within 3” to remove it.
MECHANIC: This model is a Mechanic. See Core
Rulebook page 55 for more details.
SELF REPAIR: This model may make a Self Repair action
to remove one effect from the Vehicle Damage Table and
remove one point of damage.
on a roll of
BURST: Targeted unit cannot use cover to reduce damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
INCENDIARY: Rather than rolling on the Vehicle
Damage Table, this weapon always applies
WS70
the External Fire result.
2014
39
SSU Spetsnaz Operations
TSh Variants of a vehicle are available in the same sections as their
regular counterparts.
NINA (TSH)
NINA (TSH)
KV-47D (TSH),
LIGHT ANTI-TANK WALKER
A
• RPG-47: TANK KILLER •
RANGE
1
2
3
4
1
2
3
4
5
6
7
1
2
A 2X RPG-47
A
3
FRONT
NINA (TSH)
16” 2 1 1 1 1 1 1 1 1 6 1 6 1 6 1 6 1 6 1 6 1 6
FRONT
1X DSHK 12.7MM
11 11 11
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
KV-47D (TSH),
LIGHT ANTI-TANK WALKER
TANK KILLER: Invert the dice rolled on the Vehicle
as
, and
as
.
Damage Table, treating
DAMAGE: 3
PLATOON DISPATCH
TSh Variants of a vehicle are available in the same sections as their
regular counterparts.
WS72
2014
IOSEF STALIN
IOSEF STALIN
IS-5C HEAVY ASSAULT TANK
A
• TRACKS • DAMAGE RESILIENT •
• 183MM D-47T GUN: GRENADE •
• ATO-45: BURST, SPRAY • TANK RIDERS (6) •
RANGE
1
2
3
4
1
A 1X 183MM D-47T GUN
2
30” 10 1 5 1 3 1 3 1 10 1 9 1
1X ATO-45
8”
1 1 1
1 15 15
2X TURRET DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1
3
4
5
6
7
81 71 61 51 41
15 15 15 15 15
1
2
3
TURRET
TURRET
TURRET
11
11 11 11
11
11 11 11
FRONT
DAMAGE: 8
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPETSNAZ
Special Operations Platoons and Political platoons. It is also available as
a 3rd section of a Red Platoon.
40
IOSEF STALIN
IS-5C HEAVY ASSAULT TANK
DAMAGE RESILIENT: Roll one additional die when
making Armour rolls.
TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or
2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit
the tank riders suffer a /1 attack, that ignores cover.
TRACKS: Roll a die when moving through Difficult
result stops movement. CR: PG 56
terrain. A
BURST: Targeted unit cannot use cover to reduce damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
GRENADE: Targeted unit takes at least one Suppression
results are rolled. Targeted unit
Marker, even if no
WS65
cannot use cover to reduce damage.
2014
ALEKSANDR VASILEVSKY
ALEKSANDR
VASILEVSKY
IS-5D, HEAVY TESLA TANK
• DAMAGE RESILIENT • TRACKS •
• TANK RIDERS (6) • TWIN HEAVY TESLA GUN:
SPRAY, TESLA WEAPON •
1
2
3
4
1
2
3
4
5
6
7
1
A 1X TWIN HEAVY TESLA GUN
36”
1
1
1
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
1X DSHK 12.7MM
3
TURRET
1 33 33 33 32 32 22 22
2X DSHK 12.7MM
2
TURRET
11 11 11
FRONT
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
11 11 11
DAMAGE: 8
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPETSNAZ
Special Operations Platoons and Political platoons. It is also available as
a 3rd section of a Red Platoon.
ALEKSANDR
VASILEVSKY
IS-5D, HEAVY TESLA TANK
DAMAGE RESILIENT: Roll one additional die when
making Armour rolls.
TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or
2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit
the tank riders suffer a /1 attack, that ignores cover.
TRACKS: Roll a die when moving through Difficult
result stops movement. See Core Rulebook
terrain. A
page 56 for more details.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
TESLA WEAPON: Sustained Attacks may optionally
target a second enemy within 6” of the first instead
WS68
2014
results.
of re-rolling
SERGEI SHTEMENKO
SERGEI SHTEMENKO
ISU-203, HEAVY ASSAULT GUN
• TRACKS • DAMAGE RESILIENT •
• 203MM D-30S GUN:
TANK KILLER, PENETRATOR, GRENADE •
RANGE
1
2
3
4
1
2
3
4
5
A 1X 203MM D-30S GUN
6
7
36” 12 1 6 1 4 1 4 1 4 3 4 3 4 3 4 3 3 3 3 3 3 3
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
1X DSHK 12.7MM
16” 5 1 3 1 1 1 1 1 2 1 1 1 1 1
A
1
2
3
FRONT
TURRET
11 11 11
FRONT
11 11 11
SERGEI SHTEMENKO
ISU-203, HEAVY ASSAULT GUN
REAR
11 11 11
DAMAGE: 8
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPETSNAZ
Special Operations Platoon and Political platoons. It is also available as a
3rd section of a Red Platoon.
DAMAGE RESILIENT: Roll one additional die when
making Armour rolls.
TRACKS: Roll a die when moving through Difficult
result stops movement. See Core Rulebook
terrain. A
page 56 for more details.
TANK KILLER: Invert the dice rolled on the Vehicle
as
, and
as
.
Damage Table, treating
PENETRATOR: Target Vehicle within 24” halves the
number of dice rolled (rounded up) when making its
Armour roll.
GRENADE: Targeted unit takes at least one Suppression
results are rolled.
Marker, even if no
WS69
2014
41
SSU Spetsnaz Operations
RANGE
A
MERCENARY PLATOON
Mercenary Cleaning Platoon
Command (Mandatory):
Command Support Sections:
A Mercenary Cleaning Platoon is always led by “Red Yana”
– Sister Diana Bondarenko
A Mercenary Cleaning Platoon led by “Red Yana” – Sister
Diana Bondarenko may purchase one additional “Sergei
Shtemenko” ISU-203, Heavy Assault Gun. The ISU-103
does not count towards the total Support Sections but
otherwise must be purchased as normal.
1st Section (Mandatory):
• “Sisters of Demolition” Mercenary Cleaning Team
2nd Section (Mandatory):
• “Sisters of Demolition” Mercenary Cleaning Team
3rd Section (Optional):
• “Sisters of Demolition” Mercenary Cleaning Team
4th Section (Optional):
• “Sisters of Demolition” Mercenary Cleaning Team
Support Section (One per 2 Sections)
• “Sergei Shtemenko” ISU-203, Heavy Assault Gun
• “Aleksei (TSH)” KV-47K (TSH) Light Gatling Walker
• “Heinrich (Trop)” Panzerspähflaüfer I-E (Light Flak)
• “Stummel” Schutzenpanzerlaufer VI-G
• “Steal Rain (Light)” M3-F2 Light Assault Walker
Anti-tank
• “Barking Dog (Light)” MCW M2-G
42
Platoon Rules:
Mercenary Support Sections: Each support choice taken
counts as a Mercenary unit and costs an additional 5AP.
Special Order:
Mercenary Cleaning Platoons have access to the
following Order:
“Battlefield Mechanics”
The command section can issue the order once per
command phase. The unit receiving the order must be a
“Sisters of Demolition” Mercenary Cleaning Team. The
targeted unit may take a single Special Repair action
as if they were a Mechanic. The unit does not receive a
reaction marker.
RED YANA
RED YANA
SISTER DIANA BONDARENKO
• FIGHTING SPIRIT
•
• MERCENARY • LEADER • PILOT (VEHICLE) •
• EXPERT GRENADE LAUNCHER •
• AUTO GRENADE LAUNCHER: GRENADE •
• GRENADES: GRENADE •
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
A 1X AUTO GRENADE LAUNCHER
16” 6 1 3 1 3 1 2 1 3 1 2 1 1 1
RED YANA
1X KNIFE
C
21 11
SISTER DIANA BONDARENKO
1X GRENADES
6” 2 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
LEADER: Red Yana may lead a Mercenary platoon. May
only give orders to Mercenary Units.
MERCENARY: Can be fielded by any Bloc.
FIGHTING SPIRIT: Once per game, after completing
a Move action, the Mercenary unit using Fighting Spirit
resolves an Attack action, inverting the Combat Die
as a
and a
as a
.
results, treating a
PILOT (VEHICLE): Red Yana can pilot Vehicles.
EXPERT: Invert dice rolls when attacking with Grenade
Launcher.
GRENADES: Targeted unit takes at least one Suppression
results are rolled. Targeted
Marker, even if no
WM02
2014
unit cannot use cover to reduce damage.
DAMAGE: 4
LEADER
Red Yana may Lead any Mercenary platoon. May only give orders to
Mercenary units. She Still counts towards the Hero limit of the force.
SISTERS OF DEMOLITION
SISTERS OF DEMOLITION
MERCENARY CLEANING TEAM
• MERCENARY •
• AUTO GRENADE LAUNCHER: GRENADE •
• SULPHUR JET: BURST, INCENDIARY, SPRAY •
A
RANGE
1
2
3
4
1
2
3
4
A 3X AUTO GRENADE LAUNCHER
16 6 1 3
2X
8
1
3X
6 2 1 1
5
6
7
1
2
A
3
1 31 21 32 21 11
SISTERS OF
DEMOLITION
SULPHUR JET
1
1
1 14 14 14 13 13 13 13 12 12
MERCENARY CLEANING TEAM
DEMO CHARGE
1 11 11 12 12 12 12 12 12 12
PLATOON DISPATCH
May be be taken as a Support Section for any
Platoon.
A
MERCENARY: Can be fielded by any Bloc. Cannot be
given Orders in the Command Phase.
BURST: Targeted unit cannot use cover to reduce
damage.
SPRAY: Roll one die for each of the miniatures in the
target unit, dealing damage as normal.
INCENDIARY: Always applys the External Fire result on
the Vehicle Damage Table.
GRENADE: Targeted unit takes at least one Suppression
results are rolled.
Marker, even if no
Armour
WM01
2014
43
Mercenaries   •   Sisters of Demolition
RANGE
Credits
Dust Creator
Paolo Parente
Game Design
Andy Chambers and Mack Martin
Project Leader
Andrew Haught
Content Development
Gregory F. Withrow, Major Malfunction, and C.S. Barnhart
Editing
Phil Yates, Terrance Trudgett, and Gregory Withrow
Graphic Design
Casey Davies and Victor Pesch
DUST STUDIOS
Game Design and Continuity
Olivier Zamfirescu
Art Direction
Vincent Fontaine
Product Code D217 ISBN 9781940825243
www .DUST-TACTICS. com
©Copyright Battlefront Miniatures Limited, 2014. All rights reserved.
All photos, illustrations and characters, are Copyright © 2014 Dust Studio Ltd
44