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. 6 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. 7 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. WA53 2014 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. WA52 2014 8 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 WA67 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 WA63 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. WA54 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. WA55 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). WA56 2014 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. WA17 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 WA64 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. WA65 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. WA66 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 WA61 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