Post by Awesome_Pirate_Ninja_Master on Apr 24, 2017 2:52:03 GMT
Air Unit SAs
"**" refers to SA's made by community members for the Team Poseidon, Team Neptune, Team Ægir, and Team Kraken, Forumini Navies, or Repaint Reference projects.
(A-L)
ACE: Once per game, this unit may reroll one Antiair attack.
(Elite A6M2 Zero)
** ADVANCED BOMBER: Enemy Fighters without Interceptor roll one fewer attack die against this unit.
ADVANCED FIGHTER: This unit rolls two extra dice when making Antiair attacks against Fighters.
(F6F Hellcat, N1K1-J George, USMC Corsair, Fw-190A)
ADVANCED FIGHTER 1: This unit rolls one extra die when making Antiair attacks against Fighters.
(A6M5 Zeke)
** ADVANCED INTERCEPTOR: This unit rolls two extra dice when making Antiair attacks against Bombers. (Me 262)
** AERIAL RAM: Once per game, this unit can roll two extra attack dice when making an Antiair attack. If this attack aborts or destroys its target, destroy this unit after the attack. (I-16 Type 27)
** AGILE ESCORT: If this unit is in the same sector as a friendly Bomber with the Highly Manueverable ability, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber.
** AIRBORNE SCOUT: At the beginning of your Air Attack step, you may choose an enemy Ship. Your Aircraft roll one extra attack die when making attacks against that Ship this turn.
** AIRBORNE RAIDER: This unit rolls one extra attack die when making Bomb attacks against Destroyers and Auxiliary units. (Dornier Do.24K)
** AIRSHIP: This unit deploys like a Ship, in your Ship Deployment Area. It isn't placed or returned like normal aircraft, and remains in place when aborted. This unit can move up to 4 sectors during your Sea Movement phase.
** ALTERNATE ORDNANCE 6: Once per game, instead of making an Antiair attack in the Air Defense phase, this unit may make a 6-die Bomb attack in the Air Attack phase.
(Fairey Fulmar)
ALTERNATE PAYLOAD 5: Once per game, this unit can make a 5-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(Z.506B Airone)
ALTERNATE PAYLOAD 6: Once per game, this unit can make a 6-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(PBY Catalina, B5N2 Kate, G4M Betty, TBF-1 Avenger, Fi-167)
ALTERNATE PAYLOAD 7: Once per game, this unit can make a 7-dice Bomb attack instead of a Torpedo attack during the Air Attack phase.
(TBM Avenger, He 111 H6)
** ALTERNATE PAYLOAD 8: Once per game, this unit can make an 8-dice Bomb attack instead of a Torpedo attack during the Air Attack phase.
** ALTERNATE TORPEDO PAYLOAD 2: Once per game, this unit can make a 2-dice Torpedo attack instead of a Bomb attack during the Air Attack phase. (PV-1 Ventura, B-26B Marauder)
** ALTERNATE TORPEDO PAYLOAD 2: Once per game, this unit can make a 2-dice Torpedo attack instead of a Bomb attack during the Air Attack phase.
** ALTERNATE TORPEDO PAYLOAD 3: Once per game, this unit can make a 3-dice Torpedo attack instead of a Bomb attack during the Air Attack phase.
ANTISHIP MISSILE: Once per game, this unit can make a range-1 Bomb attack using its range-0 attack value.
(FW-200 Kondor)
** AREA DEFENSE: At the end of the Air Mission phase, if this unit is in a sector that contains no enemy Aircraft, you may move this unit to an adjacent sector that contains an enemy Aircraft.
(Bloch MB.151)
** ASW AIR PATROL 2: Once per game, instead of making another attack this turn, this unit may make a 2-dice ASW attack in the Air Attack phase. FM-2 Wildcat
** ASW BOMBER 2: Once per game, instead of making a Bomb attack during your Air Attack step, this unit can make a 2-dice ASW attack.
** ASW BOMBER 3: ASW Bomber 3 – Once per game, instead of making a Bomb attack during your Air Attack step, this unit can make a 3 - dice ASW attack. (Leo451)
** ASW DIRECTOR: Friendly units roll one extra attack die when making ASW attacks against enemy Submarines within range 2 of this unit.
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(Halifax, Z.506B Airone)
** ASW PLATFORM: This unit may benefit from Expert ASW.
** ASW SPOTTER: At the beginning of your Air Attack step, you may choose an enemy Submarine within range 2. Units roll one extra attack die when making ASW attacks against that Submarine this turn.
** ASW SWARM: During your Air Attack step, if another friendly Aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn. (GST Catalina)
** AVES NOCTIS: While in Darkness, this unit gets +1 on each search check, ignores darkness attack penalties, and doesn't require a recovery check.
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll. (Pe-2)
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
** BATTERY SPOTTER: At the beginning of your Air Attack phase, you may choose an enemy Ship within range 2. Your Installations roll one extra attack die when attacking that Ship this turn.
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(TBM Avenger, Swordfish Mk I)
** BIPLANE OVERSTACK: Your land airbase can base one additional Aircraft that has Biplane Overstack in addition to the standard capacity.
** BLIND SPOT: This unit gets -1 against Antiair attacks by Fighters.
** BOMBER KILLER: This units rolls 1 extra attack die when making Antiair attacks against Bombers with Vital Armor of 7 or less.
(Fairey Fulmar)
** BOMBING RUN 8: Once per game, you may place this unit as a Dive Bomber instead of as a Fighter. While a Dive Bomber, this unit can make an 8-dice Bomb attack and reduces its Armor and Vital Armor each by 1. (Ki-84 "Frank)
CARRIER HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Carriers.
(B5N2 Type 97 Attack Bomber)
** CARRIER KILLER: This unit rolls one extra attack die when making Bomb attacks against Carriers. (SBD-3 Dauntless, D4Y3 "Judy")
** CAUGHT NAPPING: Once per game, this unit can make a 2-dice ASW attack instead of a Bomb attack during your Air Attack step.
** CLOSE AIR COVER: This unit rolls one extra die when making Antiair or Bomb attacks against enemy units within range 3 of friendly Carriers or Auxiliary units.
** COASTAL COVER: This unit rolls one extra attack die if it is in or adjacent to a coast or island sector on your side of the map. (139WH, Hawk 75N)
** COASTAL SHIPPING ATTACK: This unit rolls one extra attack die when making attacks against Ships in or adjacent to coast or island sectors. (LeO 451)
** COMB ATTACK: During the Air Attack step, if a local friendly Aircraft makes a Torpedo attack, this unit rolls one extra attack die when making Torpedo attacks this turn. (He 111 H6)
COMBAT AIR PATROL: At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Carrier and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft.
(F4F Wildcat, F6F Hellcat, A6M2 Zeke, Martlet Mk II, Re.2001CB, F4U-1D Corsair)
COMBINED ATTACK: While this unit is in the same sector as a friendly Dive Bomber, it rolls one extra attack die when making Torpedo attacks.
(Ju-88A-4)
** CONVOY AIR COVER: This unit rolls one extra die when making Antiair attacks against enemy units that are in range 3 of friendly Auxiliary units.
** CONVOY AIR ESCORT: This unit rolls one extra die when making Bomb attacks against enemy units that are in range 3 of friendly Auxiliary units.
** CONVOY ASW COVER: This unit rolls one extra die when making ASW attacks against enemy Submarines that are in range 1 of friendly Auxiliary units.
(CAMS 141 Antares)
** CONVOY ASW COVER: This unit rolls one extra die when making ASW attacks against enemy Submarines that are in range 3 of friendly Auxiliary units.
** CONVOY GUARDIAN: While this unit is in the same sector as a friendly Auxiliary, it rolls one extra attack die when making Antiair attacks. (IAR-80)
** CONVOY HUNTER: This unit rolls one extra attack die when making attacks against Auxilliary units.
** COORDINATED ATTACK: While this unit is in the same sector as a friendly Torpedo Bomber, it rolls one extra attack die when making Bomb attacks.
** COUNTER RAID: Once per game, instead of making an attack during your Air Attack phase with this unit, you may choose a local enemy Aircraft. If that Aircraft returns to a Land Airbase, add one Rearming counter to that Aircraft at the end of this turn.
** DEADLY INTRUDER: Once per game during your Air Mission phase, you may place this unit on your opponent's airbase. If you do, choose one aircraft on that airbase during your Air Attack step and roll a die. On a 3, 4, or 5, place a rearming counter next to that aircraft. On a 6, that aircraft is destroyed.
DECEPTIVE TARGET: Enemy Ships get -1 on each attack die when making Antiair attacks against this unit.
(Swordfish Mk I)
DEFEND THE FLATTOP: While this unit is in the same sector as a friendly Carrier, it rolls one extra attack die when making Antiair attacks.
(F4F Wildcat, Sea Hurricane)
DEFENSIVE ARMAMENT: Whenever this unit is attacked by an enemy Fighter in the Air Defense phase, this unit gets +2 armor this turn.
(B-25 Mitchell, Halifax, H8K1 Emily, B-24 Liberator, Sunderland Mk I)
** DESPERATE ATTACK: When this unit is aborted by an Antiair Attack, you may roll a die. On a 3 or higher this unit makes a Bomb attack during your Air Attack step but gets -1 on each attack die for that attack. Destroy this unit after the attack. (139WH)
** DESTROYER ASSASSIN: Once per game, this unit can make a Hi-Level Bomber attack against a Destroyer.
DETERMINED ATTACK: Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit can make either a Bomb attack or a Torpedo attack during the Air Attack phase. You get -1 on each attack die for that attack, or roll one less attack die for that Torpedo attack.
(Barracuda)
** DETERMINED DEFENDER: While this unit is in the same sector as a friendly ship, it rolls one extra attack die when making Antiair attacks.
** DISRUPT LANDING: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Landing. If you do, that unit can't use Landing or Cargo abilities this turn.
** DIVE BOMB: During the Air Mission phase, you may declare this unit is a Dive Bomber until the end of the Air Attack phase. As a Dive Bomber, it rolls one extra attack die when making Bomb attacks and gets -1 armor and -1 vital armor against Antiair attacks by enemy Ships and Installations.
DIVIDE THE DEFENSE: Once per game you can declare you're using Divide the Defense. If you do, each Ship in this unit's sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks and can't make Torpedo attacks this turn.
(Ju-88A-4)
DRAW THE CAP: At the end of the Air Mission phase, if this unit is in the same sector as an enemy Fighter, roll a die. On a 4 or higher, enemy fighters must attack this unit in the Air Defense phase if able. (TBD Devastator)
** DRAW THE FLAK: When you declare that this unit is strafing, local enemy Ships must attack this unit during the Air Defense phase if able. (DAP Beaufighter MK. 21)
** DUMBO MISSION: Once per game, instead of attacking during your Air Attack step, this unit can perform a rescue mission if it's in a sector where a friendly Aircraft was destroyed in the preceding Antiair step. Score 2 victory points at the end of the turn.
** EARLY WARNING: When this Aircraft is placed, you automatically win Initiative for the Air Mission, Air Defense and Air Attack phases only. This SA has no effect outside of the Air phases of the turn.
** ELAN: The first time this unit would be destroyed, roll a die. On a 5 or higher abort this unit instead. (Mb. 152)
** ELUSIVE INTERCEPTOR: When this unit makes Antiair attacks against Patrol Bombers, local enemy Fighters with Escort can't use that ability against this unit.
ESCAPE INTO DARKNESS: Once per game while in darkness, when this unit would be destroyed by an Antiair attack, roll a die. On a 3 or higher, abort this unit instead.
(PBY Black Cat)
ESCORT: If this unit is in the same sector as a friendly Bomber, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber.
(F4F Wildcat, F6F Hellcat, Sea Hurricane, Bf-109, MC-202 Folgore, A6M2 Zeke, Martlet Mk II, N1K1-J George, USMC Corsair, P-40E Warhawk, Elite A6M2 Zero, Lend-Lease Hurricane Mk II, A-29 Kittyhawk, B-339 Buffalo)
EXCELLENT ENDURANCE: Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit.
(G4M1 Betty, B-24 Liberator, Elite A6M2 Zero)
EXPERT STRAFER: This unit can make Gunnery attacks without taking penalties to its armor or vital armor.
(Beaufighter, Bf 110 C-4)
** EXPERT STRAFER 1: This unit only suffers a -1 penalty to Armor and Vital Armor when strafing.
** EXPERT TEAM TACTICS: If there is a friendly P-40B in the local sector, this unit rolls one extra attack die when making Antiair attacks
EXPORT VERSION: This unit can be based on a U.S. or U.K. Carrier.
(V-156 Vindicator)
** FAST ESCAPE: This unit gets +1 Armor and Vital Armor when attacked by Fighters that have Antiair values of 5 or less prior to bonuses.
** FEEBLE INTERCEPTOR: Whenever this unit attacks an enemy Bomber that has Defensive Armament, roll a die. On a 1, destroy this unit after its attack is resolved.
FIGHTER-BOMBER: When you place this unit during the Air Mission phase, declare whether this unit's type will be Fighter or Dive Bomber this turn. It can make Bomb attacks only while it's a Dive Bomber. While a Dive Bomber, reduce its Armor and Vital Armor each by 1.
(F4U-1D Corsair)
** FIGHTER BOMBER: You may place this unit on the map as either a Fighter or a Dive Bomber. As a Dive Bomber, this unit gets -2 armor.
** FIGHTER ESCORT: This unit can use its Escort special ability only when it is placed as a Fighter. Firefly
** FIGHTER SWEEP: Once per game, instead of making an attack during your Air Attack phase, this unit can make a dice-5 Antiair attack during your Air Defense phase.
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(SM-79 Sparviero, SB2C Helldiver)
** FIRST CARRIER OPS: If it's the first turn of the game, this unit rolls two extra attack die when attacking.
** FLAK HAMMER: At the end of the Air Mission phase, this unit can make an immediate Gunnery attack against a local enemy Ship. If it does, roll a die. On a 3 or higher, that Ship gets -1 on each attack die when making Antiair attacks this turn and this unit can't make Antiair or Gunnery attacks this turn.
** FLAK SUPPRESSION: At the end of Air Mission phase, you may choose a local enemy Ship. If you do, that Ship gets -1 on each attack die when making Antiair attacks this turn, and this unit can't make any attacks this turn.
** FLAK SUPPRESSION: At the end of the Air Mission phase, choose a local enemy Ship and roll a die. On a 4 or higher, that Ship gets -1 on each attack die when making Antiair attacks this turn. This unit must attack that Ship in the Air Attack phase, if able.
** FLAMES OF GLORY: Whenever this unit is destroyed by a Ship's Antiair attack roll a die. On a 5 or higher, this unit may make a Bomb attack during your Air Attack step. Destroy this unit after the attack.
** FLEET AIR PATROL: At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Ship and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft.
(Fairey Fulmar)
** FLEET PROTECTION: While in the same sector as a friendly Ship, this unit gets +1 Vital Armor against Antiair attacks by enemy Fighters.
** FRITZ X: Once per game, this unit can make a 12-dice, range-1 Bomb attack during the Air Attack step. This unit can’t hit Destroyers or Torpedo Boats with this attack. (HE 177 A-5 ‘Greif’)
** GIRETSU KUTEITAI: Once per game when in darkness, you may place this unit on your opponent's airbase during your Air Mission step. If you do, choose two enemy Aircraft at that Airbase and roll a die during your Air Attack step. On a 6, destroy both of those Aircraft. On a 4 or 5, destroy only one of those Aircraft. Destroy this unit at the end of the phase.
GREAT AGILITY: When an enemy Fighter rolls successes exactly equal to this unit's vital armor and would destroy it, abort this unit instead.
(A6M5 Zeke)
** GROUND ATTACK: This unit only suffers -1 to Armor and Vital Armor when Strafing.
** GUNNERY SPOTTER: At the beginning of the Surface Attack phase, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when making Gunnery attacks against that Ship this turn.
HARASS FROM A DISTANCE: This unit's Torpedo attack has range 1. When this unit makes a range 1 attack, it can't benefit from the Expert Torpedoes ability.
(B6N2 Jill)
HEAVY STRAFER: Once per game, this unit can make a range-1 Gunnery attack using its range-0 attack value.
(B-25 Mitchell)
HIGH AGILITY: Once per game, when an enemy Fighter rolls exactly 8 successes against this unit and would destroy it, abort this unit instead.
(Elite A6M2 Zero)
** HIGH ACCURACY: This unit gets +1 on each attack die when making Bomb attacks.
** HIGH SPEED BOMBER: When an enemy Fighter rolls successes exactly equal to this unit's Armor and would abort it, the attack misses instead. (D4Y3 "Judy")
** HIGHLY MANUEVERABLE: While you have initiative, this unit gets +1 armor.
** HI-LEVEL ESCORT: Local friendly units with the Hi-Level Bomber ability get +1 armor against Antiair attacks by enemy Fighters this turn.
HI-LEVEL BOMBER: Whenever this unit makes a Bomb attack, it only scores hits on a 6. This unit can't hit Destroyers or Torpedo Boats with Bomb attacks
(Halifax, B-24 Liberator)
** HI-LEVEL FIGHTER: While in the same sector as a friendly unit with the Hi-Level Bomber ability, this unit rolls two extra dice when making Antiair attacks against Fighters. (P-51D Mustang)
** I-16 ZVENO: Once per game, this unit can make a 4-dice Antiair attack in the Air Defense phase instead of a Bomb attack during the Air Attack phase this turn.
** INFERIOR TACTICS: Enemy fighters roll one extra attack die when making Antiair attacks against this unit.
INTERCEPTOR: If there are no enemy Fighters in the same sector as this unit, this unit rolls one extra attack die when making Antiair attacks against enemy Bombers.
(Bf-109, D.520, P-40E Warhawk, A6M2 "Rufe, Fw-190A, Lend-Lease Hurricane Mk II)
** INTERCEPTOR 2: If there are no enemy Fighters in the same sector as this unit, this unit rolls two extra attack dice when making Antiair attacks against enemy Bombers.
KAMIKAZE ATTACK: This unit can make a 10 dice Bomb attack instead of a Torpedo attack during your Air Attack phase. Destroy this unit after the attack
(B6N2 Jill)
LAND BASED: This unit can't be based on a Carrier.
(Beaufighter, Ju-87 Stuka, MC-202 Folgore, Ju-87 Picchiatelli, A6M2 Kamikaze Zero, Il-2M Sturmovik)
** LAND BOMBER: This unit can't be based on a Carrier, and it can't benefit from the Expert Bomber bonus.
LAND FIGHTER: This unit can't be based on a Carrier, and it can't benefit from the Expert Dogfighter bonus.
(F4U Corsair, N1K1-J George, P-40E Warhawk, B-239 Buffalo, Fw-190A, Lend-Lease Hurricane Mk II, A-29 Kittyhawk, Bloch MB.151, B-339 Buffalo)
** LAND FIGHTER-BOMBER: This unit can't be based on a Carrier, and it can't benefit from the Expert Dogfighter or Expert Bomber bonus. (Fw 190A3/U3, DAP Beaufighter MK. 21, Ki-84 "Frank")
** LEIGH LIGHT - This unit ignores the darkness attack penalty for ASW attacks. Wellington GR
** LEIGH LIGHT: This unit makes a succesful search check on a roll of 2 or higher, and attack penalties related to Darkness rules don't apply to this unit.
** LEVEL BOMBER - Whenever this unit makes a Bomb attack, it only scores hits on a 5 or 6. This unit can't hit Torpedo Boats with Bomb attacks.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
(SB2C Helldiver, Ju-88A-4)
** LIMITED ESCORT: Friendly Bombers must have vital armor of 7 or less to benefit from the effects of this unit’s Escort ability. (A5M4 “Claude”)
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
(PBY Catalina, H8K1 Emily, Sunderland Mk I, Z.506B Airone, PBY Black Cat)
** LONE ASW HUNTER: If there are no other Aircraft in the same sector as this unit, this unit rolls one extra attack die when making ASW attacks against enemy Submarines. (Hudson Mk. III)
** LOW LEVEL ATTACK: Once per turn, during your Air Attack step, you may declare that you are using Low Level Attack. If you do, this unit can make a Strafing attack and a Bombing attack against separate local targets. Normal strafing penalties apply to both attacks that turn.
** LOYAL DEFENDER: This unit rolls one extra die when making Antiair attacks in the same sector as a damaged friendly Ship.
LUCKY HIT: Whenever this unit hits an enemy Battleship with a Torpedo attack, roll a die. On a 5 or higher, that Battleship can't move next turn.
(Swordfish)
(M-Z)
** MAD ATTACK: Once per game during your Air Attack step, this unit may make a 6-dice ASW attack. That attack gets -1 on each attack die, and this unit can't make any other attacks this turn.
** MAKE SMOKE: Instead of attacking during your Air Attack phase, this unit can make a local smoke screen. Remove the screen at the end of the turn.
** MARITIME RECON: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2 and declare that either friendly Submarines or friendly Aircraft roll one extra attack die when making attacks against that Ship this turn.
MINES: Once per game, instead of making an attack in the Air Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
(Sunderland Mk I)
** MINE SPOTTER: At the end of the Air Attack phase, you may flip one local Mine marker face down. Friendly Ships ignore that Mine marker until you flip it face up at the end of the next turn.
MISSION SELECTION: This unit counts as either a Dive Bomber or a Torpedo Bomber. (Choose the unit's role when you place it during the Air Mission phase.)
(Barracuda, Il-2M Sturmovik, Late 298)
MISSION SELECTION: This unit counts as either a Dive Bomber or a Fighter. (Choose the unit's role when you place it during the Air Mission phase.)
(Re.2001CB, Firefly F.Mk I)
** MULLIGAN: Once per game, you can either reroll one attack by this unit or take no damage from one attack against this unit this turn.
NIGHT SPECIALIST: While in Darkness, this unit gets +1 on each search check and ignores darkness attack penalties.
(PBY Black Cat, A6M2 "Rufe)
NIMBLE: Once per game, when an enemy Fighter rolls successes against this unit exactly equal to its vital armor and would destroy it, abort this unit instead.
(D.520)
** NORWEGIAN AIR PATROL: Once per game, at the beginning of your Air Attack step, you may choose an enemy Ship within range 1. If you do, move a Norwegian Ship one sector toward that Ship this turn.
** OHKA ATTACK: Once per game, instead of making a Bomb or Torpedo attack in the Air Attack phase, this unit can make a 10-dice Bomb attack at up to range-1.
(G4M2 "Betty")
** OHKA ATTACK: Once per game, at the end of the Air Mission phase, you may declare this unit is using Ohka Attack. If you do, this unit can make a range-2 Bomb attack with 10 attack dice instead of a normal Bomb attack and it gets -1 armor and vital armor this turn.
OVERSTACK: Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft.
(A6M2 Kamikaze Zero)
** PARATROOPERS 2: Once per game, instead of attacking during the Air Attack phase, this unit can use Paratroopers against a local enemy Installation. If it does, roll two dice and add 2 to the result. If the total equals or exceeds the target’s Installation value, that unit is destroyed.
(Ju-52)
PINPOINTER: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
(FW-200 Kondor)
** PIER HANGAR: Your land airbase can base up to 3 units with the Pier Hangar ability in addition to the normal stacking limit.
** POUNCE: This unit rolls one extra attack die when making ASW attacks against enemy Submarines that moved this turn.
PRESS THE ATTACK: Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit makes a Bomb attack during your Air Attack step but gets -1 on each attack die for that attack.
(SBD Dauntless, Ju-87 Picchiatelli, D3A Val, D4Y1 Judy, V-156 Vindicator)
** RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(A-29 Kittyhawk)
** RECON: This unit is considered a Patrol Bomber when making search checks.
ROCKET ATTACK: Once per game, this unit can make a 5-dice Gunnery attack during the Air Attack phase.
(USMC Corsair)
** ROCKET ATTACK 4: Once per game, this unit can make a 4-dice Gunnery attack during the Air Attack phase.
(FM-2 Wildcat)
** ROCKET SORTIE: Once per game, this unit rolls two extra attack dice when making a Gunnery attack.
** RONSON: Whenever this unit would be Aborted by an enemy aircraft roll a die. On a 1 this unit is destroyed instead.
(G3M2 "Nell")
RUGGED: When an enemy unit rolls successes against this unit exactly equal to its vital armor and would destroy it, roll a die. On a 4 or higher, abort this unit instead.
(Martlet Mk II, TBF-1 Avenger, P-40E Warhawk, A-29 Kittyhawk)
** SCRAMBLE DEFENSE: Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit. If you do, this unit may only be placed on your side of the map this turn.
(B-339 Buffalo)
** SCRAMBLE DEFENSE: Once per game, at the end of the Air Mission phase, you can ignore the rearming marker on this unit and deploy it in a sector occupied by a friendly ship on your side of the map.
SEA BASING: This unit can base only in a coast or an island sector on your side of the map. Don't place a Rearming counter on this unit during your Air Return step.
(A6M2 "Rufe", Late 298)
** SEAPLANE: This unit can't be based on a carrier that doesn't have the ability Seaplane Tender.
SHADOWING: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
(PBY Catalina, H8K1 Emily)
** SISU: If this unit is in the same sector as a friendly Fighter, it rolls one extra attack die when making Antiair attacks.
SKILLED SEARCH: This unit gets +1 on each long-range search check.
(B5N2 Type 97 Attack Bomber, D4Y3 "Judy")
SKIP-BOMB: Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2.
(B-25 Mitchell, Il-2M Sturmovik)
** SMOTHERING ASW: Local harassed enemy Submarines are not gauranteed a minimum one die torpedo attack.
** SONOBOUYS: Once per game, instead of making an attack in the Air Attack phase, this unit can deploy sonobouys in its sector. Place a marker on that sector. Friendly units roll one extra attack die when making ASW attacks in that sector.
** SPLIT THE DEFENSE: Once per game you can declare you’re using Split the Defense. If you do, each Ship in this unit’s sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks.
(Pe-2)
SUICIDE ATTACK: This unit is destroyed at the end of the Air Attack phase if it isn't at the land airbase.
(A6M2 Kamikaze Zero)
** SUPPLY RUN: Instead of attacking during your Air Attack step, this unit can make a Supply Run to a damaged Installation in its sector. If it does, roll a die. On a 4 or higher, remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn.
(Ju-52)
SURPRISE: If it's the first turn of the game, this unit rolls one extra attack die when attacking.
(A6M2 Zeke, A6M5 Zeke, Bloch MB.151)
SWARM TACTICS: If this unit is the only friendly unaborted and undestroyed Aircraft in its sector at the end of the Air Defense phase, this unit can make a second Antiair attack this turn. It can't attack an enemy Aircraft this way that it already attacked this turn.
(B-239 Buffalo)
** TALLBOY SPECIAL: Once per game, this unit can use the Tallboy Special ability instead of a Bomb attack during the Air Attack step. Roll 2 dice. For each 5 rolled, the target takes 1 point of hull damage. For each 6 rolled, the target takes 2 points of hull damage. This unit can’t hit Destroyers or Torpedo Boats with this ability. (Lancaster B.1)
** THE COAST IS CLEAR: This unit may deploy at the beginning of any turn. It is out of play until that time.
** THE ONLY THING FLYIN': Once per game, at the start of the Air Mission phase, if all friendly aircraft at the airbase without this special ability are rearming, you may remove a Rearming counter from this unit.
** TOKKO: This unit can make a 10-dice Bomb attack instead of its normal bomb attack during your Air Attack phase. Destroy this unit after the attack.
TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
(SM-79 Sparviero)
UNCERTAIN ARRIVAL: This unit begins the game with a rearming counter. At the start of each Air Return phase, roll a die. On a roll of 4 or higher, remove the counter.
(A6M2 Kamikaze Zero)
** UNDER THE RADAR: Once per game, at the end of the Air Mission phase, you may declare that you are using Under the Radar. If you do, enemy Ships get -1 when making Antiair attacks against this unit this turn.
** VECTOR FIGHTERS: After each turn when this Aircraft is placed, you may redeploy 1 Fighter in a sector not containing enemy Aircraft to a sector within range 2 that does contain enemy Aircraft.
** VECTOR SUBMARINE: At the beginning of the Air Return phase, if this unit was not aborted, you may choose a friendly Submarine within 2 sectors of this unit. That Submarine may immediately move one sector towards the nearest enemy Ship.
VETERAN PILOT 1: This unit rolls one extra attack die when making Antiair attacks against enemy Fighters that have Antiair values of 6 or less.
(B-239)
Carrier and Tender SA's
(A-Z)
** AA ROCKETS: Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you're using AA Rockets. If you do, roll one extra attack die against that Aircraft. (Unryu)
AIRFIELD STRIKE: Once per game, you can deploy a Fighter to your opponent's land airbase during the Air Mission phase. That fighter can make an Antiair attack against one enemy Aircraft deployed at the airbase or rearming this turn.
(Zuikaku, Intrepid, Wasp)
AIR RAID 4: Once per game, during the Air Mission phase, you can deploy a Bomber based on this unit to your opponent's land airbase. At the end of that turn's Air Defense phase, if the Bomber wasn't aborted or destroyed, score 4 victory points.
(Ryujo)
ARMORED DECK 1: Whenever an enemy unit makes a Bomb attack against this unit, this unit gets +1 armor and +1 vital armor against that attack.
(Taiho)
** ASW SEARCH: At the beginning of your Air Attack step, you may choose an enemy Submarine. Friendly ships roll one extra attack die when making ASW attacks against that Submarine this turn. (Sparviero)
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
** BEHIND ENEMY LINES: Once per game, if it is turn 4 or later, or while in Darkness, this unit may re-deploy to any sector on the map at the beginning of your Sea Movement phase.
** CARRIER SCOUTS: At the beginning of your Air Attack step, you may choose an enemy Ship. Friendly Ships roll one extra attack die when making Gunnery attacks against that Ship this turn.
** COMMANDO LANDING 3: At the end of a turn, if this unit is the only unit in a sector adjacent to an island or coast on your opponent's side of the map, you score 3 victory points. You can only use Commando Landing once per game.
**COMPROMISED OPERATIONS: When this ship is crippled, she has an aircraft capacity of 0.
** CONVOY GUARD: During your Air Attack phase, choose an enemy Submarine within range 3. It receives one extra harassment counter this turn.
** CRAMPED FACILITIES 2: Whenever you return an aircraft to this unit during the Air Return phase, you must roll a die. On a 2 or less, place a Rearming counter on that aircraft.
DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Yorktown)
** DESPERATE ASW: Once per turn, when this unit is crippled, you may choose a friendly Torpedo Bomber. That Torpedo Bomber causes an additional ASW Threat attack penalty when making ASW attacks this turn. (Nabob)
DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
(Junyo)
** ELITE BOMBERS: Once per turn at the end of the Air Mission Phase, you may choose a friendly Dive Bomber or Torpedo Bomber. That Aircraft gets Armor 5 this turn. (Peter Strasser)
EMBARK B-25: You can base one B-25 on this unit. If you do, other Aircraft based on this unit can't perform missions until the B-25 is destroyed or removed from play. At the beginning of the Air Return phase after the B-25 performs a mission, if it wasn't destroyed, remove it from play and score 12 victory points. You can score victory points from an Embark B-25 ability only once per game.
(Hornet)
EXPERT ASW: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making ASW attacks this turn.
(St. Lo, Fencer, Glorious)
EXPERT BOMBER: Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls one extra attack die when making Bomb attacks this turn.
(Saratoga, Yorktown, Princeton, Graf Zeppelin, Akagi, Zuikaku, Aquila, Bearn, Victorious, Lexington, Kaga, Taiho, Wasp)
EXPERT BOMBER 2: Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls two extra attack dice when making Bomb attacks this turn.
(Enterprise, Shokaku, Junyo, Essex, Hornet, Joffre)
** EXPERT BOMB PAYLOAD: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Alternate Payload Bomb attacks this turn.
** EXPERT BOMB PAYLOAD 2: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Alternate Payload Bomb attacks this turn.
EXPERT DOGFIGHTER: Once per turn, you may choose a friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn.
(Saratoga, Enterprise, Princeton, Ark Royal, Illustrious, Graf Zeppelin, Akagi, Zuikaku, Shokaku, Shoho, Aquila, Victorious, Lexington, Glorious, Joffre)
EXPERT DOGFIGHTER 2: Once per turn, you may choose a friendly Fighter. That Fighter rolls two extra attack dice when making Antiair attacks this turn.
(Yorktown, Soryu, Eagle)
** EXPERT SPOTTER: Once per turn, you may choose a friendly Seaplane. Until the end of this turn, that Seaplane gains the ability Shadowing - At the beginning of your Air Attack step, you may choose an enemy ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
EXPERT TORPEDOES: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Torpedo attacks this turn.
(Saratoga, Ark Royal, Illustrious, Akagi, Intrepid, Soryu, Kaga, Ryujo, Eagle)
** EXPERT TORPEDOES 2: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Torpedo attacks this turn.
** FIGHTER CONTROL: Once per turn, you may choose one local friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn.
FIGHTER COVER 5: Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
(Fencer, Guadalcanal)
FIGHTER UMBRELLA: Once per turn, you may choose a friendly Fighter that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy Aircraft and make an Antiair attack with a -1 on each attack die against that Aircraft.
(Wasp)
** FLEET TANKER: While this unit is undamaged, one friendly Ship gets +1 on Slow rolls.
** FLOATPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Torpedo 1, ASW 2, Bomb 5.
(Commandant Teste)
** GOOD LUCK: When this unit would be hit by a Torpedo attack from an enemy Submarine, roll a die. On a 4 or higher, the attack misses instead. (Taiyo, Hiyo)
** HIGHLY FLAMMABLE: Whenever this unit takes damage, roll a die. On a one, this unit takes one additional point of hull damage.
HUNTER KILLER GROUP: Friendly Destroyers roll one extra attack die when making ASW attacks against enemy Submarines that were attacked this turn by Aircraft based on this unit.
(Guadalcanal)
** HURRICANE OPERATIONS: The Sea Hurricane Mk 1b and the Lend-Lease Hurricane Mk II can Base on this unit.
** INSTALLATION STRIKE: Once per turn, when a friendly Dive Bomber damages an enemy Installation, that Installation gets -1 on each attack die when making Gunnery attack rolls this turn. (USS Bunker Hill (CV-17))
** ISLAND REINFORCEMENT: Your land airbase may contain an additional Aircraft as long as this unit remains in play. If this unit is destroyed, this bonus is lost at the end of the Air Return phase.
** KAMIKAZE KILLER: This unit rolls one extra attack die when making Antiair attacks against Aircraft with Kamikaze or Suicide Attack abilities.
** LIMITED FACILITIES: Whenever you return an aborted Aircraft to this unit, you must place a Rearming counter on that Aircraft.
** LUCKY DEPLOYMENT: Once per game, at the beginning of the Air Mission phase, you can declare you are using Lucky Deployment. If you do, enemy Aircraft can't make attacks against this unit this turn.
** MARINE AIR: The USMC F4U-1A Corsair can base on this unit. While a USMC F4U-1A Corsair is based on this unit, mark it with a token. It rolls one less die when making Antiair attacks. Land Fighter still applies.
**MIDGET SUBMARINES: This unit comes with two midget submarine detachments that function as submarines. Represent them with markers. Markers can be placed in separate sectors local or adjacent to this unit at the end of your Sea Movement step. Markers are removed from play after they have attacked or are destroyed. These detachments cannot be attacked by a Submarine.
Midget Submarines: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 3/2. (Chiyoda)
** MIDGET SUBMARINE: This unit comes with two midget submarine detachments that function as Submarines. Represent them using markers. Markers can be placed during Deployment or in separate sectors adjacent to this unit in the Sea Movement phase. Markers are removed from play after they have attacked or are destroyed.
Midget Submarine: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 2/1/1
** MINE SORTIE: Once per game, you may choose a friendly Torpedo Bomber. Instead of making an attack in the Air Attack phase this turn, that Torpedo Bomber can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** NIGHT CARRIER: Aircraft that return to this unit under darkness rules do not need to make a recovery check.
** NIGHT OPERATIONS: Aircraft that return to this unit do not need to make recovery checks.
** NIGHT STRIKE: Once per game, during the Air Mission phase, you may choose a friendly Torpedo Bomber. That Torpedo Bomber receives a +1 on search checks this turn and does not need to make recovery checks if it returns to this unit this turn. (HMS Hermes)
** OUTSTANDING AIR SUPPORT: Once per turn, if this unit is in the same sector as a friendly Carrier, it gains one of that Carrier's expert abilities.
POOR FACILITIES: Whenever you return two aircraft to this unit during the Air Return phase, you must place a Rearming counter on one of those aircraft.
(Bearn)
** POOR FACILITIES 3: Whenever you return three aircraft to this unit during the Air Return phase, you must place a Rearming counter on one of those aircraft.
** POOR VENTILATION: Whenever this unit is hit by a torpedo attack during the Submarine Attack phase, roll a die. On a 1, this unit is destroyed.
** READY RESERVE: Once per game, at the end of your Air Return phase, you may declare that you are using Ready Reserve. If you do, take one of your destroyed Aircraft units without the Land Based special ability and place it on a friendly Carrier or your land airbase.
** RECOVERY OPERATIONS: Each time a friendly Carrier is destroyed, you may reroll the die for the first Aircraft that is lost due to it being based on that carrier. if the roll is successful that Aircraft remains in play and must be assigned to this unit during this Air Return phase. (Coral Sea Zuikaku)
REPLENISH AIRCRAFT: Once per game, at the beginning of the Air Return phase, choose a friendly Fighter, Dive Bomber, or Torpedo Bomber that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play, based on this unit. (Your opponent doesn't lose the victory points.)
(Essex)
** SEAPLANE BASING: While you control at least one Aircraft with Loiter, your land airbase can base one unit over the capacity limit.
** SEAPLANE DETACHMENT 1: This unit comes with one seaplane detachment that functions as Aircraft squadron. Represent it with a marker. When this unit is destroyed, remove the marker from play. The detachment can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
SEAPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
(Chitose)
** SEAPLANE RESERVES: Once per game, at the beginning of the Air Return phase, choose a friendly Aircraft with Sea Basing or Loiter that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play.
** SEAPLANE TENDER: This unit can base only Seaplanes.
** SECRET CARGO 6: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and ne enemy ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game.
** SHADOW SUBMARINES: Ships roll one extra attack die when making ASW attacks against any Submarine attacked by Aircraft based on this unit this turn.
** SLOW 1: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(Eagle)
SLOW 3: At the beginning of your Sea Movement phase, roll a die. On a 3 or less, this unit has -1 speed this turn.
(Bearn, Commandant Teste)
SNEAK ATTACK: If you roll 10 or higher on your initiative roll, your Torpedo Bombers roll one extra attack die when making Torpedo attacks this turn.
(Illustrious, Kaga)
** STEEL DECK: Aircraft making Bomb attacks against this unit roll two fewer dice.
STUKA OPERATIONS: The Ju 87B Stuka can base on this unit.
(Graf Zeppelin)
STUKA OPERATIONS: The Ju 87B Stuka and Ju 87 R2 Picchiatelli can base on this unit.
(Aquila)
SURPRISE RAID: If you roll 10 or higher on your initiative roll, choose two enemy Ships. Those Ships roll one less attack die when making Antiair attacks this turn.
(Soryu)
SURVIVOR: If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(Enterprise)
TORPEDO DEFENSE 1: Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Illustrious, Intrepid, Victorious, Lexington, Essex)
** TORPEDO SURVIVOR: The first time a Torpedo attack would destroy this unit, this unit remains in the game with 1 hull point instead of being destroyed. (Nabob)
** TURKEY SHOOT: Once per turn, if it's turn 4 or later, one friendly Aircraft may reroll one Antiair attack. (Hornet)
** VETERAN BOMBERS: Once per turn, you may choose a friendly Dive Bomber or Torpedo Bomber at the end of the Air Mission phase. That Dive Bomber or Torpedo Bomber gets +1 Armor this turn.
** VETERAN STRAFERS: Once per turn, you may choose a friendly Fighter. That Fighter may reroll one Gunnery attack this turn. (Sangamon)
** VETERAN TORPEDO BOMBERS: Once per turn, you may choose a friendly Torpedo Bomber at the end of the Air Mission phase. That Torpedo Bomber gets +1 Armor this turn. Formidable
WILDCAT OPERATIONS: The F4F Wildcat and the Martlet can base on this unit.
(Bearn)
Surface Ship SA's
(A-D)
AA VETERAN: Once per game, this unit may reroll one Antiair attack.
(Australia)
** ACT OF DEFIANCE: During your Surface Attack step, if this unit has a face-down Destroyed counter, you roll one extra die in any attack it makes.
AGGRESSIVE TACTICS: Friendly Cruisers and Destroyers adjacent to this Ship roll one extra attack die when making Gunnery and Torpedo attacks if no other friendly Ships are in their sectors.
(Aoba)
** AIM HIGH!: Once per game, if this Ship is in the same sector as an enemy Cruiser or Battleship, instead of using its Main Gunnery attack, you may roll a die. On a 5 or 6 the enemy ship recieves 1 damage marker. This ability may not sink a ship.
** AIR WARNING RADAR: During your Air Defense phase, one friendly Ship in the same or an adjacent sector to this unit can make a second Antiair Attack against a second target using 5 dice or its own AA value, whichever is lower.
** AKIYAMA'S STAND: Once per game, at the end of the Sea Movement phase, you may roll a die. On a 2 or higher, enemy Ships must attack this unit this turn if able until this unit receives a destroyed counter.
** AMAZING SHOT: Once per game, this unit can make a range 3 Torpedo attack using its range 0 Torpedo attack dice.
ANTIAIR BARRAGE: This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 5-dice Antiair attack against the second target.
(Musashi, North Carolina, Nelson)
** ANTIAIR BARRAGE 6: This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 6-dice Antiair attack against the second target.
ANTIAIR SPECIALIST: This unit can make two Antiair attacks against separate targets during your Air Defense step.
(Atlanta, John C. Butler, Akitsuki, ORP Blyskawica)
** ARCTIC PASSAGE: This unit may begin the game undeployed, along with up to one of your Destroyers. Set the undeployed Ships aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map.
** ASSAULT BEACH SURVEY: Once per game, if this unit is in the same sector as a friendly unit that scores victory points from a Landing ability, double the amount scored.
** ASW GUIDE: If this unit does not make an attack this turn, local Destroyers roll one extra attack die when making ASW attacks.
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(St. Laurent, Edsall)
** AUDACIOUS ATTACK: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step. The targets must be in different sectors. (Legion)
** AUXILIARY KILLER: This unit rolls one extra attack die when making Gunnery attacks against Auxiliaries.
** AVOID ENGAGEMENT: At the end of the Sea Movement phase, if there are enemy Ships within range 3 of this unit, you may move this unit one sector away from the nearest enemy Ship.
AVOID MINES: This unit ignores mines.
(Strasbourg)
BAD LUCK: Whenever this unit rolls four or more 1's on a Gunnery attack, or two or more 1's on a Torpedo attack, this unit and a friendly Ship in the same sector each take 1 point of hull damage and can't move next turn. If no friendly Ships are in this unit's sector, instead this unit can't move or attack for the next two turns.
(Mogami)
BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
(Richmond, Phelps, Belfast, Gorizia, Vainamoinen, Sovyetskiy Soyuz, Goteborg, Hawkins, Algonquin)
** BARRAGE BALLOON: While undamaged, this unit reduces your opponent's Aircraft stacking limit in this sector by one.
BATTERY SILENCER: This unit rolls one extra attack die when making Gunnery attacks against Shore Batteries and Installations.
(Quincy)
** BATTLESHIP ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Battleship.
(Le Hardi)
** BATTLESHIP ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Battleship.
** BATTLESHIP HUNTER: This unit rolls one extra attack die when making Main Gunnery attacks against Battleships. (HMS Suffolk)
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Saumarez)
** BATTLESHIP LEADER: While you control another Battleship, you get +1 initiative. (Operation Catapult Hood, Queen Elizabeth)
** BATTLESHIP SCREEN: If this unit is in the same sector as a friendly Battleship, this unit rolls one extra attack die when making Antiair attacks this turn.
BEACH LANDING 3: Once per game, at the end of a turn, if this unit is in or adjacent to a coast or island sector on your opponent's side of the map, score 3 victory points. You can only score victory points from a Beach Landing ability once per turn.
(Daihatsu Landing Craft)
** BENEATH NOTICE: This unit may not be attacked until it has made an attack or contested an objective.
** BLAZING GUNS: This unit can make two Tertiary Gunnery attacks against separate targets during your Surface Attack phase.
** BLOCKADE DUTY: This unit rolls one extra attack die when making Main Gunnery attacks against Ships that are on your side of the map. (HMNZS Gambia)
BOMBARD: Once per game, instead of making a Main Gunnery attack, this unit can bombard your opponent's land airbase if this unit is in your opponent's ship deployment area. At the end of that turn, place 2 additional rearming counters next to each aircraft at the airbase.
(Haruna)
** BOMB SURVIVOR: When this unit is the target of a Bomb attack, you may roll a die. On a roll of 5 or higher, the Bomb attack misses.
BRISTLING WITH GUNS: This unit can make two Secondary Gunnery attacks against separate targets during your Surface Attack step.
(Missouri, Iowa, Massachusetts, Washington, King George V, North Carolina, Montana, New Jersey)
** CAPTURE CODES: At the end of the Surface Attack phase, if this unit is local or adjacent to an enemy Auxiliary that was destroyed during the turn, choose a friendly Destroyer. That Destroyer may move one sector toward the nearest enemy Submarine. (HMS Dunedin)
** CARRIER ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Carrier.
CARRIER LEADER: You get +1 initiative for each Carrier you control up to a maximum of +3.
(New Jersey)
** CARRIER SCREEN: If this unit is in the same sector as a friendly Carrier, this unit rolls one extra attack die when making Antiair attacks.
CHASE: At the end of the Sea Movement phase, if there are no enemy Ships within range 3 of this unit, you may move this unit one sector toward the nearest enemy Ship.
(Jamaica, Milan, Vasilissa Olga)
CHASE THE SALVOES: Whenever an enemy Battleship makes a Main Gunnery attack against this unit, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(Hoel, Fletcher, Karl Galster, Prinz Eugen, Cossack, Trento, Euryalus, Edsall)
** CLASSIFIED ORDERS: No victory points may be gained from Rescue Operations when this Ship is destroyed.
** CLOSE CONVOY ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit if one of those Ships is an Auxiliary.
** CLOSE COVER: This unit may deploy in any sector on your side of the map. You may deploy one Destroyer or Torpedo Boat in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2.. (Amiral Murgescu)
CLOSE ESCORT: The sector this unit is in can contain three friendly Ships instead of two.
(Arunta, Van Galen, Karl Galster, ZG3, Camicia Nere)
COASTAL DEPLOYMENT: This unit may deploy adjacent to an island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2.
(Vainamoinen)
** COASTAL DEPLOYMENT (REVISED): This unit may deploy adjacent to a coast or island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2. (Pantera, Elli, HNoMS Norge)
** COASTAL MONITOR: This unit can deploy in any shoreline sector on this player's side of the map. Until this unit makes its first Gunnery attack of the game, it is immune to Gunnery attacks at range 4 or greater.
** COASTAL SQUADRON: This unit and all local friendly ships have concealment against attacks at range-1 or greater if they are adjacent to a coast or island sector.
(Ilmarinen)
COASTAL TACTICS: This unit has concealment against attacks at range-1 or greater if it is adjacent to a coast or island sector.
(Gustav V)
** CODE INTERCEPTS: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Auxiliary.
(Montcalm)
** COMBINED ASW ASSAULT: This unit rolls one extra attack die when making ASW attacks against an enemy Submarine attacked by friendly Aircraft this turn.
** COMBINED FLEET: During your Surface Attack step, if another friendly Ship makes a Torpedo attack against an enemy Ship, this unit rolls one extra attack die when making Main Gunnery attacks against that enemy Ship this turn. (Amagi)
COMMERCE RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
(Atlantis)
** CONVOY DEFENDER: While a friendly Auxilliary is in this unit's sector or an adjacent sector, this unit rolls one extra attack die when making Main Gunnery attacks this turn.
** CONVOY DEFENDER: When making Gunnery attacks, if a friendly Auxiliary unit is in the same or an adjacent sector, this unit rolls one extra attack die.
** CONVOY ESCORT: If this unit is in the same sector as a friendly Auxilliary unit, this unit rolls one extra attack die when making Main Gunnery attacks this turn.
** CONVOY GUARD: Enemy Ships roll one less attack die when making Gunnery attacks against friendly Auxiliaries in the same sector as this unit. (HMS Dunedin)
** CONVOY GUARDIAN: Once per turn, during your Sea Movement step, you may choose a local Auxiliary unit. Enemy Ships may not make Gunnery attacks against that Auxiliary unit this turn.
** CONVOY LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** CONVOY LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** CONVOY SCREEN: If this unit is in the same or an adjacent sector as a friendly Auxiliary unit, this unit rolls one extra attack die when making Antiair attacks for this turn.
** CONVOY SCREEN: If this unit is local or adjacent to a friendly Auxiliary unit, this unit rolls one extra attack die when making Antiair attacks this turn. (HMNZS Gambia)
** COORDINATED FIRE: At the beginning of your Surface Attack step, choose a friendly Destroyer in a different sector. If this unit and that Destroyer both make a Gunnery attack against the same target this turn, they both roll one extra attack die.
** COUP DE GRACE: This unit rolls one extra attack die when making Main Gunnery attacks against damaged Ships.
** COURAGEOUS PROTECTOR: Local friendly Ships get +1 Armor when crippled.
** COVER LANDING: Whenever this unit attacks an Installation during the Surface Attack phase, during its next turn, that Installation gets -1 on each attack die when making Gunnery attack rolls against units other than this unit. (Arkansas, Wichita)
COVERING FIRE: Whenever this unit attacks a Ship during the Surface Attack phase, during its next turn, that Ship gets -1 on each attack die when making Gunnery attack rolls against units other than this unit.
(Caio Duilio)
** COVERT DEPLOYMENT: This unit may begin the game undeployed. Set this unit aside. It is out of play. Deploy it on turn 1 at the end of the Air Return phase in any sector on your side of the map. This unit can't claim an objective on turn 1 or 2.
CRIPPLING SALVO: Whenever this unit damages a Cruiser or a Battleship with its main gunnery attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn (the target isn't automatically reduced to 1 hull point).
(Prinz Eugen, Atago)
** CROSSFIRE: At the beginning of your Surface Attack step, choose another friendly Cruiser in a different sector. If this unit and that Cruiser both make a Gunnery attack against the same target this turn, they both roll one extra attack die.
** CROSSFIRE MAYHEM: At the beginning of your Surface Attack step, you may choose a friendly Ship of the same unit type as this unit. This unit and that Ship roll one extra attack die when making Gunnery attacks when those attacks are against the same target this turn.
{From a unit that didn't get done, after all.}
CRUISER HUNTER: This unit rolls one extra attack die when making Main Gunnery attacks against Cruisers.
(Jamaica, Giuseppe Garibaldi)
CRUISER KILLER: This unit rolls one extra attack die when making Gunnery attacks against enemy Cruisers.
(Nachi)
CRUISER LEADER: While you control another Cruiser, you get +1 initiative.
(DeRuyter)
** CRUISER PICKET: The first time this unit begins a turn within range 4 of an enemy Battleship, you get +1 initiative that turn. (HMS Suffolk)
** DAIHATSU TRANSPORT: You may choose up to three Daihatsu Landing Craft to deploy from this unit, instead of deploying them normally. Undeployed Daihatsu units are considered out of play. At the beginning of each turn, you may deploy one in the same sector as this unit. If this unit is destroyed, victory points for its undeployed Daihatsu units are awarded to your opponent. (Akitsu Maru)
DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Salt Lake City)
** DARING ESCAPE: At the end of the Sea Movement phase, if this unit is undamaged and if there are enemy Ships within range 3 of this unit, you may move this unit one sector away from the nearest enemy Ship of your choice.
DEFECTIVE TORPEDOES: Whenever this unit would make a Torpedo attack, roll a die. On a 2 or less, the attack automatically misses instead.
(Bagley)
** DEFEND CRIPPLE: This unit gets +1 on each attack die when making Gunnery or Antiair attacks while in the same sector as a friendly Ship that is crippled.
** DEFENSIVE DEPLOYMENT: This unit may deploy anywhere on your side of the map adjacent to a friendly Coastal Facility. If it does, this unit can't claim an objective on turn 1 or 2.
** DELAYED ARRIVAL: This unit is deployed at the beginning of Turn 2.
DESPERATE AA: Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you're using Desperate AA. If you do, roll two extra attack dice against that Aircraft.
(Kidd, Houston)
** DESPERATE ANTIAIR: Once per game, after this unit has been damaged, this unit can make two Antiair attacks against separate targets during your Air Defense phase.
** DESPERATE RAM: During your Sea Movement step, you may choose a local enemy Ship and roll a die. If the result is higher than that Ship's armor, it takes 1 point of hull damage. Destroy this unit after rolling the die.
** DESPERATE STAND: If this unit receives a Destroyed counter during your opponent's Surface Attack step, this unit may make an immediate Torpedo Attack and an immediate Gunnery attack against the unit that damaged it last.
** DESTROYER FLOTILLA: The sector this unit is in can contain one friendly Ship above the stacking limit if all of the friendly Ships in this sector are Destroyers.
DESTROYER HUNTER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers.
(Haida, Gorizia, Nizam, Chikuma, Sheffield, ORP Dragon, Le Hardi)
DESTROYER LEADER: While you control another Destroyer, you get +1 initiative.
(Phelps)
** DESTROYER SCREEN: Choose one local or adjacent Destroyer. After both fleets are deployed, this unit and the chosen Destroyer can move one sector.
DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
(Exeter)
DISGUISE: Until this unit attacks or ends a Sea Movement phase in the same sector as another Ship, this unit can't be attacked.
(Atlantis)
** DISRUPT INVASION: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn.
(Java)
** DISRUPT LANDING: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Landing. If you do, that unit can't use Landing or Cargo abilities this turn.
** DISTANT COVER: Once per game, when you lose your initiative roll, this unit may move at the end of the Sea Movement phase, instead of moving during your Sea Movement step. (Mutsu, Fiume)
** DIVIDE AND CONQUER: This unit can make two Main Gunnery attacks against separate targets and two Secondary Gunnery attacks against separate targets during your Surface Attack phase, but no bonuses can be added to these attacks.
** DRAW FIRE: While this unit is in the same sector as a friendly Ship, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
DRIVE OFF: Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
(Giuseppe Garibaldi)
(E-K)
EARLY DEPLOYMENT: This unit may deploy in any sector on your side of the map. You may deploy one cruiser or destroyer in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2.
(Schleswig-Holstein)
EARLY WARNING RADAR: Each friendly unit in this unit's sector or sectors adjacent to this unit rolls one extra die when making Antiair attacks during the first turn of the game.
** EASY PREY: If an enemy Ship did not move this turn, this unit rolls one extra attack die when making Gunnery attacks against that Ship this turn.
** ENGAGE SUB: Once per game this unit may make a Main Gunnery attack against a local or adjacent submarine. (Ward)
** ENVY OF THE FLEET: Once per game, you may re-roll one Gunnery or Antiair attack.
** EPIC DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 4 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
ESCORT KILLER: This unit can make two Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer.
(Kent, Eugenio Di Savoia)
ESTABLISH SCREEN: Choose one local or adjacent Cruiser or Destroyer. After both fleets are deployed, this unit and the chosen unit can move one sector.
(Eugenio Di Savoia, Phelps)
EVACUATE: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 1 victory point. After scoring this victory point, if this unit is in your ship deployment area at the end of a turn, score an additional 3 victory points. You can score each award only once per game.
(Halcyon)
** EVACUATION: At the end of the turn, if this unit is adjacent to an island or coast on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
EVADE BOMBS: Once per game, when this unit is the target of a Bomb attack, you may roll a die. On a 4 or higher, the Bomb attack misses.
(Haruna, Vasilissa Olga, Naka)
EVADE TORPEDOES: Once per game, when an enemy unit would make a Torpedo attack against this unit, you may roll a die. On a 3 or higher, the Torpedo attack automatically misses instead. This unit can't move during the Sea Movement phase the turn after it uses this ability.
(Repulse, Sheffield)
** EVASIVE ACTION: Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack causes no damage.
** EXCELLENT RANGEFINDING: Roll 1 extra die for this unit's first Gunnery attack.
EXCELLENT SPOTTING: During your Surface Attack step, if another friendly Ship makes a Gunnery attack against an enemy Ship, this unit rolls one extra attack die when making Gunnery attacks against that enemy Ship this turn.
(Richelieu, Dunkerque, Gloire, Suffren, Algerie, Alsace)
** EXHAUSTION: If it is turn 7 or later, this unit gets -1 on each attack die when making Gunnery or Antiair attacks.
** EXPERIMENTAL ASW: Whenever this unit makes an ASW attack, roll a die. On a 5 or more, roll one extra attack die. On a 2 or less, roll one fewer attack die.
** EXPERT MINELAYER 2: Twice per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo Defense works against this damage.
** EXPERT SEAPLANE ASW: Once per turn, you may choose a friendly Patrol Bomber with Loiter. That Patrol Bomber rolls one extra attack die when making ASW attacks this turn.
EXTENDED RANGE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value.
(Massachusetts, Washington, California, Tennessee, Baltimore, Cleveland, Rodney, King George V, Hood, Warspite, Jean Bart, Dunkerque, Bismarck, Scharnhorst, Admiral Graff Spee, Admiral Scheer, Admiral Hipper, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Haruna, Kongo, Arizona, North Carolina, Alaska, Repulse, Prinz Eugen, Prince of Wales, Nagato, Montpelier, Vainamoinen, Caio Duilio, West Virginia, Arkhangelsk, Fuso, Gneisenau, Royal Oak, Provence, Sovyetskiy Soyuz, Nevada, Quincy, Blücher, Roma, Ise, Kirishima, Gustav V, Sho-Go Yamato, Andrea Doria, Rheinübung Bismarck, Moltke, Nelson, Strasbourg)
EXTENDED RANGE 5: While undamaged, this unit can make range-4 or range-5 Main Gunnery attacks using its range-3 attack value.
(Missouri, Iowa, Richelieu, Tirpitz, Friedrich der Grosse, Montana, New Jersey, Alsace)
FAST 5: At the beginning of your Sea Movement step, roll a die. On a 5 or higher, this unit gets +1 speed this turn.
(Giovanni Delle Bande Nere)
** FAST TRANSIT: Submarines may not use any special abilities when making attacks against this unit. Whenever this unit would take damage from a Torpedo attack during the Submarine Attack phase, roll a die. On a 3 or higher this unit takes no damage instead.
FATAL FLAW: If an enemy Battleship rolls four 6's against this unit, put a face-down destroyed counter on it.
(Hood)
** FIGHTER COMMAND: Once per turn, you may redeploy a friendly Fighter in a sector not containing an enemy Aircraft to sector within range 3 of that Fighter that does contain enemy Aircraft.
FIGHTER DIRECTOR: Once per turn, you may choose a friendly Fighter within range 3 that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy Aircraft and make an Antiair attack with a -1 on each attack die against that Aircraft.
(Alaska)
** FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
** FINISH CRIPPLE: This unit rolls one extra attack die when attacking crippled Ships.
** FLAGSHIP PICKET: At the beginning of the Air Defense phase, you may choose a local or adjacent Flagship. That Flagship rolls one extra attack die when making Antiair attacks this turn.
** FLAK TRAP: Once per game, during your Air Defense step, you may declare you are using Flak Trap. If you do, one local friendly unit may reroll its Antiair attack.
FLANK SPEED: At the beginning of your Sea Movement step, if this unit is within range 3 of an enemy Ship, this unit gets +1 speed this turn.
(Bolzano, Scipione Africano)
** FLEET TANKER: While this unit is undamaged, one friendly Ship gets +1 on Slow rolls.
** FLEET TANKER: At the beginning of the Sea Movement phase, while this unit is not crippled, you may select one friendly Ship. That Ship gets +1 on slow rolls this turn. (USS Neosho, Iro)
** FLOATPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Torpedo 1, ASW 2, Bomb 5.
** FLOATPLANE TENDER: One Patrol Bomber with Loiter does not count towards your land airbase limit.
** FLOTILLA DEPOT SHIP: Once per turn, you may choose a friendly Submarine or Torpedo Boat within range 4. That Submarine or Torpedo Boat rolls one extra attack die when making Torpedo attacks this turn.
FLOTILLA LEADER: You get +1 initiative for each Destroyer you control up to a maximum of +3.
(San Francisco, Jamaica, Karlsruhe, Yahagi, Naka)
FLY-OFF STRIKE: Once per game during the Air Mission phase, you may place a marker on the map that functions as an Aircraft squadron. Remove it from play when it's aborted, destroyed, or at the beginning of the Air Return phase, whichever happens first.
Fly-off squadron; Armor 4, Vital Armor 7, Bomb 7.
(Ise)
** FORWARD AIR CONTROL: While this unit is undamaged, you automatically win initiative for the Air Mission, Air Defense, and Air Attack phases only.
GENERAL PURSUIT: Once per game, at the end of your Sea Movement step, you can move up to three of your Ships each one sector toward the enemy Ship nearest to it. You can't claim an objective the turn you use this ability. You lose initiative next turn.
(Sho-Go Yamato)
** GET IN CLOSE: Once per game, this Ship may choose an enemy Battleship or Cruiser in its sector. That Ship may not make attacks against this Ship for the rest of the turn.
** GET UNDERWAY: After both fleets are deployed, roll a die. If you roll a 3 or higher, this unit can make a speed-1 move before the first turn begins.
GUARD SHIP: This unit may deploy in any sector adjacent to a coast or island on your side of the map. If deployed this way, this unit can't move until it has been attacked.
(San Giorgio)
GUARD THE CONVOY: While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that Auxiliary unit until this unit has been attacked at least once in the same phase.
(Leander, Sackville, Matsu, Antilope, M1, Vampire)
** GUARD THE FLOTILLA: While this unit is in the same sector as a friendly Destroyer, enemy units can't attack that Destroyer until this unit has been attacked at least once in the same phase.
** GUARD THE LANDING: While this unit is in the same sector as a friendly Ship with a Landing ability, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
** GUARD THE MINELAYER: While this unit is in the same sector as a friendly Ship with the Mines ability, enemy units can’t attack that Ship until this unit has been attacked at least once in the same phase. (Chervona Ukraina)
** GUNNERY PLATFORM: If this unit is adjacent to a coast or island sector the first time it would be destroyed, it remains in the game with 2 hull points. From the end of the phase, this unit suffers the effects of Crippled, has a Speed of 0, and cannot be damaged by Torpedo attacks for the rest of the game. (Marat)
** GUNNERY PLATFORM: This unit can deploy in any shoreline sector on this player's side of the map.
{Applied to a Ship with speed 0}
** HARASSING FIRE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value. It only scores hits on a 6 when using this ability.
HARASSING FIRE 5: While undamaged, this unit can make range-5 Main Gunnery attacks using its range-3 attack value. It only scores hits on a 6 when using this ability.
(Andrea Doria)
** HARBOR PATROL: This unit rolls one extra attack die for all attacks when it is in or adjacent to your Ship deployment area.
** HARD TO KILL: Once per game, when this unit would be damaged by an enemy air attack, roll a die. On a 5 or higher, the attack misses instead.
HEAVY ANTIAIR: This unit's Antiair attack has range 1.
(Missouri, Laffey, San Diego, Montpelier)
HEAVY ANTIAIR 2: This unit's Antiair attack has range 2.
(Montana)
HEAVY RAIDER: Whenever this unit Destroys an Auxiliary, score 2 victory points.
(Moltke)
** HIDDEN OPERATIONS: When this unit attempts to repair a Ship it can also make a local smoke screen. A sector containing a smoke screen blocks line of sight through its sector. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn. (Vestal)
** HIGHLY FLAMMABLE: Whenever this unit takes damage from a Bomb attack, roll a die. On a 1, this unit takes one additional point of hull damage. (Neosho, Iro)
** HIGHLY FLAMMABLE: Whenever this unit takes damage, roll a die. On a 1, this unit takes one additional point of hull damage.
** HIGH SPEED DASH: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
** HIGH-SPEED EVASION: Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
HIGH SPEED RUN: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn. You can't claim an objective the turn you use this ability.
(Le Terrible, Gromkiy, Trento, Goteborg)
** HIT AND RUN: Once per game, at the end of your Surface Attack step, if this unit has attacked an enemy Ship this phase, you may move this unit one sector away from that Ship. If you do, this unit can't claim an objective on this turn. (Pantera, Silnyi)
** HOME FOR TEA: After turn 5, this unit must move toward your Ship Deployment area. After one turn in your Ship Deployment area it may move freely again. Repeat until the game is over.
** HURRICAT: Once per game during the Antiair phase, you may make a 5-dice Antiair attack against a Patrol Bomber unit within range 3, if there is no enemy Fighter in that sector. This attack is in addition to your normal Antiair attack.
** HUNTING PARTY: Whenever this unit and a friendly Destroyer are in the same sector as an enemy Submarine, this unit rolls one extra attack die when making ASW attacks this turn.
** HYBRID: This unit can base one Aircraft, as if it were a Carrier.
IMPROVED RADAR: This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
(Cleveland)
** IMPROVISED COMMAND: If you have no Flagship in your Fleet, you gain +1 to your initiative rolls.
INACTIVITY: This unit gets -1 on each attack die when making its first Main Gunnery attack of the game.
(Arkhangelsk)
INCOMPLETE: This unit can't move during the first turn of the game
(Jean Bart)
** INDEPENDENT ACTION: Once per game, at the beginning of your Sea Movement step, you may ignore Slow 2. This unit rolls one extra attack die when making Gunnery attacks until the end of this turn.
** INEXPERIENCED CREW: This unit gets -1 on each attack die when making its first attack of the game.
INSPIRE TO VICTORY: Once per game, if this unit damages or destroys an enemy Battleship, you can declare you're using Inspire to Victory. If you do, each of your Ships rolls one extra attack die when making Gunnery attacks during your next turn.
(Arizona)
INSPIRING EXAMPLE: Once per game, if this unit damages or destroys an enemy Ship, you can declare you're using Inspiring Example. If you do, each of your Greek Ships (other than this one) rolls one extra attack die when making attacks during your next turn.
(Georgios Averof)
** INSTALLATION GUARD: This unit may make its Antiair attack against Enemy aircraft in an adjacent sector containing a friendly installation. Soerabaia
** INTEL REPORT: Once per game, you may choose a friendly Submarine within range 3. That Submarine ignores all ASW harassment penalties this turn.
** INTIMIDATION: Once per game, at the end of the Surface Attack phase, you may choose a Ship that was attacked by this unit's Main Gunnery Attack this turn. That Ship must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability. Ramillies
** INTIMIDATION: Enemy Battleships firing at friendly Ships in the same sector as this unit roll one fewer attack die.
** INVASION ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is an Auxiliary with a Landing ability.
** INVASION LEADER: While you control at least one unit with Landing, you gain +1 Initiative. (Yubari)
** ISLAND CAMO: Once per game, if this unit is adjacent to a coast or island at the beginning of the Sea Movement phase, you may declare you're using Island Camo. If you do, this unit can't move or make attacks this turn, and enemy units can't make attacks against this unit this turn.
** JACK OF ALL TRADES: This unit rolls one extra attack die for all attacks while undamaged.
JAMMED MOUNT: Before this unit makes a Main Gunnery attack, roll a die. On a 1, this unit rolls three fewer attack dice when making Main Gunnery attacks until the end of your next turn.
(King George V, Prince of Wales)
** JONAH: Whenever this unit is attacked, roll a die. On a 1, this unit is destroyed.
** KAMIKAZE KILLER: This unit rolls one extra attack die when making Antiair attacks against Aircraft with the Suicide Attack ability.
** KAMIKAZE SURVIVOR: Whenever this unit takes damage from a unit with the Suicide Attack ability, roll a die. On a 4 or higher, this unit receives no damage from the attack.
KILLER INSTINCT: When this unit damages or destroys an enemy Submarine with its ASW attack for the first time, it rolls one extra attack die when making ASW attacks for the rest of the game.
(Pegaso)
(L-R)
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
(Krasni Krym, Blücher, Königsberg)
LANDING 5: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn.
(T1 Landing Ship, LST)
LANDING 10: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 10 victory points. You can only score victory points from a Landing ability once per turn.
(Gunston Hall)
** LANDING BARRAGE 2: Once per game, instead of making a Main Gunnery attack, this unit can perform a landing barrage if this unit is adjacent to a coast or island on your opponent's side of the map. At the end of that turn, score 2 victory points.
** LANDING LEADER: You get +1 initiative for each additional Ship you control with a Landing ability, up to a maximum of +3. (Krasnyi Kavkaz)
** LANDING SURVEY: Once per game, if this unit is in the same sector as a friendly unit that scores victory points from a Landing ability, score an extra 5 victory points.
** LAS MOMIAS DE GUANAJUATO: Once per game, when this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
** LAST SALVO: Once per game, if you win your initiative roll, this unit rolls one extra die when making Main Gunnery attacks this turn.
LAY SMOKE SCREEN: Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn.
(Hoel, John C. Butler, Javelin, Luca Tarigo, Milan, T27, Shigure, Nizam, Ascari, Allen M. Sumner, Hatsukaze, Edsall, Algonquin)
LEAD THE ATTACK 2: After both fleets are deployed, this unit can make a speed-2 move before the first turn begins.
(Köln, Java)
** LIGHT SHIP TACTICS: Once per game, at the beginning of the Surface Attack phase, you can declare you're using Light Ship Tactics. If you do, whenever an enemy Ship makes an attack against this unit this turn, roll a die. On a 5 or higher, this unit takes no damage from that attack. (Le Brestois)
** LIMITED ASW: Once per game, this unit can make a dice-3 ASW attack.
LIMITED ASW THREAT: This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
(T1 Landing Ship, ORP Dragon, Prince David, Java)
** LIMITED RADAR: While undamaged, this unit rolls one extra attack die when making Antiair attacks.
** LIMITED SEA CONTROL: This unit can't claim objectives unless another friendly unit with Limited Sea Control is in the same sector as this unit.
** LOCAL PATROL: This unit can't be moved into a sector on your opponent's side of the map.
LONG CRUISE: This unit may deploy in any sea sector on the map.
(Atlantis)
LONG LANCE TORPEDOES: Each torpedo hit rolled by this unit deals 1 extra point of hull damage.
(Myoko, Nachi, Tone, Jintsu, Yahagi, Yukikaze, Isokaze, Akitsuki, Aoba, Oi, Shigure, Terutsuki, Haguro, Agano, Chikuma, Murasame, Matsu, Suzuya, Atago, Nagatsuki, Hatsukaze, Mogami, Naka)
**LONG RANGE BOMBARDMENT: While undamaged, this unit can make range-4 Main Gunnery attacks against Shore Batteries and Installations using its range-3 attack value.
LONG SHOT 6: Once per game, this unit can make a range-6 Main Gunnery attack against an enemy Battleship using its range-3 attack value.
(Warspite, Gneisenau)
LUCKY ESCAPE: When this unit would be hit by a Torpedo attack from an enemy destroyer or Torpedo Boat, roll a die. On a 4 or higher, the attack misses instead.
(Shigure)
** LUCKY SHIP: When your opponent rolls attack dice against this unit, each 6 counts as one success instead of two.
** LUCKY SHOT 4: Once per game, this unit can make a range-4 Main Gunnery attack using its range-3 attack value, and may do so against Destroyers. It only scores hits on a 6 when using this ability. (Canarias)
** LUCKY SHOT: The first time this unit makes a successful main gunnery attack, and if that attack is against an enemy Battleship, that Battleship gets -1 speed the next turn.
** MAIN GUN AA: Once per game, this unit can make two Antiair attacks against separate targets during your Air Defense step. If it does, this unit can't make a Main Gunnery attack this turn.
MASKED GUNS: If you win initiative, this unit rolls two extra attack dice when making Main Gunnery attacks within range 2 this turn.
(Yamashiro)
** MEET THE ATTACK: If your opponent moves any Ships before the first Sea Movement phase of the game, you may immediately move this unit two sectors.
** MIDGET SUBMARINE: This unit comes with two midget submarine detachments that function as Submarines. Represent them with markers. Markers can be placed in separate sectors adjacent to this unit during Deployment or at the beginning of the Sea Movement phase. Markers are removed from play after they have attacked or are destroyed.
Midget Submarine: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 2/1/1.
** MINEFIELD: When this unit is deployed, you may place a Mine marker in one sector on your side of the map.
** MINE HUNTER: During your Sea Movement phase, you may declare you are using Mine Hunter. If you do, this unit can move into a Mined sector without rolling a die for damage and, if this unit makes no Gunnery attack this turn, roll a die at the end of your Surface Attack phase. On a 4 or higher, remove the Mine marker from play.
** MINE LEADER: While you control another unit with Mines, you get +1 initiative.
MINES: Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
(Kirov, Gromkiy, Nurnberg, Gotland, Königsberg)
** MINESWEEPER: Instead of making an attack in the Surface Attack phase, you can declare that you are sweeping mines. If you do, roll a die. On a 1, this unit takes one hull point of damage and the mine marker remains on the map. On a 2 or higher, remove the mine marker from this sector.
** MINE SURVIVOR: When this Ship is damaged by a mine, roll a die. On a 4 or higher, that mine does one less hull point of damage.
** MINING GUARD: While this unit is in the same sector as a friendly Ship with an ability for laying, tending, or sweeping mines, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
** MISSILE EVASION: When an enemy Aircraft makes a Bomb attack against this unit at range 1 or greater, roll a die. On a 4 or higher, that attack misses.
** MISSILE JAMMER: Antiship Missile attacks against this Ship get -1 on each attack die.
** MTB AMBUSH: Once per game, at the end of the Sea Movement phase, you may choose an enemy Auxiliary within Range 3 and roll a die. On a 1, that Auxiliary takes 1 point of hull damage. On a 2, that Auxiliary takes 2 points of hull damage.
MTB KILLER: This unit can make two Gunnery attacks against separate targets during your Surface Attack step if at least one of the targets is a Torpedo Boat.
(Scipione Africano)
NEAR MISS: The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher that attack has no effect instead.
(San Diego)
** NEGLIGENT DISCHARGE: The first time this unit makes a Torpedo attack, if there are any friendly Ships within Torpedo range, roll a die. On a 1, the target of that attack becomes the friendly Ship within Torpedo range that has the highest cost.
** NETLAYER: Once per game, instead of making an attack in the Surface Attack phase, this unit can lay nets in its sector. Place a marker on that sector. Whenever a Submarine attempts to enter the netted sector, roll a die.On a 3 or lower, the Submarine may not enter the sector.
NIGHT FIGHTER: Once per game, if it's turn 4 or later, this unit may reroll one Gunnery attack.
(Myoko, Jintsu, Yukikaze, Saumarez, T27, Agano, Murasame, Kirishima)
** NIGHT INTERCEPTION: During Darkness, in the Air Mission phase, choose a Friendly Fighter. That Fighter gets +1 on each search check and ignores darkness attack penalties this turn.
** NON-MAGNETIC HULL: This unit is not affected by mines when moving into a sector containing a mine marker.
NO SEA CONTROL: This unit can't claim objectives.
(Jeremiah O'Brien, Kinai Maru, Gunston Hall, Atlantis, Daihatsu Landing Craft, American Victory, LST)
OPENING SALVO: This unit rolls one extra attack die when making either a Gunnery or Torpedo attack for the first time each game.
(T27)
OPENING SALVO 1: This unit rolls one extra attack die when making a Gunnery attack for the first time each game.
(Prince of Wales)
** PLANE GUARD: Once per turn, Aircraft returning to a friendly local Carrier under Darkness Rules may reroll a failed recovery check.
** POOR SEAKEEPER: If this unit begins the Sea Movement phase in a sector containing a Squall, roll a die. On a 4 or higher, this unit takes 1 point of damage.
** POWER FAILURE: The first time you roll a natural 3 or less for Initiative, this unit suffers the effects of being crippled until the end of the turn (it isn't automatically reduced to 1 hull point).
** POWER FAILURE: If your initiative roll for this turn resulted in a natural total of 3 or less, this unit can't move or make attacks this turn.
** PRECIOUS CARGO 3: In the End of Turn phase, if this unit has not been destroyed, you can add 3 points to your total when determining if you have won the game.
** PRECIOUS CARGO 4: In the End of Turn phase, if this unit has not been destroyed, you can add 4 points to your total when determining if you have won the game.
** PRECIOUS CARGO 6: In the End of Turn phase, if this unit has not been destroyed, you can add 6 points to your total when determining if you have won the game.
** PREEMPTIVE DEPLOYMENT: This unit may deploy in any sector on your side of the map. If it does, this unit can't claim an objective on turn 1 or 2.
** PRESSED INTO SERVICE: After both fleets are deployed, this unit can move one sector.
** PRIMITIVE RADAR: Once per turn, you may choose an enemy unit with concealment. If you do, that unit gets -1 on its concealment roll.
** PRIORITY MAIL: The first time an attack would destroy this unit, roll a die. On a 5 or 6, this unit receives a crippled counter and can't make Gunnery attacks. If this unit is undestroyed at the end of turn 5, score 5 victory points.
PROTECT CRIPPLE: This unit gets +1 on each attack die when making Gunnery, Antiair, or ASW attacks while in the same sector as a friendly Ship that is crippled.
(Witte de With)
PURSUIT SHIP: Instead of moving this unit during your Sea Movement step, if you are the first player for this turn, you may choose a local enemy Ship. If that ship is within range 2 at the end of your opponent's Sea Movement step, put this unit in that unit's sector.
(Ajax)
** QUICK DRAW: If it's the first turn of the game, this unit rolls one extra attack die when making Antiair attacks. (Chonburi, USS Neosho)
** QUICK DRAW: This unit rolls one extra attack die on its first Antiair attack of the game
RADAR FIRE CONTROL: While undamaged, this unit rolls one extra attack die when making Main Gunnery attacks.
(Cleveland, Kidd, Taylor, Montpelier)
RADAR PICKET: Once per game, at the end of the Air Mission phase, you can move one friendly Fighter that is in a sector that doesn't contain enemy Aircraft to any sector that contains an enemy Aircraft.
(Laffey)
RADAR SOLUTION: The first time you make a Main Gunnery attack during the game, the attacking unit rolls one extra die. If this unit is undamaged, the attacking unit can make the Main Gunnery attack against an enemy unit in darkness within range 4 without a penalty.
(West Virginia)
RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(Admiral Scheer, Admiral Hipper, Suzuya, Allen M. Sumner)
RAIDER HUNTER: This unit rolls one extra attack die when making Gunnery attacks against Cruisers and Auxiliary units.
(Sydney, Leander, Hawkins, Prince David)
** RALLY FIRE: If this unit makes a Gunnery attack against an enemy unit, one friendly Destroyer may roll one extra attack die when making a Gunnery attack against the same target in the same turn.
RAM: Once per game, during the Sea Movement phase, this unit can make an immediate ASW attack when it enters a sector that contains an enemy Submarine.
(Ugolino Vivaldi)
RAPID FIRE: Once per game, before you roll this unit's Main Gunnery attack against an enemy ship, you can declare you are using Rapid Fire. If you do, roll two extra attack dice against that ship.
(Boise, Hoel, Terutsuki, ORP Blyskawica)
** RECONNAISANCE CRUISER: At the beginning of your Air Attack step, you may choose an enemy Ship within range 4 and line of sight of this unit. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn.
** REINFORCE DIVE BOMBERS 1: While this unit is undamaged, you may choose a friendly Dive Bomber during the Air Mission phase. That Dive Bomber gets +1 Armor and Vital Armor this turn, and rolls one extra attack die when making Bomb attacks this turn.
** REINFORCEMENTS 2: Whenever this unit is adjacent to a friendly Installation, that unit gets +2 to its Installation value this turn. Soerabaia
** REMEMBER: If this unit receives hits equal to or greater than its vital armor, or is destroyed by a torpedo attack, roll a die. Score victory points equal to that number. Bretaigne, USS Juneau
REPAIR: Once per game, at the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor the damaged Ship can move or use Gunnery attacks that turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship.
(Nordmark)
** REPAIR LST: At the beginning of your Sea Movement step, you can attempt to repair a local friendly LST. If you do, neither this unit nor that Ship can move or use Gunnery attacks this turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from that LST.
** REPAIR SHIP: At the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor that Ship can move or use Gunnery attacks this turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from that Ship.
** REPLENISH AIRBASE: Once per game, at the beginning of the Air Return phase, choose a friendly Aircraft that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play, based on the Land Airbase. (Akitsu Maru)
** RESCUE: If a local friendly Ship is sunk, you may roll a die. On a 5 or higher, score 3 victory points
RESCUE OPERATIONS: Once per game, instead of attacking during your Surface Attack step, this unit can perform a rescue mission if it's in a sector where a friendly Ship was destroyed. Score 3 victory points at the end of the turn.
(St. Laurent)
** RIVER MONITOR: This unit must be deployed adjacent to an island or coastal sector on your side of the map. At the end of each turn, if this unit is not adjacent to an island or coastal sector, roll a die. On a 3 or lower, this unit is destroyed.
** RUTHLESS ASW: Once per game, this unit can make two ASW attacks against the same target during your Surface Attack phase.
(S-Z)
** SALVAGE: At the end of your Sea Movement phase, if this unit and a damaged local friendly Ship have not moved this turn, you may remove this unit from play and roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship. That Ship can't make any attacks during your Surface Attack phase that turn.
** SCATTER CONVOY: The first time this unit is damaged or destroyed by an enemy Ship, all friendly Auxiliary units may move one sector away from the nearest enemy Ship at the end of the Surface Attack Phase. (Carlisle, Jervis Bay)
SCOUT CRUISER: At the beginning of your Air Attack step, you may choose an enemy Ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn.
(Tone, Gotland)
** SCOUT DESTROYER: At the beginning of your Surface Attack step, you may choose an enemy Ship. Friendly Destroyers roll one extra attack die when making Gunnery attacks against that Ship this turn.
SCOUTPLANE ATTACK: During the first turn of the game, you may declare you're using Scoutplane Attack. If you do, assign the scoutplane attack during the Air Mission phase. The scoutplane can be attacked during the Air Defense phase. It has; Armor 3, Vital Armor 5, a Bomb attack of 2, and it can be aborted or destroyed normally.
(Lamotte-Picquet)
SCOUT PLANES: At the beginning of your Air Attack phase, you may choose an enemy Ship. Roll one extra attack die when making Torpedo attacks against that Ship this turn.
(Chikuma)
** SCRAP IRON FLOTILLA: While this ship is local or adjacent to at least one friendly ship with "Scrap Iron Flotilla" this unit gets +1 armor.
** SCUTTLE: At the end of your turn, you may roll a die. On a 5 or 6, remove this unit from the game.
SEAPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
(Chitose)
** SEAPLANE DETACHMENT 1: This unit comes with one seaplane detachment that functions as an Aircraft squadron. Represent it with a marker. When this unit is destroyed, remove the marker from play. The detachment can be based only on this ship.
Seaplane squadron: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
SECRET BREAKOUT: This unit may begin the game undeployed, along with up to one of your Cruisers. Set the undeployed Ships aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map.
(Rheinübung Bismarck)
**SECRET CARGO 4: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game. Emile Bertin
** SECRET CARGO 6: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game.
SHADOW BATTLESHIP: Once per game, at the beginning of the Surface Attack phase, choose an enemy Battleship at range 3 or greater. That Battleship can't attack this unit during this phase.
(Kent)
** SHADOW CRUISER: Once per game, at the beginning of the Surface Attack phase, choose an enemy Cruiser at range 3 or greater. That Cruiser can't attack this unit during this phase.
** SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(Daihatsu Landing Craft)
SHARPSHOOTER: Whenever this unit attacks a unit that has concealment, your opponent must roll a 6 on his or her concealment roll to negate this unit's attack.
(Littorio, Belfast)
** SHORE LANDING 5: Once per game, at the end of a turn, if this unit is adjacent to a coast or occupies a sector containing an island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn.
SHORE SUPPORT: Once per game, instead of making a Main Gunnery attack, this unit can perform shore bombardment if this unit is in you opponent's ship deployment area. At the end of that turn, score 4 victory points.
(Oktybraskaya Revolutsia, Schleswig-Holstein, Provence, Nevada, Phoenix)
** SKILLED EVASION: Bomb attacks against this unit get -1 on each attack die.
SLOW 1: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
(John C. Butler, Samuel B. Roberts, Rodney, Warspite, Yamashiro, T1 Landing Ship, Nagato, Fuso, Krasni Krym, Ise, Gustav V, Nelson)
SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(California,Tennessee, Nordmark, Arizona, Oktybraskaya Revolutsia, West Virginia, Georgios Averof, Swale, Nevada, San Giorgio, Prince David)
SLOW 3: At the beginning of your Sea Movement phase, roll a die. On a 3 or less, this unit has -1 speed this turn.
(Provence, Royal Oak, Arkhangelsk)
** SMALL SHIP, BIG HEART: Once per game, when making a Torpedo attack against a Cruiser or Battleship, this unit rolls one extra attack die.
** SMOKE FLOATS: Once per game, instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. Remove the smoke screen at the end of the next turn.
** SMOTHERING ASW: Local harassed enemy Submarines are not guaranteed a minimum one die Torpedo attack.
** SPLINTER CAMO: While this unit is adjacent to land, enemy units have no line of sight to this unit at range 2 or beyond
SPLIT FIRE: This unit can make two Main Gunnery attacks against separate targets in different sectors. This unit rolls four less attack dice for each attack. You can't make any other Gunnery attacks during the turn you use this ability.
(Fuso)
** SPLIT FIRE: This unit may make two Main Gunnery attacks against separate targets during your Surface Attack Step. Each of these attacks has a value of 8/8/7/6.
SPRINT: Once per game, at the beginning of your Sea Movement step, you can declare you're using Sprint. If you do, roll a die. On a 4 or higher, this unit gets +1 speed this turn.
(Moltke)
** SQUADRON FORMATION: If you control any other Ship of the same nationality with Squadron Formation, you get +1 initiative.
STALWART: This unit can make Gunnery attacks with no penalties while crippled.
(Zara)
** STALWART ANTIAIR: This unit can make Antiair attacks with no penalties while crippled. Carlisle
** STALWART ANTIAIR: This Ship can make normal Antiair attacks while crippled.
** STAR SHELLS: During Darkness, instead of making a Gunnery attack in your Surface Attack phase, this unit can fire Star Shells. If it does, choose a sector within range 3 of this unit. All units ignore Darkness penalties in that sector this turn.
** STAY ON TARGET: If this unit makes a Main Gunnery attack on the same enemy Ship it fired on the previous turn, roll two extra attack dice.
STEALTHY: While in an island sector or in darkness, this unit has concealment. This unit gets +1 on each concealment roll.
(Daihatsu Landing Craft)
STRADDLE: Whenever this unit makes a Main Gunnery attack against an enemy Ship and that Ship takes no damage from the attack, this unit rolls one extra attack die when making its next Main Gunnery attack against that target.
(Giovanni Delle Bande Nere)
** SUB CRUSHER: Once per game, when this Ship enters a sector that contains an enemy Submarine, roll a die. On a 5 or higher, put a face-down destroyed counter on that Submarine.
SUB HUNTER: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Submarine.
(Samuel B. Roberts, Javelin, Arunta, Haida, Hans Lüdemann, Luca Tarigo, Isokaze, Type 13 Sub Chaser, Saumarez, Sackville, Pegaso, Taylor, Murasame, Allen M. Sumner, Z32, Bagley, Antilope, Swale, ZG3, Hatsukaze, Camicia Nere, Algonquin)
** SUBJECT IN SIGHT: Once per game, at the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Ship.
{Only for a Ship with Speed 1?}
** SUBMARINE DEPOT SHIP: Once per turn, while this unit is not crippled, you may choose a friendly Submarine within range 4. That Submarine may roll one additional Torpedo attack die this turn.
** SUBMERGED MINES: Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship or Submarine enters the mined sector, roll a die. On a 1, the Ship or Submarine takes 1 point of hull damage. On a 2, it takes 2 points of hull damage. Torpedo Defense works against this damage.
**SUBMARINE SCOUT: Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
** SUB TRAPPER: Once per turn, during your Surface Attack step, you may choose a local or adjacent friendly Destroyer. That Destroyer rolls one extra attack die when making ASW attacks this turn.
SURVIVOR: If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(San Francisco, Adrias)
** SUSTAINED FIRE: This unit can make two Main Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer. (Helena)
SWEEP MINES: Instead of attacking during your Surface Attack step, this unit can attempt to sweep mines in its sector. If it does, roll a die. On a 3 or higher, remove a mine counter from the sector.
(M1, Halcyon)
** TENACITY: The first time this unit would be destroyed, roll a die. On a 4 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
** TERRIBLE TWINS OF THE TURKU: While you control Väinämöinen, you get +1 initiative. (Ilmarinen)
** TERRIBLE TWINS: While this Ship is local to at least one friendly Ship with "Terrible Twins" this unit gets +1 armour and +1 to it's Main Gunnery attack.
** TINY TARGET: This unit is immune to Gunnery attacks at range-4 or greater. (Dhonburi)
** TINY TARGET: This unit is immune to Gunnery attacks at range 4 or greater.
** TO THE RESCUE: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains a friendly crippled Ship.
** TOBRUK FERRY SERVICE: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
(Vampire)
TOKYO EXPRESS: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
(Nagatsuki)
** TORPEDO BOAT HUNTER: Torpedo Boats with High Speed Evasion can't use that ability against this unit.
** TORPEDO BOAT LEADER: While you control more than one Torpedo Boat, you get +1 initiative.
** TORPEDO CHARGE: Once per game, at the end of the Sea Movement phase, you may move this unit one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase. (Lupo)
** TORPEDO DAMAGE CONTROL: Whenever this unit receives a torpedo hit, roll a die. On a roll of 5 or higher, this unit receives one less point of hull damage from that hit.
TORPEDO DEFENSE 1: Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Missouri, Iowa, Massachusetts, Washington, California, Tennessee, Baltimore, Rodney, King George V, Richelieu, Jean Bart, Dunkerque, Tirpitz, Bismarck, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Arizona, North Carolina, Prince of Wales, Nagato, Caio Duilio, West Virginia, Fuso, Gneisenau, Friedrich der Grosse, Sovyetskiy Soyuz, Nevada, Roma, Sho-Go Yamato, Andrea Doria, Rheinübung Bismarck, Montana, New Jersey, Nelson, Strasbourg, Alsace)
TORPEDO PROTECTION: Whenever a torpedo hit is rolled against this unit, roll a die. On a 4 or higher, that hit deals 1 less point of hull damage.
(Algerie, Quincy, Moltke)
** TORPEDO PROTECTION 3: Whenever a torpedo hit is rolled against this unit, roll a die. On a 3 or higher, that hit deals 1 less point of hull damage.
TORPEDO RUN: Once per game, at the end of the Sea Movement phase, you may move this unit and a friendly Destroyer in its sector one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase.
(Oi)
TORPEDO SALVO: This unit gets +1 on each attack die when making Torpedo attacks while in the same sector as a friendly Destroyer.
(Camicia Nere)
** TORPEDO SURVIVOR: The first time a Torpedo attack would destroy this unit, this unit remains in play with 1 hull point instead of being destroyed. (Iro, Saguenay, Jervis Bay)
** TORPEDO SURVIVOR: The first time this unit is the target of a Torpedo attack, you may roll a die. On a roll of 4 or higher, that Torpedo attack misses.
TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against each other enemy Ship in the same sector. (Suzuya)
TOUGH CRUISER 1: Whenever an enemy Destroyer or Fighter makes a Gunnery attack against this unit, this unit gets +1 armor against that attack.
(Haguro, Nurnberg, Houston, Mogami, Phoenix)
** TOWED AS TORPEDO: Once per game, instead of making an ASW attack, this Ship can make a 1 die Torpedo attack against a local Sub.
** TRIANGULATED FIRE: While this unit is in the same sector as a friendly Battleship, this unit rolls one extra attack die when making Main Gunnery attacks.
** TRIANGULATED FIRE: While this unit is in the same sector as a friendly Ship of the same type, this unit rolls one extra attack die when making Main Gunnery attacks.
** TROOP FERRY: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 5 victory points.
** TROOP TRANSPORT: At the end of each turn that this unit is on your opponent's side of the map and adjacent to a coast or island on your opponent's side of the map, score 5 victory points. (MV Neptunia)
** TROOP TRANSPORT 8 : At the end of each turn that this unit is on your opponent's side of the map and adjacent to a coast or island on your opponent's side of the map, score 8 victory points. (RMS Queen Mary)
UNIQUELY TOUGH: Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and Bomb attacks that equal or exceed this unit's vital armor cripple it instead.
(Laffey, Australia)
UNMASK GUNS: If you win initiative, this unit rolls two extra attack dice when making Gunnery attacks this turn.
(Richmond, Oktybraskaya Revolutsia)
** UNRELIABLE MACHINERY: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit can't move this turn.
** UNRELIABLE MOUNT 2: Before this unit makes a Main Gunnery attack, roll a die. On a 2 or lower, this unit rolls two fewer attack dice when making Main Gunnery attacks this turn.
** VALIANT CHARGE: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed this turn. If you do, this unit rolls one extra attack die when making Gunnery attacks this turn, and it can't take objectives this turn.
VALIANT STAND: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Samuel B. Roberts, Hans Lüdemann, Cossack)
** VEILED BY DARKNESS: Once per game while in darkness, when this unit would be destroyed by an enemy attack, roll a die. On a 4 or higher, that attack misses instead.
VERY SLOW: This unit can't move during the first turn of the game.
(LST)
** VIP ESCORT: When a Flagship is in the same sector, this Ship can make 2 Antiair attacks during your Air Defense phase.
** VINDICTIVE FIRE: This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
** VITAL CARGO 5: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 5 victory points. You can only remove one unit with Vital Cargo from the game per turn.
VITAL CARGO 6: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 6 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Jeremiah O'Brien)
VITAL CARGO 8: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 8 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Kinai Maru, American Victory)
** VITAL CARGO 12: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 12 victory points. You can only remove one unit with Vital Cargo from the game per turn.
** VIVE LA FRANCE: Once per game, if you lose initiative, this unit may roll one extra die in one attack this turn.
** WALRUS STRIKE: Once per game, during the Air Mission phase you may place a marker representing this unit's Walrus aircraft. The marker functions as a Patrol Bomber with Armor 2, Vital Armor 4, Hull Points 1, Bomb 4, ASW 2.
** WARD OFF: After both fleets are deployed, this unit can make a speed 2 move toward the nearest enemy Submarine on your side of the map. This unit can make a Main Gunnery attack against that Submarine on the first turn of the game. If there are no enemy Submarines on your side of the map, this ability can't be used.
** WORTHWHILE SACRIFICE: If this unit is destroyed by an enemy Submarine, friendly Destroyers roll one extra attack die when making ASW attacks against that Submarine for the rest of the game.
Torpedo Boat SA's
(A-Z)
** AUXILIARY EXECUTIONER: This unit rolls one extra attack die when making Gunnery attacks against local Auxiliaries.
** COASTAL TACTICS: This unit has concealment against attacks at range-1 or greater if it is adjacent to a coast or island sector.
** CONVOY HUNTER: This unit rolls one extra attack die when making attacks against Auxilliary units.
** GENERATE SMOKE: Once per game, instead of attacking during your Surface Attack step, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight through its sector. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn. (G-5, Series 9)
** HIGH SPEED DASH: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
HIGH-SPEED EVASION: Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** LANDING CRAFT HUNTER: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy unit with a Landing ability.
LAND SECRET CARGO: At the end of a turn, if this unit is in or adjacent to an island or coast sector on your opponent's side of the map and no enemy Ships are local or adjacent, you score 2 victory points. You can only use Land Secret Cargo once per game.
(Vospers MTB)
** MULLIGAN: Once per game, you can either reroll one attack by this unit or take no damage from one attack against this unit this turn.
NO SEA CONTROL: This unit can't claim objectives.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** POBRECITO: During your Surface Attack step, this unit must make an ASW attack, if able.
** ROCKET BARRAGE: Once per game during the Surface Attack phase, this unit can make a range 1 5-dice Gunnery attack.
SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** SMOKE GENERATOR: Once per game, instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. Remove the smoke screen at the end of the next turn.
** SUBMERSIBLE: At the beginning of your Sea Movement phase, if this unit is adjacent to an island sector you may declare it submerged for the rest of this turn. While submerged, it may not move or make attacks, and can only be targeted by ASW attacks.
** TORPEDO BOAT FLOTILLA: The sector this unit is in can contain one friendly Ship above the stacking limit if all of the friendly Ships in this sector are Torpedo Boats. (MAS Motor Torpedo Boat )
** TURBOJET DASH: During your Surface Attack step, if this unit makes a Torpedo attack, you may move this unit one sector immediately before or after the attack.
Submarine SA's
(A-N)
** ADVANCED DEPLOYMENT: This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack or lay mines on turn 1.
** AIR SEARCH RADAR: This unit's Torpedo attacks ignore harassment from Aircraft ASW attacks.
AUDACIOUS ATTACK: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step. The targets must be in different sectors.
(Barb)
AUXILIARY HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Auxiliaries.
(S-13)
** ASW SCOUT: Ships roll one extra attack die when making ASW attacks against any Submarine in the same sector as this unit.
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(U-47, Beveziers)
** BATTLESHIP SUPPORT: When a friendly Battleship is in your fleet, this unit rolls one extra attack die when making Torpedoe attacks.
** CAPTURED CODEBOOKS: When this unit is destroyed by an enemy Ship, roll a die. On a 3 or less your opponent scores 5 additional victory points. (U-505)
CARRIER HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Carriers.
(Archerfish, I-26)
** CAUTIOUS: This unit can't make Torpedo attacks if there is more than 1 enemy unit within range 1 of this unit.
** CAUTIOUS APPROACH: This unit can't be deployed on or adjacent to an objective.
** CAUTIOUS HUNTER: While this unit is not under ASW threat, it rolls one extra attack die when making Torpedo attacks.
** CLEAN SWEEP: Once per game, when this unit damages an enemy Ship with its Torpedo attack, this unit may make an additional 1-die Torpedo attack against that Ship this turn. (Wahoo)
** COASTAL CRUISE: This unit may deploy in any sector on the map adjacent to a coast or island sector. If this unit deploys on the opponent's side of the map, it can't attack on turn 1. (Sinsamudar)
** COASTAL OPERATIONS: When this unit is adjacent to a coast or island sector, it gets +1 Armor. (Sinsamudar)
** COASTAL SHIPPING ATTACK: This unit rolls one extra attack die when making attacks against Ships in or adjacent to coast or island sectors. (Sjolejonet)
** CONVOY RAIDER: This unit rolls one extra attack die when making Torpedo attacks against Destroyers and Auxiliary units.
** COORDINATED OPERATIONS: During your Submarine Attack step, if another friendly Submarine makes a Torpedo attack against an enemy Ship, this unit rolls one extra attack die when making Torpedo attacks against that enemy Ship this turn. (Luigi Torelli)
** CRASH DIVE: Whenever this unit would be destroyed by an ASW attack from an enemy Ship, roll a die. On a 5 or 6, this unit takes no damage instead.
** DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
DANGEROUS QUARRY: At the end of the Surface Attack phase, if an enemy Ship made an ASW attack this turn against this unit and missed, you may move this unit into an adjacent sector.
(U-2511)
** DEFECTIVE TORPEDOES: Whenever this unit would make a Torpedo attack, roll a die. On a 2 or less, the attack automatically misses instead.
DESTROYER KILLER: This unit rolls one extra attack die when making Torpedo attacks against local enemy Destroyers.
(Ambra)
** DISRUPT INVASION: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn.
(Sjolejonet)
** DODGY BATTERIES: At the end of your first Sea Movement phase, roll a die. On a 1, remove this unit from play, with no victory points to your opponent.
ELUSIVE QUARRY: Ships with Sub Hunter can't use that ability against this unit.
(U-66, ORP Orzel)
** EVASIVE ACTION: Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack has no effect.
** FEARLESS VETERAN: This unit is not affected by the ASW threat penalty.
FIGHTING INSTINCT: When this unit damages or destroys an enemy Ship with its Torpedo attack for the first time, it rolls one extra attack die when making Torpedo attacks for the rest of the game.
(Leonardo da Vinci)
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(I-19)
** FLAK UMBRELLA: At the beginning of the Air Defense phase, you may choose a sector adjacent to this unit. Until this unit has been attacked this turn, enemy Aircraft in that sector get -1 on each attack die when making ASW attacks this turn.
** FLEXIBLE LOYALTIES: This unit may serve in an Italian or Japanese fleet.
(Note... Nations may vary.)
** GUARDS SUBMARINE: Once per game, this unit may re-roll 1 Torpedo attack die.
** HIDING IN CAVES: This unit can enter sectors that contain islands. It can't be attacked in or attack units from such sectors.
** HOMING TORPEDOES: Once per game, before this unit makes a Torpedo attack, you may declare that you are using Homing Torpedoes. If you do, a result of 5 or 6 counts as a success for that attack.
** HYDRAULIC RELOADING: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step.
IGNORE ESCORTS: This unit's Torpedo attacks ignore ASW threat.
(U-2511)
** IMPROVED RADAR: This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
INFILTRATOR: This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack on turn 1.
(Archerfish, I-26, U-47)
** LIMITED CAPACITY: This unit may make a Torpedo attack only once per game.
** LUCKY MISS: Whenever this unit makes a Torpedo attack against an enemy Ship and that Ship takes no damage from the attack, this unit may make an additional 1-die Torpedo attack against one other enemy Ship in the same sector. (RO-41)
** MANNED TORPEDOES: Once per game, when this unit makes a Torpedo attack, you may declare that you are using Manned Torpedoes. If you do, a result of 4 or higher is considered a success for that attack.
** MILK COW: This unit may deploy anywhere on the map. You may deploy one Submarine adjacent to this unit's sector. If that unit deploys on the opponent's side of the map, it can't attack or lay mines on turn 1. (U-459)
** MINES: Once per game, instead of making an attack in the Submarine Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** MISTAKEN IDENTITY: If one or more friendly Ships with ASW scores are in the same sector as this unit at the beginning of your Surface Attack step, choose one of those Ships and roll a die. On a 1, that Ship must attack this unit, if able.
** NEAR MISS: The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher that attack has no effect instead.
** NET CUTTER: Once per turn, this unit may re-roll a failed die roll when it attempts to enter a sector containing nets.
(O-Z)
** OUT OF AMMO: Before this unit attacks, roll a die. On a 1, this unit may not attack this turn.
** PENETRATE SCREEN: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Battleship.
** PLOTTED SHOT: Once per game, this unit may make a Torpedo attack against a non-local enemy Submarine within range.
** RAIDER SCOUT: At the beginning of your Surface Attack step, while this unit is not under ASW threat, you may choose an enemy Ship within range 2. Your Cruisers and Auxiliaries roll one extra attack die when attacking that Ship this turn. (U-37)
** RAM SUB: Once per game, during the Sea Movement phase, this unit can make an immediate Torpedo attack when it enters a sector that contains an enemy Submarine. This unit rolls one extra die for this attack.
RISKY ATTACK: Once per game, you can declare you're using Risky Attack during the Submarine Attack phase. If you do, this unit rolls one extra attack die when making Torpedo attacks this turn, and until the end of the next turn, this unit gets -1 armor.
(Proteus, K XVI)
RUN SILENT: If this unit doesn't move during your Sea Movement step, ASW attacks against it get -1 on each attack die this turn.
(Truculent, Casabianca, RO-50)
SECRET CARGO 4: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 4 victory points. You can only use Secret Cargo once per game.
(Casabianca)
** SEIRAN ATTACK: Once per game, while this unit is not under ASW threat, you may declare you're using Seiran Attack. If you do, assign the Seiran attack during the Air Mission phase. The Seiran can be attacked during the Air Defense phase. It has: Armor 3, Vital Armor 6, a Bomb attack of 4, and it can be aborted or destroyed normally.
** SHELL INSTALLATION: Once per game, at the beginning of your Submarine Attack step, you may choose an enemy Installation or Shore Battery within range 2. Instead of making a Torpedo attack this turn, this unit can make a 2-dice Gunnery attack against that unit. (HMS Triton)
** SHELL INSTALLATION 4: Once per game, at the beginning of your Submarine Attack step, you may choose an enemy Installation or Shore Battery within range 2. Instead of making a Torpedo attack this turn, this unit can make a 4-dice Gunnery attack against that unit. (Nautilus)
** SHORE SUPPORT: Once per game, instead of making a Torpedo attack, this unit can perform shore bombardment if this unit is in your opponent's Ship deployment area. At the end of that turn, score 4 victory points.
SLIP AWAY: Once per game, when an enemy ASW attack scores exactly 3 successes against this unit, you may roll a die. On a 4 or higher, the attack has no effect.
** SLIP AWAY 2: Once per game, when an enemy ASW attack scores exactly 2 successes against this unit, you may roll a die. On a 4 or higher, the attack has no effect.
** SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
** SONAR: Torpedo attacks made by this unit against local or adjacent targets may ignore Concealment.
** SONAR 2: Torpedo attacks made by this unit against targets at Range 2 or less may ignore Concealment and Line of Sight. Islands still block line of sight.
** SPECIAL SEA CONTROL: This unit may claim objectives, but only after the third turn and on a turn when this unit is a Ship.
** SPRINT: Once per game, at the beginning of your Sea Movement step, you can declare you’re using Sprint. If you do, roll a die. On a 4 or higher, this unit gets +1 speed this turn. (I-201)
** SUB KILLER: This unit rolls one extra attack die when making Torpedo attacks against Submarines.
** SUBMARINE CORSAIR: At the beginning of your Sea Movement step, declare whether this unit's type will be Destroyer or Submarine until the end of this turn. It can make Antiair and Gunnery attacks only while it's a Destroyer. It can use Submerged Shot only while it's a Submarine. (Surcouf)
** SUBMARINE CRUISER: At the beginning of your turn, you must declare if this unit is a Subarine or a Ship. As a Submarine, this unit can't make Antiair or Gunnery attacks. When this unit is a Ship, it is immune to Gunnery attacks at range 3 or greater.
** SUBMARINE MINES: Once per game, instead of making an attack in the Submarine phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** SUBMARINE PICKET: The first time this unit begins a turn within range 3 of an enemy Ship, you get +1 initiative that turn. (Delfinul)
** SUBMARINE SCOUT: Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
SUBMERGED SHOT: This unit can make Torpedo attacks against local enemy Submarines.
(Archerfish, Barb, Truculent, Svaardvisch, U-66, U-510, Ambra, I-19, I-26, U-47, I-25, Leonardo da Vinci, Proteus, S-37, ORP Orzel, S-13, U-552, RO-50, U-2511, Beveziers, K XVI)
** SUBMERGED SPRINT: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
** SURFACE ATTACK: Once per game, when attacking an Auxiliary unit, this unit may also make a Main Gunnery attack at 2/1/-/-.
** SURFACE DASH: Once per game, at the beginning of your Sea Movement Step, you may give this unit +1 speed and -1 armor for the turn if there are no local or adjacent enemy Destroyers.
** TARGET DESTROYER: This unit rolls one extra attack die when making Torpedo attacks against enemy Destroyers. (Nautilus)
** TORPEDO BOMBER MISSION: Once per game, at the end of your Air Mission phase, you may choose a friendly Torpedo Bomber. That Torpedo Bomber gets +1 Armor and Vital Armor this turn, and rolls one extra attack die when making Torpedo attacks this turn.
** TORPEDO PANIC: Once per game, at the end of the Submarine Attack phase, choose a target of a Torpedo attack by this unit this turn. That target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
** TORPEDO REPLENISHMENT: During the Submarine Attack phase, one friendly Submarine within range 2 may reroll its Torpedo attack. (U-459)
** TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector. (Axum)
** TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
** VINDICTIVE FIRE: This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
** WAR PATROL: This unit rolls one extra attack die when it is in a sector on your opponent's side of the map. Ula
WOLFPACK: If you control any other Submarines with Wolfpack, this unit rolls one extra attack die when making Torpedo attacks.
(U-66, U-510, U-552)
WORN-OUT BOAT: Whenever the presence of ASW Ships and Aircraft interferes with this unit's ability to attack, this unit can't attack.
(S-37)
Shore Installation SA's
(A-Z)
** AIRSTRIP: This unit counts as a Carrier to your Aircraft. Special Abilities can't prevent Aircraft from basing on this unit.
COASTAL FACILITY: This unit deploys in a coast or island sector on your side of the map. If you have none, it deploys within three sectors of your side of the map. If you deploy it in a coast or island sector, line of sight to and from this unit isn’t blocked by that coast or island.
(Heavy Shore Battery)
EXTENDED RANGE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value.
(Heavy Shore Battery)
** EXTRA ORDNANCE: Once per turn during the Air Mission phase, you may choose a friendly Fighter. That Fighter can make a 5-dice Gunnery attack during the Air Attack phase.
** FIXED POSITION: Whenever an enemy damages this unit, roll a die. On a 4 or higher, place a rearming counter on the unit and take no damage from that attack.
** INSTALLATION 10: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 10 or higher, this unit is destroyed.
** INSTALLATION 11: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 11 or higher, this unit is destroyed. (Oscarsborg Fortress)
INSTALLATION 12: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 12 or higher, this unit is destroyed.
(Heavy Shore Battery)
** OPENING SALVO 2: This unit rolls two extra attack dice when making either a Gunnery or Torpedo attack for the first time each game. (Oscarsborg Fortress)
** SHORE BATTERY: This unit is immune to Torpedo and ASW attacks.
** SMALL PORT: 2 Ships with vital armor 5 or less may deploy in this sector but must leave on the first turn. Ships deployed this way can't claim an objective on turn 1 or 2. (Advance Naval Base)
"**" refers to SA's made by community members for the Team Poseidon, Team Neptune, Team Ægir, and Team Kraken, Forumini Navies, or Repaint Reference projects.
(A-L)
ACE: Once per game, this unit may reroll one Antiair attack.
(Elite A6M2 Zero)
** ADVANCED BOMBER: Enemy Fighters without Interceptor roll one fewer attack die against this unit.
ADVANCED FIGHTER: This unit rolls two extra dice when making Antiair attacks against Fighters.
(F6F Hellcat, N1K1-J George, USMC Corsair, Fw-190A)
ADVANCED FIGHTER 1: This unit rolls one extra die when making Antiair attacks against Fighters.
(A6M5 Zeke)
** ADVANCED INTERCEPTOR: This unit rolls two extra dice when making Antiair attacks against Bombers. (Me 262)
** AERIAL RAM: Once per game, this unit can roll two extra attack dice when making an Antiair attack. If this attack aborts or destroys its target, destroy this unit after the attack. (I-16 Type 27)
** AGILE ESCORT: If this unit is in the same sector as a friendly Bomber with the Highly Manueverable ability, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber.
** AIRBORNE SCOUT: At the beginning of your Air Attack step, you may choose an enemy Ship. Your Aircraft roll one extra attack die when making attacks against that Ship this turn.
** AIRBORNE RAIDER: This unit rolls one extra attack die when making Bomb attacks against Destroyers and Auxiliary units. (Dornier Do.24K)
** AIRSHIP: This unit deploys like a Ship, in your Ship Deployment Area. It isn't placed or returned like normal aircraft, and remains in place when aborted. This unit can move up to 4 sectors during your Sea Movement phase.
** ALTERNATE ORDNANCE 6: Once per game, instead of making an Antiair attack in the Air Defense phase, this unit may make a 6-die Bomb attack in the Air Attack phase.
(Fairey Fulmar)
ALTERNATE PAYLOAD 5: Once per game, this unit can make a 5-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(Z.506B Airone)
ALTERNATE PAYLOAD 6: Once per game, this unit can make a 6-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(PBY Catalina, B5N2 Kate, G4M Betty, TBF-1 Avenger, Fi-167)
ALTERNATE PAYLOAD 7: Once per game, this unit can make a 7-dice Bomb attack instead of a Torpedo attack during the Air Attack phase.
(TBM Avenger, He 111 H6)
** ALTERNATE PAYLOAD 8: Once per game, this unit can make an 8-dice Bomb attack instead of a Torpedo attack during the Air Attack phase.
** ALTERNATE TORPEDO PAYLOAD 2: Once per game, this unit can make a 2-dice Torpedo attack instead of a Bomb attack during the Air Attack phase. (PV-1 Ventura, B-26B Marauder)
** ALTERNATE TORPEDO PAYLOAD 2: Once per game, this unit can make a 2-dice Torpedo attack instead of a Bomb attack during the Air Attack phase.
** ALTERNATE TORPEDO PAYLOAD 3: Once per game, this unit can make a 3-dice Torpedo attack instead of a Bomb attack during the Air Attack phase.
ANTISHIP MISSILE: Once per game, this unit can make a range-1 Bomb attack using its range-0 attack value.
(FW-200 Kondor)
** AREA DEFENSE: At the end of the Air Mission phase, if this unit is in a sector that contains no enemy Aircraft, you may move this unit to an adjacent sector that contains an enemy Aircraft.
(Bloch MB.151)
** ASW AIR PATROL 2: Once per game, instead of making another attack this turn, this unit may make a 2-dice ASW attack in the Air Attack phase. FM-2 Wildcat
** ASW BOMBER 2: Once per game, instead of making a Bomb attack during your Air Attack step, this unit can make a 2-dice ASW attack.
** ASW BOMBER 3: ASW Bomber 3 – Once per game, instead of making a Bomb attack during your Air Attack step, this unit can make a 3 - dice ASW attack. (Leo451)
** ASW DIRECTOR: Friendly units roll one extra attack die when making ASW attacks against enemy Submarines within range 2 of this unit.
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(Halifax, Z.506B Airone)
** ASW PLATFORM: This unit may benefit from Expert ASW.
** ASW SPOTTER: At the beginning of your Air Attack step, you may choose an enemy Submarine within range 2. Units roll one extra attack die when making ASW attacks against that Submarine this turn.
** ASW SWARM: During your Air Attack step, if another friendly Aircraft makes an ASW attack against an enemy Submarine, this unit rolls one extra attack die when making ASW attacks against that enemy Submarine this turn. (GST Catalina)
** AVES NOCTIS: While in Darkness, this unit gets +1 on each search check, ignores darkness attack penalties, and doesn't require a recovery check.
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll. (Pe-2)
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
** BATTERY SPOTTER: At the beginning of your Air Attack phase, you may choose an enemy Ship within range 2. Your Installations roll one extra attack die when attacking that Ship this turn.
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(TBM Avenger, Swordfish Mk I)
** BIPLANE OVERSTACK: Your land airbase can base one additional Aircraft that has Biplane Overstack in addition to the standard capacity.
** BLIND SPOT: This unit gets -1 against Antiair attacks by Fighters.
** BOMBER KILLER: This units rolls 1 extra attack die when making Antiair attacks against Bombers with Vital Armor of 7 or less.
(Fairey Fulmar)
** BOMBING RUN 8: Once per game, you may place this unit as a Dive Bomber instead of as a Fighter. While a Dive Bomber, this unit can make an 8-dice Bomb attack and reduces its Armor and Vital Armor each by 1. (Ki-84 "Frank)
CARRIER HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Carriers.
(B5N2 Type 97 Attack Bomber)
** CARRIER KILLER: This unit rolls one extra attack die when making Bomb attacks against Carriers. (SBD-3 Dauntless, D4Y3 "Judy")
** CAUGHT NAPPING: Once per game, this unit can make a 2-dice ASW attack instead of a Bomb attack during your Air Attack step.
** CLOSE AIR COVER: This unit rolls one extra die when making Antiair or Bomb attacks against enemy units within range 3 of friendly Carriers or Auxiliary units.
** COASTAL COVER: This unit rolls one extra attack die if it is in or adjacent to a coast or island sector on your side of the map. (139WH, Hawk 75N)
** COASTAL SHIPPING ATTACK: This unit rolls one extra attack die when making attacks against Ships in or adjacent to coast or island sectors. (LeO 451)
** COMB ATTACK: During the Air Attack step, if a local friendly Aircraft makes a Torpedo attack, this unit rolls one extra attack die when making Torpedo attacks this turn. (He 111 H6)
COMBAT AIR PATROL: At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Carrier and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft.
(F4F Wildcat, F6F Hellcat, A6M2 Zeke, Martlet Mk II, Re.2001CB, F4U-1D Corsair)
COMBINED ATTACK: While this unit is in the same sector as a friendly Dive Bomber, it rolls one extra attack die when making Torpedo attacks.
(Ju-88A-4)
** CONVOY AIR COVER: This unit rolls one extra die when making Antiair attacks against enemy units that are in range 3 of friendly Auxiliary units.
** CONVOY AIR ESCORT: This unit rolls one extra die when making Bomb attacks against enemy units that are in range 3 of friendly Auxiliary units.
** CONVOY ASW COVER: This unit rolls one extra die when making ASW attacks against enemy Submarines that are in range 1 of friendly Auxiliary units.
(CAMS 141 Antares)
** CONVOY ASW COVER: This unit rolls one extra die when making ASW attacks against enemy Submarines that are in range 3 of friendly Auxiliary units.
** CONVOY GUARDIAN: While this unit is in the same sector as a friendly Auxiliary, it rolls one extra attack die when making Antiair attacks. (IAR-80)
** CONVOY HUNTER: This unit rolls one extra attack die when making attacks against Auxilliary units.
** COORDINATED ATTACK: While this unit is in the same sector as a friendly Torpedo Bomber, it rolls one extra attack die when making Bomb attacks.
** COUNTER RAID: Once per game, instead of making an attack during your Air Attack phase with this unit, you may choose a local enemy Aircraft. If that Aircraft returns to a Land Airbase, add one Rearming counter to that Aircraft at the end of this turn.
** DEADLY INTRUDER: Once per game during your Air Mission phase, you may place this unit on your opponent's airbase. If you do, choose one aircraft on that airbase during your Air Attack step and roll a die. On a 3, 4, or 5, place a rearming counter next to that aircraft. On a 6, that aircraft is destroyed.
DECEPTIVE TARGET: Enemy Ships get -1 on each attack die when making Antiair attacks against this unit.
(Swordfish Mk I)
DEFEND THE FLATTOP: While this unit is in the same sector as a friendly Carrier, it rolls one extra attack die when making Antiair attacks.
(F4F Wildcat, Sea Hurricane)
DEFENSIVE ARMAMENT: Whenever this unit is attacked by an enemy Fighter in the Air Defense phase, this unit gets +2 armor this turn.
(B-25 Mitchell, Halifax, H8K1 Emily, B-24 Liberator, Sunderland Mk I)
** DESPERATE ATTACK: When this unit is aborted by an Antiair Attack, you may roll a die. On a 3 or higher this unit makes a Bomb attack during your Air Attack step but gets -1 on each attack die for that attack. Destroy this unit after the attack. (139WH)
** DESTROYER ASSASSIN: Once per game, this unit can make a Hi-Level Bomber attack against a Destroyer.
DETERMINED ATTACK: Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit can make either a Bomb attack or a Torpedo attack during the Air Attack phase. You get -1 on each attack die for that attack, or roll one less attack die for that Torpedo attack.
(Barracuda)
** DETERMINED DEFENDER: While this unit is in the same sector as a friendly ship, it rolls one extra attack die when making Antiair attacks.
** DISRUPT LANDING: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Landing. If you do, that unit can't use Landing or Cargo abilities this turn.
** DIVE BOMB: During the Air Mission phase, you may declare this unit is a Dive Bomber until the end of the Air Attack phase. As a Dive Bomber, it rolls one extra attack die when making Bomb attacks and gets -1 armor and -1 vital armor against Antiair attacks by enemy Ships and Installations.
DIVIDE THE DEFENSE: Once per game you can declare you're using Divide the Defense. If you do, each Ship in this unit's sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks and can't make Torpedo attacks this turn.
(Ju-88A-4)
DRAW THE CAP: At the end of the Air Mission phase, if this unit is in the same sector as an enemy Fighter, roll a die. On a 4 or higher, enemy fighters must attack this unit in the Air Defense phase if able. (TBD Devastator)
** DRAW THE FLAK: When you declare that this unit is strafing, local enemy Ships must attack this unit during the Air Defense phase if able. (DAP Beaufighter MK. 21)
** DUMBO MISSION: Once per game, instead of attacking during your Air Attack step, this unit can perform a rescue mission if it's in a sector where a friendly Aircraft was destroyed in the preceding Antiair step. Score 2 victory points at the end of the turn.
** EARLY WARNING: When this Aircraft is placed, you automatically win Initiative for the Air Mission, Air Defense and Air Attack phases only. This SA has no effect outside of the Air phases of the turn.
** ELAN: The first time this unit would be destroyed, roll a die. On a 5 or higher abort this unit instead. (Mb. 152)
** ELUSIVE INTERCEPTOR: When this unit makes Antiair attacks against Patrol Bombers, local enemy Fighters with Escort can't use that ability against this unit.
ESCAPE INTO DARKNESS: Once per game while in darkness, when this unit would be destroyed by an Antiair attack, roll a die. On a 3 or higher, abort this unit instead.
(PBY Black Cat)
ESCORT: If this unit is in the same sector as a friendly Bomber, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber.
(F4F Wildcat, F6F Hellcat, Sea Hurricane, Bf-109, MC-202 Folgore, A6M2 Zeke, Martlet Mk II, N1K1-J George, USMC Corsair, P-40E Warhawk, Elite A6M2 Zero, Lend-Lease Hurricane Mk II, A-29 Kittyhawk, B-339 Buffalo)
EXCELLENT ENDURANCE: Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit.
(G4M1 Betty, B-24 Liberator, Elite A6M2 Zero)
EXPERT STRAFER: This unit can make Gunnery attacks without taking penalties to its armor or vital armor.
(Beaufighter, Bf 110 C-4)
** EXPERT STRAFER 1: This unit only suffers a -1 penalty to Armor and Vital Armor when strafing.
** EXPERT TEAM TACTICS: If there is a friendly P-40B in the local sector, this unit rolls one extra attack die when making Antiair attacks
EXPORT VERSION: This unit can be based on a U.S. or U.K. Carrier.
(V-156 Vindicator)
** FAST ESCAPE: This unit gets +1 Armor and Vital Armor when attacked by Fighters that have Antiair values of 5 or less prior to bonuses.
** FEEBLE INTERCEPTOR: Whenever this unit attacks an enemy Bomber that has Defensive Armament, roll a die. On a 1, destroy this unit after its attack is resolved.
FIGHTER-BOMBER: When you place this unit during the Air Mission phase, declare whether this unit's type will be Fighter or Dive Bomber this turn. It can make Bomb attacks only while it's a Dive Bomber. While a Dive Bomber, reduce its Armor and Vital Armor each by 1.
(F4U-1D Corsair)
** FIGHTER BOMBER: You may place this unit on the map as either a Fighter or a Dive Bomber. As a Dive Bomber, this unit gets -2 armor.
** FIGHTER ESCORT: This unit can use its Escort special ability only when it is placed as a Fighter. Firefly
** FIGHTER SWEEP: Once per game, instead of making an attack during your Air Attack phase, this unit can make a dice-5 Antiair attack during your Air Defense phase.
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(SM-79 Sparviero, SB2C Helldiver)
** FIRST CARRIER OPS: If it's the first turn of the game, this unit rolls two extra attack die when attacking.
** FLAK HAMMER: At the end of the Air Mission phase, this unit can make an immediate Gunnery attack against a local enemy Ship. If it does, roll a die. On a 3 or higher, that Ship gets -1 on each attack die when making Antiair attacks this turn and this unit can't make Antiair or Gunnery attacks this turn.
** FLAK SUPPRESSION: At the end of Air Mission phase, you may choose a local enemy Ship. If you do, that Ship gets -1 on each attack die when making Antiair attacks this turn, and this unit can't make any attacks this turn.
** FLAK SUPPRESSION: At the end of the Air Mission phase, choose a local enemy Ship and roll a die. On a 4 or higher, that Ship gets -1 on each attack die when making Antiair attacks this turn. This unit must attack that Ship in the Air Attack phase, if able.
** FLAMES OF GLORY: Whenever this unit is destroyed by a Ship's Antiair attack roll a die. On a 5 or higher, this unit may make a Bomb attack during your Air Attack step. Destroy this unit after the attack.
** FLEET AIR PATROL: At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Ship and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft.
(Fairey Fulmar)
** FLEET PROTECTION: While in the same sector as a friendly Ship, this unit gets +1 Vital Armor against Antiair attacks by enemy Fighters.
** FRITZ X: Once per game, this unit can make a 12-dice, range-1 Bomb attack during the Air Attack step. This unit can’t hit Destroyers or Torpedo Boats with this attack. (HE 177 A-5 ‘Greif’)
** GIRETSU KUTEITAI: Once per game when in darkness, you may place this unit on your opponent's airbase during your Air Mission step. If you do, choose two enemy Aircraft at that Airbase and roll a die during your Air Attack step. On a 6, destroy both of those Aircraft. On a 4 or 5, destroy only one of those Aircraft. Destroy this unit at the end of the phase.
GREAT AGILITY: When an enemy Fighter rolls successes exactly equal to this unit's vital armor and would destroy it, abort this unit instead.
(A6M5 Zeke)
** GROUND ATTACK: This unit only suffers -1 to Armor and Vital Armor when Strafing.
** GUNNERY SPOTTER: At the beginning of the Surface Attack phase, you may choose an enemy Ship within range 2. Your Ships roll one extra attack die when making Gunnery attacks against that Ship this turn.
HARASS FROM A DISTANCE: This unit's Torpedo attack has range 1. When this unit makes a range 1 attack, it can't benefit from the Expert Torpedoes ability.
(B6N2 Jill)
HEAVY STRAFER: Once per game, this unit can make a range-1 Gunnery attack using its range-0 attack value.
(B-25 Mitchell)
HIGH AGILITY: Once per game, when an enemy Fighter rolls exactly 8 successes against this unit and would destroy it, abort this unit instead.
(Elite A6M2 Zero)
** HIGH ACCURACY: This unit gets +1 on each attack die when making Bomb attacks.
** HIGH SPEED BOMBER: When an enemy Fighter rolls successes exactly equal to this unit's Armor and would abort it, the attack misses instead. (D4Y3 "Judy")
** HIGHLY MANUEVERABLE: While you have initiative, this unit gets +1 armor.
** HI-LEVEL ESCORT: Local friendly units with the Hi-Level Bomber ability get +1 armor against Antiair attacks by enemy Fighters this turn.
HI-LEVEL BOMBER: Whenever this unit makes a Bomb attack, it only scores hits on a 6. This unit can't hit Destroyers or Torpedo Boats with Bomb attacks
(Halifax, B-24 Liberator)
** HI-LEVEL FIGHTER: While in the same sector as a friendly unit with the Hi-Level Bomber ability, this unit rolls two extra dice when making Antiair attacks against Fighters. (P-51D Mustang)
** I-16 ZVENO: Once per game, this unit can make a 4-dice Antiair attack in the Air Defense phase instead of a Bomb attack during the Air Attack phase this turn.
** INFERIOR TACTICS: Enemy fighters roll one extra attack die when making Antiair attacks against this unit.
INTERCEPTOR: If there are no enemy Fighters in the same sector as this unit, this unit rolls one extra attack die when making Antiair attacks against enemy Bombers.
(Bf-109, D.520, P-40E Warhawk, A6M2 "Rufe, Fw-190A, Lend-Lease Hurricane Mk II)
** INTERCEPTOR 2: If there are no enemy Fighters in the same sector as this unit, this unit rolls two extra attack dice when making Antiair attacks against enemy Bombers.
KAMIKAZE ATTACK: This unit can make a 10 dice Bomb attack instead of a Torpedo attack during your Air Attack phase. Destroy this unit after the attack
(B6N2 Jill)
LAND BASED: This unit can't be based on a Carrier.
(Beaufighter, Ju-87 Stuka, MC-202 Folgore, Ju-87 Picchiatelli, A6M2 Kamikaze Zero, Il-2M Sturmovik)
** LAND BOMBER: This unit can't be based on a Carrier, and it can't benefit from the Expert Bomber bonus.
LAND FIGHTER: This unit can't be based on a Carrier, and it can't benefit from the Expert Dogfighter bonus.
(F4U Corsair, N1K1-J George, P-40E Warhawk, B-239 Buffalo, Fw-190A, Lend-Lease Hurricane Mk II, A-29 Kittyhawk, Bloch MB.151, B-339 Buffalo)
** LAND FIGHTER-BOMBER: This unit can't be based on a Carrier, and it can't benefit from the Expert Dogfighter or Expert Bomber bonus. (Fw 190A3/U3, DAP Beaufighter MK. 21, Ki-84 "Frank")
** LEIGH LIGHT - This unit ignores the darkness attack penalty for ASW attacks. Wellington GR
** LEIGH LIGHT: This unit makes a succesful search check on a roll of 2 or higher, and attack penalties related to Darkness rules don't apply to this unit.
** LEVEL BOMBER - Whenever this unit makes a Bomb attack, it only scores hits on a 5 or 6. This unit can't hit Torpedo Boats with Bomb attacks.
LIGHT DEFENSIVE ARMAMENT: Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
(SB2C Helldiver, Ju-88A-4)
** LIMITED ESCORT: Friendly Bombers must have vital armor of 7 or less to benefit from the effects of this unit’s Escort ability. (A5M4 “Claude”)
LOITER: Rearming counters aren't placed on this unit during the Air Return step.
(PBY Catalina, H8K1 Emily, Sunderland Mk I, Z.506B Airone, PBY Black Cat)
** LONE ASW HUNTER: If there are no other Aircraft in the same sector as this unit, this unit rolls one extra attack die when making ASW attacks against enemy Submarines. (Hudson Mk. III)
** LOW LEVEL ATTACK: Once per turn, during your Air Attack step, you may declare that you are using Low Level Attack. If you do, this unit can make a Strafing attack and a Bombing attack against separate local targets. Normal strafing penalties apply to both attacks that turn.
** LOYAL DEFENDER: This unit rolls one extra die when making Antiair attacks in the same sector as a damaged friendly Ship.
LUCKY HIT: Whenever this unit hits an enemy Battleship with a Torpedo attack, roll a die. On a 5 or higher, that Battleship can't move next turn.
(Swordfish)
(M-Z)
** MAD ATTACK: Once per game during your Air Attack step, this unit may make a 6-dice ASW attack. That attack gets -1 on each attack die, and this unit can't make any other attacks this turn.
** MAKE SMOKE: Instead of attacking during your Air Attack phase, this unit can make a local smoke screen. Remove the screen at the end of the turn.
** MARITIME RECON: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2 and declare that either friendly Submarines or friendly Aircraft roll one extra attack die when making attacks against that Ship this turn.
MINES: Once per game, instead of making an attack in the Air Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
(Sunderland Mk I)
** MINE SPOTTER: At the end of the Air Attack phase, you may flip one local Mine marker face down. Friendly Ships ignore that Mine marker until you flip it face up at the end of the next turn.
MISSION SELECTION: This unit counts as either a Dive Bomber or a Torpedo Bomber. (Choose the unit's role when you place it during the Air Mission phase.)
(Barracuda, Il-2M Sturmovik, Late 298)
MISSION SELECTION: This unit counts as either a Dive Bomber or a Fighter. (Choose the unit's role when you place it during the Air Mission phase.)
(Re.2001CB, Firefly F.Mk I)
** MULLIGAN: Once per game, you can either reroll one attack by this unit or take no damage from one attack against this unit this turn.
NIGHT SPECIALIST: While in Darkness, this unit gets +1 on each search check and ignores darkness attack penalties.
(PBY Black Cat, A6M2 "Rufe)
NIMBLE: Once per game, when an enemy Fighter rolls successes against this unit exactly equal to its vital armor and would destroy it, abort this unit instead.
(D.520)
** NORWEGIAN AIR PATROL: Once per game, at the beginning of your Air Attack step, you may choose an enemy Ship within range 1. If you do, move a Norwegian Ship one sector toward that Ship this turn.
** OHKA ATTACK: Once per game, instead of making a Bomb or Torpedo attack in the Air Attack phase, this unit can make a 10-dice Bomb attack at up to range-1.
(G4M2 "Betty")
** OHKA ATTACK: Once per game, at the end of the Air Mission phase, you may declare this unit is using Ohka Attack. If you do, this unit can make a range-2 Bomb attack with 10 attack dice instead of a normal Bomb attack and it gets -1 armor and vital armor this turn.
OVERSTACK: Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft.
(A6M2 Kamikaze Zero)
** PARATROOPERS 2: Once per game, instead of attacking during the Air Attack phase, this unit can use Paratroopers against a local enemy Installation. If it does, roll two dice and add 2 to the result. If the total equals or exceeds the target’s Installation value, that unit is destroyed.
(Ju-52)
PINPOINTER: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
(FW-200 Kondor)
** PIER HANGAR: Your land airbase can base up to 3 units with the Pier Hangar ability in addition to the normal stacking limit.
** POUNCE: This unit rolls one extra attack die when making ASW attacks against enemy Submarines that moved this turn.
PRESS THE ATTACK: Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit makes a Bomb attack during your Air Attack step but gets -1 on each attack die for that attack.
(SBD Dauntless, Ju-87 Picchiatelli, D3A Val, D4Y1 Judy, V-156 Vindicator)
** RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(A-29 Kittyhawk)
** RECON: This unit is considered a Patrol Bomber when making search checks.
ROCKET ATTACK: Once per game, this unit can make a 5-dice Gunnery attack during the Air Attack phase.
(USMC Corsair)
** ROCKET ATTACK 4: Once per game, this unit can make a 4-dice Gunnery attack during the Air Attack phase.
(FM-2 Wildcat)
** ROCKET SORTIE: Once per game, this unit rolls two extra attack dice when making a Gunnery attack.
** RONSON: Whenever this unit would be Aborted by an enemy aircraft roll a die. On a 1 this unit is destroyed instead.
(G3M2 "Nell")
RUGGED: When an enemy unit rolls successes against this unit exactly equal to its vital armor and would destroy it, roll a die. On a 4 or higher, abort this unit instead.
(Martlet Mk II, TBF-1 Avenger, P-40E Warhawk, A-29 Kittyhawk)
** SCRAMBLE DEFENSE: Once per game, at the beginning of the Air Mission phase, you may remove a Rearming counter from this unit. If you do, this unit may only be placed on your side of the map this turn.
(B-339 Buffalo)
** SCRAMBLE DEFENSE: Once per game, at the end of the Air Mission phase, you can ignore the rearming marker on this unit and deploy it in a sector occupied by a friendly ship on your side of the map.
SEA BASING: This unit can base only in a coast or an island sector on your side of the map. Don't place a Rearming counter on this unit during your Air Return step.
(A6M2 "Rufe", Late 298)
** SEAPLANE: This unit can't be based on a carrier that doesn't have the ability Seaplane Tender.
SHADOWING: At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
(PBY Catalina, H8K1 Emily)
** SISU: If this unit is in the same sector as a friendly Fighter, it rolls one extra attack die when making Antiair attacks.
SKILLED SEARCH: This unit gets +1 on each long-range search check.
(B5N2 Type 97 Attack Bomber, D4Y3 "Judy")
SKIP-BOMB: Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2.
(B-25 Mitchell, Il-2M Sturmovik)
** SMOTHERING ASW: Local harassed enemy Submarines are not gauranteed a minimum one die torpedo attack.
** SONOBOUYS: Once per game, instead of making an attack in the Air Attack phase, this unit can deploy sonobouys in its sector. Place a marker on that sector. Friendly units roll one extra attack die when making ASW attacks in that sector.
** SPLIT THE DEFENSE: Once per game you can declare you’re using Split the Defense. If you do, each Ship in this unit’s sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks.
(Pe-2)
SUICIDE ATTACK: This unit is destroyed at the end of the Air Attack phase if it isn't at the land airbase.
(A6M2 Kamikaze Zero)
** SUPPLY RUN: Instead of attacking during your Air Attack step, this unit can make a Supply Run to a damaged Installation in its sector. If it does, roll a die. On a 4 or higher, remove 1 point of hull damage from the Installation at the end of the turn. An Installation may not remove more than 1 point of hull damage per turn.
(Ju-52)
SURPRISE: If it's the first turn of the game, this unit rolls one extra attack die when attacking.
(A6M2 Zeke, A6M5 Zeke, Bloch MB.151)
SWARM TACTICS: If this unit is the only friendly unaborted and undestroyed Aircraft in its sector at the end of the Air Defense phase, this unit can make a second Antiair attack this turn. It can't attack an enemy Aircraft this way that it already attacked this turn.
(B-239 Buffalo)
** TALLBOY SPECIAL: Once per game, this unit can use the Tallboy Special ability instead of a Bomb attack during the Air Attack step. Roll 2 dice. For each 5 rolled, the target takes 1 point of hull damage. For each 6 rolled, the target takes 2 points of hull damage. This unit can’t hit Destroyers or Torpedo Boats with this ability. (Lancaster B.1)
** THE COAST IS CLEAR: This unit may deploy at the beginning of any turn. It is out of play until that time.
** THE ONLY THING FLYIN': Once per game, at the start of the Air Mission phase, if all friendly aircraft at the airbase without this special ability are rearming, you may remove a Rearming counter from this unit.
** TOKKO: This unit can make a 10-dice Bomb attack instead of its normal bomb attack during your Air Attack phase. Destroy this unit after the attack.
TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
(SM-79 Sparviero)
UNCERTAIN ARRIVAL: This unit begins the game with a rearming counter. At the start of each Air Return phase, roll a die. On a roll of 4 or higher, remove the counter.
(A6M2 Kamikaze Zero)
** UNDER THE RADAR: Once per game, at the end of the Air Mission phase, you may declare that you are using Under the Radar. If you do, enemy Ships get -1 when making Antiair attacks against this unit this turn.
** VECTOR FIGHTERS: After each turn when this Aircraft is placed, you may redeploy 1 Fighter in a sector not containing enemy Aircraft to a sector within range 2 that does contain enemy Aircraft.
** VECTOR SUBMARINE: At the beginning of the Air Return phase, if this unit was not aborted, you may choose a friendly Submarine within 2 sectors of this unit. That Submarine may immediately move one sector towards the nearest enemy Ship.
VETERAN PILOT 1: This unit rolls one extra attack die when making Antiair attacks against enemy Fighters that have Antiair values of 6 or less.
(B-239)
Carrier and Tender SA's
(A-Z)
** AA ROCKETS: Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you're using AA Rockets. If you do, roll one extra attack die against that Aircraft. (Unryu)
AIRFIELD STRIKE: Once per game, you can deploy a Fighter to your opponent's land airbase during the Air Mission phase. That fighter can make an Antiair attack against one enemy Aircraft deployed at the airbase or rearming this turn.
(Zuikaku, Intrepid, Wasp)
AIR RAID 4: Once per game, during the Air Mission phase, you can deploy a Bomber based on this unit to your opponent's land airbase. At the end of that turn's Air Defense phase, if the Bomber wasn't aborted or destroyed, score 4 victory points.
(Ryujo)
ARMORED DECK 1: Whenever an enemy unit makes a Bomb attack against this unit, this unit gets +1 armor and +1 vital armor against that attack.
(Taiho)
** ASW SEARCH: At the beginning of your Air Attack step, you may choose an enemy Submarine. Friendly ships roll one extra attack die when making ASW attacks against that Submarine this turn. (Sparviero)
** BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
** BEHIND ENEMY LINES: Once per game, if it is turn 4 or later, or while in Darkness, this unit may re-deploy to any sector on the map at the beginning of your Sea Movement phase.
** CARRIER SCOUTS: At the beginning of your Air Attack step, you may choose an enemy Ship. Friendly Ships roll one extra attack die when making Gunnery attacks against that Ship this turn.
** COMMANDO LANDING 3: At the end of a turn, if this unit is the only unit in a sector adjacent to an island or coast on your opponent's side of the map, you score 3 victory points. You can only use Commando Landing once per game.
**COMPROMISED OPERATIONS: When this ship is crippled, she has an aircraft capacity of 0.
** CONVOY GUARD: During your Air Attack phase, choose an enemy Submarine within range 3. It receives one extra harassment counter this turn.
** CRAMPED FACILITIES 2: Whenever you return an aircraft to this unit during the Air Return phase, you must roll a die. On a 2 or less, place a Rearming counter on that aircraft.
DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Yorktown)
** DESPERATE ASW: Once per turn, when this unit is crippled, you may choose a friendly Torpedo Bomber. That Torpedo Bomber causes an additional ASW Threat attack penalty when making ASW attacks this turn. (Nabob)
DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
(Junyo)
** ELITE BOMBERS: Once per turn at the end of the Air Mission Phase, you may choose a friendly Dive Bomber or Torpedo Bomber. That Aircraft gets Armor 5 this turn. (Peter Strasser)
EMBARK B-25: You can base one B-25 on this unit. If you do, other Aircraft based on this unit can't perform missions until the B-25 is destroyed or removed from play. At the beginning of the Air Return phase after the B-25 performs a mission, if it wasn't destroyed, remove it from play and score 12 victory points. You can score victory points from an Embark B-25 ability only once per game.
(Hornet)
EXPERT ASW: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making ASW attacks this turn.
(St. Lo, Fencer, Glorious)
EXPERT BOMBER: Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls one extra attack die when making Bomb attacks this turn.
(Saratoga, Yorktown, Princeton, Graf Zeppelin, Akagi, Zuikaku, Aquila, Bearn, Victorious, Lexington, Kaga, Taiho, Wasp)
EXPERT BOMBER 2: Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls two extra attack dice when making Bomb attacks this turn.
(Enterprise, Shokaku, Junyo, Essex, Hornet, Joffre)
** EXPERT BOMB PAYLOAD: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Alternate Payload Bomb attacks this turn.
** EXPERT BOMB PAYLOAD 2: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Alternate Payload Bomb attacks this turn.
EXPERT DOGFIGHTER: Once per turn, you may choose a friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn.
(Saratoga, Enterprise, Princeton, Ark Royal, Illustrious, Graf Zeppelin, Akagi, Zuikaku, Shokaku, Shoho, Aquila, Victorious, Lexington, Glorious, Joffre)
EXPERT DOGFIGHTER 2: Once per turn, you may choose a friendly Fighter. That Fighter rolls two extra attack dice when making Antiair attacks this turn.
(Yorktown, Soryu, Eagle)
** EXPERT SPOTTER: Once per turn, you may choose a friendly Seaplane. Until the end of this turn, that Seaplane gains the ability Shadowing - At the beginning of your Air Attack step, you may choose an enemy ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
EXPERT TORPEDOES: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Torpedo attacks this turn.
(Saratoga, Ark Royal, Illustrious, Akagi, Intrepid, Soryu, Kaga, Ryujo, Eagle)
** EXPERT TORPEDOES 2: Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Torpedo attacks this turn.
** FIGHTER CONTROL: Once per turn, you may choose one local friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn.
FIGHTER COVER 5: Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
(Fencer, Guadalcanal)
FIGHTER UMBRELLA: Once per turn, you may choose a friendly Fighter that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy Aircraft and make an Antiair attack with a -1 on each attack die against that Aircraft.
(Wasp)
** FLEET TANKER: While this unit is undamaged, one friendly Ship gets +1 on Slow rolls.
** FLOATPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Torpedo 1, ASW 2, Bomb 5.
(Commandant Teste)
** GOOD LUCK: When this unit would be hit by a Torpedo attack from an enemy Submarine, roll a die. On a 4 or higher, the attack misses instead. (Taiyo, Hiyo)
** HIGHLY FLAMMABLE: Whenever this unit takes damage, roll a die. On a one, this unit takes one additional point of hull damage.
HUNTER KILLER GROUP: Friendly Destroyers roll one extra attack die when making ASW attacks against enemy Submarines that were attacked this turn by Aircraft based on this unit.
(Guadalcanal)
** HURRICANE OPERATIONS: The Sea Hurricane Mk 1b and the Lend-Lease Hurricane Mk II can Base on this unit.
** INSTALLATION STRIKE: Once per turn, when a friendly Dive Bomber damages an enemy Installation, that Installation gets -1 on each attack die when making Gunnery attack rolls this turn. (USS Bunker Hill (CV-17))
** ISLAND REINFORCEMENT: Your land airbase may contain an additional Aircraft as long as this unit remains in play. If this unit is destroyed, this bonus is lost at the end of the Air Return phase.
** KAMIKAZE KILLER: This unit rolls one extra attack die when making Antiair attacks against Aircraft with Kamikaze or Suicide Attack abilities.
** LIMITED FACILITIES: Whenever you return an aborted Aircraft to this unit, you must place a Rearming counter on that Aircraft.
** LUCKY DEPLOYMENT: Once per game, at the beginning of the Air Mission phase, you can declare you are using Lucky Deployment. If you do, enemy Aircraft can't make attacks against this unit this turn.
** MARINE AIR: The USMC F4U-1A Corsair can base on this unit. While a USMC F4U-1A Corsair is based on this unit, mark it with a token. It rolls one less die when making Antiair attacks. Land Fighter still applies.
**MIDGET SUBMARINES: This unit comes with two midget submarine detachments that function as submarines. Represent them with markers. Markers can be placed in separate sectors local or adjacent to this unit at the end of your Sea Movement step. Markers are removed from play after they have attacked or are destroyed. These detachments cannot be attacked by a Submarine.
Midget Submarines: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 3/2. (Chiyoda)
** MIDGET SUBMARINE: This unit comes with two midget submarine detachments that function as Submarines. Represent them using markers. Markers can be placed during Deployment or in separate sectors adjacent to this unit in the Sea Movement phase. Markers are removed from play after they have attacked or are destroyed.
Midget Submarine: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 2/1/1
** MINE SORTIE: Once per game, you may choose a friendly Torpedo Bomber. Instead of making an attack in the Air Attack phase this turn, that Torpedo Bomber can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** NIGHT CARRIER: Aircraft that return to this unit under darkness rules do not need to make a recovery check.
** NIGHT OPERATIONS: Aircraft that return to this unit do not need to make recovery checks.
** NIGHT STRIKE: Once per game, during the Air Mission phase, you may choose a friendly Torpedo Bomber. That Torpedo Bomber receives a +1 on search checks this turn and does not need to make recovery checks if it returns to this unit this turn. (HMS Hermes)
** OUTSTANDING AIR SUPPORT: Once per turn, if this unit is in the same sector as a friendly Carrier, it gains one of that Carrier's expert abilities.
POOR FACILITIES: Whenever you return two aircraft to this unit during the Air Return phase, you must place a Rearming counter on one of those aircraft.
(Bearn)
** POOR FACILITIES 3: Whenever you return three aircraft to this unit during the Air Return phase, you must place a Rearming counter on one of those aircraft.
** POOR VENTILATION: Whenever this unit is hit by a torpedo attack during the Submarine Attack phase, roll a die. On a 1, this unit is destroyed.
** READY RESERVE: Once per game, at the end of your Air Return phase, you may declare that you are using Ready Reserve. If you do, take one of your destroyed Aircraft units without the Land Based special ability and place it on a friendly Carrier or your land airbase.
** RECOVERY OPERATIONS: Each time a friendly Carrier is destroyed, you may reroll the die for the first Aircraft that is lost due to it being based on that carrier. if the roll is successful that Aircraft remains in play and must be assigned to this unit during this Air Return phase. (Coral Sea Zuikaku)
REPLENISH AIRCRAFT: Once per game, at the beginning of the Air Return phase, choose a friendly Fighter, Dive Bomber, or Torpedo Bomber that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play, based on this unit. (Your opponent doesn't lose the victory points.)
(Essex)
** SEAPLANE BASING: While you control at least one Aircraft with Loiter, your land airbase can base one unit over the capacity limit.
** SEAPLANE DETACHMENT 1: This unit comes with one seaplane detachment that functions as Aircraft squadron. Represent it with a marker. When this unit is destroyed, remove the marker from play. The detachment can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
SEAPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
(Chitose)
** SEAPLANE RESERVES: Once per game, at the beginning of the Air Return phase, choose a friendly Aircraft with Sea Basing or Loiter that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play.
** SEAPLANE TENDER: This unit can base only Seaplanes.
** SECRET CARGO 6: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and ne enemy ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game.
** SHADOW SUBMARINES: Ships roll one extra attack die when making ASW attacks against any Submarine attacked by Aircraft based on this unit this turn.
** SLOW 1: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(Eagle)
SLOW 3: At the beginning of your Sea Movement phase, roll a die. On a 3 or less, this unit has -1 speed this turn.
(Bearn, Commandant Teste)
SNEAK ATTACK: If you roll 10 or higher on your initiative roll, your Torpedo Bombers roll one extra attack die when making Torpedo attacks this turn.
(Illustrious, Kaga)
** STEEL DECK: Aircraft making Bomb attacks against this unit roll two fewer dice.
STUKA OPERATIONS: The Ju 87B Stuka can base on this unit.
(Graf Zeppelin)
STUKA OPERATIONS: The Ju 87B Stuka and Ju 87 R2 Picchiatelli can base on this unit.
(Aquila)
SURPRISE RAID: If you roll 10 or higher on your initiative roll, choose two enemy Ships. Those Ships roll one less attack die when making Antiair attacks this turn.
(Soryu)
SURVIVOR: If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(Enterprise)
TORPEDO DEFENSE 1: Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Illustrious, Intrepid, Victorious, Lexington, Essex)
** TORPEDO SURVIVOR: The first time a Torpedo attack would destroy this unit, this unit remains in the game with 1 hull point instead of being destroyed. (Nabob)
** TURKEY SHOOT: Once per turn, if it's turn 4 or later, one friendly Aircraft may reroll one Antiair attack. (Hornet)
** VETERAN BOMBERS: Once per turn, you may choose a friendly Dive Bomber or Torpedo Bomber at the end of the Air Mission phase. That Dive Bomber or Torpedo Bomber gets +1 Armor this turn.
** VETERAN STRAFERS: Once per turn, you may choose a friendly Fighter. That Fighter may reroll one Gunnery attack this turn. (Sangamon)
** VETERAN TORPEDO BOMBERS: Once per turn, you may choose a friendly Torpedo Bomber at the end of the Air Mission phase. That Torpedo Bomber gets +1 Armor this turn. Formidable
WILDCAT OPERATIONS: The F4F Wildcat and the Martlet can base on this unit.
(Bearn)
Surface Ship SA's
(A-D)
AA VETERAN: Once per game, this unit may reroll one Antiair attack.
(Australia)
** ACT OF DEFIANCE: During your Surface Attack step, if this unit has a face-down Destroyed counter, you roll one extra die in any attack it makes.
AGGRESSIVE TACTICS: Friendly Cruisers and Destroyers adjacent to this Ship roll one extra attack die when making Gunnery and Torpedo attacks if no other friendly Ships are in their sectors.
(Aoba)
** AIM HIGH!: Once per game, if this Ship is in the same sector as an enemy Cruiser or Battleship, instead of using its Main Gunnery attack, you may roll a die. On a 5 or 6 the enemy ship recieves 1 damage marker. This ability may not sink a ship.
** AIR WARNING RADAR: During your Air Defense phase, one friendly Ship in the same or an adjacent sector to this unit can make a second Antiair Attack against a second target using 5 dice or its own AA value, whichever is lower.
** AKIYAMA'S STAND: Once per game, at the end of the Sea Movement phase, you may roll a die. On a 2 or higher, enemy Ships must attack this unit this turn if able until this unit receives a destroyed counter.
** AMAZING SHOT: Once per game, this unit can make a range 3 Torpedo attack using its range 0 Torpedo attack dice.
ANTIAIR BARRAGE: This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 5-dice Antiair attack against the second target.
(Musashi, North Carolina, Nelson)
** ANTIAIR BARRAGE 6: This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 6-dice Antiair attack against the second target.
ANTIAIR SPECIALIST: This unit can make two Antiair attacks against separate targets during your Air Defense step.
(Atlanta, John C. Butler, Akitsuki, ORP Blyskawica)
** ARCTIC PASSAGE: This unit may begin the game undeployed, along with up to one of your Destroyers. Set the undeployed Ships aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map.
** ASSAULT BEACH SURVEY: Once per game, if this unit is in the same sector as a friendly unit that scores victory points from a Landing ability, double the amount scored.
** ASW GUIDE: If this unit does not make an attack this turn, local Destroyers roll one extra attack die when making ASW attacks.
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(St. Laurent, Edsall)
** AUDACIOUS ATTACK: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step. The targets must be in different sectors. (Legion)
** AUXILIARY KILLER: This unit rolls one extra attack die when making Gunnery attacks against Auxiliaries.
** AVOID ENGAGEMENT: At the end of the Sea Movement phase, if there are enemy Ships within range 3 of this unit, you may move this unit one sector away from the nearest enemy Ship.
AVOID MINES: This unit ignores mines.
(Strasbourg)
BAD LUCK: Whenever this unit rolls four or more 1's on a Gunnery attack, or two or more 1's on a Torpedo attack, this unit and a friendly Ship in the same sector each take 1 point of hull damage and can't move next turn. If no friendly Ships are in this unit's sector, instead this unit can't move or attack for the next two turns.
(Mogami)
BAD WEATHER FIGHTER: Whenever you make a concealment roll for this unit, add +1 to the roll.
(Richmond, Phelps, Belfast, Gorizia, Vainamoinen, Sovyetskiy Soyuz, Goteborg, Hawkins, Algonquin)
** BARRAGE BALLOON: While undamaged, this unit reduces your opponent's Aircraft stacking limit in this sector by one.
BATTERY SILENCER: This unit rolls one extra attack die when making Gunnery attacks against Shore Batteries and Installations.
(Quincy)
** BATTLESHIP ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Battleship.
(Le Hardi)
** BATTLESHIP ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Battleship.
** BATTLESHIP HUNTER: This unit rolls one extra attack die when making Main Gunnery attacks against Battleships. (HMS Suffolk)
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Saumarez)
** BATTLESHIP LEADER: While you control another Battleship, you get +1 initiative. (Operation Catapult Hood, Queen Elizabeth)
** BATTLESHIP SCREEN: If this unit is in the same sector as a friendly Battleship, this unit rolls one extra attack die when making Antiair attacks this turn.
BEACH LANDING 3: Once per game, at the end of a turn, if this unit is in or adjacent to a coast or island sector on your opponent's side of the map, score 3 victory points. You can only score victory points from a Beach Landing ability once per turn.
(Daihatsu Landing Craft)
** BENEATH NOTICE: This unit may not be attacked until it has made an attack or contested an objective.
** BLAZING GUNS: This unit can make two Tertiary Gunnery attacks against separate targets during your Surface Attack phase.
** BLOCKADE DUTY: This unit rolls one extra attack die when making Main Gunnery attacks against Ships that are on your side of the map. (HMNZS Gambia)
BOMBARD: Once per game, instead of making a Main Gunnery attack, this unit can bombard your opponent's land airbase if this unit is in your opponent's ship deployment area. At the end of that turn, place 2 additional rearming counters next to each aircraft at the airbase.
(Haruna)
** BOMB SURVIVOR: When this unit is the target of a Bomb attack, you may roll a die. On a roll of 5 or higher, the Bomb attack misses.
BRISTLING WITH GUNS: This unit can make two Secondary Gunnery attacks against separate targets during your Surface Attack step.
(Missouri, Iowa, Massachusetts, Washington, King George V, North Carolina, Montana, New Jersey)
** CAPTURE CODES: At the end of the Surface Attack phase, if this unit is local or adjacent to an enemy Auxiliary that was destroyed during the turn, choose a friendly Destroyer. That Destroyer may move one sector toward the nearest enemy Submarine. (HMS Dunedin)
** CARRIER ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is a Carrier.
CARRIER LEADER: You get +1 initiative for each Carrier you control up to a maximum of +3.
(New Jersey)
** CARRIER SCREEN: If this unit is in the same sector as a friendly Carrier, this unit rolls one extra attack die when making Antiair attacks.
CHASE: At the end of the Sea Movement phase, if there are no enemy Ships within range 3 of this unit, you may move this unit one sector toward the nearest enemy Ship.
(Jamaica, Milan, Vasilissa Olga)
CHASE THE SALVOES: Whenever an enemy Battleship makes a Main Gunnery attack against this unit, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(Hoel, Fletcher, Karl Galster, Prinz Eugen, Cossack, Trento, Euryalus, Edsall)
** CLASSIFIED ORDERS: No victory points may be gained from Rescue Operations when this Ship is destroyed.
** CLOSE CONVOY ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit if one of those Ships is an Auxiliary.
** CLOSE COVER: This unit may deploy in any sector on your side of the map. You may deploy one Destroyer or Torpedo Boat in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2.. (Amiral Murgescu)
CLOSE ESCORT: The sector this unit is in can contain three friendly Ships instead of two.
(Arunta, Van Galen, Karl Galster, ZG3, Camicia Nere)
COASTAL DEPLOYMENT: This unit may deploy adjacent to an island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2.
(Vainamoinen)
** COASTAL DEPLOYMENT (REVISED): This unit may deploy adjacent to a coast or island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2. (Pantera, Elli, HNoMS Norge)
** COASTAL MONITOR: This unit can deploy in any shoreline sector on this player's side of the map. Until this unit makes its first Gunnery attack of the game, it is immune to Gunnery attacks at range 4 or greater.
** COASTAL SQUADRON: This unit and all local friendly ships have concealment against attacks at range-1 or greater if they are adjacent to a coast or island sector.
(Ilmarinen)
COASTAL TACTICS: This unit has concealment against attacks at range-1 or greater if it is adjacent to a coast or island sector.
(Gustav V)
** CODE INTERCEPTS: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Auxiliary.
(Montcalm)
** COMBINED ASW ASSAULT: This unit rolls one extra attack die when making ASW attacks against an enemy Submarine attacked by friendly Aircraft this turn.
** COMBINED FLEET: During your Surface Attack step, if another friendly Ship makes a Torpedo attack against an enemy Ship, this unit rolls one extra attack die when making Main Gunnery attacks against that enemy Ship this turn. (Amagi)
COMMERCE RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
(Atlantis)
** CONVOY DEFENDER: While a friendly Auxilliary is in this unit's sector or an adjacent sector, this unit rolls one extra attack die when making Main Gunnery attacks this turn.
** CONVOY DEFENDER: When making Gunnery attacks, if a friendly Auxiliary unit is in the same or an adjacent sector, this unit rolls one extra attack die.
** CONVOY ESCORT: If this unit is in the same sector as a friendly Auxilliary unit, this unit rolls one extra attack die when making Main Gunnery attacks this turn.
** CONVOY GUARD: Enemy Ships roll one less attack die when making Gunnery attacks against friendly Auxiliaries in the same sector as this unit. (HMS Dunedin)
** CONVOY GUARDIAN: Once per turn, during your Sea Movement step, you may choose a local Auxiliary unit. Enemy Ships may not make Gunnery attacks against that Auxiliary unit this turn.
** CONVOY LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** CONVOY LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** CONVOY SCREEN: If this unit is in the same or an adjacent sector as a friendly Auxiliary unit, this unit rolls one extra attack die when making Antiair attacks for this turn.
** CONVOY SCREEN: If this unit is local or adjacent to a friendly Auxiliary unit, this unit rolls one extra attack die when making Antiair attacks this turn. (HMNZS Gambia)
** COORDINATED FIRE: At the beginning of your Surface Attack step, choose a friendly Destroyer in a different sector. If this unit and that Destroyer both make a Gunnery attack against the same target this turn, they both roll one extra attack die.
** COUP DE GRACE: This unit rolls one extra attack die when making Main Gunnery attacks against damaged Ships.
** COURAGEOUS PROTECTOR: Local friendly Ships get +1 Armor when crippled.
** COVER LANDING: Whenever this unit attacks an Installation during the Surface Attack phase, during its next turn, that Installation gets -1 on each attack die when making Gunnery attack rolls against units other than this unit. (Arkansas, Wichita)
COVERING FIRE: Whenever this unit attacks a Ship during the Surface Attack phase, during its next turn, that Ship gets -1 on each attack die when making Gunnery attack rolls against units other than this unit.
(Caio Duilio)
** COVERT DEPLOYMENT: This unit may begin the game undeployed. Set this unit aside. It is out of play. Deploy it on turn 1 at the end of the Air Return phase in any sector on your side of the map. This unit can't claim an objective on turn 1 or 2.
CRIPPLING SALVO: Whenever this unit damages a Cruiser or a Battleship with its main gunnery attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn (the target isn't automatically reduced to 1 hull point).
(Prinz Eugen, Atago)
** CROSSFIRE: At the beginning of your Surface Attack step, choose another friendly Cruiser in a different sector. If this unit and that Cruiser both make a Gunnery attack against the same target this turn, they both roll one extra attack die.
** CROSSFIRE MAYHEM: At the beginning of your Surface Attack step, you may choose a friendly Ship of the same unit type as this unit. This unit and that Ship roll one extra attack die when making Gunnery attacks when those attacks are against the same target this turn.
{From a unit that didn't get done, after all.}
CRUISER HUNTER: This unit rolls one extra attack die when making Main Gunnery attacks against Cruisers.
(Jamaica, Giuseppe Garibaldi)
CRUISER KILLER: This unit rolls one extra attack die when making Gunnery attacks against enemy Cruisers.
(Nachi)
CRUISER LEADER: While you control another Cruiser, you get +1 initiative.
(DeRuyter)
** CRUISER PICKET: The first time this unit begins a turn within range 4 of an enemy Battleship, you get +1 initiative that turn. (HMS Suffolk)
** DAIHATSU TRANSPORT: You may choose up to three Daihatsu Landing Craft to deploy from this unit, instead of deploying them normally. Undeployed Daihatsu units are considered out of play. At the beginning of each turn, you may deploy one in the same sector as this unit. If this unit is destroyed, victory points for its undeployed Daihatsu units are awarded to your opponent. (Akitsu Maru)
DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Salt Lake City)
** DARING ESCAPE: At the end of the Sea Movement phase, if this unit is undamaged and if there are enemy Ships within range 3 of this unit, you may move this unit one sector away from the nearest enemy Ship of your choice.
DEFECTIVE TORPEDOES: Whenever this unit would make a Torpedo attack, roll a die. On a 2 or less, the attack automatically misses instead.
(Bagley)
** DEFEND CRIPPLE: This unit gets +1 on each attack die when making Gunnery or Antiair attacks while in the same sector as a friendly Ship that is crippled.
** DEFENSIVE DEPLOYMENT: This unit may deploy anywhere on your side of the map adjacent to a friendly Coastal Facility. If it does, this unit can't claim an objective on turn 1 or 2.
** DELAYED ARRIVAL: This unit is deployed at the beginning of Turn 2.
DESPERATE AA: Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you're using Desperate AA. If you do, roll two extra attack dice against that Aircraft.
(Kidd, Houston)
** DESPERATE ANTIAIR: Once per game, after this unit has been damaged, this unit can make two Antiair attacks against separate targets during your Air Defense phase.
** DESPERATE RAM: During your Sea Movement step, you may choose a local enemy Ship and roll a die. If the result is higher than that Ship's armor, it takes 1 point of hull damage. Destroy this unit after rolling the die.
** DESPERATE STAND: If this unit receives a Destroyed counter during your opponent's Surface Attack step, this unit may make an immediate Torpedo Attack and an immediate Gunnery attack against the unit that damaged it last.
** DESTROYER FLOTILLA: The sector this unit is in can contain one friendly Ship above the stacking limit if all of the friendly Ships in this sector are Destroyers.
DESTROYER HUNTER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers.
(Haida, Gorizia, Nizam, Chikuma, Sheffield, ORP Dragon, Le Hardi)
DESTROYER LEADER: While you control another Destroyer, you get +1 initiative.
(Phelps)
** DESTROYER SCREEN: Choose one local or adjacent Destroyer. After both fleets are deployed, this unit and the chosen Destroyer can move one sector.
DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
(Exeter)
DISGUISE: Until this unit attacks or ends a Sea Movement phase in the same sector as another Ship, this unit can't be attacked.
(Atlantis)
** DISRUPT INVASION: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn.
(Java)
** DISRUPT LANDING: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Landing. If you do, that unit can't use Landing or Cargo abilities this turn.
** DISTANT COVER: Once per game, when you lose your initiative roll, this unit may move at the end of the Sea Movement phase, instead of moving during your Sea Movement step. (Mutsu, Fiume)
** DIVIDE AND CONQUER: This unit can make two Main Gunnery attacks against separate targets and two Secondary Gunnery attacks against separate targets during your Surface Attack phase, but no bonuses can be added to these attacks.
** DRAW FIRE: While this unit is in the same sector as a friendly Ship, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
DRIVE OFF: Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
(Giuseppe Garibaldi)
(E-K)
EARLY DEPLOYMENT: This unit may deploy in any sector on your side of the map. You may deploy one cruiser or destroyer in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2.
(Schleswig-Holstein)
EARLY WARNING RADAR: Each friendly unit in this unit's sector or sectors adjacent to this unit rolls one extra die when making Antiair attacks during the first turn of the game.
** EASY PREY: If an enemy Ship did not move this turn, this unit rolls one extra attack die when making Gunnery attacks against that Ship this turn.
** ENGAGE SUB: Once per game this unit may make a Main Gunnery attack against a local or adjacent submarine. (Ward)
** ENVY OF THE FLEET: Once per game, you may re-roll one Gunnery or Antiair attack.
** EPIC DETERMINATION: Whenever this unit would be destroyed, roll a die. On a 4 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
ESCORT KILLER: This unit can make two Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer.
(Kent, Eugenio Di Savoia)
ESTABLISH SCREEN: Choose one local or adjacent Cruiser or Destroyer. After both fleets are deployed, this unit and the chosen unit can move one sector.
(Eugenio Di Savoia, Phelps)
EVACUATE: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 1 victory point. After scoring this victory point, if this unit is in your ship deployment area at the end of a turn, score an additional 3 victory points. You can score each award only once per game.
(Halcyon)
** EVACUATION: At the end of the turn, if this unit is adjacent to an island or coast on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
EVADE BOMBS: Once per game, when this unit is the target of a Bomb attack, you may roll a die. On a 4 or higher, the Bomb attack misses.
(Haruna, Vasilissa Olga, Naka)
EVADE TORPEDOES: Once per game, when an enemy unit would make a Torpedo attack against this unit, you may roll a die. On a 3 or higher, the Torpedo attack automatically misses instead. This unit can't move during the Sea Movement phase the turn after it uses this ability.
(Repulse, Sheffield)
** EVASIVE ACTION: Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack causes no damage.
** EXCELLENT RANGEFINDING: Roll 1 extra die for this unit's first Gunnery attack.
EXCELLENT SPOTTING: During your Surface Attack step, if another friendly Ship makes a Gunnery attack against an enemy Ship, this unit rolls one extra attack die when making Gunnery attacks against that enemy Ship this turn.
(Richelieu, Dunkerque, Gloire, Suffren, Algerie, Alsace)
** EXHAUSTION: If it is turn 7 or later, this unit gets -1 on each attack die when making Gunnery or Antiair attacks.
** EXPERIMENTAL ASW: Whenever this unit makes an ASW attack, roll a die. On a 5 or more, roll one extra attack die. On a 2 or less, roll one fewer attack die.
** EXPERT MINELAYER 2: Twice per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo Defense works against this damage.
** EXPERT SEAPLANE ASW: Once per turn, you may choose a friendly Patrol Bomber with Loiter. That Patrol Bomber rolls one extra attack die when making ASW attacks this turn.
EXTENDED RANGE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value.
(Massachusetts, Washington, California, Tennessee, Baltimore, Cleveland, Rodney, King George V, Hood, Warspite, Jean Bart, Dunkerque, Bismarck, Scharnhorst, Admiral Graff Spee, Admiral Scheer, Admiral Hipper, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Haruna, Kongo, Arizona, North Carolina, Alaska, Repulse, Prinz Eugen, Prince of Wales, Nagato, Montpelier, Vainamoinen, Caio Duilio, West Virginia, Arkhangelsk, Fuso, Gneisenau, Royal Oak, Provence, Sovyetskiy Soyuz, Nevada, Quincy, Blücher, Roma, Ise, Kirishima, Gustav V, Sho-Go Yamato, Andrea Doria, Rheinübung Bismarck, Moltke, Nelson, Strasbourg)
EXTENDED RANGE 5: While undamaged, this unit can make range-4 or range-5 Main Gunnery attacks using its range-3 attack value.
(Missouri, Iowa, Richelieu, Tirpitz, Friedrich der Grosse, Montana, New Jersey, Alsace)
FAST 5: At the beginning of your Sea Movement step, roll a die. On a 5 or higher, this unit gets +1 speed this turn.
(Giovanni Delle Bande Nere)
** FAST TRANSIT: Submarines may not use any special abilities when making attacks against this unit. Whenever this unit would take damage from a Torpedo attack during the Submarine Attack phase, roll a die. On a 3 or higher this unit takes no damage instead.
FATAL FLAW: If an enemy Battleship rolls four 6's against this unit, put a face-down destroyed counter on it.
(Hood)
** FIGHTER COMMAND: Once per turn, you may redeploy a friendly Fighter in a sector not containing an enemy Aircraft to sector within range 3 of that Fighter that does contain enemy Aircraft.
FIGHTER DIRECTOR: Once per turn, you may choose a friendly Fighter within range 3 that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy Aircraft and make an Antiair attack with a -1 on each attack die against that Aircraft.
(Alaska)
** FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
** FINISH CRIPPLE: This unit rolls one extra attack die when attacking crippled Ships.
** FLAGSHIP PICKET: At the beginning of the Air Defense phase, you may choose a local or adjacent Flagship. That Flagship rolls one extra attack die when making Antiair attacks this turn.
** FLAK TRAP: Once per game, during your Air Defense step, you may declare you are using Flak Trap. If you do, one local friendly unit may reroll its Antiair attack.
FLANK SPEED: At the beginning of your Sea Movement step, if this unit is within range 3 of an enemy Ship, this unit gets +1 speed this turn.
(Bolzano, Scipione Africano)
** FLEET TANKER: While this unit is undamaged, one friendly Ship gets +1 on Slow rolls.
** FLEET TANKER: At the beginning of the Sea Movement phase, while this unit is not crippled, you may select one friendly Ship. That Ship gets +1 on slow rolls this turn. (USS Neosho, Iro)
** FLOATPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Torpedo 1, ASW 2, Bomb 5.
** FLOATPLANE TENDER: One Patrol Bomber with Loiter does not count towards your land airbase limit.
** FLOTILLA DEPOT SHIP: Once per turn, you may choose a friendly Submarine or Torpedo Boat within range 4. That Submarine or Torpedo Boat rolls one extra attack die when making Torpedo attacks this turn.
FLOTILLA LEADER: You get +1 initiative for each Destroyer you control up to a maximum of +3.
(San Francisco, Jamaica, Karlsruhe, Yahagi, Naka)
FLY-OFF STRIKE: Once per game during the Air Mission phase, you may place a marker on the map that functions as an Aircraft squadron. Remove it from play when it's aborted, destroyed, or at the beginning of the Air Return phase, whichever happens first.
Fly-off squadron; Armor 4, Vital Armor 7, Bomb 7.
(Ise)
** FORWARD AIR CONTROL: While this unit is undamaged, you automatically win initiative for the Air Mission, Air Defense, and Air Attack phases only.
GENERAL PURSUIT: Once per game, at the end of your Sea Movement step, you can move up to three of your Ships each one sector toward the enemy Ship nearest to it. You can't claim an objective the turn you use this ability. You lose initiative next turn.
(Sho-Go Yamato)
** GET IN CLOSE: Once per game, this Ship may choose an enemy Battleship or Cruiser in its sector. That Ship may not make attacks against this Ship for the rest of the turn.
** GET UNDERWAY: After both fleets are deployed, roll a die. If you roll a 3 or higher, this unit can make a speed-1 move before the first turn begins.
GUARD SHIP: This unit may deploy in any sector adjacent to a coast or island on your side of the map. If deployed this way, this unit can't move until it has been attacked.
(San Giorgio)
GUARD THE CONVOY: While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that Auxiliary unit until this unit has been attacked at least once in the same phase.
(Leander, Sackville, Matsu, Antilope, M1, Vampire)
** GUARD THE FLOTILLA: While this unit is in the same sector as a friendly Destroyer, enemy units can't attack that Destroyer until this unit has been attacked at least once in the same phase.
** GUARD THE LANDING: While this unit is in the same sector as a friendly Ship with a Landing ability, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
** GUARD THE MINELAYER: While this unit is in the same sector as a friendly Ship with the Mines ability, enemy units can’t attack that Ship until this unit has been attacked at least once in the same phase. (Chervona Ukraina)
** GUNNERY PLATFORM: If this unit is adjacent to a coast or island sector the first time it would be destroyed, it remains in the game with 2 hull points. From the end of the phase, this unit suffers the effects of Crippled, has a Speed of 0, and cannot be damaged by Torpedo attacks for the rest of the game. (Marat)
** GUNNERY PLATFORM: This unit can deploy in any shoreline sector on this player's side of the map.
{Applied to a Ship with speed 0}
** HARASSING FIRE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value. It only scores hits on a 6 when using this ability.
HARASSING FIRE 5: While undamaged, this unit can make range-5 Main Gunnery attacks using its range-3 attack value. It only scores hits on a 6 when using this ability.
(Andrea Doria)
** HARBOR PATROL: This unit rolls one extra attack die for all attacks when it is in or adjacent to your Ship deployment area.
** HARD TO KILL: Once per game, when this unit would be damaged by an enemy air attack, roll a die. On a 5 or higher, the attack misses instead.
HEAVY ANTIAIR: This unit's Antiair attack has range 1.
(Missouri, Laffey, San Diego, Montpelier)
HEAVY ANTIAIR 2: This unit's Antiair attack has range 2.
(Montana)
HEAVY RAIDER: Whenever this unit Destroys an Auxiliary, score 2 victory points.
(Moltke)
** HIDDEN OPERATIONS: When this unit attempts to repair a Ship it can also make a local smoke screen. A sector containing a smoke screen blocks line of sight through its sector. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn. (Vestal)
** HIGHLY FLAMMABLE: Whenever this unit takes damage from a Bomb attack, roll a die. On a 1, this unit takes one additional point of hull damage. (Neosho, Iro)
** HIGHLY FLAMMABLE: Whenever this unit takes damage, roll a die. On a 1, this unit takes one additional point of hull damage.
** HIGH SPEED DASH: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
** HIGH-SPEED EVASION: Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
HIGH SPEED RUN: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn. You can't claim an objective the turn you use this ability.
(Le Terrible, Gromkiy, Trento, Goteborg)
** HIT AND RUN: Once per game, at the end of your Surface Attack step, if this unit has attacked an enemy Ship this phase, you may move this unit one sector away from that Ship. If you do, this unit can't claim an objective on this turn. (Pantera, Silnyi)
** HOME FOR TEA: After turn 5, this unit must move toward your Ship Deployment area. After one turn in your Ship Deployment area it may move freely again. Repeat until the game is over.
** HURRICAT: Once per game during the Antiair phase, you may make a 5-dice Antiair attack against a Patrol Bomber unit within range 3, if there is no enemy Fighter in that sector. This attack is in addition to your normal Antiair attack.
** HUNTING PARTY: Whenever this unit and a friendly Destroyer are in the same sector as an enemy Submarine, this unit rolls one extra attack die when making ASW attacks this turn.
** HYBRID: This unit can base one Aircraft, as if it were a Carrier.
IMPROVED RADAR: This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
(Cleveland)
** IMPROVISED COMMAND: If you have no Flagship in your Fleet, you gain +1 to your initiative rolls.
INACTIVITY: This unit gets -1 on each attack die when making its first Main Gunnery attack of the game.
(Arkhangelsk)
INCOMPLETE: This unit can't move during the first turn of the game
(Jean Bart)
** INDEPENDENT ACTION: Once per game, at the beginning of your Sea Movement step, you may ignore Slow 2. This unit rolls one extra attack die when making Gunnery attacks until the end of this turn.
** INEXPERIENCED CREW: This unit gets -1 on each attack die when making its first attack of the game.
INSPIRE TO VICTORY: Once per game, if this unit damages or destroys an enemy Battleship, you can declare you're using Inspire to Victory. If you do, each of your Ships rolls one extra attack die when making Gunnery attacks during your next turn.
(Arizona)
INSPIRING EXAMPLE: Once per game, if this unit damages or destroys an enemy Ship, you can declare you're using Inspiring Example. If you do, each of your Greek Ships (other than this one) rolls one extra attack die when making attacks during your next turn.
(Georgios Averof)
** INSTALLATION GUARD: This unit may make its Antiair attack against Enemy aircraft in an adjacent sector containing a friendly installation. Soerabaia
** INTEL REPORT: Once per game, you may choose a friendly Submarine within range 3. That Submarine ignores all ASW harassment penalties this turn.
** INTIMIDATION: Once per game, at the end of the Surface Attack phase, you may choose a Ship that was attacked by this unit's Main Gunnery Attack this turn. That Ship must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability. Ramillies
** INTIMIDATION: Enemy Battleships firing at friendly Ships in the same sector as this unit roll one fewer attack die.
** INVASION ESCORT: The sector this unit is in can contain one friendly Ship above the stacking limit, if one of those Ships is an Auxiliary with a Landing ability.
** INVASION LEADER: While you control at least one unit with Landing, you gain +1 Initiative. (Yubari)
** ISLAND CAMO: Once per game, if this unit is adjacent to a coast or island at the beginning of the Sea Movement phase, you may declare you're using Island Camo. If you do, this unit can't move or make attacks this turn, and enemy units can't make attacks against this unit this turn.
** JACK OF ALL TRADES: This unit rolls one extra attack die for all attacks while undamaged.
JAMMED MOUNT: Before this unit makes a Main Gunnery attack, roll a die. On a 1, this unit rolls three fewer attack dice when making Main Gunnery attacks until the end of your next turn.
(King George V, Prince of Wales)
** JONAH: Whenever this unit is attacked, roll a die. On a 1, this unit is destroyed.
** KAMIKAZE KILLER: This unit rolls one extra attack die when making Antiair attacks against Aircraft with the Suicide Attack ability.
** KAMIKAZE SURVIVOR: Whenever this unit takes damage from a unit with the Suicide Attack ability, roll a die. On a 4 or higher, this unit receives no damage from the attack.
KILLER INSTINCT: When this unit damages or destroys an enemy Submarine with its ASW attack for the first time, it rolls one extra attack die when making ASW attacks for the rest of the game.
(Pegaso)
(L-R)
LANDING 3: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 3 victory points. You can only score victory points from a Landing ability once per turn.
(Krasni Krym, Blücher, Königsberg)
LANDING 5: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn.
(T1 Landing Ship, LST)
LANDING 10: Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 10 victory points. You can only score victory points from a Landing ability once per turn.
(Gunston Hall)
** LANDING BARRAGE 2: Once per game, instead of making a Main Gunnery attack, this unit can perform a landing barrage if this unit is adjacent to a coast or island on your opponent's side of the map. At the end of that turn, score 2 victory points.
** LANDING LEADER: You get +1 initiative for each additional Ship you control with a Landing ability, up to a maximum of +3. (Krasnyi Kavkaz)
** LANDING SURVEY: Once per game, if this unit is in the same sector as a friendly unit that scores victory points from a Landing ability, score an extra 5 victory points.
** LAS MOMIAS DE GUANAJUATO: Once per game, when this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
** LAST SALVO: Once per game, if you win your initiative roll, this unit rolls one extra die when making Main Gunnery attacks this turn.
LAY SMOKE SCREEN: Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn.
(Hoel, John C. Butler, Javelin, Luca Tarigo, Milan, T27, Shigure, Nizam, Ascari, Allen M. Sumner, Hatsukaze, Edsall, Algonquin)
LEAD THE ATTACK 2: After both fleets are deployed, this unit can make a speed-2 move before the first turn begins.
(Köln, Java)
** LIGHT SHIP TACTICS: Once per game, at the beginning of the Surface Attack phase, you can declare you're using Light Ship Tactics. If you do, whenever an enemy Ship makes an attack against this unit this turn, roll a die. On a 5 or higher, this unit takes no damage from that attack. (Le Brestois)
** LIMITED ASW: Once per game, this unit can make a dice-3 ASW attack.
LIMITED ASW THREAT: This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
(T1 Landing Ship, ORP Dragon, Prince David, Java)
** LIMITED RADAR: While undamaged, this unit rolls one extra attack die when making Antiair attacks.
** LIMITED SEA CONTROL: This unit can't claim objectives unless another friendly unit with Limited Sea Control is in the same sector as this unit.
** LOCAL PATROL: This unit can't be moved into a sector on your opponent's side of the map.
LONG CRUISE: This unit may deploy in any sea sector on the map.
(Atlantis)
LONG LANCE TORPEDOES: Each torpedo hit rolled by this unit deals 1 extra point of hull damage.
(Myoko, Nachi, Tone, Jintsu, Yahagi, Yukikaze, Isokaze, Akitsuki, Aoba, Oi, Shigure, Terutsuki, Haguro, Agano, Chikuma, Murasame, Matsu, Suzuya, Atago, Nagatsuki, Hatsukaze, Mogami, Naka)
**LONG RANGE BOMBARDMENT: While undamaged, this unit can make range-4 Main Gunnery attacks against Shore Batteries and Installations using its range-3 attack value.
LONG SHOT 6: Once per game, this unit can make a range-6 Main Gunnery attack against an enemy Battleship using its range-3 attack value.
(Warspite, Gneisenau)
LUCKY ESCAPE: When this unit would be hit by a Torpedo attack from an enemy destroyer or Torpedo Boat, roll a die. On a 4 or higher, the attack misses instead.
(Shigure)
** LUCKY SHIP: When your opponent rolls attack dice against this unit, each 6 counts as one success instead of two.
** LUCKY SHOT 4: Once per game, this unit can make a range-4 Main Gunnery attack using its range-3 attack value, and may do so against Destroyers. It only scores hits on a 6 when using this ability. (Canarias)
** LUCKY SHOT: The first time this unit makes a successful main gunnery attack, and if that attack is against an enemy Battleship, that Battleship gets -1 speed the next turn.
** MAIN GUN AA: Once per game, this unit can make two Antiair attacks against separate targets during your Air Defense step. If it does, this unit can't make a Main Gunnery attack this turn.
MASKED GUNS: If you win initiative, this unit rolls two extra attack dice when making Main Gunnery attacks within range 2 this turn.
(Yamashiro)
** MEET THE ATTACK: If your opponent moves any Ships before the first Sea Movement phase of the game, you may immediately move this unit two sectors.
** MIDGET SUBMARINE: This unit comes with two midget submarine detachments that function as Submarines. Represent them with markers. Markers can be placed in separate sectors adjacent to this unit during Deployment or at the beginning of the Sea Movement phase. Markers are removed from play after they have attacked or are destroyed.
Midget Submarine: Speed 1, Armor 2, Vital Armor 3, Hull Points 1, Torpedo 2/1/1.
** MINEFIELD: When this unit is deployed, you may place a Mine marker in one sector on your side of the map.
** MINE HUNTER: During your Sea Movement phase, you may declare you are using Mine Hunter. If you do, this unit can move into a Mined sector without rolling a die for damage and, if this unit makes no Gunnery attack this turn, roll a die at the end of your Surface Attack phase. On a 4 or higher, remove the Mine marker from play.
** MINE LEADER: While you control another unit with Mines, you get +1 initiative.
MINES: Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
(Kirov, Gromkiy, Nurnberg, Gotland, Königsberg)
** MINESWEEPER: Instead of making an attack in the Surface Attack phase, you can declare that you are sweeping mines. If you do, roll a die. On a 1, this unit takes one hull point of damage and the mine marker remains on the map. On a 2 or higher, remove the mine marker from this sector.
** MINE SURVIVOR: When this Ship is damaged by a mine, roll a die. On a 4 or higher, that mine does one less hull point of damage.
** MINING GUARD: While this unit is in the same sector as a friendly Ship with an ability for laying, tending, or sweeping mines, enemy units can't attack that Ship until this unit has been attacked at least once in the same phase.
** MISSILE EVASION: When an enemy Aircraft makes a Bomb attack against this unit at range 1 or greater, roll a die. On a 4 or higher, that attack misses.
** MISSILE JAMMER: Antiship Missile attacks against this Ship get -1 on each attack die.
** MTB AMBUSH: Once per game, at the end of the Sea Movement phase, you may choose an enemy Auxiliary within Range 3 and roll a die. On a 1, that Auxiliary takes 1 point of hull damage. On a 2, that Auxiliary takes 2 points of hull damage.
MTB KILLER: This unit can make two Gunnery attacks against separate targets during your Surface Attack step if at least one of the targets is a Torpedo Boat.
(Scipione Africano)
NEAR MISS: The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher that attack has no effect instead.
(San Diego)
** NEGLIGENT DISCHARGE: The first time this unit makes a Torpedo attack, if there are any friendly Ships within Torpedo range, roll a die. On a 1, the target of that attack becomes the friendly Ship within Torpedo range that has the highest cost.
** NETLAYER: Once per game, instead of making an attack in the Surface Attack phase, this unit can lay nets in its sector. Place a marker on that sector. Whenever a Submarine attempts to enter the netted sector, roll a die.On a 3 or lower, the Submarine may not enter the sector.
NIGHT FIGHTER: Once per game, if it's turn 4 or later, this unit may reroll one Gunnery attack.
(Myoko, Jintsu, Yukikaze, Saumarez, T27, Agano, Murasame, Kirishima)
** NIGHT INTERCEPTION: During Darkness, in the Air Mission phase, choose a Friendly Fighter. That Fighter gets +1 on each search check and ignores darkness attack penalties this turn.
** NON-MAGNETIC HULL: This unit is not affected by mines when moving into a sector containing a mine marker.
NO SEA CONTROL: This unit can't claim objectives.
(Jeremiah O'Brien, Kinai Maru, Gunston Hall, Atlantis, Daihatsu Landing Craft, American Victory, LST)
OPENING SALVO: This unit rolls one extra attack die when making either a Gunnery or Torpedo attack for the first time each game.
(T27)
OPENING SALVO 1: This unit rolls one extra attack die when making a Gunnery attack for the first time each game.
(Prince of Wales)
** PLANE GUARD: Once per turn, Aircraft returning to a friendly local Carrier under Darkness Rules may reroll a failed recovery check.
** POOR SEAKEEPER: If this unit begins the Sea Movement phase in a sector containing a Squall, roll a die. On a 4 or higher, this unit takes 1 point of damage.
** POWER FAILURE: The first time you roll a natural 3 or less for Initiative, this unit suffers the effects of being crippled until the end of the turn (it isn't automatically reduced to 1 hull point).
** POWER FAILURE: If your initiative roll for this turn resulted in a natural total of 3 or less, this unit can't move or make attacks this turn.
** PRECIOUS CARGO 3: In the End of Turn phase, if this unit has not been destroyed, you can add 3 points to your total when determining if you have won the game.
** PRECIOUS CARGO 4: In the End of Turn phase, if this unit has not been destroyed, you can add 4 points to your total when determining if you have won the game.
** PRECIOUS CARGO 6: In the End of Turn phase, if this unit has not been destroyed, you can add 6 points to your total when determining if you have won the game.
** PREEMPTIVE DEPLOYMENT: This unit may deploy in any sector on your side of the map. If it does, this unit can't claim an objective on turn 1 or 2.
** PRESSED INTO SERVICE: After both fleets are deployed, this unit can move one sector.
** PRIMITIVE RADAR: Once per turn, you may choose an enemy unit with concealment. If you do, that unit gets -1 on its concealment roll.
** PRIORITY MAIL: The first time an attack would destroy this unit, roll a die. On a 5 or 6, this unit receives a crippled counter and can't make Gunnery attacks. If this unit is undestroyed at the end of turn 5, score 5 victory points.
PROTECT CRIPPLE: This unit gets +1 on each attack die when making Gunnery, Antiair, or ASW attacks while in the same sector as a friendly Ship that is crippled.
(Witte de With)
PURSUIT SHIP: Instead of moving this unit during your Sea Movement step, if you are the first player for this turn, you may choose a local enemy Ship. If that ship is within range 2 at the end of your opponent's Sea Movement step, put this unit in that unit's sector.
(Ajax)
** QUICK DRAW: If it's the first turn of the game, this unit rolls one extra attack die when making Antiair attacks. (Chonburi, USS Neosho)
** QUICK DRAW: This unit rolls one extra attack die on its first Antiair attack of the game
RADAR FIRE CONTROL: While undamaged, this unit rolls one extra attack die when making Main Gunnery attacks.
(Cleveland, Kidd, Taylor, Montpelier)
RADAR PICKET: Once per game, at the end of the Air Mission phase, you can move one friendly Fighter that is in a sector that doesn't contain enemy Aircraft to any sector that contains an enemy Aircraft.
(Laffey)
RADAR SOLUTION: The first time you make a Main Gunnery attack during the game, the attacking unit rolls one extra die. If this unit is undamaged, the attacking unit can make the Main Gunnery attack against an enemy unit in darkness within range 4 without a penalty.
(West Virginia)
RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(Admiral Scheer, Admiral Hipper, Suzuya, Allen M. Sumner)
RAIDER HUNTER: This unit rolls one extra attack die when making Gunnery attacks against Cruisers and Auxiliary units.
(Sydney, Leander, Hawkins, Prince David)
** RALLY FIRE: If this unit makes a Gunnery attack against an enemy unit, one friendly Destroyer may roll one extra attack die when making a Gunnery attack against the same target in the same turn.
RAM: Once per game, during the Sea Movement phase, this unit can make an immediate ASW attack when it enters a sector that contains an enemy Submarine.
(Ugolino Vivaldi)
RAPID FIRE: Once per game, before you roll this unit's Main Gunnery attack against an enemy ship, you can declare you are using Rapid Fire. If you do, roll two extra attack dice against that ship.
(Boise, Hoel, Terutsuki, ORP Blyskawica)
** RECONNAISANCE CRUISER: At the beginning of your Air Attack step, you may choose an enemy Ship within range 4 and line of sight of this unit. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn.
** REINFORCE DIVE BOMBERS 1: While this unit is undamaged, you may choose a friendly Dive Bomber during the Air Mission phase. That Dive Bomber gets +1 Armor and Vital Armor this turn, and rolls one extra attack die when making Bomb attacks this turn.
** REINFORCEMENTS 2: Whenever this unit is adjacent to a friendly Installation, that unit gets +2 to its Installation value this turn. Soerabaia
** REMEMBER: If this unit receives hits equal to or greater than its vital armor, or is destroyed by a torpedo attack, roll a die. Score victory points equal to that number. Bretaigne, USS Juneau
REPAIR: Once per game, at the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor the damaged Ship can move or use Gunnery attacks that turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship.
(Nordmark)
** REPAIR LST: At the beginning of your Sea Movement step, you can attempt to repair a local friendly LST. If you do, neither this unit nor that Ship can move or use Gunnery attacks this turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from that LST.
** REPAIR SHIP: At the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor that Ship can move or use Gunnery attacks this turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from that Ship.
** REPLENISH AIRBASE: Once per game, at the beginning of the Air Return phase, choose a friendly Aircraft that has been destroyed and roll a die. On a 4 or higher, return the chosen Aircraft to play, based on the Land Airbase. (Akitsu Maru)
** RESCUE: If a local friendly Ship is sunk, you may roll a die. On a 5 or higher, score 3 victory points
RESCUE OPERATIONS: Once per game, instead of attacking during your Surface Attack step, this unit can perform a rescue mission if it's in a sector where a friendly Ship was destroyed. Score 3 victory points at the end of the turn.
(St. Laurent)
** RIVER MONITOR: This unit must be deployed adjacent to an island or coastal sector on your side of the map. At the end of each turn, if this unit is not adjacent to an island or coastal sector, roll a die. On a 3 or lower, this unit is destroyed.
** RUTHLESS ASW: Once per game, this unit can make two ASW attacks against the same target during your Surface Attack phase.
(S-Z)
** SALVAGE: At the end of your Sea Movement phase, if this unit and a damaged local friendly Ship have not moved this turn, you may remove this unit from play and roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship. That Ship can't make any attacks during your Surface Attack phase that turn.
** SCATTER CONVOY: The first time this unit is damaged or destroyed by an enemy Ship, all friendly Auxiliary units may move one sector away from the nearest enemy Ship at the end of the Surface Attack Phase. (Carlisle, Jervis Bay)
SCOUT CRUISER: At the beginning of your Air Attack step, you may choose an enemy Ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn.
(Tone, Gotland)
** SCOUT DESTROYER: At the beginning of your Surface Attack step, you may choose an enemy Ship. Friendly Destroyers roll one extra attack die when making Gunnery attacks against that Ship this turn.
SCOUTPLANE ATTACK: During the first turn of the game, you may declare you're using Scoutplane Attack. If you do, assign the scoutplane attack during the Air Mission phase. The scoutplane can be attacked during the Air Defense phase. It has; Armor 3, Vital Armor 5, a Bomb attack of 2, and it can be aborted or destroyed normally.
(Lamotte-Picquet)
SCOUT PLANES: At the beginning of your Air Attack phase, you may choose an enemy Ship. Roll one extra attack die when making Torpedo attacks against that Ship this turn.
(Chikuma)
** SCRAP IRON FLOTILLA: While this ship is local or adjacent to at least one friendly ship with "Scrap Iron Flotilla" this unit gets +1 armor.
** SCUTTLE: At the end of your turn, you may roll a die. On a 5 or 6, remove this unit from the game.
SEAPLANE DETACHMENTS: This unit comes with two seaplane detachments that function as Aircraft squadrons. Represent them using markers. When one is destroyed, remove its marker from play. When this unit is destroyed, remove both markers from play. The detachments can be based only on this ship.
Seaplane squadrons: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
(Chitose)
** SEAPLANE DETACHMENT 1: This unit comes with one seaplane detachment that functions as an Aircraft squadron. Represent it with a marker. When this unit is destroyed, remove the marker from play. The detachment can be based only on this ship.
Seaplane squadron: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4.
SECRET BREAKOUT: This unit may begin the game undeployed, along with up to one of your Cruisers. Set the undeployed Ships aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map.
(Rheinübung Bismarck)
**SECRET CARGO 4: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game. Emile Bertin
** SECRET CARGO 6: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game.
SHADOW BATTLESHIP: Once per game, at the beginning of the Surface Attack phase, choose an enemy Battleship at range 3 or greater. That Battleship can't attack this unit during this phase.
(Kent)
** SHADOW CRUISER: Once per game, at the beginning of the Surface Attack phase, choose an enemy Cruiser at range 3 or greater. That Cruiser can't attack this unit during this phase.
** SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(Daihatsu Landing Craft)
SHARPSHOOTER: Whenever this unit attacks a unit that has concealment, your opponent must roll a 6 on his or her concealment roll to negate this unit's attack.
(Littorio, Belfast)
** SHORE LANDING 5: Once per game, at the end of a turn, if this unit is adjacent to a coast or occupies a sector containing an island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn.
SHORE SUPPORT: Once per game, instead of making a Main Gunnery attack, this unit can perform shore bombardment if this unit is in you opponent's ship deployment area. At the end of that turn, score 4 victory points.
(Oktybraskaya Revolutsia, Schleswig-Holstein, Provence, Nevada, Phoenix)
** SKILLED EVASION: Bomb attacks against this unit get -1 on each attack die.
SLOW 1: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
(John C. Butler, Samuel B. Roberts, Rodney, Warspite, Yamashiro, T1 Landing Ship, Nagato, Fuso, Krasni Krym, Ise, Gustav V, Nelson)
SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(California,Tennessee, Nordmark, Arizona, Oktybraskaya Revolutsia, West Virginia, Georgios Averof, Swale, Nevada, San Giorgio, Prince David)
SLOW 3: At the beginning of your Sea Movement phase, roll a die. On a 3 or less, this unit has -1 speed this turn.
(Provence, Royal Oak, Arkhangelsk)
** SMALL SHIP, BIG HEART: Once per game, when making a Torpedo attack against a Cruiser or Battleship, this unit rolls one extra attack die.
** SMOKE FLOATS: Once per game, instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. Remove the smoke screen at the end of the next turn.
** SMOTHERING ASW: Local harassed enemy Submarines are not guaranteed a minimum one die Torpedo attack.
** SPLINTER CAMO: While this unit is adjacent to land, enemy units have no line of sight to this unit at range 2 or beyond
SPLIT FIRE: This unit can make two Main Gunnery attacks against separate targets in different sectors. This unit rolls four less attack dice for each attack. You can't make any other Gunnery attacks during the turn you use this ability.
(Fuso)
** SPLIT FIRE: This unit may make two Main Gunnery attacks against separate targets during your Surface Attack Step. Each of these attacks has a value of 8/8/7/6.
SPRINT: Once per game, at the beginning of your Sea Movement step, you can declare you're using Sprint. If you do, roll a die. On a 4 or higher, this unit gets +1 speed this turn.
(Moltke)
** SQUADRON FORMATION: If you control any other Ship of the same nationality with Squadron Formation, you get +1 initiative.
STALWART: This unit can make Gunnery attacks with no penalties while crippled.
(Zara)
** STALWART ANTIAIR: This unit can make Antiair attacks with no penalties while crippled. Carlisle
** STALWART ANTIAIR: This Ship can make normal Antiair attacks while crippled.
** STAR SHELLS: During Darkness, instead of making a Gunnery attack in your Surface Attack phase, this unit can fire Star Shells. If it does, choose a sector within range 3 of this unit. All units ignore Darkness penalties in that sector this turn.
** STAY ON TARGET: If this unit makes a Main Gunnery attack on the same enemy Ship it fired on the previous turn, roll two extra attack dice.
STEALTHY: While in an island sector or in darkness, this unit has concealment. This unit gets +1 on each concealment roll.
(Daihatsu Landing Craft)
STRADDLE: Whenever this unit makes a Main Gunnery attack against an enemy Ship and that Ship takes no damage from the attack, this unit rolls one extra attack die when making its next Main Gunnery attack against that target.
(Giovanni Delle Bande Nere)
** SUB CRUSHER: Once per game, when this Ship enters a sector that contains an enemy Submarine, roll a die. On a 5 or higher, put a face-down destroyed counter on that Submarine.
SUB HUNTER: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Submarine.
(Samuel B. Roberts, Javelin, Arunta, Haida, Hans Lüdemann, Luca Tarigo, Isokaze, Type 13 Sub Chaser, Saumarez, Sackville, Pegaso, Taylor, Murasame, Allen M. Sumner, Z32, Bagley, Antilope, Swale, ZG3, Hatsukaze, Camicia Nere, Algonquin)
** SUBJECT IN SIGHT: Once per game, at the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Ship.
{Only for a Ship with Speed 1?}
** SUBMARINE DEPOT SHIP: Once per turn, while this unit is not crippled, you may choose a friendly Submarine within range 4. That Submarine may roll one additional Torpedo attack die this turn.
** SUBMERGED MINES: Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship or Submarine enters the mined sector, roll a die. On a 1, the Ship or Submarine takes 1 point of hull damage. On a 2, it takes 2 points of hull damage. Torpedo Defense works against this damage.
**SUBMARINE SCOUT: Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
** SUB TRAPPER: Once per turn, during your Surface Attack step, you may choose a local or adjacent friendly Destroyer. That Destroyer rolls one extra attack die when making ASW attacks this turn.
SURVIVOR: If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(San Francisco, Adrias)
** SUSTAINED FIRE: This unit can make two Main Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer. (Helena)
SWEEP MINES: Instead of attacking during your Surface Attack step, this unit can attempt to sweep mines in its sector. If it does, roll a die. On a 3 or higher, remove a mine counter from the sector.
(M1, Halcyon)
** TENACITY: The first time this unit would be destroyed, roll a die. On a 4 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
** TERRIBLE TWINS OF THE TURKU: While you control Väinämöinen, you get +1 initiative. (Ilmarinen)
** TERRIBLE TWINS: While this Ship is local to at least one friendly Ship with "Terrible Twins" this unit gets +1 armour and +1 to it's Main Gunnery attack.
** TINY TARGET: This unit is immune to Gunnery attacks at range-4 or greater. (Dhonburi)
** TINY TARGET: This unit is immune to Gunnery attacks at range 4 or greater.
** TO THE RESCUE: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains a friendly crippled Ship.
** TOBRUK FERRY SERVICE: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
(Vampire)
TOKYO EXPRESS: At the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 2 victory points. After scoring those victory points, if this unit is in your Ship deployment area at the end of a turn, score an additional 2 victory points. You can score each award only once per game.
(Nagatsuki)
** TORPEDO BOAT HUNTER: Torpedo Boats with High Speed Evasion can't use that ability against this unit.
** TORPEDO BOAT LEADER: While you control more than one Torpedo Boat, you get +1 initiative.
** TORPEDO CHARGE: Once per game, at the end of the Sea Movement phase, you may move this unit one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase. (Lupo)
** TORPEDO DAMAGE CONTROL: Whenever this unit receives a torpedo hit, roll a die. On a roll of 5 or higher, this unit receives one less point of hull damage from that hit.
TORPEDO DEFENSE 1: Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Missouri, Iowa, Massachusetts, Washington, California, Tennessee, Baltimore, Rodney, King George V, Richelieu, Jean Bart, Dunkerque, Tirpitz, Bismarck, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Arizona, North Carolina, Prince of Wales, Nagato, Caio Duilio, West Virginia, Fuso, Gneisenau, Friedrich der Grosse, Sovyetskiy Soyuz, Nevada, Roma, Sho-Go Yamato, Andrea Doria, Rheinübung Bismarck, Montana, New Jersey, Nelson, Strasbourg, Alsace)
TORPEDO PROTECTION: Whenever a torpedo hit is rolled against this unit, roll a die. On a 4 or higher, that hit deals 1 less point of hull damage.
(Algerie, Quincy, Moltke)
** TORPEDO PROTECTION 3: Whenever a torpedo hit is rolled against this unit, roll a die. On a 3 or higher, that hit deals 1 less point of hull damage.
TORPEDO RUN: Once per game, at the end of the Sea Movement phase, you may move this unit and a friendly Destroyer in its sector one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase.
(Oi)
TORPEDO SALVO: This unit gets +1 on each attack die when making Torpedo attacks while in the same sector as a friendly Destroyer.
(Camicia Nere)
** TORPEDO SURVIVOR: The first time a Torpedo attack would destroy this unit, this unit remains in play with 1 hull point instead of being destroyed. (Iro, Saguenay, Jervis Bay)
** TORPEDO SURVIVOR: The first time this unit is the target of a Torpedo attack, you may roll a die. On a roll of 4 or higher, that Torpedo attack misses.
TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against each other enemy Ship in the same sector. (Suzuya)
TOUGH CRUISER 1: Whenever an enemy Destroyer or Fighter makes a Gunnery attack against this unit, this unit gets +1 armor against that attack.
(Haguro, Nurnberg, Houston, Mogami, Phoenix)
** TOWED AS TORPEDO: Once per game, instead of making an ASW attack, this Ship can make a 1 die Torpedo attack against a local Sub.
** TRIANGULATED FIRE: While this unit is in the same sector as a friendly Battleship, this unit rolls one extra attack die when making Main Gunnery attacks.
** TRIANGULATED FIRE: While this unit is in the same sector as a friendly Ship of the same type, this unit rolls one extra attack die when making Main Gunnery attacks.
** TROOP FERRY: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 5 victory points.
** TROOP TRANSPORT: At the end of each turn that this unit is on your opponent's side of the map and adjacent to a coast or island on your opponent's side of the map, score 5 victory points. (MV Neptunia)
** TROOP TRANSPORT 8 : At the end of each turn that this unit is on your opponent's side of the map and adjacent to a coast or island on your opponent's side of the map, score 8 victory points. (RMS Queen Mary)
UNIQUELY TOUGH: Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and Bomb attacks that equal or exceed this unit's vital armor cripple it instead.
(Laffey, Australia)
UNMASK GUNS: If you win initiative, this unit rolls two extra attack dice when making Gunnery attacks this turn.
(Richmond, Oktybraskaya Revolutsia)
** UNRELIABLE MACHINERY: At the beginning of your Sea Movement phase, roll a die. On a 1, this unit can't move this turn.
** UNRELIABLE MOUNT 2: Before this unit makes a Main Gunnery attack, roll a die. On a 2 or lower, this unit rolls two fewer attack dice when making Main Gunnery attacks this turn.
** VALIANT CHARGE: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed this turn. If you do, this unit rolls one extra attack die when making Gunnery attacks this turn, and it can't take objectives this turn.
VALIANT STAND: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Samuel B. Roberts, Hans Lüdemann, Cossack)
** VEILED BY DARKNESS: Once per game while in darkness, when this unit would be destroyed by an enemy attack, roll a die. On a 4 or higher, that attack misses instead.
VERY SLOW: This unit can't move during the first turn of the game.
(LST)
** VIP ESCORT: When a Flagship is in the same sector, this Ship can make 2 Antiair attacks during your Air Defense phase.
** VINDICTIVE FIRE: This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
** VITAL CARGO 5: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 5 victory points. You can only remove one unit with Vital Cargo from the game per turn.
VITAL CARGO 6: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 6 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Jeremiah O'Brien)
VITAL CARGO 8: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 8 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Kinai Maru, American Victory)
** VITAL CARGO 12: At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 12 victory points. You can only remove one unit with Vital Cargo from the game per turn.
** VIVE LA FRANCE: Once per game, if you lose initiative, this unit may roll one extra die in one attack this turn.
** WALRUS STRIKE: Once per game, during the Air Mission phase you may place a marker representing this unit's Walrus aircraft. The marker functions as a Patrol Bomber with Armor 2, Vital Armor 4, Hull Points 1, Bomb 4, ASW 2.
** WARD OFF: After both fleets are deployed, this unit can make a speed 2 move toward the nearest enemy Submarine on your side of the map. This unit can make a Main Gunnery attack against that Submarine on the first turn of the game. If there are no enemy Submarines on your side of the map, this ability can't be used.
** WORTHWHILE SACRIFICE: If this unit is destroyed by an enemy Submarine, friendly Destroyers roll one extra attack die when making ASW attacks against that Submarine for the rest of the game.
Torpedo Boat SA's
(A-Z)
** AUXILIARY EXECUTIONER: This unit rolls one extra attack die when making Gunnery attacks against local Auxiliaries.
** COASTAL TACTICS: This unit has concealment against attacks at range-1 or greater if it is adjacent to a coast or island sector.
** CONVOY HUNTER: This unit rolls one extra attack die when making attacks against Auxilliary units.
** GENERATE SMOKE: Once per game, instead of attacking during your Surface Attack step, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight through its sector. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn. (G-5, Series 9)
** HIGH SPEED DASH: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
HIGH-SPEED EVASION: Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** LANDING CRAFT HUNTER: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy unit with a Landing ability.
LAND SECRET CARGO: At the end of a turn, if this unit is in or adjacent to an island or coast sector on your opponent's side of the map and no enemy Ships are local or adjacent, you score 2 victory points. You can only use Land Secret Cargo once per game.
(Vospers MTB)
** MULLIGAN: Once per game, you can either reroll one attack by this unit or take no damage from one attack against this unit this turn.
NO SEA CONTROL: This unit can't claim objectives.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** POBRECITO: During your Surface Attack step, this unit must make an ASW attack, if able.
** ROCKET BARRAGE: Once per game during the Surface Attack phase, this unit can make a range 1 5-dice Gunnery attack.
SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(PT Boat, Schnellboote, Motor Torpedo Boat, Vospers MTB)
** SMOKE GENERATOR: Once per game, instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. Remove the smoke screen at the end of the next turn.
** SUBMERSIBLE: At the beginning of your Sea Movement phase, if this unit is adjacent to an island sector you may declare it submerged for the rest of this turn. While submerged, it may not move or make attacks, and can only be targeted by ASW attacks.
** TORPEDO BOAT FLOTILLA: The sector this unit is in can contain one friendly Ship above the stacking limit if all of the friendly Ships in this sector are Torpedo Boats. (MAS Motor Torpedo Boat )
** TURBOJET DASH: During your Surface Attack step, if this unit makes a Torpedo attack, you may move this unit one sector immediately before or after the attack.
Submarine SA's
(A-N)
** ADVANCED DEPLOYMENT: This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack or lay mines on turn 1.
** AIR SEARCH RADAR: This unit's Torpedo attacks ignore harassment from Aircraft ASW attacks.
AUDACIOUS ATTACK: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step. The targets must be in different sectors.
(Barb)
AUXILIARY HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Auxiliaries.
(S-13)
** ASW SCOUT: Ships roll one extra attack die when making ASW attacks against any Submarine in the same sector as this unit.
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(U-47, Beveziers)
** BATTLESHIP SUPPORT: When a friendly Battleship is in your fleet, this unit rolls one extra attack die when making Torpedoe attacks.
** CAPTURED CODEBOOKS: When this unit is destroyed by an enemy Ship, roll a die. On a 3 or less your opponent scores 5 additional victory points. (U-505)
CARRIER HUNTER: This unit rolls one extra attack die when making Torpedo attacks against Carriers.
(Archerfish, I-26)
** CAUTIOUS: This unit can't make Torpedo attacks if there is more than 1 enemy unit within range 1 of this unit.
** CAUTIOUS APPROACH: This unit can't be deployed on or adjacent to an objective.
** CAUTIOUS HUNTER: While this unit is not under ASW threat, it rolls one extra attack die when making Torpedo attacks.
** CLEAN SWEEP: Once per game, when this unit damages an enemy Ship with its Torpedo attack, this unit may make an additional 1-die Torpedo attack against that Ship this turn. (Wahoo)
** COASTAL CRUISE: This unit may deploy in any sector on the map adjacent to a coast or island sector. If this unit deploys on the opponent's side of the map, it can't attack on turn 1. (Sinsamudar)
** COASTAL OPERATIONS: When this unit is adjacent to a coast or island sector, it gets +1 Armor. (Sinsamudar)
** COASTAL SHIPPING ATTACK: This unit rolls one extra attack die when making attacks against Ships in or adjacent to coast or island sectors. (Sjolejonet)
** CONVOY RAIDER: This unit rolls one extra attack die when making Torpedo attacks against Destroyers and Auxiliary units.
** COORDINATED OPERATIONS: During your Submarine Attack step, if another friendly Submarine makes a Torpedo attack against an enemy Ship, this unit rolls one extra attack die when making Torpedo attacks against that enemy Ship this turn. (Luigi Torelli)
** CRASH DIVE: Whenever this unit would be destroyed by an ASW attack from an enemy Ship, roll a die. On a 5 or 6, this unit takes no damage instead.
** DAMAGE CONTROL: At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
DANGEROUS QUARRY: At the end of the Surface Attack phase, if an enemy Ship made an ASW attack this turn against this unit and missed, you may move this unit into an adjacent sector.
(U-2511)
** DEFECTIVE TORPEDOES: Whenever this unit would make a Torpedo attack, roll a die. On a 2 or less, the attack automatically misses instead.
DESTROYER KILLER: This unit rolls one extra attack die when making Torpedo attacks against local enemy Destroyers.
(Ambra)
** DISRUPT INVASION: Once per game, when this unit attacks an enemy unit, you may declare that you're using Disrupt Invasion. If you do, your opponent can't benefit from that unit's Landing abilities this turn.
(Sjolejonet)
** DODGY BATTERIES: At the end of your first Sea Movement phase, roll a die. On a 1, remove this unit from play, with no victory points to your opponent.
ELUSIVE QUARRY: Ships with Sub Hunter can't use that ability against this unit.
(U-66, ORP Orzel)
** EVASIVE ACTION: Whenever an enemy unit rolls successes against this unit exactly equal to its armor value, roll a die. On a 4 or higher, that attack has no effect.
** FEARLESS VETERAN: This unit is not affected by the ASW threat penalty.
FIGHTING INSTINCT: When this unit damages or destroys an enemy Ship with its Torpedo attack for the first time, it rolls one extra attack die when making Torpedo attacks for the rest of the game.
(Leonardo da Vinci)
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(I-19)
** FLAK UMBRELLA: At the beginning of the Air Defense phase, you may choose a sector adjacent to this unit. Until this unit has been attacked this turn, enemy Aircraft in that sector get -1 on each attack die when making ASW attacks this turn.
** FLEXIBLE LOYALTIES: This unit may serve in an Italian or Japanese fleet.
(Note... Nations may vary.)
** GUARDS SUBMARINE: Once per game, this unit may re-roll 1 Torpedo attack die.
** HIDING IN CAVES: This unit can enter sectors that contain islands. It can't be attacked in or attack units from such sectors.
** HOMING TORPEDOES: Once per game, before this unit makes a Torpedo attack, you may declare that you are using Homing Torpedoes. If you do, a result of 5 or 6 counts as a success for that attack.
** HYDRAULIC RELOADING: Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step.
IGNORE ESCORTS: This unit's Torpedo attacks ignore ASW threat.
(U-2511)
** IMPROVED RADAR: This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
INFILTRATOR: This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack on turn 1.
(Archerfish, I-26, U-47)
** LIMITED CAPACITY: This unit may make a Torpedo attack only once per game.
** LUCKY MISS: Whenever this unit makes a Torpedo attack against an enemy Ship and that Ship takes no damage from the attack, this unit may make an additional 1-die Torpedo attack against one other enemy Ship in the same sector. (RO-41)
** MANNED TORPEDOES: Once per game, when this unit makes a Torpedo attack, you may declare that you are using Manned Torpedoes. If you do, a result of 4 or higher is considered a success for that attack.
** MILK COW: This unit may deploy anywhere on the map. You may deploy one Submarine adjacent to this unit's sector. If that unit deploys on the opponent's side of the map, it can't attack or lay mines on turn 1. (U-459)
** MINES: Once per game, instead of making an attack in the Submarine Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** MISTAKEN IDENTITY: If one or more friendly Ships with ASW scores are in the same sector as this unit at the beginning of your Surface Attack step, choose one of those Ships and roll a die. On a 1, that Ship must attack this unit, if able.
** NEAR MISS: The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher that attack has no effect instead.
** NET CUTTER: Once per turn, this unit may re-roll a failed die roll when it attempts to enter a sector containing nets.
(O-Z)
** OUT OF AMMO: Before this unit attacks, roll a die. On a 1, this unit may not attack this turn.
** PENETRATE SCREEN: At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Battleship.
** PLOTTED SHOT: Once per game, this unit may make a Torpedo attack against a non-local enemy Submarine within range.
** RAIDER SCOUT: At the beginning of your Surface Attack step, while this unit is not under ASW threat, you may choose an enemy Ship within range 2. Your Cruisers and Auxiliaries roll one extra attack die when attacking that Ship this turn. (U-37)
** RAM SUB: Once per game, during the Sea Movement phase, this unit can make an immediate Torpedo attack when it enters a sector that contains an enemy Submarine. This unit rolls one extra die for this attack.
RISKY ATTACK: Once per game, you can declare you're using Risky Attack during the Submarine Attack phase. If you do, this unit rolls one extra attack die when making Torpedo attacks this turn, and until the end of the next turn, this unit gets -1 armor.
(Proteus, K XVI)
RUN SILENT: If this unit doesn't move during your Sea Movement step, ASW attacks against it get -1 on each attack die this turn.
(Truculent, Casabianca, RO-50)
SECRET CARGO 4: At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 4 victory points. You can only use Secret Cargo once per game.
(Casabianca)
** SEIRAN ATTACK: Once per game, while this unit is not under ASW threat, you may declare you're using Seiran Attack. If you do, assign the Seiran attack during the Air Mission phase. The Seiran can be attacked during the Air Defense phase. It has: Armor 3, Vital Armor 6, a Bomb attack of 4, and it can be aborted or destroyed normally.
** SHELL INSTALLATION: Once per game, at the beginning of your Submarine Attack step, you may choose an enemy Installation or Shore Battery within range 2. Instead of making a Torpedo attack this turn, this unit can make a 2-dice Gunnery attack against that unit. (HMS Triton)
** SHELL INSTALLATION 4: Once per game, at the beginning of your Submarine Attack step, you may choose an enemy Installation or Shore Battery within range 2. Instead of making a Torpedo attack this turn, this unit can make a 4-dice Gunnery attack against that unit. (Nautilus)
** SHORE SUPPORT: Once per game, instead of making a Torpedo attack, this unit can perform shore bombardment if this unit is in your opponent's Ship deployment area. At the end of that turn, score 4 victory points.
SLIP AWAY: Once per game, when an enemy ASW attack scores exactly 3 successes against this unit, you may roll a die. On a 4 or higher, the attack has no effect.
** SLIP AWAY 2: Once per game, when an enemy ASW attack scores exactly 2 successes against this unit, you may roll a die. On a 4 or higher, the attack has no effect.
** SLOW 2: At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
** SONAR: Torpedo attacks made by this unit against local or adjacent targets may ignore Concealment.
** SONAR 2: Torpedo attacks made by this unit against targets at Range 2 or less may ignore Concealment and Line of Sight. Islands still block line of sight.
** SPECIAL SEA CONTROL: This unit may claim objectives, but only after the third turn and on a turn when this unit is a Ship.
** SPRINT: Once per game, at the beginning of your Sea Movement step, you can declare you’re using Sprint. If you do, roll a die. On a 4 or higher, this unit gets +1 speed this turn. (I-201)
** SUB KILLER: This unit rolls one extra attack die when making Torpedo attacks against Submarines.
** SUBMARINE CORSAIR: At the beginning of your Sea Movement step, declare whether this unit's type will be Destroyer or Submarine until the end of this turn. It can make Antiair and Gunnery attacks only while it's a Destroyer. It can use Submerged Shot only while it's a Submarine. (Surcouf)
** SUBMARINE CRUISER: At the beginning of your turn, you must declare if this unit is a Subarine or a Ship. As a Submarine, this unit can't make Antiair or Gunnery attacks. When this unit is a Ship, it is immune to Gunnery attacks at range 3 or greater.
** SUBMARINE MINES: Once per game, instead of making an attack in the Submarine phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage.
** SUBMARINE PICKET: The first time this unit begins a turn within range 3 of an enemy Ship, you get +1 initiative that turn. (Delfinul)
** SUBMARINE SCOUT: Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
SUBMERGED SHOT: This unit can make Torpedo attacks against local enemy Submarines.
(Archerfish, Barb, Truculent, Svaardvisch, U-66, U-510, Ambra, I-19, I-26, U-47, I-25, Leonardo da Vinci, Proteus, S-37, ORP Orzel, S-13, U-552, RO-50, U-2511, Beveziers, K XVI)
** SUBMERGED SPRINT: Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
** SURFACE ATTACK: Once per game, when attacking an Auxiliary unit, this unit may also make a Main Gunnery attack at 2/1/-/-.
** SURFACE DASH: Once per game, at the beginning of your Sea Movement Step, you may give this unit +1 speed and -1 armor for the turn if there are no local or adjacent enemy Destroyers.
** TARGET DESTROYER: This unit rolls one extra attack die when making Torpedo attacks against enemy Destroyers. (Nautilus)
** TORPEDO BOMBER MISSION: Once per game, at the end of your Air Mission phase, you may choose a friendly Torpedo Bomber. That Torpedo Bomber gets +1 Armor and Vital Armor this turn, and rolls one extra attack die when making Torpedo attacks this turn.
** TORPEDO PANIC: Once per game, at the end of the Submarine Attack phase, choose a target of a Torpedo attack by this unit this turn. That target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
** TORPEDO REPLENISHMENT: During the Submarine Attack phase, one friendly Submarine within range 2 may reroll its Torpedo attack. (U-459)
** TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector. (Axum)
** TORPEDO SWARM: Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
** VINDICTIVE FIRE: This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
** WAR PATROL: This unit rolls one extra attack die when it is in a sector on your opponent's side of the map. Ula
WOLFPACK: If you control any other Submarines with Wolfpack, this unit rolls one extra attack die when making Torpedo attacks.
(U-66, U-510, U-552)
WORN-OUT BOAT: Whenever the presence of ASW Ships and Aircraft interferes with this unit's ability to attack, this unit can't attack.
(S-37)
Shore Installation SA's
(A-Z)
** AIRSTRIP: This unit counts as a Carrier to your Aircraft. Special Abilities can't prevent Aircraft from basing on this unit.
COASTAL FACILITY: This unit deploys in a coast or island sector on your side of the map. If you have none, it deploys within three sectors of your side of the map. If you deploy it in a coast or island sector, line of sight to and from this unit isn’t blocked by that coast or island.
(Heavy Shore Battery)
EXTENDED RANGE 4: While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value.
(Heavy Shore Battery)
** EXTRA ORDNANCE: Once per turn during the Air Mission phase, you may choose a friendly Fighter. That Fighter can make a 5-dice Gunnery attack during the Air Attack phase.
** FIXED POSITION: Whenever an enemy damages this unit, roll a die. On a 4 or higher, place a rearming counter on the unit and take no damage from that attack.
** INSTALLATION 10: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 10 or higher, this unit is destroyed.
** INSTALLATION 11: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 11 or higher, this unit is destroyed. (Oscarsborg Fortress)
INSTALLATION 12: This unit can be attacked only with Bomb or Gunnery attacks. Enemy Ships with a Landing ability that are in or adjacent to this unit’s sector can invade this unit. If they invade, roll two dice at the end of the turn and add the Landing values of all adjacent enemy Ships to the roll. On a total of 12 or higher, this unit is destroyed.
(Heavy Shore Battery)
** OPENING SALVO 2: This unit rolls two extra attack dice when making either a Gunnery or Torpedo attack for the first time each game. (Oscarsborg Fortress)
** SHORE BATTERY: This unit is immune to Torpedo and ASW attacks.
** SMALL PORT: 2 Ships with vital armor 5 or less may deploy in this sector but must leave on the first turn. Ships deployed this way can't claim an objective on turn 1 or 2. (Advance Naval Base)