Post by Solomiranthius on Mar 29, 2017 20:52:46 GMT
** Denotes Team Sea God SAs
Air Unit SAs
Carrier SAs
Surface Vessel SAs
Submarine SAs
Installation SAs
Air Unit SAs
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)
** AIRBORNE RAIDER: This unit rolls one extra attack die when making Bomb attacks against Destroyers and Auxiliary units. (Dornier Do.24K)
** 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) aaminis.myfastforum.org/about880.html
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) aaminis.myfastforum.org/about880.html
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) aaminis.myfastforum.org/about880.html
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 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 PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(Halifax, Z.506B Airone)
** 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)
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(TBM Avenger, Swordfish Mk I)
** BOMBER KILLER: This units rolls 1 extra attack die when making Antiair attacks against Bombers with Vital Armor of 7 or less.
(Fairey Fulmar)
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)
** 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 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 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)
** 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.
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)
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)
** 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)
** ELAN: The first time this unit would be destroyed, roll a die. On a 5 or higher abort this unit instead. (Mb. 152)
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)
aaminis.myfastforum.org/about967.html (Presence of Escort fighter does not impact non-aborted bomber dice)
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)
EXPORT VERSION: This unit can be based on a U.S. or U.K. Carrier.
(V-156 Vindicator)
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)
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(SM-79 Sparviero, SB2C Helldiver)
** 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.
** 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)
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)
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)
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)
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)
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 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)
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)
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)
** 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)
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)
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)
** NIGHT BOMBER: This unit ignores darkness attack penalties when making Bomb attacks. (DAP Beaufort Mk. VIII)
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)
OVERSTACK: Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft.
(A6M2 Kamikaze Zero)
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)
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)
aaminis.myfastforum.org/about106.html
** RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(A-29 Kittyhawk)
ROCKET ATTACK: Once per game, this unit can make a 5-dice Gunnery attack during the Air Attack phase.
(USMC Corsair)
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)
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)
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)
SKILLED SEARCH: This unit gets +1 on each long-range search check.
(B5N2 Type 97 Attack Bomber)
SKIP-BOMB: Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2.
(B-25 Mitchell, Il-2M Sturmovik)
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)
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)
aaminis.myfastforum.org/about426.html
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)
** SYNCHRONIZED ATTACK: While this unit is in the same sector as a friendly strafing Fighter, it rolls one extra attack die when making Bomb attacks. (DAP Beaufort Mk. VIII)
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)
** 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)
(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)
** AIRBORNE RAIDER: This unit rolls one extra attack die when making Bomb attacks against Destroyers and Auxiliary units. (Dornier Do.24K)
** 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) aaminis.myfastforum.org/about880.html
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) aaminis.myfastforum.org/about880.html
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) aaminis.myfastforum.org/about880.html
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 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 PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(Halifax, Z.506B Airone)
** 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)
BATTLESHIP KILLER: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(TBM Avenger, Swordfish Mk I)
** BOMBER KILLER: This units rolls 1 extra attack die when making Antiair attacks against Bombers with Vital Armor of 7 or less.
(Fairey Fulmar)
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)
** 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 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 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)
** 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.
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)
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)
** 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)
** ELAN: The first time this unit would be destroyed, roll a die. On a 5 or higher abort this unit instead. (Mb. 152)
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)
aaminis.myfastforum.org/about967.html (Presence of Escort fighter does not impact non-aborted bomber dice)
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)
EXPORT VERSION: This unit can be based on a U.S. or U.K. Carrier.
(V-156 Vindicator)
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)
FINISH HIM OFF: This unit rolls one extra attack die when attacking damaged Ships.
(SM-79 Sparviero, SB2C Helldiver)
** 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.
** 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)
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)
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)
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)
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)
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 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)
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)
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)
** 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)
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)
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)
** NIGHT BOMBER: This unit ignores darkness attack penalties when making Bomb attacks. (DAP Beaufort Mk. VIII)
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)
OVERSTACK: Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft.
(A6M2 Kamikaze Zero)
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)
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)
aaminis.myfastforum.org/about106.html
** RAIDER: This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units.
(A-29 Kittyhawk)
ROCKET ATTACK: Once per game, this unit can make a 5-dice Gunnery attack during the Air Attack phase.
(USMC Corsair)
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)
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)
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)
SKILLED SEARCH: This unit gets +1 on each long-range search check.
(B5N2 Type 97 Attack Bomber)
SKIP-BOMB: Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2.
(B-25 Mitchell, Il-2M Sturmovik)
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)
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)
aaminis.myfastforum.org/about426.html
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)
** SYNCHRONIZED ATTACK: While this unit is in the same sector as a friendly strafing Fighter, it rolls one extra attack die when making Bomb attacks. (DAP Beaufort Mk. VIII)
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)
** 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 SAs
** 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)
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)
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 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 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)
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)
** 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.
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)
** 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))
** LIMITED FACILITIES: Whenever you return an aborted Aircraft to this unit, you must place a Rearming counter on that Aircraft.
** 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)
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.
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 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.
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)
STUKA OPERATIONS: The Ju 87B Stuka can base on this unit.
(Graf Zeppelin, 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) aaminis.myfastforum.org/about881.html
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)
** 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.
WILDCAT OPERATIONS: The F4F Wildcat and the Martlet can base on this unit.
(Bearn)
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)
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)
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 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 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)
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)
** 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.
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)
** 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))
** LIMITED FACILITIES: Whenever you return an aborted Aircraft to this unit, you must place a Rearming counter on that Aircraft.
** 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)
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.
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 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.
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)
STUKA OPERATIONS: The Ju 87B Stuka can base on this unit.
(Graf Zeppelin, 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) aaminis.myfastforum.org/about881.html
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)
** 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.
WILDCAT OPERATIONS: The F4F Wildcat and the Martlet can base on this unit.
(Bearn)
Surface Vessel SAs
AA VETERAN: Once per game, this unit may reroll one Antiair attack.
(Australia)
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)
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)
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(St. Laurent, Edsall)
** 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)
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 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)
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)
** 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)
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 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 ESCORT: The sector this unit is in can contain three friendly Ships instead of two.
(Arunta, Van Galen, Karl Galster, ZG3, Camicia Nere)
aaminis.myfastforum.org/about1757.html (in large games)
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)
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)
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 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 LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** 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)
** 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. (USS Arkansas)
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)
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)
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.
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 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.
** 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)
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)
** 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)
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)
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.
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)
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 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)
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)
FATAL FLAW: If an enemy Battleship rolls four 6's against this unit, put a face-down destroyed counter on it.
(Hood)
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)
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: 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.
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)
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)
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.
** 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)
** 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)
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)
** 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. (USS Neosho, Iro)
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)
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)
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)
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)
** 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)
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)
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)
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)
** 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)
aaminis.myfastforum.org/about1276.html (Impact on Air)
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 THREAT: This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
(T1 Landing Ship, ORP Dragon, Prince David, Java)
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 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)
MASKED GUNS: If you win initiative, this unit rolls two extra attack dice when making Main Gunnery attacks within range 2 this turn.
(Yamashiro)
** 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)
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)
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)
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)
** 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).
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)
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)
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)
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)
** 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 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)
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)
aaminis.myfastforum.org/about1577.html (line of sight not needed)
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)
aaminis.myfastforum.org/about1577.html (line of sight not needed)
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)
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)
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)
** SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(Daihatsu Landing Craft; any motor torpedo boat) aaminis.myfastforum.org/about1079.html
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 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)
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)
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)
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)
STALWART: This unit can make Gunnery attacks with no penalties while crippled.
(Zara)
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 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)
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)
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.
** TINY TARGET: This unit is immune to Gunnery attacks at range-4 or greater. (Dhonburi)
** 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 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 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)
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)
** 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.
** 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)
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)
VALIANT STAND: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Samuel B. Roberts, Hans Lüdemann, Cossack)
VERY SLOW: This unit can't move during the first turn of the game.
(LST)
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)
(Australia)
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)
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)
ASW PINPOINTER: Ships roll one extra attack die when making ASW attacks against any Submarine this unit attacks this turn.
(St. Laurent, Edsall)
** 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)
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 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)
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)
** 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)
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 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 ESCORT: The sector this unit is in can contain three friendly Ships instead of two.
(Arunta, Van Galen, Karl Galster, ZG3, Camicia Nere)
aaminis.myfastforum.org/about1757.html (in large games)
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)
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)
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 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 LEADER: While you have an Auxiliary Ship in your fleet, you get +1 initiative.
** 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)
** 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. (USS Arkansas)
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)
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)
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.
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 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.
** 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)
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)
** 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)
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)
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.
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)
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 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)
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)
FATAL FLAW: If an enemy Battleship rolls four 6's against this unit, put a face-down destroyed counter on it.
(Hood)
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)
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: 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.
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)
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)
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.
** 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)
** 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)
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)
** 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. (USS Neosho, Iro)
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)
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)
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)
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)
** 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)
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)
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)
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)
** 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)
aaminis.myfastforum.org/about1276.html (Impact on Air)
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 THREAT: This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
(T1 Landing Ship, ORP Dragon, Prince David, Java)
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 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)
MASKED GUNS: If you win initiative, this unit rolls two extra attack dice when making Main Gunnery attacks within range 2 this turn.
(Yamashiro)
** 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)
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)
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)
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)
** 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).
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)
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)
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)
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)
** 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 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)
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)
aaminis.myfastforum.org/about1577.html (line of sight not needed)
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)
aaminis.myfastforum.org/about1577.html (line of sight not needed)
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)
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)
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)
** SHALLOW DRAFT: This unit can enter sectors that contain islands or shoals.
(Daihatsu Landing Craft; any motor torpedo boat) aaminis.myfastforum.org/about1079.html
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 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)
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)
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)
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)
STALWART: This unit can make Gunnery attacks with no penalties while crippled.
(Zara)
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 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)
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)
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.
** TINY TARGET: This unit is immune to Gunnery attacks at range-4 or greater. (Dhonburi)
** 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 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 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)
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)
** 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.
** 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)
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)
VALIANT STAND: This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Samuel B. Roberts, Hans Lüdemann, Cossack)
VERY SLOW: This unit can't move during the first turn of the game.
(LST)
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)
Submarine SAs
Installation SAs