Post by pendragon68 on Apr 15, 2017 6:31:25 GMT
Germany
Japan
Finland
Italy
Romania
Hungary
United Kingdom
Canada
Australia
USA
Greece
Soviet Union
France
Poland
Netherlands
Support Units
New Special Abilities
Additional Rockets - Instead of rolling this unit‘s attack against an enemy Soldier or Vehicle, you can declare you are using the additional rockets at -/13/11 against a Soldier and -/6/6 against a Vehicle. This attack gets -1 on each attack die and it ignores cover. The long range of this attack is 5-12 hexes. Make a seperate attack roll against each unit in the target hex. (This includes friendly units.)
Aera - Each 6 friendly Soldiers adjacent to this unit roll count as two successes.
Agitate - Friendly Soldiers adjacent to this unit get +1 on each attack die against disrupted and damaged units.
Barbed Wire Removal - May attempt to remove barbed wire in an adjacent hex. Roll a die. If you roll a two or more the barbed wire is removed. Once this ability is used remove this unit from play.
Command Agression - Friendly Vehicles within two hexes of this unit which have the Strike and Fade ability, may change it to "Agression 1 - In your assault phase, this unit can move at speed 1 before attacking."
Command Blitzkrieg - Friendly Vehicles within two hexes of this unit get "Blitzkrieg - This unit gets +1 speed in your movement phase."
Command Courage - Friendly Vehicles within two hexes of this unit get "Courage - This unit can move while disrupted if they move closer to the nearest enemy unit."
Command Defense - Friendly Vehicles within two hexes of this unit get "Take Cover - This unit may not move in the assault phase and gets +1 on cover rolls that turn when in cover."
Command SS Agression - Friendly Vehicles within two hexes of this unit get “Agression 1 - In your assault phase, this unit can move at speed 1 before attacking.“
Command Strike and Fade - Friendly Vehicles within two hexes of this unit get “Strike and Fade 1 - In your assault phase, this unit can move at speed 1 after attacking.“
Commander Transport - This unit can carry one non-Vehicle Commander. The commander abilities of the mounted Commander applies to all friendly Soldiers within two hexes of this unit.
Dedicated Crew - While this unit has cover and is not adjacent to an enemy Soldier, this unit does not suffer the -1 penalty to their attack dice while disrupted.
Disguised - Until this unit attacks or until an enemy Soldier or Vehicle is adjacent to this unit, it can't be attacked at medium or long range.
Dozer Blade - This unit ignores Tank Obstacles. This unit destroys each Barbed Wire and Tank Obstacle it crosses. This unit destroys each Barbed Wire and Tank Obstacle in hexes it enters. This unit gets +1/+0 defense against units that have the close assault ability.
Eagle-Eyed - This unit has a medium range of 2-6 hexes.
Extra Ammo - If this unit is in the same hex as a friendly machine-gun unit, that unit can reroll any 1s from its attack ice roll. (You may only reroll an attack die once with this ability.)
Fire in the Hole - For each enemy unit in the hex containing the obstacle roll a die. On a three or more that unit receives a face up disruption counter.
HEAT Rounds - Once per game, before you roll this unit‘s attack against a Vehicle, you can declare you are using these rounds. If you score two hits against that Vehicle with this attack, score an additional hit.
Hill Advantage - While this unit is in a hill hex, it gets +1/+1 defense.
Hold the Line - Friendly Soldiers adjacent to this unit roll 1 extra die when making defensive-fire attacks.
Hollow Charge - Once per game, before you roll this unit‘s attack against a Vehicle, you can declare you are using these rounds. If you do, you can make an attack at 12/10/8.
Kamikaze - If this unit accomplished its first attack using Close Assault, it is destroyed immediately.
Minefield Removal - Two of these units together may attempt to remove a minefield in an adjacent hex. Roll a die for each unit. If you roll a two or more for both units the minefield is cleared. Once this ability is used both units must be removed from play.
Mine Flail - This unit ignores Minefields. This unit destroys each Minefield and Barbed Wire Obstacle it crosses. This unit destroys each Minefield and Barbed Wire Obstacle in hexes it enters.
Nowhere to Hide - This unit‘s attacks ignore cover.
Semper Fi - Once per turn, this unit can reroll a single movement roll. This unit can move while disrupted if it moves closer to the nearest enemy unit.
Special Equipment - This unit does not count toward stacking. This unit must occupy the same hex as a non-artillery Soldier with a base speed of 1 in order to have speed 1 and to use it‘s Special Abilities.
Sweat Saves Blood - In your movement phase, friendly non-Artillery Soldiers that start their move adjacent to this unit get +1 speed.
Yet to Come - Enemy Soldiers can‘t make defensive-fire attacks against this unit.
Aera - Each 6 friendly Soldiers adjacent to this unit roll count as two successes.
Agitate - Friendly Soldiers adjacent to this unit get +1 on each attack die against disrupted and damaged units.
Barbed Wire Removal - May attempt to remove barbed wire in an adjacent hex. Roll a die. If you roll a two or more the barbed wire is removed. Once this ability is used remove this unit from play.
Command Agression - Friendly Vehicles within two hexes of this unit which have the Strike and Fade ability, may change it to "Agression 1 - In your assault phase, this unit can move at speed 1 before attacking."
Command Blitzkrieg - Friendly Vehicles within two hexes of this unit get "Blitzkrieg - This unit gets +1 speed in your movement phase."
Command Courage - Friendly Vehicles within two hexes of this unit get "Courage - This unit can move while disrupted if they move closer to the nearest enemy unit."
Command Defense - Friendly Vehicles within two hexes of this unit get "Take Cover - This unit may not move in the assault phase and gets +1 on cover rolls that turn when in cover."
Command SS Agression - Friendly Vehicles within two hexes of this unit get “Agression 1 - In your assault phase, this unit can move at speed 1 before attacking.“
Command Strike and Fade - Friendly Vehicles within two hexes of this unit get “Strike and Fade 1 - In your assault phase, this unit can move at speed 1 after attacking.“
Commander Transport - This unit can carry one non-Vehicle Commander. The commander abilities of the mounted Commander applies to all friendly Soldiers within two hexes of this unit.
Dedicated Crew - While this unit has cover and is not adjacent to an enemy Soldier, this unit does not suffer the -1 penalty to their attack dice while disrupted.
Disguised - Until this unit attacks or until an enemy Soldier or Vehicle is adjacent to this unit, it can't be attacked at medium or long range.
Dozer Blade - This unit ignores Tank Obstacles. This unit destroys each Barbed Wire and Tank Obstacle it crosses. This unit destroys each Barbed Wire and Tank Obstacle in hexes it enters. This unit gets +1/+0 defense against units that have the close assault ability.
Eagle-Eyed - This unit has a medium range of 2-6 hexes.
Extra Ammo - If this unit is in the same hex as a friendly machine-gun unit, that unit can reroll any 1s from its attack ice roll. (You may only reroll an attack die once with this ability.)
Fire in the Hole - For each enemy unit in the hex containing the obstacle roll a die. On a three or more that unit receives a face up disruption counter.
HEAT Rounds - Once per game, before you roll this unit‘s attack against a Vehicle, you can declare you are using these rounds. If you score two hits against that Vehicle with this attack, score an additional hit.
Hill Advantage - While this unit is in a hill hex, it gets +1/+1 defense.
Hold the Line - Friendly Soldiers adjacent to this unit roll 1 extra die when making defensive-fire attacks.
Hollow Charge - Once per game, before you roll this unit‘s attack against a Vehicle, you can declare you are using these rounds. If you do, you can make an attack at 12/10/8.
Kamikaze - If this unit accomplished its first attack using Close Assault, it is destroyed immediately.
Minefield Removal - Two of these units together may attempt to remove a minefield in an adjacent hex. Roll a die for each unit. If you roll a two or more for both units the minefield is cleared. Once this ability is used both units must be removed from play.
Mine Flail - This unit ignores Minefields. This unit destroys each Minefield and Barbed Wire Obstacle it crosses. This unit destroys each Minefield and Barbed Wire Obstacle in hexes it enters.
Nowhere to Hide - This unit‘s attacks ignore cover.
Semper Fi - Once per turn, this unit can reroll a single movement roll. This unit can move while disrupted if it moves closer to the nearest enemy unit.
Special Equipment - This unit does not count toward stacking. This unit must occupy the same hex as a non-artillery Soldier with a base speed of 1 in order to have speed 1 and to use it‘s Special Abilities.
Sweat Saves Blood - In your movement phase, friendly non-Artillery Soldiers that start their move adjacent to this unit get +1 speed.
Yet to Come - Enemy Soldiers can‘t make defensive-fire attacks against this unit.