MILAN ODESSA
BELGRADE
CORSICA
R OME
SARDINIA
SEVASTOPOL
BUCHAREST
SOPHIA
NAPLES I STANBUL
P ALERMO ANKARA ATHENS
TUNIS
BEIRUT
T RIPOLI
AMMAN BENGHAZI
TOBRUK
J ERUSALEM ALEXANDRIA CAIRO
MILAN ODESSA
BELGRADE
CORSICA
R OME
SARDINIA
SEVASTOPOL
BUCHAREST
SOPHIA
NAPLES I STANBUL
P ALERMO ANKARA ATHENS
TUNIS
BEIRUT
T RIPOLI
AMMAN BENGHAZI
TOBRUK
J ERUSALEM ALEXANDRIA CAIRO
R OSTOV
ZVEROGRAD
BAKU
TEHRĀN
See maps on pages 4, 14, 30, and 48.
BAGHDAD
D AMASCUS
BABYLON BASRAH
MUSCAT R IYADH
MECCA
Captured Equipment Captured vehicle were rare but not unheard of in some of the more elite units. A player may add a captured vehicle to any force. Te captured vehicle vehic le costs an additional additiona l 5 AP for being captured. You You may only have one captured vehicle vehic le in your army. Tis vehicle vehicl e may not be b e armed with wi th any Phaser, Pha ser, esla or Laser L aser weapons nor n or can it be a Rare vehicle. ve hicle. A captured vehicle is i s added as a support unit but does not count coun t towards your limit. l imit.
Mercenary Units and Heroes Any force may field Mercenary platoons, units, and heroes. Mercenary heroes still count towards the hero limit of the force. Mercenary Mercenar y units may be added as a Support Unit in any platoon.
US MARINE CORPS IN THE MIDDLE EAST Trough its colonial coloni al empire and an d strong regional ties developed devel oped since last century, centu ry, the Allied Allie d bloc dominates domin ates the whole who le region. Te Middle East has been in the sphere of influence of former nations now pillars of the Allies, Great-Britain and France mostly, for more than a hundred years. Tey intend to keep it that way to preserve the colossal resources found in this part of the world, and a “land line” open to India and the Far East. Crossing the Suez canal is no longer an option for Allied boats with such a strong SSU presence in Eastern Africa. And although the discovery of VK has changed forever how war machines are built and fueled, all the armies on the planet still rely very strongly on oil to “power” their armies. Loosing the Arabic Peninsula and Iran petrol reserves is unthinkable for the Allies: supply trucks and planes run on good old fashioned oil. Although of crucial strategic importance, this region is not very well defended by the Western Powers. A few elite regiments, relying on their superior mobility, are there to do the job. But the region is so vast and its climate so unfriendly that the task is extremely difficult. Allied units are pretty much fortified in small outposts, mostly around any place where water can be found. From there they patrol as much ground as they can when not in garrison duty. But this leaves vast swathes of lands that enemy forces can cross to get in and out of the region.
NEUE DEUTSCHES AFRIKAKORPS Te Axis is a major power in North Africa and the Middle East, mostly through one of its most famous military formation: the NDAK. Te Neue Deutsche Afrikakorps, reborn on the ashes of the original Afrikakorps that surrendered to Allied forces in May 1943, is a huge army group that operates on three different fronts. Its main base of operation is in ripoli, Libya, which houses the headquarters of Heeresgruppe Afrika (Army Group Africa). It’s also home of the High Command for the North African theater and the Middle Eastern theater. Its second large base is in Libreville, in the Gulf of Guinea, home of the High Command for the Central African theater. Officially the Axis is not present in the Middle East, a large part of which is under tight Allied control. But everyone knows well how German forces and personnel are a ver y familiar sight in urkey. Although neutral and an active member of the NNO, this country has had a long relationship with the Axis, whose citizens are more welcome than others on urkish soil. Te ASOCOM and SMERSH have suspected for quite some time the presence of a large secret Axis base in urkish Kurdistan, far too close to Northern Iran and Iraq for the Allies’ taste. SSU forces already have a very bad time holding what they have left of the Caucasus, under constant pressure coming from the North from Heeresgruppe West Asien (West Asia). An attack from the South -if made possible- could split the Soviet Caucasus in half, paving the way for the Axis to gain control of Grozny oil fields.
SSU SPETSNAZ OPERATIONS For quite some time now the SSU has tried to get a foothold in the area. As mentioned above, the situation of Soviet troops is dire in the Caucasus. Even with constant resupply coming through the Caspian Sea directly from the Motherland, the pressure from the North is unbearable. And the extensive fleet of Allied rapid patrol boats equipped with torpedoes launch constant raids from Northern Iran on SSU naval lines. If the Union could open a new front down South, it could relieve some pressure on its Caucasian army. Te Stavka has just recently fixed a new goal to achieve this: Syria needs a Marxist revolution. From there SSU backed forces could destabilize urkey, which would cause an Axis involvement, and attack Iraq West border. Te Allied would then need to move some troops from Northern Iran to face this new threat. All SSU special operations and intelligence agencies are now focused on Syria, with a huge involvement of SMERSH personnel of course. Tey have to act fast if the Caucasian Red Army is to be saved. Deep in the desert between Syria and Iraq, the SSU has started to build a few very remote small bases filled with elite troops: the famed Spetsnaz. Used to the heat that goes with the region and the type of fighting that’s made there, these soldiers recon what they can without making too much noise. For now only a handful of Allied patrols have “disappeared” during big sandstorms. Surely more bad luck than anything else... At least that’s what the 1st Mesopotamian Army command thinks for now. Te Axis attacks on Iraq are going to accelerate SSU operations on the same soil. Nothing is more convenient for Spetsnaz to operate than ambient chaos.
USMC PLATOONS USMC Expeditionay Platoon COMMAND (Mandatory):
4th Section (Optional):
An USMC Expeditionary platoon is always led by a “Mustangs” USMC Command Squad or a Hero with the Leader special ability
• • • • •
1st Section (Mandatory): • • • •
“Devil Dogs” USMC Fire Squad “Mavericks” USMC Rifle Squad “Te Saints” USMC Demolition Squad “Force Recon” USMC Recon Squad
2nd Section (Optional): • • • •
“Devil Dogs” USMC Fire Squad “Mavericks” USMC Rifle Squad “Choppers” USMC heavy machine gun team “Force Recon” USMC Recon Squad
3rd Section (Optional): • • • • • •
“Mavericks” USMC Rifle Squad “Devil Dogs” USMC Fire Squad “Steel Marines” USMC Heavy Engineer Squad “Hot Shots” USMC Anti ank Squad “Hell Blazers” USMC Assault Squad Any Light Assault Walker
“Steel Marines” USMC Heavy Engineer Squad “Leathernecks” USMC Heavy mortar team “Hell Blazers” USMC Assault Squad “Hot Shots” USMC Anti ank Squad “Te Saints” USMC Demolition Squad
Support Unit (One per Two Sections) • • • • • • • • • •
“Artillery Scouts” USMC Observer Squad “Leathernecks” USMC Heavy mortar team “Choppers” USMC heavy machine gun team Any Light Assault Walker Barking Dog “Mickey” M2-A Medium Combat Walker Recon Mickey Any M6 Series Assault Walker Any M7 Series Support Walker Any P-48 Pelican aircraft
Special Order USMC Expeditionary Platoons have access to the following Order:
“War Cry” Te command section can issue the order once per command phase. Te unit receiving the order must be a USMC unit. Te unit begins whooping and howling and shouting battle cries. A single enemy unit within 16” of the activated unit receives two suppression markers. Te ordered unit does not gain a reaction marker.
USMC Weapon Support Platoon Command Section (Mandatory):
4th Section (Optional):
An USMC Expeditionary Platoon is led by a “Mustangs” USMC Command Squad. Tis platoon may also be led by Crazy Jimmy.
• “Leatherneck” USMC Mortar eam • “Choppers” USMC Heavy Machine Gun eam • “Sky Sweeper” HSW M9
1st Section (Mandatory): • “Leatherneck” USMC Mortar eam • “Choppers” USMC Heavy Machine Gun eam • “Long om II” HSW M7
2nd Section (Mandatory): • “Leatherneck” USMC Mortar eam • “Choppers” USMC Heavy Machine Gun eam • “Long om II” HSW M7
3rd Section (Optional): • • • •
“Leatherneck” USMC Mortar eam “Choppers” USMC Heavy Machine Gun eam “Long om II” HSW M7 “Force Recon” USMC Recon Squad
Support Section (One per 2 Sections) • “Force Recon” USMC Recon Squad • “Artillery Scouts” UMC Observer Squad
Command Support Sections: An USMC Expeditionary Platoon led by a “Mustangs” USMC Command Squad may purchase one additional Support Section or Mobile HQ. Tis unit does not count towards the total Support Sections but otherwise must be purchased as normal.
Platoon Rules: Specialized platoon: An USMC Expeditionary P latoon cannot take any platoon upgrades and does not have a platoon order.
MACHETE MACK MACHETE MACK
GUNNERY SERGEANT Q. “MACK” MACDONALD, USMC • BADASS • ENTRENCH • • EXPERT: M47 BAR, MACHETES • .45 AUTO COLT PISTOL AND GRENADE: GRENADE • • SCOUT • CLIMB • LEADER •
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3 A
1X M47 BAR
2
1
1
2
1
1
MACHETE MACK
1X .45 AUTO COLT PISTOL AND GRENADE
6
1
3
1
2
1
1
1
3
1
1
1
1
1
1
1
1
1
1
1
1
GUNNERY SERGEANT Q. “MACK” MACDONALD, USMC
1
1X PAIRED MACHETES
6
1
4
1
2
1
LEADER: Can lead a USMC Platoon. BADASS: Can never be reduced below one action. ENTRENCH: If this unit has not Moved or Disembarked
DAMAGE: 4
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of the force.
this turn it negates the first point of damage. EXPERT: Invert dice rolls when attacking with M47 BAR or Paired Machetes. SCOUT: In its first activation of the game, this units gains Fast DW: CR PG 56, or start Reserved DW: CR PG 54. CLIMB: When moving ignore terrain less than 6” tall. GRENADE: Targeted unit takes at least one Suppression results are rolled. Targeted unit Marker, even if no cannot use cover to reduce damage. WA53 2014
QUIET JACK QUIET JACK MASTER SERGEANT FRANK STONE, USMC
• BADASS • ENTRENCH • • CHEAT DEATH • AND STAY DOWN • • MEDAL OF HONOR • A
1 A
6
1
2
3
4
1
2
3
4
3
1
1
1
2
1
1
1
1
6
7
1
2
1
1
1
1
1
1
1
3
QUIET JACK
MASTER SERGEANT FRANK STONE, USMC
1X BARE KNUCKLES
2
5
1X .30 CAL VICTORY MG
1
BADASS: Can never be reduced below one action. ENTRENCH: If this model has not Moved this turn it
DAMAGE: 4
HERO
Counts towards the Hero limit of the force.
negates the first point of damage it takes attacked. CHEAT DEATH: Once per game, Before taking Amour rolls, roll one die. On a result, ignore all damage from the attack. AND STAY DOWN: On an attack action this unit always causes a Suppression marker to be placed on a target unit, even if they do not score a . MEDAL OF HONOR: This model and any Units he joined automatically remove all Suppression markers at the start of their activation.
WA52 2014
LITTLE MACK LITTLE MACK
LIEUTENANT BLAKE MACDONALD, USMC • LEADER • BADASS • • CLIMB • FRENZY • • FAST • EXPERT: MACHETES •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
1X .45 AUTO COLT PISTOL AND GRENAD ES
3
1
2
1
2
1
3
1
1
1
1
1
1
1
1
1
1
1
1
LITTLE MACK
1
1X PAIRED MACHETES
6
1
4
1
2
1
2
LIEUTENANT BLAKE MACDONALD, USMC
1
LEADER: Little Mack may lead any USMC platoon. BADASS: This unit can never be reduced below one action
DAMAGE: 4
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of the force.
due to Suppression and Reaction markers. CLIMB: When moving this unit can ignore terrain that is less than 6” tall, but can’t end its movement on Impassable terrain. May move 6” vertically rather than the usual 3”. FAST: Once per turn during any Move action a Fast unit may move an additional 6”. The Fast ability cannot be used as part of a Move reaction. EXPERT: Invert dice rolls when attacking with Paired Machetes. FRENZY: After rolling for an Attack action, roll an additional die for each scored. The miniature does not continue rolling more dice after this second roll. Only WA67 generated in the initial Attack action roll additional dice. 2014
CRAZY JIMMY CRAZY JIMMY FIRST SERGEANT JAMES T MURPHY, USMC
• LEADER • BADASS • RED LEG RALLY • TOP KICK • HOT COFFEE • • LUCK OF THE IRISH •
1 A
5
1
2
3
4
1
2
3
4
5
6
•
7
1
2
3 A
1X SHOTGUN
3
1
2
1
1X .45 AUTO COLT PISTOL
4
1
2
1
1
1
1
1X MACHETE
4
1
2
1
1
CRAZY JIMMY FIRST SERGEANT JAMES T MURPHY, USMC
1
1
DAMAGE: 3
LEADER
May lead any USMC platoon. He Still counts towards the Hero limit of the force.
LEADER: Crazy Jimmy may lead any USMC platoon. BADASS: See DW CR PG 52. TOP KICK: May join a Command Section of any USMC
platoon in the force, increasing command range to 15”. HOT COFFEE: Once per game, Crazy Jimmy may remove one suppression marker from Allied units within 12”. RED LEG RALLY: Once per game Crazy Jimmy may issue the Red Leg Rally order. All Artillery Units within 12” of him that have not already acted in the command phase take an immediate Reload Action for free. Crazy Jimmy (or the unit he is with) then receives a reaction marker. LUCK OF THE IRISH: Once per turn One Unit with Artillery that is within 12” of Crazy Jimmy may WA63 2014 re-roll one result.
MUSTANGS MUSTANGS
USMC COMMAND SQUAD • BADASS • ENTRENCH • COMMAND SQUAD • • .45 AUTO COLT PISTOL AND GRENADE: GRENADE •
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X M47 BAR
2
1
1
2
1
A
1
UNIT LEADER
2X .45 SMG M4
4
1
2
1
1
2
1
1
MUSTANGS
2X SHOTGUN
5
1
3
1
2
USMC COMMAND SQUAD
1
5X .45 AUTO COLT PISTOL AND GRENAD E
6
1
3
1
2
1
1
1
3
1
1
1
1
1
1
1
1
1
1
1
1
1
COMMAND SQUAD: Commands a USMC platoon.
This unit uses the Artillery Strike, Mechanic, Medic, Radioman rules from the Command Card. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. GRENADE: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit cannot use cover to reduce damage.
5X MACHETE
4
1
2
1
1
1
PLATOON DISPATCH
Command Section of a USMC Expeditionary Force Platoon.
WA54 2014
MAVERICKS MAVERICKS USMC RIFLE SQUAD
• BADASS • ENTRENCH • FAST • • .45 AUTO COLT PISTOL AND GRENADE: GRENADE • A A
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1
A
A
UNIT LEADER
5X M47 BAR
2
1
1
2
1
MAVERICKS
1
5X .45 AUTO COLT PISTOL AND GRENAD E
6
A
3
1
2
1
1
1
3
1
1
1
1
1
1
1
1
1
1
1
1
1
USMC RIFLE SQUAD
5X MACHETE
4
1
2
1
1
FAST: Once per turn during any Move action a Fast unit
1
PLATOON DISPATCH
Te Mavericks USMC Rifle Squad is available as a 1st and 2nd Section for any Allied platoon.
may move an additional 6”. The Fast ability cannot be used as part of a Move reaction. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. ENTRENCH: If this unit has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. GRENADE: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit cannot use cover to reduce damage. WA55 2014
THE SAINTS THE SAINTS
A
A
USMC DEMOLITION SQUAD • BADASS • ENTRENCH • SCOUT •
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3
2X .45 SMG M4
2
1
1
2
1
1
UNIT LEADER
3X SHOTGUN
5
1
3
1
2
1
THE SAINTS
5X .45 AUTO COLT PISTOL
4
1
2
1
1
1
1
USMC DEMOLITION SQUAD
1
5X DEMOLITION CHARGE
2
1
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
2
1
2
BADASS: This unit can never be reduced below one
5X MACHETE
4
1
2
1
1
1
PLATOON DISPATCH
Te Saints USMC Demolition Squad is available as any Section of an Allied platoon that may field a Devil Dogs USMC Fire Squad.
action due to Suppression and Reaction markers. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. SCOUT: In its first activation of the game, a Scout unit gains the Fast ability (DW CR page 55). Alternatively, the Scout may be Reserved (DW CR page 56).
WA56 2014
DEVIL DOGS DEVIL DOGS USMC FIRE SQUAD
• ALL IN ONE • • BADASS • ENTRENCH • • GRENADES: GRENADE •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X .30 CAL VICTORY MG
3
1
1
2
1
1
1
A
1
1
1
1
1 UNIT LEADER
3X M47 BAR
4
1
2
1
1
2
1
1
DEVIL DOGS
1X .45 SMG M4
4
1
2
1
1
2
1
USMC FIRE SQUAD
1
5X .45 AUTO COLT PISTOL & GRENADES
6
1
3
1
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
5X MACHETE
4
1
2
1
1
1
PLATOON DISPATCH
Te “Devil Dogs” USMC Fire Squad is available as a Support Unit for any Allied Platoon. It may also be selected in place of a Ranger Weapon Squad.
ALL IN ONE: Once per game double the number of dice
this unit rolls for an Attack or Sustained Attack action and gain a Suppression marker. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. GRENADES: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit cannot use cover to reduce damage. WA17 2014
FORCE RECON FORCE RECON USMC RECON SQUAD
• BADASS • • ARTILLERY STRIKE • • CLIMB • RADIOMAN • • ASSAULT •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A UNIT LEADER
1X .30 CALIBER VICTORY MG
3
1
1
2
1
1
1
1
1
1
1
1
FORCE RECON
4X SHOTGUN
4
1
2
1
1
1
USMC RECON SQUAD
5X .45 AUTO COLT PISTOL
4
1
2
1
1
1
1
1
ASSAULT: When making a March Move action, enemy
5X MACHETE
4
1
2
1
1
units may only react to the unit before it moves.
1
ARTILLERY STRIKE: Other friendly units with weapons
PLATOON DISPATCH
Te Force Recon USMC Recon Squad is available as any Section of an Allied platoon that may field a Devil Dogs USMC Fire Squad.
using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. CLIMB: When moving this unit can ignore terrain that is less than 6” tall, but may not end its movement on Impassable terrain. It may also move 6” vertically WA64 2014 (or two floors) rather than the usual 3”.
HELL BLAZERS HELL BLAZERS USMC ASSAULT SQUAD
• BADASS • ENTRENCH • • FLAMETHROWER: BURST, SPRAY • A
1 A
5
1
2
3
4
1
2
3
4
5
6
7
1
2
3
3X M4 .45 SUBMACHINEGUN
2
1
1
2
1
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
4
5X .45 AUTO COLT PISTOL
4
1
2
1
1
1
1
1
2
1
1
HELL BLAZERS USMC ASSAULT SQUAD
1
BADASS: This unit can never be reduced below one
5X MACHETE
4
A UNIT LEADER
2X FLAMETHROWER
1
A
1
PLATOON DISPATCH
Te Hell Blazers USMC Assault Squad is available as 2nd Section for any Allied platoon. Tey are also available as any Section of an Allied platoon that may field a Ranger Observer eam or Ranger Sniper eam including when using a Command Section’s Additional Support special ability.
action due to Suppression and Reaction markers. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal.
WA65 2014
HOTSHOTS HOTSHOTS
USMC ANTI-TANK SQUAD • BADASS • • ENTRENCH • • M18 RECOILLESS RIFLE: RELOAD, ALL IN ONE •
1 A
5
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
A
2X M18 RECOILLESS RIFLE
3
1
2
1
2
1
3
1
3
1
UNIT LEADER
2
1
2
1
1
1
1
1
HOTSHOTS
3X M47 BAR
4
1
2
1
1
1
1
1
USMC ANTI-TANK SQUAD
5X .45 AUTO COLT PISTOL
4
1
2
1
1
1
1
1
BADASS: This unit can never be reduced below one
5X MACHETE
4
1
2
1
1
action due to Suppression and Reaction markers. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. ALL IN ONE: Once per game double the number of dice this unit rolls for an Attack or Sustained Attack action and gain a Suppression marker. RELOAD: When this weapon fires the unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action.
1
PLATOON DISPATCH
Hotshots USMC Anti ank Squad is available as any Section of an Allied platoon that may field a Devil Dogs USMC Fire Squad.
WA66 2014
ARTILLERY SCOUTS ARTILLERY SCOUTS USMC OBSERVER SQUAD • ARTILLERY STRIKE • • BADASS • ENTRENCH • • RADIO MAN • TEAM •
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3 A
1X M47 BAR
2
1
1
A
1
1
1
1X SHOTGUN
5
1
3
1
2
ARTILLERY SCOUTS
1
USMC OBSERVER SQUAD
2X .45 AUTO COLT PISTOL AND GRENADE
6
1
3
1
2
1
2
1
3
1
1
1
1
1
1
1
1
1
1
1
1
1
ARTILLERY STRIKE: Other friendly units with weapons
2X MACHETE
4
1
2
1
1
UNIT LEADER
1
PLATOON DISPATCH
Te Artillery Scout USMC Observer Squad is available as any Section of an Allied platoon that may field a Ranger Observer eam or Ranger Sniper eam including when using a Command Section’s Additional Support special ability.
using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. ENTRENCH: Negate the first point of damage it takes each time it is attacked if it hasn’t moved this turn. TEAM: Teams in Soft cover count as in Hard cover instead. Teams that are already in Hard cover gain WA61 no additional benefits. 2014
STEEL MARINES STEEL MARINES
USMC HEAVY ENGINEER SQUAD • FLAME THROWER: BURST, SPRAY • • POWER DRILL: PENETRATOR •
A
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3 UNIT LEADER
1X
M10 BAZOOKA
2
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
2
2
STEEL MARINES
2
2X FLAMETHROWER
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
USMC HEAVY ENGINEER SQUAD
4
3X POWER DRILL
1
1
1
1
1
1
2
1
1
3
1
3
1
3
1
3
1
3
1
3
1
BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the
3
target unit, dealing damage as normal. PENETRATOR: Target Vehicle within 24” halves the
number of dice rolled (rounded up) when making its Armour roll.
PLATOON DISPATCH
Te Steel Marines USMC Heavy Engineer Squad is available as any Section of an Allied platoon that may field a Heavy Ranger Assault Squad. It may also be selected in place of a Ranger Observer eam or Ranger Sniper eam when using a Command Section’s Additional Support special ability.
WA57 2014
BUSHMASTER BUSHMASTER
M1D LIGHT ASSAULT WALKER, ANTI-TANK • SCOUT VEHICLE • • TWIN M20 75MM RECOILLESS RIFLES: PENETRATOR, ALL IN ONE • A
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
1X TWIN M20 75MM RECOILLESS RIFLES
4
1
3
1
2
1
6
1
6
1
5
1
5
1
4
1
4
1
3
1
1X .30 CALIBER VICTORY MG
6
1
3
1
1
1
2
1
1
3 FRONT
1
FRONT 1
1
1
1
BUSHMASTER
M1D LIGHT ASSAULT WALKER, ANTI-TANK SCOUT VEHICLE: In its first activation of the game, a
DAMAGE: 3
PLATOON DISPATCH
Te Bushmaster M1D Light Assault Walker, Anti ank is available as a support unit for any Allied platoon.
Scout Vehicle gains the Fast ability. Alternatively, the Scout Vehicle may be Reserved. PENETRATOR: Target Vehicle within 24” halves the number of dice rolled (rounded up) when making its Armour roll. ALL IN ONE: Once per game double the number of dice this unit rolls for an Attack or Sustained Attack action and gain a Suppression marker.
WA62 2014
BARKING DOG (LIGHT) BARKING DOG (LIGHT)
A
MCW M2-G
• JUMP • ALL IN ONE • • M40 RECOILLESS: RELOAD •
RANGE
1 A
9
1
2
3
4
1
2
3
4
5
6
7
1
2
1X SIX M40 RECOILLESS GUNS
5
1
3
1
3
1
9
1
9
1
8
1
8
1
7
1
7
1
7
1
1X .50 CAL VICTORY MG
6
1
3
1
1
2
1
1
1
1
3
1
1
2
1
1
1
BARKING DOG (LIGHT)
TURRET 1
1
1
1
1
1
1X .30 CAL VICTORY MG
6
3
TURRET
1
1
1
1
1 1 1 FRONT 1
MCW M2-G
ALL IN ONE: Once per game double the number of dice
this model rolls for an Attack or Sustained Attack action and gain a Suppression marker. JUMP: Ignore terrain less then 9” tall when moving. This unit may not rotate after Jumping. RELOAD: When this weapon fires the unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action.
DAMAGE: 4
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same sections as their regular counterparts.
WA59 2014
MICKEY (LIGHT) MICKEY (LIGHT) MEDIUM COMBAT WALKER M2-A
A
• FAST • JUMP • SELF REPAIR • • 75MM HOWITZER: TANK KILLER •
1 A
2
3
4
1
2
3
4
5
6
7
1
2
1X 75MM HOWITZER
1
1
1
1
3
1
3
1
2
1
2
1
1X .50 CAL VICTORY MG
6
1
3
1
1
1
2
1
1
TURRET 1
1
1
1
1
1
1X .30 CAL VICTORY MG
6
1
3
1
1
1
2
1
3
TURRET
1
1
1
1
1
1 1 1 FRONT 1
DAMAGE: 4
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same sections as their regular counterparts.
MICKEY (LIGHT) MEDIUM COMBAT WALKER M2-A
FAST: Once per turn during any Move action a Fast unit
may move an additional 6”. The Fast ability cannot be used as part of a Move reaction. JUMP: Ignore terrain less then 9” tall when moving. This unit may not rotate after Jumping. SELF REPAIR: This model may make a Self Repair action to remove one effect from the Vehicle Damage Table and on a roll of remove one point of damage. TANK KILLER: Invert the dice rolled on the Vehicle Damage Table, treating as , and as . WA58 2014
STEEL RAIN (LIGHT) STEEL RAIN (LIGHT) M3-F2 LIGHT ASSAULT WALKER ANTI-TANK
A
• PETARD MORTAR: INDIREC T FIRE, RELOAD, TANK KILLER, LONG RANGE • • JUMP •
1 A
2
3
4
1
2
3
4
5
6
7
1
2
1X PETARD MOTAR
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1X .50 CALIBER VICTORY MG
6
1
3
1
1
2
1
1
1
1
1
TURRET 1
1
1
1
1X .30 CALIBER VICTORY MG
6
1
3
1
1
2
1
1
3 FRONT
1
1
1
1
1
1 1 1 FRONT 1
STEEL RAIN (LIGHT) M3-F2 LIGHT ASSAULT WALKER ANTI-TANK
INDIRECT FIRE: This weapon may fire using Indirect
Fire like artillery to a maximum range of 24”. LONG RANGE: Minimum range is 12”. RELOAD: When this weapon fires the unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action. TANK KILLER: Invert the dice rolled on the Vehicle Damage Table, treating as , and as . JUMP: Ignore terrain less then 9” tall when moving. This unit may not rotate after Jumping.
DAMAGE: 3
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same sections as their regular counterparts.
WA69 2014
POUNDER (LIGHT) POUNDER (LIGHT) MEDIUM COMBAT WALKER M2-C2
A
• JUMP •
RANGE
1 A
8
1
2
3
4
1
2
3
4
5
6
7
1
2
1X 17 POUNDER GUN
4
1
2
1
2
1
7
1
7
1
6
1
6
1
5
1
5
1
4
1
1X .50 CAL VICTORY MG
6
1
3
1
1
1
2
1
1
TURRET 1
1
1
1
1
1
1X .30 CAL VICTORY MG
6
1
3
1
1
1
2
1
3
TURRET
1
1
1
1
1
1 1 1 FRONT 1
POUNDER (LIGHT) MEDIUM COMBAT WALKER M2-C2
JUMP: Ignore terrain less then 9” tall when moving. This
unit may not rotate after Jumping. DAMAGE: 3
PLATOON DISPATCH
Light Variants: Light Variants of a vehicle are available in the same sections as their regular counterparts. WA68 2014
DEVASTATOR DEVASTATOR
M7D HEAVY ASSAULT WALKER, PHASER • DOZER BLADE • • 480W ASSAULT PHASER: PHASER • A
1 A
8
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X 480W ASSAULT PHASER
8
1
8
1
8
1
4
3
4
3
4
3
4
3
4
3
4
3
4
3
1X DUAL .50 CAL MG
10
1
4
1
2
1
2
1
4
1
3
1
2
1
3
1
3
1
2
1X DUAL .30 CAL MG
8
1
4
1
2
3
1
1
2
1
3
1
3
1
DAMAGE: 10
1
DEVASTATOR
M7D HEAVY ASSAULT WALKER, PHASER DOZER BLADE: This vehicle ignores Difficult terrain
and rolls one extra die when rolling Armour rolls against attacks made by units in its Front arc. PHASER: Targeted unit cannot make Amour rolls, but still benefits from Cover.
PLATOON DISPATCH
Te Devastator M7D Heavy Assault Walker is available as a support unit for any Allied platoon that can field a M6 Series Heavy Assault Walker as a Support Unit. WA60 2014
NDAK PLATOONS Afrika zBV (zur Besonderen Verwendung, “Special Purpose”) Platoon Command Section (Mandatory):
Support section (1 Per Two Sections)
An Afrika zBV platoon is always led by a “Fox Cubs” NDAK Command Squad or a Hero with the Leader special ability
• • • • • • • • • • • • •
1st Section (Mandatory): • • • •
“African Lions” NDAK ank Hunter Squad “Sand Vipers” NDAK Battle Grenadier Squad “Desert Scorpions” NDAK Recon Grenadier Squad “omb Cleaners” NDAK Security Grenadier Squad
2nd Section (Optional): • • • • • •
“Sand Vipers” NDAK Battle Grenadier Squad “Desert Scorpions” NDAK Recon Grenadier Squad “African Lions” NDAK ank Hunter Squad “Sturmaffe” Blutkreuz Korps Kampaffen Pioneer Squad • “Battle Grenadiers” • “Heilige od” Blutkreuz Korps Ubertoten Suicide Squad • • “Laser Grenadiers”
3rd section (Optional): • “African Lions” NDAK ank Hunter Squad • “Desert Sun” Wehrmacht Heavy Flame Grenadier Squad • “Sand Vipers” NDAK Battle Grenadier Squad • “omb Cleaners” NDAK Security Grenadier Squad • “Sturmaffe” Blutkreuz Korps Kampaffen Pioneer Squad • “Battle Grenadiers” • “Braineaters” Blutkreuz Korps Ubertoten Assult Squad • “Recon Grenadiers” Aufklarer Sturmgrenadier Squad.
4th section (Optional): • “Desert Scorpions” NDAK Recon Grenadier Squad • “African Lions” NDAK ank Hunter Squad • “Desert Sun” Wehrmacht Heavy Flame Grenadier Squad • “Laser Grenadiers” • “Recon Grenadiers” Aufklarer Sturmgrenadier Squad. • “Sand Storm” NDAK Mortar Squad
• • • • • •
“Sand Storm” NDAK Mortar Squad “Desert Scorpions” NDAK Recon Grenadier Squad “African Lions” NDAK ank Hunter Squad “Sand Vipers” NDAK Battle Grenadier Squad Support Unit (One per wo Sections) “African Lions” NDAK ank Hunter Squad Any Horten HO-347 or HO-357 Any Light Panzer I Series Walker Any Medium Panzer II Series Walker Any Heavy Panzer VI Series Walker “Desert Eagles” NDAK Observer Squad “Jagdluther” Panzerkampflaufer IV-A “Konigslothar” Schwerer Panzerkampflaufer VI-E (Rocket) “Leopold” Panzerkampflaufer II-C (Flak) “Sturmleopold” PANZERKAMPFLAÜFER II-F (FLAK) “Jagdwotan” PANZERKAMPFLAÜFER IV-E (LASER) “Loth (rop)” PANZERKAMPFLAÜFER II-F (ENGINEER) “Otto” Panzerspahlaufer KV47 (R) ank Hunter “Sand Storm” NDAK Mortar Squad “Sand Vipers” NDAK Battle Grenadier Squad “Desert Scorpions” NDAK Recon Grenadier Squad “Stummel” Schutzenpanzerlaufer VI-G
Command Support Sections: An Afrika zBV Platoon led by a Fox Cubs unit may purchase one additional Support Section. It does not count towards the total Support Sections but otherwise must be purchased as normal.
Special Order Afrika zBV Platoons have access to the following Order:
“Desert Fighters” Once per command phase the command section can issue the Desert Fighters order to one unit. Te unit performs a move action. At the end of the move the unit is considered to have used the Entrench special ability (Campaign Book Icarus Page 20) and is not counted as having moved. Te unit does not receive a reaction marker.
Artillerie-Gruppe Platoon Command Section (Mandatory):
4th Section (Optional):
An Artillerie-Gruppe Platoon is led by “Fox Cubs” NDAK Command Squad. Tis platoon may also be led by either Rolf or Rommel.
• • • • •
1st Section (Mandatory): • “Sand Storm” NDAK Mortar Squad • “Jagdgrenadiere”
“Sand Storm” NDAK Mortar Squad “Heinrich (rop)” Panzerspähflaüfer I-E (Light Flak) Support Section (One per 2 Sections) “Desert Scorpions” NDAK Recon Grenadier Squad “Desert Eagles” NDAK Observer Squad
Command Support Sections: An Artillerie-Gruppe Platoon led by a “Fox Cubs” NDAK Command Squad may purchase one additional Support Section. It does not count towards the total Support Sections but otherwise must be purchased as normal.
2nd Section (Mandatory): • “Sand Storm” NDAK Mortar Squad • “Jagdgrenadiere” • “Desert Scorpions” NDAK Recon Grenadier Squad
Platoon Rules: 3rd Section (Optional):
Specialized platoon: An Artillerie-Gruppe Platoon cannot take any platoon upgrades and does not have a platoon order.
• “Sand Storm” NDAK Mortar Squad • “Jagdgrenadiere” • “Desert Scorpions” NDAK Recon Grenadier Squad
THE DESERT FOX DESERT FOX
GENERALFELDMARSCHALL ERWIN ROMMEL, WEHRMACHT • LEADER • DESERT FOX • • POUR LE MERIT • BLITZKRIEG • LASER PISTOLE B: LASER •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X LASERPISTOLE B
3
1
2
1
1
1
1
1
1
1
1
1
1X COMBAT KNIFE
2
1
1
1
1
1
1
A
DESERT FOX
GENERALFELDMARSCHALL ERWIN ROMMEL, WEHRMACHT
1
LEADER: May lead any Axis Platoon except
DAMAGE: 4
LEADER
May lead any Axis platoon, except Markus’ Gorilla Platoon and otenmeister’s Zombie Platoon. He still counts towards the Hero limit of the force.
Totenmeister’s, Markus’, or Blutkreuz. He still counts toward the hero limit of the force. DESERT FOX: May add or subtract one die when rolling for terrain or determining who commits the first Scenario Point. Has the Command Squad ability and may issue orders anywhere on the table BLITZKRIEG: See DW CR PG 116. POUR LE MERIT: Unit autom atically removes all Suppression markers at the start of its activation. LASER: After rolling for an Attack action using a Laser weapon, roll an additional die for each scored. WX58 See DW CR PG 58. 2014
TINA AND HYANE TINA AND HYANE MAJOR TINA BAUMANN, NDAK
• LEADER • BADASS • • BLACK OPS • EXECUTION • HEADSHOT • • EXPERT: HYENA BITE •
1 A
3
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X LUGER
2
1
1
A
1
TINA AND HYANE
1X COMBAT KNIFE
2
1
1
1
1
1
1
1
MAJOR TINA BAUMANN, NDAK
1X HYENA BITE
4
1
2
1
1
1
1
1
EXPERT: Invert dice rolls when attacking with Hyena Bite. LEADER: May lead the following Platoons;
DAMAGE: 6
LEADER
May lead any Axis platoon, except Markus’ Gorilla Platoon and otenmeister’s Zombie Platoon. He still counts towards the Hero limit of the force.
Sturmgrenadier, Blutkreuz, Panzer Walker Platoon, Babylon Platoon. BADASS: This unit can never be reduced below one action due to Suppression and Reaction markers. BLACK OPS: During the Command phase, may issue an order regardless of its position on the battlefield. EXECUTION: Tina can use her Luger as a C weapon in close combat. HEADSHOT: You may halve you combat dice to ignore Cover and Amour rolls. (doesn’t effect Hyena Bite) WX59 2014
ROLF ROLF
LEUTNANT ROLF SAMMT, LUFTWAFFE • LEADER • EXPERT: FLEIGERFAUST • BIG GUNS • FLEIGERFAUST: BURST •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X FLIEGERFAUST
3
1
2
1
1
1
3
1
3
1
2
3
1
1
3
1
2
1
1X MODIFIED FG 47 ASSAULT RIFLE
5
1
4
1
2
1
1
1
2
1
1
1
1
3
1
1
2
1
1
1X GRENADES
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1X KNIFE
2
1
1
1
ROLF
LEUTNANT ROLF SAMMT, LUFTWAFFE LEADER: Can lead an NDAK platoon. EXPERT: Invert dice rolls when attacking with the
1
DAMAGE: 4
LEADER
May lead a NDAK platoon. He still counts towards the Hero limit of the force.
Fliegerfaust. BURST: Fliegerfaust may fire as a Burst weapon. If it does, the targeted unit cannot use cover to reduce damage, but this unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action. BIG GUNS: May only fire one his Fliegerfaust or his Modified FG 47 Assault Rifle during an attack action. However, during a sustained attack he can fire them both, but may not reroll misses or may fire one of the weapons and reroll misses as normal.
WX75 2014
ANGELA ANGELA
ANGELA WOLF, BLUTKREUZ KORPS SPY • EXPERT: MAUSER • WHOSE SIDE IS SHE ON? • FRENZY • SNIPER •
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1
1
1
1
1
ANGELA
1
1X KNIFE
2
1
A
1X MAUSER
1
ANGELA WOLF, BLUTKREUZ KORPS SPY
1
WHOSE SIDE IS SHE ON?: Angela cannot join a unit.
This model may not be targeted with an Attack action or Reaction until she has declared her first attack action. Once she has declared an Attack action during a game, she may be the target of enemy Attack actions or reactions as normal for the remainder of the game. EXPERT: Invert dice rolls when attacking with the Mauser. FRENZY: After rolling for an Attack action, roll an additional die for each scored. The miniature does not continue rolling more dice after this second roll. Only generated in the initial Attack action roll additional dice. SNIPER: Targeted unit cannot use cover to reduce WX67 damage, and cannot make Armour rolls. 2014
DAMAGE: 3
HERO
Counts towards the Hero limit of the force.
FOX CUBS FOX CUBS
NDAK COMMAND SQUAD • ASSAULT • • COMMAND SQUAD • ENTRENCH • • ADDITIONAL SUPPORT •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
UNIT LEADER
1X MG 48
3
1
1
1
2
1
1
1
1
1
1
1
1
1
1
3X MP 46
4
1
2
1
1
1
2
1
1X LUGER
3
1
2
1
1
1
1
1
1
FOX CUBS
NDAK COMMAND SQUAD COMMAND SQUAD: Commands a NDAK platoon.
5X KNIFE
2
A
3
1
PLATOON DISPATCH
Te Fox Cubs are available as command sections for NDAK platoons.
This unit uses the Artillery Strike, Mechanic, Medic, Radioman rules from the Command Card. ADDITIONAL SUPPORT: Platoon may include an additional Sand Storm Mortar Team or NDAK Observer Squad. ASSAULT: When making a March Move action, enemy units may only react to the unit before it moves. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. WX60 2014
AFRICAN LIONS AFRICAN LIONS NDAK TANK HUNTER SQUAD • ENTRENCH • • ASSAULT • A
A
1
2
A
4
1
3
4
1
2
3
4
5
6
7
1
2
1
A
A
UNIT LEADER
3
5X
MP 46
2
1
1
2
1
AFRICAN LIONS
1
5X PANZERFAUST 100
2
A
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
2
1
NDAK TANK HUNTER SQUAD
2
5X KNIFE
2
1
1
ENTRENCH: If this model has not Moved or
1
Disembarked during this turn it negates the first point of damage it takes each time it is attacked. ASSAULT: When making a March Move action, enemy units may only react to the unit before it moves.
PLATOON DISPATCH
Te African Lions NDAK ank Hunter Grenadier Squad is available as any Section of an Axis platoon that may take Recon Grenadier units. WX62 2014
SAND VIPERS SAND VIPERS
NDAK BATTLE GRENADIER SQUAD • ENTRENCH • • ALL IN ONE • • ASSAULT • A A
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
1
UNIT LEADER
2X MG 48
3
1
1
1
2
1
1
1
1
1
1
1
1
1
3X STG 47
2
3
A
1
1
1
1
1
1
1
1
SAND VIPERS
NDAK BATTLE GRENADIER SQUAD
5X KNIFE
2
1
1
ENTRENCH: If this model has not Moved or
1
PLATOON DISPATCH
Te Sand Vipers NDAK Battle Grenadier Squad is available as any Section of an Axis platoon that may take Battle Grenadier units.
Disembarked during this turn it negates the first point of damage it takes each time it is attacked. ALL IN ONE: Once per game double the number of dice this model rolls for an Attack or Sustained Attack action and gain a Suppression marker. ASSAULT: When making a March Move action, enemy units may only react to the unit before it moves.
WX61 2014
TOMB CLEANERS TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD • ENTRENCH • • CHARGE • PANZERFAUST: RELOAD • • FLAMMENWERFER 44: SPRAY, BURST •
RANGE
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
2X PANZERFAUST
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
2
1
A
2
UNIT LEADER
1X MP 47 SUBMACHINEGUN
5
1
2
1
TOMB CLEANERS
3X MP 46 SUBMACHINEGUN
4
1
2
1
1
2
1
NDAK SECURITY GRENADIER SQUAD
1
1X FLAMMENWERFER 44
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
4
FRENZY: After rolling for an Attack action, roll an
5X KNIFE
2
1
1
1
PLATOON DISPATCH
Te omb Cleaners NDAK Security Grenadier Squad is available as any Section of an Axis platoon that may take Laser Grenadier units.
additional die for each scored. The miniature does not continue rolling more dice after this second roll. Only generated in the initial Attack action roll additional dice. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. CHARGE: After a March Move action, this model may attack with all Range 6” or lower weaponry it possesses. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. BURST: Targeted unit cannot use cover to reduce WA10 damage. 2014
DESERT SCORPIONS DESERT SCORPIONS NDAK RECON GRENADIER SQUAD
UNIT LEADER
• ARTILLERY STRIKE • • RADIOMAN • ENTRENCH • CLIMB • • SG 45 SNIPER RIFLE: PENETRATOR • A RANGE
1 A
1
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X SNIPER GEWEHR PSG1
1
1
1
1
1
1
1
1
3X STG 47 ASSAULT RIFLE
2
1
1
1
1
1
1
1
1X MP 46 SUBMACHINEGUN
4
1
2
1
1
1
2
1
5X KNIFE
2
1
1
1
PLATOON DISPATCH
Te Desert Scorpions NDAK Recon Grenadier Squad is available as any Section of an Axis platoon that may take Recon Grenadier units.
DESERT SCORPIONS NDAK RECON GRENADIER SQUAD
ARTILLERY STRIKE: Other friendly units with weapons
using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. PENETRATOR: Target Vehicle within 24” halves the number of dice rolled (rounded up) when making Armour rolls. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. CLIMB: When moving this unit can ignore terrain that is less than 6” tall, but may not end its movement on WA10 Impassable terrain. It may move 6” vertically. 2014
DESERT SUN DESERT SUN
WEHRMACHT HEAVY FLAME GRENDIER SQUAD • DAMAGE RESILIENT • • FLAMMENWERFER 47: BURST, INCENDIARY, SPRAY •
A A A
1 A
2
3
4
1
2
3
4
5
6
7
1
2
UNIT LEADER
3
DESERT SUN
3X FLAMMENWERFER 47
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
4
WEHRMACHT HEAVY FLAME GRENADIER SQUAD
3X COMBAT KNIFE
2
1
1
1
1
1
1
1
DAMAGE RESILIENT: Roll one additional die when
PLATOON DISPATCH
Te Desert Sun Wehrmacht Heavy Flame Grenadier Squad is available as any Section of an Axis platoon that may take Heavy Flak Grenadier units.
making Armour rolls. BURST: Targeted unit cannot use cover to reduce damage. INCENDIARY: Always applys the External Fire result on the Vehicle Damage Table. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal.
WX63 2014
DESERT EAGLES DESERT EAGLES NDAK OBSERVER SQUAD • ENTRENCH • • TEAM • RADIO MAN • • ARTILLERY STRIKE •
A A RANGE
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
3
2X MP 46 SUBMACHINEGUN
2
1
1
1
2
1
2X KNIFE
2
1
1
UNIT LEADER
DESERT EAGLES NDAK OBSERVER SQUAD
1
ENTRENCH: If this model has not Moved or
PLATOON DISPATCH
May be taken as a Command Additional Support or Support Unit for any Axis platoon and as Additional Support for a Sand Storm unit.
Disembarked during this turn it negates the first point of damage it takes each time it is attacked. ARTILLERY STRIKE: Other friendly units with weapons using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. TEAM: Teams in Soft cover count as in Hard cover instead. Teams that are already in Hard cover gain no additional benefits.
WX68 2014
SANDSTORM SANDSTORM NDAK MORTAR SQUAD
• ENTRENCH • ARTILLERY • • 12CM SGW43: SPRAY • A
1 A
2
3
4
1
2
3
4
5
6
7
1
2
3
1X 12CM SGW43
1
1
1
1
1
3
1
3
1
1
3
3
1
3
1
3
1
3
3X MP 46 SUBMACHINEGUN
4
1
2
1
1
2
1
1
SANDSTORM
1X LUGER PISTOL
3
1
2
1
1
NDAK MORTAR SQUAD
1
4X KNIFE
2
1
1
1
ARTILLERY: This weapon fires Direct Fire or Indirect
DAMAGE: 4
PLATOON DISPATCH
Sand Storm NDAK Mortar Squad is available to any Axis Platoon as a Support Section.
Fire. Direct Fire is an Attack action with a minimum range of 12” and a maximum range of 36”. Indirect Fire is a Sustained Attack called in by a miniature with the Artillery Strike ability. ENTRENCH: If this model has not Moved or Disembarked during this turn it negates the first point of damage it takes each time it is attacked. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. WX76 2014
HEINRICH (TROP) HEINRICH (TROP)
A
PANZERSPÄHFLAÜFER I-E (LIGHT FLAK) • SCOUT VEHICLE •
1 A
10
1
2
3
4
1
2
3
4
5
6
7
1
2
1X QUAD 3CM FLAK V 43 GUNS
5
1
4
1
3
1
4
2
4
2
3
2
2
1
1
1
5
1
5
1X MG 44
6
1
3
1
1
1
2
1
1
3 FRONT
1
1
1
1
4 1 1 FRONT 1
HEINRICH (TROP) PANZERSPÄHFLAÜFER I-E (LIGHT FLAK)
SCOUT VEHICLE: In its first activation of the game, a
DAMAGE: 3
Scout Vehicle gains the Fast ability. Alternatively, the Scout Vehicle may be Reserved.
PLATOON DISPATCH
ropical Variants: ropical Variants of a vehicle are available in the same sections as their regular counterparts. WX70 2014
HERMANN (TROP) HERMAN (TROP)
A
PANZERSPÄHFLAÜFER I-D (LASER) • SCOUT VEHICLE • DUAL LEICHTE ZW�LASERKANONE: LASER, OVERCHARGE •
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
1X DUAL LEICHTE ZWLASERKANONE
1
1
1
1
1
1
1
3
1
3
1
3
1
3
1
3
1
3
1
1
3
1
1
HERMAN (TROP)
3
1X MG 44
6
3 FRONT
FRONT 2
1
1
1
1
1
1
1
PANZERSPÄHFLAÜFER I-D (LASER)
1
SCOUT VEHICLE: In its first activation of the game,
DAMAGE: 3
PLATOON DISPATCH
ropical Variants: ropical Variants of a vehicle are available in the same sections as their regular counterparts.
a Scout Vehicle gains the Fast ability. Alternatively, the Scout Vehicle may be Reserved. LASER: After rolling for an Attack action using a Laser weapon, roll an additional die for each scored. The miniature does not continue rolling more dice after this second roll. Only generated in the initial Attack action roll additional dice. OVERCHARGE: In a Sustained Attack, you may double the number of dice instead of re-rolling misses. Unit gains an Out of Am mo marker. When using Overcharge, this unit also gains High Visibility Lasers. WX71 2014
LEOPOLD (TROP) LEOPOLD (TROP)
PANZERKAMPFLAUFER II-C (FLAK) A
1 A
10
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X QUAD 3.7CM FLAKV 43
6
1
4
1
2
1
6
1
5
1
4
1
2
1
6
1
6
1
5
1
2X MG 44
6
1
3
1
1
1
2
1
1
1
1
1
1
1
LEOPOLD
PANZERKAMPFLAUFER II-C (FLAK)
DAMAGE: 4
PLATOON DISPATCH
ropical Variants: ropical Variants of a vehicle are available in the same sections as their regular counterparts. WX64 2014
STURMLEOPOLD STURMLEOPOLD
A
PANZERKAMPFLAÜFER II-F (FLAK)
1 A
10
1
2
3
4
1
2
3
4
5
6
7
1
2
1X QUAD 3.7CM FLAK V 43
6
1
4
1
2
1
5
5
2
2
4
2
3
1
1
5
1
1
5
1X MG 44
6
1
3
1
1
2
1
1
1
3 FRONT
1
1
1
1
4 1 1 FRONT
STURMLEOPOLD
PANZERKAMPFLAÜFER II-F (FLAK)
1
DAMAGE: 6
PLATOON DISPATCH
Te Sturmleopold is available in any section (including support units) to Axis Platoons that may field “Any Medium Panzer II Series Walker”. WX72 2014
JAGDLUTHER JAGDLUTHER HEAVY PANZER WALKER IV A
RANGE
1 A
9
1
2
3
4
1
2
3
4
5
6
1
1
6
1
4
1
4
1
9
1
9
3
1
1
1
2
3 FRONT
1
9
1
9
1
8
1
8
1X MG 44
6
7
1X VK 7.5CM L/70 ZWEI
1
7
1 FRONT
2
1
1
1
JAGDLUTHER HEAVY PANZER WALKER IV
DAMAGE: 6
PLATOON DISPATCH
Te JagdLuther is available in any section (including support units) to Axis Platoons that may field “Any Medium Panzer II Series Walker”. In addition the JagdLuther may be taken as Additional Support by Panzerprinz.
WX30 2014
JAGDWOTAN JAGDWOTAN
PANZERKAMPFLAÜFER IV-E (LASER) A
• QUAD V�LASERKANONE: LASER, HEUGABEL DES TEUFELS •
1 A
4
1
2
3
4
1
2
3
4
5
6
7
1
2
1X QUAD VLASERKANONE
3
1
2
1
2
1
2
5
2
5
2
4
2
4
2
4
2
3
2
1
3
1
1
JAGDWOTAN
3
1X MG 44
6
3 FRONT
FRONT 2
1
1
1
1
1
1
1
PANZERKAMPFLAÜFER IV-E (LASER)
1
HEUGABEL DES TEUFELS – “DEVIL’S PITCHFORK”:
Due to the high concentration of laser fire, add two to the result on the Vehicle Damage Table. LASER: After rolling for an Attack action using a Laser weapon, roll an additional die for each scored. The miniature does not continue rolling more dice after this second roll. Only generated in the initial Attack action roll additional dice.
DAMAGE: 6
PLATOON DISPATCH
Te JagdWotan is available in any section (including support units) to Axis Platoons that may field “Any Medium Panzer II Series Walker”.
WX73 2014
LOTH (TROP) LOTH (TROP)
PANZERKAMPFLAÜFER II-F (ENGINEER) • CHARGE • • KAMPFZANGE: MECHANIC, SELF REPAIR, OBSTACLE CLEARING •
1 A
8
1
2
3
4
1
2
3
4
5
6
A
7
1
2
2X KAMPZANGE
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
2X MG 44
6
1
3
1
1
1
3 FRONT
FRONT 2
1
1
1
1
1
1
1
LOTH (TROP)
PANZERKAMPFLAÜFER II-F (ENGINEER) CHARGE: After a March Move action, this model may
DAMAGE: 3
PLATOON DISPATCH
ropical Variants: ropical Variants of a vehicle are available in the same sections as their regular counterparts.
attack with all Range 6” or lower weaponry it possesses. SELF REPAIR: This model may make a Self Repair action to remove one effect from the Vehicle Damage Table and on a roll of remove one point of damage. MECHANIC: This model is a Mechanic. See Core Rulebook page 55 for more details. OBSTACLE CLEARING : This model may take a special Attack action against a target obstacle within 3”. When it does, the unit rolls four dice; if any of them roll a , remove the targeted defence. WX74 2014
STUMMEL STUMMEL
A
SCHUTZENPANZERLAUFER VI-G • CARRY CAPACITY �6� • TANK RIDERS �6� • • 7.5CM KWK 36: BURST •
1
2
A
3
4
1
2
3
4
5
6
7
1
2
1X 10.5CM KWK 46
1
1
1
4
1
1
4
1
3
1
3
1
3
1
1X MG 44
6
1
3
1
1
FRONT 2
1
1
1
1
1
1
1
1X AA MG 44
6
1
3
1
1
2
1
1
1
1
1
1
1
1X TWIN MG 44 ZWEI
8
1
4
1
2
3 FRONT
3
1
1
2
3
1
1
3
1 TURRET
STUMMEL
SCHUTZENPANZERLAUFER VI-G
1 FRONT 1
CARRY CAPACITY (6): This vehicle can carry 6 Soldier
DAMAGE: 6
PLATOON DISPATCH
Te Stummel is available in any section (including support units) to Axis Platoons that may field “Any Medium Panzer II Series Walker” or “Axis Armor ransport PW VI Series”.
1 or 2 or 3 Soldier 3 or 4 miniatures. During deployment, a unit may deploy already embarked in the transport. See Core Rulebook page 54 for more details. TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or 2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit the tank riders suffer a /1 attack, that ignores cover. BURST: Targeted unit cannot use cover to reduce damage.
WX65 2014
KONIGSLOTHAR KONIGSLOTHAR NDAK HEAVY PANZER WALKER VI-E
A
• SCHWER NW 42: ARTILLERY, SPRAY •
1
2
A
3
4
1
2
3
4
5
6
7
1
2
1X SCHWER NW 42
1
1
1
1
8
1
8
1
8
1
8
1
8
1
8
1
8
1
1X MG 44
6
1
3
1
1
1
TURRET 2
1
1
1
1
1
1
1X TWIN MG 44 ZWEI
8
1
4
1
2
1
3 FRONT
3
1
2
1
3
1
3
1 FRONT 1
DAMAGE: 8
PLATOON DISPATCH
Te Konigslothar is available in any section (including support units) to Axis Platoons that may field “Any Heavy Panzer VI Series Walker”.
KONIGSLOTHAR
NDAK HEAVY PANZER WALKER VI-E ARTILLERY: This weapon fires Direct Fire or Indirect
Fire. Direct Fire is an Attack action with a minimum range of 12” and a maximum range of 36”. Indirect Fire is a Sustained Attack called in by a miniature with the Artillery Strike ability. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal.
WX66 2014
SPETSNAZ PLATOONS Spetsnaz Special Operations Platoon Command Section (Mandatory):
Command Support Sections:
A SPESNAZ Special Operations Platoon is led by a “ask Force Command” SPESNAZ Command Squad or a Hero with the Leader special ability.
A SPESNAZ Special Operations Platoon led by a SPESNAZ Command Squad may purchase one additional Support Section. It does not count towards the total Support Sections but otherwise must be purchased as normal.
1st Section (Mandatory): • “Killers” SPESNAZ Kill Squad • “Saboteurs” SPESNAZ Saboteur Squad • “Specialists” SPESNAZ Anti-ank Squad
2nd Section (Optional): • “Killers” SPESNAZ Kill Squad • “Saboteurs” SPESNAZ Saboteur Squad • “Heavies” SPESNAZ Assault Squad
3rd Section (Optional): • • • • • •
“Killers” SPESNAZ Kill Squad “Saboteurs” SPESNAZ Saboteur Squad “Heavies” SPESNAZ Assault Squad “Red Storm” Red Guards Assault Squad “Red Tunder” Red Guards Antitank Squad Any KV-47 Aero, KV-47K (SH), or KV-47 Repair and Demolition Walker
4th Section (Optional): • • • • • •
“Killers” SPESNAZ Kill Squad “Saboteurs” SPESNAZ Saboteur Squad “Specialists” SPESNAZ Anti-ank Squad “Red Storm” Red Guards Assault Squad “Red Tunder” Red Guards Antitank Squad Any KV-47 Aero, KV-47 (SH), or KV-47 Repair and Demolition Walker
Support Section (One per Two Sections) • • • • • • • • •
“Killers” SPESNAZ Kill Squad “Saboteurs” SPESNAZ Saboteur Squad “Observers” SPESNAZ Observer Squad Any Steel Guard Fire Support Squad, Assault Squad or Sniper Squad Any KV-47, KV-47 Aero, KV-47K (SH), or KV-47 Repair and Demolition Walker Any KV-3 Heavy Walker Any ISU-203, IS-5 or IS-48 ank Any MIL MI-45 and MI-46 Airborne ransport Any MIL MI-47 Attack Helicopter
Platoon Upgrades: SPESNAZ Special Operations Platoons can purchase the following Platoon Upgrades: Cavalry Platoon, Improved Command, Resourceful, City Fighters (treat SPESNAZ as Red Guard for the purpose of this rule).
New Special Ability: SPESNAZ: Te unit can be given Orders in the Command phase as if it were in Command range regardless of its position. In addition, the unit moves as if it had the Climb special ability.
Special Order SPESNAZ Special Operations Platoons have access to the following Order:
“No Mercy” Te SPESNAZ are trained killers, and they are good at their job to the extent that they push themselves beyond their limit, past pain and fear to destroy the enemy. Once per Command phase, the Command Section of a SPESNAZ platoon may issue one “No Mercy!” Order to one unit in with the SPESNAZ special ability that does not have a suppression or reaction marker. Te unit gains the Frenzy special ability for this attack but receives a suppression marker in addition to their normal reaction marker for taking this order. Unlike the normal Frenzy special ability, this order may be used multiple times by the same unit, but not more than once per turn on the same unit.
Udarny Weapons Platoon Command Section (Mandatory):
4th Section (Optional):
An Udarny Weapons Platoon is led by a “Medvedi” SSU Command Squad or Iron Joe.
• • • •
1st Section (Mandatory): • “Hailstorm” Mortar eam • “Red Lightning” SSU esla Gun eams
Support Section (One per 2 Sections) • “Heavies” Spetsnaz Assault Squad • “Observers” Spetsnaz Observer Squad
2nd Section (Mandatory): • • • •
“Hailstorm” Mortar eam “Red Lightning” SSU esla Gun eams “Red Rain” BR 47-200 “Red Fury” BR 47-200
Command Support Sections: An Udarny Weapons Platoon led by a “Medvedi” SSU Command Squad may purchase one additional Support Section. It does not count towards the total Support Sections but otherwise must be purchased as normal.
3rd Section (Optional): • • • • •
“Hailstorm” Mortar eam “Red Lightning” SSU esla Gun eams “Red Rain” BR 47-200 “Red Fury” BR 47-200
“Hailstorm” Mortar eam “Red Lightning” SSU esla Gun eams “Red Rain” BR 47-200 “Red Fury” BR 47-200 “Heavies” Spetsnaz Assault Squad
Platoon Rules: Iron Joe: When leading this platoon Iron Joe a mor is increased to armor 2 for the remainder of the game. Specialized platoon: An Udarny Weapons Platoon cannot take any platoon upgrades and does not have a platoon order. r
THE RED BANNER THE RED BANNER
PODLEYTENANT VASILIY KIRITCHENKO, SPETSNAZ • LEADER • FOLLOW ME • • SPETSNAZ •
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
1X AK45
1
1
1
1
2
1
2
1
1
A
THE RED BANNER
1
1X MACHETE
4
3
PODLEYTENANT VASILIY KIRITCHENKO, SPETSNAZ
1
LEADER: Can lead a SPETSNAZ Expeditionary Platoon.
DAMAGE: 4
LEADER
Can Lead a SPESNAZ Expeditionary Platoon. He still counts towards the Hero limit of the force.
A platoon containing The Red Banner automatically has the Red Banner Platoon Upgrade at no cost treating The Red Banner hero as the command section for all purposes involving the upgrade. FOLLOW ME: The Red Banner may issue itself this order once per Command Phase. When the Follow Me order is given all friendly Soldier units (including it and any unit Red Banner has joined) within 12 ” roll a dice, and on a they may make a Move action. SPETSNAZ: Can be given orders in the command phase as if it were in Command range regardless of its position. Moves as if it had the Climb special ability. WS57 2014
s n o i t a r e p O z a n s t e p S U S S
IVAN THE BUTCHER IVAN THE BUTCHER SERZHANT IVAN POPOV, SPETSNAZ • HEADSHOT • FRENZY • CHARGE • • FAST • EXPERT: MEAT CLEAVERS • • SPETSNAZ •
1 A
5
1
2
3
4
1
2
3
4
5
6
7
1
2
3
3
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1
1
1
1X PAIRED MEAT CLEAVERS
4
2
A
1X DSHK 12.7MM
4
2
3
2
2
IVAN THE BUTCHER SERZHANT IVAN POPOV, SPETSNAZ
1
HEADSHOT: May halve your combat dice to ignore
Cover and Amour rolls. FRENZY: Roll an additional Combat die for each scored. Only generated in the initial Attack action roll additional dice. CHARGE: After a March Move action, this model may attack with all Range 6” or lower weaponry it possesses. FAST: Once per turn during any Move action may move an additional 6”. Cannot be used as part of a Move reaction. EXPERT: Invert attack dice with Paired Meat Cleavers. SPETSNAZ: Can be given orders regardless of its position. Has the Climb special ability.
DAMAGE: 5
HERO
Counts towards the Hero limit of the force.
WS58 2014
IRON JOE IRON JOE
POLKOVNIK IOSEF AKERSOVICH KAMERON, SPETSNAZ • COMMANDER • LEADER • • ARTILLERY STRIKE • ADDITIONAL SUPPORT • • ARTILLERY BATTERY •
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1
1
1
IRON JOE
1
1X KNIFE
2
1
A
1X TT46
1
POLKOVNIK IOSEF AKERSOVICH KAMERON, SPETSNAZ
1
LEADER: Iron
Joe may lead a Spetsnaz or Defense platoon. the Command Squad special ability (DW CR PG 55). Even if not taken as a command section. ADDITIONAL SUPPORT: May include one additional Support unit, which must be a SSU Heavy Mortar Team. ARTILLERY STRIKE: Other friendly units with weapons using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. ARTILLERY BATTERY: SSU Heavy Mortar Team are always in command range of Iron Joe. SSU Heavy Mortar Teams gain entrench. If Iron Joe is removed from play, the entrench ability is retained until a SSU Heavy WS67 Mortar Team moves. 2014 COMMANDER: Has
DAMAGE: 4
LEADER
Can Lead a SPESNAZ Expeditionary platoon or a Defense platoon. He still counts towards the Hero limit of the force.
RED YANA RED YANA
STARSHINA DIANA BONDARENKO • FIGHTING SPIRIT • • LEADER • PILOT �VEHICLE� • • EXPERT GRENADE LAUNCHER • • AUTO GRENADE LAUNCHER: GRENADE • • GRENADES: GRENADE •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
A
1X AUTO GRENADE LAUNCHER
3
1
3
1
2
1
3
1
2
1
1
1
RED YANA
1X KNIFE
2
1
1
STARSHINA DIANA BONDARENKO
1
1X GRENADES
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
LEADER: Red Yana may lead any SSU platoon. FIGHTING SPIRIT: Once per game, after completing a
DAMAGE: 4
Move action, the SSU unit using the Fighting Spirit special ability resolves an Attack action, inverting the Combat Die results, treating a as a and a as a . PILOT (VEHICLE): Red Yana can pilot Vehicles. EXPERT: Invert dice rolls when attacking with Grenade Launcher. GRENADES: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit cannot use cover to reduce damage.
LEADER
May lead any SSU platoon. She still counts towards the Hero limit of the force.
WS66 2014
TASK FORCE COMMAND TASK FORCE COMMAND
SPETSNAZ COMMAND SQUAD • COMMAND SQUAD • HEADSHOT • SPETSNAZ • • SULFUR THROWER: BURST, SPRAY, INCENDIARY • A
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
3X AK45
1
1
1
1
3
1
1
2
1
1
2
1
1
1
1
1
1
1
1
1
1
1X SULFUR THROWER
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
4
5X MACHETE
4
1
2
1
1
A UNIT LEADER
1X DPM MG
6
A
1
PLATOON DISPATCH
Command Section of a SPESNAZ Special Operations Platoon.
1
1
TASK FORCE COMMAND
SPETSNAZ COMMAND SQUAD COMMAND SQUAD: Commands a Spetsnaz
Expeditionary platoon. Uses the Artillery Strike, Mechanic, Medic, Radioman rules HEADSHOT: You may halve you combat dice to ignore Cover and Amour rolls. SPETSNAZ: Can be given orders regardless of its position. Has the Climb special ability. BURST: Target cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. INCENDIARY: Always applies the External Fire result on the Vehicle Damage Table. WS59 2014
s n o i t a r e p O z a n s t e p S U S S
KILLERS KILLERS
SPETSNAZ KILL SQUAD • HEADSHOT • SPETSNAZ • • SULFUR THR OWER: BURST, SPRAY, INCENDIARY • • RPG�1: RELOAD, GRENADE • 1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1X DPM MG
3
1
1
2
1
1
1
1
1
1
1
1
1
1
1
A
1 UNIT LEADER
3X AK45
2
1
1
1
1
2
1
1
KILLERS
2X RPG1
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
SPETSNAZ KILL SQUAD
4
HEADSHOT: You may halve your combat dice to ignore
1X SULFUR THROWER
1
1
1
1
1
4
1
4
1
4
1
4
1
4
1
4
1
Cover and Amour rolls. SPETSNAZ: Can be given orders in regardless of its position. Has the Climb special ability. BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. INCENDIARY: Always applys the External Fire result on the Vehicle Damage Table. RELOAD: When this weapon fires it gains an Out of Ammo marker (Needs an Action to remove). GRENADE: Targeted unit takes at least one WS60 Suppression Marker, even if no results are rolled. 2014
5X MACHETE
4
1
2
1
1
1
1
1
PLATOON DISPATCH
May be taken as 2nd or 4th Section of any SSU Platoon except Steel Platoon and may be taken as a Support unit in a Steel Platoon. Te Killers may also be taken as a 1st, 2nd, 3rd or 4th section of a SPESNAZ Special Operations Platoon or as a support unit.
SABOTEURS SABOTEURS
SPETSNAZ SABOTEUR SQUAD
A
A
• HEADSHOT • • FAST • SPETSNAZ •
A
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
1
A
UNIT LEADER
5X AK45
1
1
1
2
1
SABOTEURS
1
5X DEMO CHARGE
2
3
A
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
2
1
2
SPETSNAZ SABOTEUR SQUAD
5X MACHETE
4
1
2
1
1
HEADSHOT: You may halve your combat dice to ignore
1
PLATOON DISPATCH
May be taken as 3rd or 4th Section of any SSU Platoon except Steel Platoon and may be taken as a Support unit in a Steel Platoon. Te Saboteurs may also be taken as a 1st, 2nd, 3rd or 4th section of a SPESNAZ Special Operations Platoon or as a support unit.
Cover and Amour rolls. FAST: Once per turn during any Move action a Fast unit may move an additional 6”. The Fast ability cannot be used as part of a Move reaction. SPETSNAZ: Can be given orders in the command phase as if it were in Command range regardless of its position. Moves as if it had the Climb special ability.
WS61 2014
SPECIALISTS SPECIALISTS
SPETSNAZ ANTI-TANK SQUAD
A
A
• SPETSNAZ • HEADSHOT • • RPG�1: RELOAD, GRENADE •
A
1 A
1
2
2
3
4
1
2
3
4
5
6
7
1
2
3
1
A
5X RPG1
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
2
1
SPECIALISTS
2
5X AK-45
2
A UNIT LEADER
1
1
1
1
1
SPETSNAZ ANTI-TANK SQUAD
1
5X MACHETE
4
1
2
1
1
HEADSHOT: You may halve your combat dice to ignore
1
Cover and Amour rolls. SPETSNAZ: Can be given orders regardless of its position. Has the Climb special ability. RELOAD: When this weapon fires the unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action. GRENADE: Targeted unit takes at least one Suppression Marker, even if no results are rolled.
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Political or Red Platoon.
WS77 2014
HEAVIES HEAVIES
SPETSNAZ ASSAULT SQUAD • HEADSHOT • • SPETSNAZ • ASSAULT • • RADIOMAN • ARTILLERY STRIKE •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1
1
1
UNIT LEADER
2
1
1
1
1
1
1
1
1
1
1
4X AK-45
2
1
1
1
1
1
2
1
5X TT-46
2
1
1
1
1
1
1
2
1
1
1
HEAVIES
SPETSNAZ ASSAULT SQUAD HEADSHOT: You may halve your combat dice to ignore
5X MACHETE
4
A
3
1X DPM MG
1
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Defense or Red Platoon.
Cover and Amour rolls. SPETSNAZ: Can be given orders regardless of its position. Has the Climb special ability. ASSAULT: When making a March Move action, enemy units may only react to the unit before it moves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. ARTILLERY STRIKE: Other friendly units with weapons using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves.
WS76 2014
s n o i t a r e p O z a n s t e p S U S S
OBSERVERS OBSERVERS
SPETSNAZ OBSERVER SQUAD • SPETSNAZ • • ARTILLERY STRIKE • • RADIOMAN • TEAM •
A
A UNIT LEADER
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
2X AK45
1
1
1
2
1
OBSERVERS
1
SPETSNAZ OBSERVER SQUAD
2X MACHETE
4
1
2
1
1
1
ARTILLERY STRIKE: Other friendly units with weapons
PLATOON DISPATCH
May be taken as a Command Additional Support or Support Unit for a SPESNAZ Special Operations Platoon.
using Indirect Fire may draw line of sight from the Artillery Strike miniature instead of from themselves. RADIOMAN: Once per Command phase, the Radioman may be used when his unit issues an order, allowing the order to affect a unit outside of Command range. TEAM: Teams in Soft cover count as in Hard cover instead. Teams that are already in Hard cover gain no additional benefits. SPETSNAZ: Can be given orders regardless of its position. Has the Climb special ability. HEADSHOT: You may halve your combat dice WS75 2014 to ignore Cover and Amour rolls.
STEEL WALL STEEL WALL
STEEL GUARD FIRE SUPPORT SQUAD • GRIZZLED VETERANS • • 20MM AUTOGUN: SPRAY •
A
1 A
2
3
4
1
2
3
4
5
6
7
1
2
3
1
1
1
6
1
4
1
1
1
1
1
3
1
3
1
2
1
1X DUAL DSHK 12.7MM
1
UNIT LEADER
2X 20MM AUTO GUN
1 8
A
5
1
4
1
3
1
4
1
3
3
1
1
3
1
2
1
STEEL WALL
STEEL GUARD FIRE SUPPORT SQUAD
3X STEEL GLOVE
4
1
3
1
2
1
1
1
2
1
2
1
1
1
1
1
GRIZZLED VETERANS: A unit with the Grizzled
Veterans upgrade does not gain a Suppression marker from an attack if none of its miniatures are eliminated. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal.
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 1st, 2nd or 4th Section for a Steel Guards Platoon. WS62 2014
STEEL LIGHTNING STEEL LIGHTNING STEEL GUARD TESLA-SQUAD
• GRIZZLED VETERANS • • TESLA GUN: SPRAY, TESLA WEAPON •
A
1 A
2
3
4
1
2
3
4
5
6
7
1
2
A
3
UNIT LEADER
2X TESLA GUNS
1
1
1
1
1
3
1
3
1
3
1
2
1
2
1
1
1
STEEL LIGHTNING
1
1X DUAL DSHK 12.7MM
8
1
5
1
4
1
3
1
4
1
3
3
1
1
3
1
2
STEEL GUARD TESLA-SQUAD
1
3X STEEL GLOVE
4
1
3
1
2
1
1
1
2
1
2
1
1
1
1
GRIZZLED VETERANS: A unit with the Grizzled
1
Veterans upgrade does not gain a Suppression marker from an attack if none of its miniatures are eliminated. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. TESLA WEAPON: Sustained Attacks may optionally target a second enemy within 6” of the first instead of re-rolling results.
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Steel Guards Platoon.
WS73 2014
STEEL THUNDERBOLT STEEL THUNDERBOLT STEEL GUARD ANTI-TANK SQUAD • GRIZZLED VETERANS • • RPG 12: TANK KILLER, RELOAD •
A
A
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
3
1
1
1
1
1
1
1
5
1
5
1
5
1
5
1
5
1
5
1
STEEL THUNDERBOLT
5
1X DUAL DSHK 12.7MM
8
1
UNIT LEADER
2X RPG 12
5
1
4
1
3
1
4
1
3
3
1
1
3
1
2
1
STEEL GUARD ANTI-TANK SQUAD
3X STEEL GLOVE
4
1
3
1
2
1
1
1
2
1
2
1
1
1
1
1
PLATOON DISPATCH
May be taken as a Support Section for any SSU Platoon and as a 3rd4th Section for a Steel Guards Platoon.
GRIZZLED VETERANS: A unit with the Grizzled
Veterans upgrade does not gain a Suppression marker from an attack if none of its miniatures are eliminated. RELOAD: When this weapon fires the unit gains an Out of Ammo marker, and cannot fire until the marker is removed using a Reload action. TANK KILLER: Invert the dice rolled on the Vehicle Damage Table, treating as , and as .
WS74 2014
s n o i t a r e p O z a n s t e p S U S S
ALEKSEI (TSH) ALEKSEI (TSH) KV-47K (TSH), LIGHT GATLING WALKER
A
1 A
12
1
2
3
4
1
2
3
4
5
6
7
1
2
1X DUAL MAXIM GATLING GUN
9
1
8
1
7
1
5
4
1
1
3
1
2
1
1
6
1
1
6
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
2
1
1
1
1
3 FRONT
1
1
1
1
ALEKSEI (TSH)
5 1 1 FRONT 1
1
KV-47K (TSH), LIGHT GATLING WALKER
1
DAMAGE: 3
PLATOON DISPATCH
May be be taken as a Support Section for any SSU Platoon. WS63 2014
ANATOLY (TSH) ANATOLY (TSH) KV-47L (TSH), LIGHT TESLA WALKER
• DUAL TESLA GUN: SPRAY, TESLA WEAPON • A
1 A
2
3
4
1
2
3
4
5
6
7
1
2
1X DUAL TESLA GUN
1
1
1
1
2
3
2
3
2
3
2
2
2
2
2
1
2
1
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
3 FRONT
FRONT
2
1
1
1
1
1
1
1
1
1
1
1
ANATOLY (TSH) KV-47L (TSH), LIGHT TESLA WALKER
TESLA: Sustained Attacks may optionally target a second
DAMAGE: 3
enemy within 6” of the first instead of re-rolling results. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal.
PLATOON DISPATCH
May be be taken as a Support Section for any SSU Platoon. WS64 2014
NATASHA (TSH) NATASHA (TSH) KV47-B (TSH)
• ALL IN ONE • • 45MM HOWITZER: GRENADE •
A A
1 A
8
1
2
3
4
1
2
3
4
5
6
7
1
2
2X 45MM HOWITZER
4
1
3
1
2
1
4
1
3
1
2
1
2
1
1
1
3
1
1
1
1
1
NATASHA (TSH)
1
1X DSHK 12.7MM
5
3 FRONT
FRONT
2
1
1
1
1
1
1
1
1
1
1
KV47-B (TSH)
1
ALL IN ONE: Once per game double the number of dice
this model rolls for an Attack or Sustained Attack action and gain a Suppression marker. GRENADES: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit cannot use cover to reduce damage.
DAMAGE: 3
PLATOON DISPATCH
Sh Variants of a vehicle are available in the same sections as their regular counterparts. WS71 2014
MIKHAIL (TSH) MIKHAIL (TSH) KV47-G (TSH)
• ENGINEER VEHICLE • • MECHANIC • SELF�REPAIR • • SULFUR JET: BURST, INCENDIARY, SPRAY •
1 A
8
1
2
3
4
1
2
3
4
5
6
7
A
1
2
1X PINCER
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
4
1
1X SULPHUR JET
1
1
1
1
1
FRONT 5
1
5
1
5
1
4
1
4
1
4
1
4
1
1
1
1X DSHK 12.7MM
5
1
3
1
1
1
3 FRONT
1
1
2
1
1
1
1
1
1
1
1
1 FRONT 1
DAMAGE: 3
PLATOON DISPATCH
Sh Variants of a vehicle are available in the same sections as their regular counterparts.
1
1
MIKHAIL (TSH) KV47-G (TSH)
ENGINEER VEHICLE: This vehicle can resolve a special
Attack action targeting an obstacle within 3” to remove it. MECHANIC: This model is a Mechanic. See Core Rulebook page 55 for more details. SELF REPAIR: This model may make a Self Repair action to remove one effect from the Vehicle Damage Table and on a roll of remove one point of damage. BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. INCENDIARY: Rather than rolling on the Vehicle Damage Table, this weapon always applies WS70 the External Fire result. 2014
s n o i t a r e p O z a n s t e p S U S S
NINA (TSH) NINA (TSH)
KV-47D (TSH), LIGHT ANTI-TANK WALKER A A
• RPG�47: TANK KILLER •
1 A
2
1
2
3
4
1
2
3
4
5
6
7
1
2
2X RPG47
1
1
1
1
1
1
1
6
1
6
1
6
1
6
1
6
1
6
1
1
3
1
1
1
1
1
NINA (TSH)
6
1X DSHK 12.7MM
5
3 FRONT
FRONT
2
1
1
1
1
1
1
1
1
1
1
KV-47D (TSH), LIGHT ANTI-TANK WALKER
1
TANK KILLER: Invert the dice rolled on the Vehicle
Damage Table, treating
as
, and
as
.
DAMAGE: 3
PLATOON DISPATCH
Sh Variants of a vehicle are available in the same sections as their regular counterparts. WS72 2014
IOSEF STALIN IOSEF STALIN
IS-5C HEAVY ASSAULT TANK A
• TRACKS • DAMAGE RESILIENT • • 183MM D�47T GUN: GRENADE • • ATO�45: BURST, SPRAY • TANK RIDERS �6� •
1 A
10
1
2
3
4
1
2
3
4
5
6
7
1
2
1X 183MM D47T GUN
5
1
3
1
3
1
10
1
9
1
8
1
7
1
6
1
5
1
4
1
1X ATO45
1
1
TURRET
1
1
1
5
1
5
1
5
1
5
1
5
1
5
1
5
2X TURRET DSHK 12.7 MM
5
1
3
1
1
1
1
1
2
1
1
1
TURRET 1
1
1
1
1
1X DSHK 12.7MM
5
1
3
1
1
1
3
TURRET
1
1
2
1
1
1
1
1
1
1
1
1
1 1 FRONT 1
1
1
DAMAGE: 8
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPESNAZ Special Operations Platoons and Political platoons. It is also available as a 3rd section of a Red Platoon.
IOSEF STALIN
IS-5C HEAVY ASSAULT TANK DAMAGE RESILIENT: Roll one additional die when
making Armour rolls. TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or
2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit the tank riders suffer a /1 attack, that ignores cover. TRACKS: Roll a die when moving through Difficult terrain. A result stops movement. CR: PG 56 BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. GRENADE: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted unit WS65 cannot use cover to reduce damage. 2014
ALEKSANDR VASILEVSKY ALEKSANDR VASILEVSKY IS-5D, HEAVY TESLA TANK • DAMAGE RESILIENT • TRACKS • • TANK RIDERS �6� • TWIN HEAVY TESLA GUN: SPRAY, TESLA WEAPON •
1 A
2
3
4
1
2
3
4
5
6
7
A
1
2
1X TWIN HEAVY TESLA GUN
1
1
1
1
3
3
3
3
3
3
3
2
3
2
2
2
2
2
2X DSHK 12.7MM
5
1
3
1
1
1
1
1
TURRET
2
1
1
1
1
1
1
1
1
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
3
TURRET
2
1
1
1
1
1
1
1
1
1
1 1 FRONT 1
1
1
ALEKSANDR VASILEVSKY IS-5D, HEAVY TESLA TANK DAMAGE RESILIENT: Roll one additional die when
making Armour rolls. DAMAGE: 8
TANK RIDERS (6): This vehicle can carry 6 Soldier 1 or
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPESNAZ Special Operations Platoons and Political platoons. It is also available as a 3rd section of a Red Platoon.
2 or 3 Soldier 3 or 4 miniatures. When this vehicle is hit the tank riders suffer a /1 attack, that ignores cover. TRACKS: Roll a die when moving through Difficult terrain. A result stops movement. See Core Rulebook page 56 for more details. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. TESLA WEAPON: Sustained Attacks may optionally target a second enemy within 6” of the first instead WS68 2014 of re-rolling results.
SERGEI SHTEMENKO SERGEI SHTEMENKO ISU-203, HEAVY ASSAULT GUN
• TRACKS • DAMAGE RESILIENT • • 203MM D�30S GUN: TANK KILLER, PENETRATOR, GRENADE •
1 A
12
1
2
3
4
1
2
3
4
5
6
A
7
1
2
1X 203MM D30S GUN
6
1
4
1
4
1
4
3
4
3
4
3
4
3
3
3
3
3
3
3
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
2
TURRET 1
1
1
1
1
1
1
1
1 1 1 FRONT
1
1
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
2
3 FRONT
1
1
1
1
1
1
1
1
1X DSHK 12.7MM
5
1
3
1
1
1
1
1
2
1
1
1
1
1
1
1
1
1
1 REAR 1
1
DAMAGE: 8
PLATOON DISPATCH
May be be taken as a Support Unit to Defense platoons, SPESNAZ Special Operations Platoon and Political platoons. It is also available as a 3rd section of a Red Platoon.
SERGEI SHTEMENKO ISU-203, HEAVY ASSAULT GUN
DAMAGE RESILIENT: Roll one additional die when
making Armour rolls. TRACKS: Roll a die when moving through Difficult terrain. A result stops movement. See Core Rulebook page 56 for more details. TANK KILLER: Invert the dice rolled on the Vehicle Damage Table, treating as , and as . PENETRATOR: Target Vehicle within 24” halves the number of dice rolled (rounded up) when making its Armour roll. GRENADE: Targeted unit takes at least one Suppression Marker, even if no results are rolled.
WS69 2014
s n o i t a r e p O z a n s t e p S U S S
MERCENARY PLATOON Mercenary Cleaning Platoon Command (Mandatory):
Command Support Sections:
A Mercenary Cleaning Platoon is always led by “Red Yana” – Sister Diana Bondarenko
• “Sisters of Demolition” Mercenary Cleaning eam
A Mercenary Cleaning Platoon led by “Red Yana” – Sister Diana Bondarenko may purchase one additional “Sergei Shtemenko” ISU-203, Heavy Assault Gun. Te ISU-103 does not count towards the total Support Sections but otherwise must be purchased as normal.
2nd Section (Mandatory):
Platoon Rules:
1st Section (Mandatory):
• “Sisters of Demolition” Mercenary Cleaning eam
3rd Section (Optional): • “Sisters of Demolition” Mercenary Cleaning eam
4th Section (Optional): • “Sisters of Demolition” Mercenary Cleaning eam
Support Section (One per 2 Sections) • • • • •
“Sergei Shtemenko” ISU-203, Heavy Assault Gun “Aleksei (SH)” KV-47K (SH) Light Gatling Walker “Heinrich (rop)” Panzerspähflaüfer I-E (Light Flak) “Stummel” Schutzenpanzerlaufer VI-G “Steal Rain (Light)” M3-F2 Light Assault Walker Anti-tank • “Barking Dog (Light)” MCW M2-G
Mercenary Support Sections: Each support choice taken counts as a Mercenary unit and costs an additional 5AP.
Special Order: Mercenary Cleaning Platoons have access to the following Order:
“Battlefield Mechanics” Te command section can issue the order once per command phase. Te unit receiving the order must be a “Sisters of Demolition” Mercenary Cleaning eam. Te targeted unit may take a single Special Repair action as if they were a Mechanic. Te unit does not receive a reaction marker.
RED YANA RED YANA
SISTER DIANA BONDARENKO • F IG HTI NG S PI RI T • • MERCENARY • LEADER • PILOT �VEHICLE� • • EXPERT GRENADE LAUNCHER • • AUTO GRENADE LAUNCHER: GRENADE • • GRENADES: GRENADE •
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3 A
1X AUTO GRENADE LAUNCHER
3
1
3
1
2
1
3
1
2
1
1
1
RED YANA
1X KNIFE
2
1
1
1
SISTER DIANA BONDARENKO
1X GRENADES
2
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
LEADER: Red Yana may lead a Mercenary platoon. May
only give orders to Mercenary Units. MERCENARY: Can be fielded by any Bloc. FIGHTING SPIRIT: Once per game, after completing a Move action, the Mercenary unit using Fighting Spirit resolves an Attack action, inverting the Combat Die results, treating a as a and a as a . PILOT (VEHICLE): Red Yana can pilot Vehicles. EXPERT: Invert dice rolls when attacking with Grenade Launcher. GRENADES: Targeted unit takes at least one Suppression Marker, even if no results are rolled. Targeted WM02 2014 unit cannot use cover to reduce damage.
DAMAGE: 4
LEADER
Red Yana may Lead any Mercenary platoon. May only give orders to Mercenary units. She Still counts towards the Hero limit of the force.
SISTERS OF DEMOLITION SISTERS OF DEMOLITION MERCENARY CLEANING TEAM
• MERCENARY • • AUTO GRENADE LAUNCHER: GRENADE • • SULPHUR JET: BURST, INCENDIARY, SPRAY • A
A
A RANGE
1 A
6
1
2
3
4
1
2
3
4
5
6
7
1
2
3X AUTO GRENADE LAUNCHER
3
1
3
1
2
1
3
2
2
1
1
1
2X SULPHUR JET
1
1
1
1
1
4
1
4
1
4
1
3
1
3
1
3
1
3
3X DEMO CHARGE
2
1
3
1
1
1
1
1
1
1
2
1
2
1
2
1
2
1
2
1
PLATOON DISPATCH
May be be taken as a Support Section for any Platoon.
2
1
2
1
2
1
2
SISTERS OF DEMOLITION
MERCENARY CLEANING TEAM MERCENARY: Can be fielded by any Bloc. Cannot be
given Orders in the Command Phase. BURST: Targeted unit cannot use cover to reduce damage. SPRAY: Roll one die for each of the miniatures in the target unit, dealing damage as normal. INCENDIARY: Always applys the External Fire result on the Vehicle Damage Table. GRENADE: Targeted unit takes at least one Suppression results are rolled. Marker, even if no WM01 2014
n o i t i l o m e D f o s r e t s i S • s e i r a n e c r e M