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v2.2
Mar 2011
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
STANDARD ORGANIZATION
RED BLOK
Platoon Pattern
PLATOON PATTERN
THE ARC
PLATOON PATTERN
FRONTLINE
Advantage
Advantage
Soldier unit () ! Soldier unit () Soldier unit ( / / ) Strider unit ( ) Strider ( / / ) or vehicle ( / / ) or soldier unit ()
General Notes
The maximum number of fighters in ARC infantry units is increased by 1 (this additional fighters is not free: his AP cost is added as usual to that of the unit; this rule only applies to units with an extra fighter cost).
Disadvantage
AFV unit ( / ) ! AFV unit ( / ) Infantry unit ( / ) Infantry unit ( / ) Infantry unit ( / )
An Officer replaces a standard fighter; his cost is added. All the Special Weapon Bearers in a unit must carry the same weapon. Each Specialist replaces a standard fighter for free. Extra Fighters: - cost of each fighter added to the standard number without exceeding the maximum number cost of each fighter to exceed the maximum number when there is an officer in the unit. Officers numbers is the most that can be added. bonus a unit must be at its maximum number of fighters in order to have more than one special weapon bearer.
Infantry unit () ! Infantry unit () Soldier unit ( / ) AFV unit ( / ) AFV unit ( / / ) or soldier unit ()
INDICATES FIGURE IS ADDED TO UNIT BUT DOES NOT COUNT IN THE NUMBER FIGHTERS (SO IT IS POSSIBLE TO EXCEED THE MAXIMUM NUMBER OF FIGHTERS).
A Soldier slot may be used to eld a unit of Soldiers. A Support unit slot may be used to eld a Support unit. An Infantry slot may be used to eld either a unit of Soldiers or a Support unit. A Strider slot may be used to eld a unit of Striders. A Vehicle slot may be used to eld a unit of Vehicles. An AFV slot may be used to eld either a unit of Striders or a unit of Vehicles.
PLATOON PATTERN
INDICATES FIGURE REPLACES A STANDARD FIGHTER. IN BOTH CASES THE FIGURES COST IS ADDED TO THAT OF THE UNIT.
GENCOL
PLATOON PATTERN
SUPRA
Advantage
Advantage
The company may include several copies of the same hero even in different units; the company may ignore the limitation on officers concerning heroes.
Disadvantage
The Authority test is rolled with 2 dice instead of 1. The player picks the better of the 2 results.
Disadvantage
Units without an officer are immediately eliminated as soon as the player does not spend LP to activate it.
Platoon Pattern
Infantry unit () ! Infantry unit ( / ) Infantry unit ( / ) AFV or infantry unit ( / ) AFV unit ( / )
Special Equipment: Bacteriological Grenades
Infantry unit () ! Infantry unit () Soldier unit ( / / ) Soldier unit ( / ) AFV unit ( / / )
Any unit with Grenades can be equipped with these instead. Bacteriological: The minimum Damage test required is always 5+.
Grenades
1/0
5+/2
Indirect fire
CHOOSE ONE AS LEADER OF UNIT EACH TIME LEADER MUST BE SELECTED / CANNOT BECOME OFFICERS OF A UNIT
SGT. A. TIYMOFIYEVA
SERGEANT
ADDED TO UNIT DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS
DRAGOMIRA O-3
LIEUTENANT
OFFICER OF ANY DRAGOMIROV KOLOSSUS UNIT
14
Standard Ranged
14
Standard Ranged
10
Standard Ranged
10
12
SGT. A. TYMOFIYEVA
Assault rifle
1/1
4/1
Grenade pistol
Equipment & Abilities
1/0
4/1
Indirect fire
4 5
2/0 3/0
- -
11/2 7/1
Interference When unit is activated, select a card in the opponents activation sequence without looking at it and place it wherever you want in the sequence. Disruption For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Mechanic Repair At the beginning or end of her units activation can repair a friendly AFV within 2.5cm (including her own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen. Medic First Aid. Once per round save member of the unit Odin & Manon do not benefit from the Hero rule for the distribution of damage. Either can be chosen as the leader of their unit. Chose which every time a leader needs to be selected.
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement. Gestalt Adds Leadership to that of the Commander of the company (if Comander is of equal or higher rank) when she is not Commander. Combat Clone Only eliminated if she suffers 2 damage points on a single Damage test. 1 is ignored.
SGT. A. TIYMOFIYEVA
NAKOVALNY KOZNI ADDED TO UNIT DOES NOT COUNT TOWARDS ITS NUMBER OF AFVS
20
Standard Ranged
13
20
Standard Ranged
10
15
4 4
3/0 3/0
- -
7/1 7/1
3/0 2/0
- -
12/2 18/1
Interference When unit is activated, select a card in the opponents activation sequence without looking at it and place it wherever you want in the sequence. Disruption For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value). Heroic Pilot
Mechanic Repair At the beginning or end of her units activation can repair a friendly AFV within 2.5cm (including her own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen. Medic First Aid. Once per round save member of the unit. Heroic Pilot
CAPTAIN
14
Standard Ranged
14
Standard Ranged
20
10
15
Grenade pistol
Close Combat
1 4
1/0 1/0
3 -
4/1 3/1
Indirect fire
Grenade pistol
Close Combat
1 4
1/0 1/0
3 -
4/1 3/1
Indirect fire
Standard Ranged
Combat knife
Combat knife
3 3
3/0 3/0
- -
12/2 12/2
Medic First Aid. Once per round save member of the unit.
Grenades
1/0
4/1
Indirect fire
Heroic Pilot Medic First Aid. Once per round save soldier in contact.
Medic First Aid. Once per round save member of the unit.
KRASNYE SOLDATY
SERGEANT
+10
KRASNYE SOLDATY
MASTER SERGEANT
+15
KRASNYE SOLDATY
LIEUTENANT
+30
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Assault rifle
Close Combat
2 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Combat knife
Combat knife
Combat knife
KRASNYE SOLDATY
CAPTAIN
+60
KRASNYE SOLDATY
COLONEL
+75
6
OFFICER REPLACES A STANDARD FIGHTER
14
Standard Ranged
14
Standard Ranged
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Combat knife
Combat knife
KRASNYE SOLDATY
+50
KRASNYE SOLDATY
14
14
Standard Ranged
Standard Ranged
Assault rifle
Close Combat
2 4 1
- - -
Assault rifle
Close Combat
2 4
- - 3
Combat knife
1 Special Weapon
Combat knife
1 Special Weapon
Rocket launcher
0-2 Specialists
Grenade launcher 2
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
12
KRASNYE SOLDATY
+50
12
KRASNYE SOLDATY
14
14
Standard Ranged
Standard Ranged
Assault rifle
Close Combat
2 4 1
- - -
Assault rifle
Close Combat
2 4
- - 3
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
Rocket launcher
0-2 Specialists
Grenade launcher 2
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
RPG SOLDATY
SERGEANT
+10
RPG SOLDATY
+15
MASTER SERGEANT
RPG SOLDATY
LIEUTENANT
+30
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
Combat knife
Combat knife
Combat knife
RPG SOLDATY
CAPTAIN
+60
RPG SOLDATY
COLONEL
+75
6
OFFICER REPLACES A STANDARD FIGHTER
14
Standard Ranged
14
Standard Ranged
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
Combat knife
Combat knife
RPG SOLDATY
+50
RPG SOLDATY
14
14
Standard Ranged
Standard Ranged
SMGauss
Close Combat
0 4 1
- - -
SMGauss
Close Combat
0 4 2
- - -
Combat knife
1 Special Weapon
Combat knife
1 Special Weapon
Rocket launcher
0-2 Specialists
MGauss
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
12
RPG SOLDATY
+50
12
RPG SOLDATY
14
14
Standard Ranged
Standard Ranged
SMGauss
Close Combat
0 4 1
- - -
SMGauss
Close Combat
0 4 2
- - -
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
Rocket launcher
0-2 Specialists
MGauss
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
+10
+15
+30
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
Combat knife
+60
+75
6
OFFICER REPLACES A STANDARD FIGHTER
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
SPETSNATZ KOMMANDOS
SPETSNATZ KOMMANDOS
14
14
Standard Ranged
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
Gauss rifle
Close Combat
4 5 2
- - -
Combat knife
1 Special Weapon
Combat knife
1 Special Weapon
Rocket launcher
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
SPETSNATZ KOMMANDOS
SPETSNATZ KOMMANDOS
14
14
Standard Ranged
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
Gauss rifle
Close Combat
4 5 2
- - -
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
Rocket launcher
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
Medic First Aid. Once per round save member of the unit. Combat Engineer Sabotage. Remove a terrain element within 2.5cm during units activation.
+10
+15
+30
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
Combat knife
+60
+75
6
OFFICER REPLACES A STANDARD FIGHTER
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
DRAGONOV KOMMANDOS
+25
DRAGONOV KOMMANDOS
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
5 5 7
- - -
Gauss rifle
Close Combat
5 5 10
- - -
Combat knife
1 Special Weapon
Combat knife
1 Special Weapon
ATGauss gun
Sniper gun
0-2 Specialists
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Electronic Warfare Specialist Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Equipment
Medic First Aid. Once per round save member of the unit. Electronic Warfare Specialist Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
DRAGONOV KOMMANDOS
+25
DRAGONOV KOMMANDOS
14
Standard Ranged
5
Standard Ranged
14
Gauss rifle
Close Combat
5 5 7
- - -
Gauss rifle
Close Combat
5 5 10
- - -
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
ATGauss gun
Sniper gun
0-2 Specialists
0-2 Specialists
Medic First Aid. Once per round save member of the unit. Electronic Warfare Specialist Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Equipment
Medic First Aid. Once per round save member of the unit. Electronic Warfare Specialist Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
ADDITIONAL EQUIPMENT
PLACE UNDER UNIT CARD / NOTE NEW COST OF EXTRA FIGHTERS
8
EACH EXTRA FIGHTER ADDED NOW 25/ EACH EXTRA FIGHTER ADDED NOW 25/
KRASNYE SOLDAT
8
12
EACH EXTRA FIGHTER ADDED NOW 25/
+40
8
12
+40
KRASNYE SOLDAT
12
EACH EXTRA FIGHTER ADDED NOW 25/
KRASNYE SOLDAT
8
EACH EXTRA FIGHTER ADDED NOW 25/
RPG SOLDAT
12
EACH EXTRA FIGHTER ADDED NOW 30/
RPG SOLDAT
6 9 6 6
+60
EACH EXTRA FIGHTER ADDED NOW 30/
6
EACH EXTRA FIGHTER ADDED NOW 30/
9
EACH EXTRA FIGHTER ADDED NOW 35/
6 6
Additional Equipment
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
8
12
KRASNYE SOLDAT
8
12
KRASNYE SOLDAT
+40
EACH EXTRA FIGHTER ADDED NOW 25/
+40
EACH EXTRA FIGHTER ADDED NOW 25/
KRASNYE SOLDAT
+60
EACH EXTRA FIGHTER ADDED NOW 25/
12
+60
EACH EXTRA FIGHTER ADDED NOW 25/
8
12
RPG SOLDAT
RPG SOLDAT
6 9 6 6
+60
EACH EXTRA FIGHTER ADDED NOW 30/ EACH EXTRA FIGHTER ADDED NOW 30/ EACH EXTRA FIGHTER ADDED NOW 30/
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
+10
+10
+10
SPETSNATZ KOLOSSUS
SERGEANT
RPG KOLOSSUS
SERGEANT
STRIELITZ KOLOSSUS
SERGEANT
10
Standard Ranged
12
14
Standard Ranged
12
14
Standard Ranged
12
1 1
2/0 2/0
- -
11/2 11/2
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
SPETSNATZ KOLOSSUS
RPG KOLOSSUS
STRIELITZ KOLOSSUS
10
12
10
12
10
12
Standard Ranged
Standard Ranged
Standard Ranged
Rocket launcher 1
1 1
2/0 2/0
- -
11/2 11/2
Rocket launcher2
Grenade launcher
1/0
4/1
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
+10
10
Standard Ranged
12
2 3
2/0 3/0
- -
11/2 7/1
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
DRAGOMIROV KOLOSSUS
10
12
Standard Ranged
Rocket launcher
2 3
2/0 3/0
- -
11/2 7/1
MGauss
Assisted Propulsion Blitz: Movement increased by 10 for first round on the battlefield; may act normally when ariving in reinforcement.
+15
NAKOVALNY
NAKOVALNY
3
OFFICER REPLACES A STANDARD FIGHTER
20
13
20
13
NAKOVALNY OFFICER
20
13
Standard Ranged
Standard Ranged
Standard Ranged
Light MGauss 2
3/0
7/1
Light MGauss 2
3/0
7/1
600 200
200
Light MGauss 1
3/0
7/1
Light MGauss 1
3/0
7/1
4 4
3/0 3/0
- -
7/1 7/1
SIERP
+15
SIERP
SIERP
SERGEANT
-
20
13
20
13
20
13
Standard Ranged
Standard Ranged
Standard Ranged
SIERP OFFICER
Light mortar 2
1/0
6/1
Indirect fire
Light mortar 2
1/0
6/1
Indirect fire
600 200
200 200
Light mortar 1
1/0
6/1
Indirect fire
Light mortar 1
1/0
6/1
Indirect fire
4 4
1/0 1/0
4 4
6/1 6/1
Communication Disruptor Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Communication Disruptor Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Communication Disruptor Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
MOLOT
+15
MOLOT
MOLOT
SERGEANT
-
20
13
20
13
20
13
MOLOT OFFICER
Standard Ranged
Standard Ranged
Standard Ranged
225 225
675 225
Light Flamer 1 [25] 1/0 4 8/1 Light Flamer 2 [25] 1/0 4 8/1
Equipment & Abilities
Loudspeaker Countermeasure: The enemys Disruption and Interference abilities have no effct on the players company.
Loudspeaker Countermeasure: The enemys Disruption and Interference abilities have no effct on the players company.
Loudspeaker Countermeasure: The enemys Disruption and Interference abilities have no effct on the players company.
ZVIEZDA
+15
ZVIEZDA
ZVIEZDA
SERGEANT
3
OFFICER REPLACES A STANDARD FIGHTER
20
13
20
13
20
13
Standard Ranged
Standard Ranged
ZVIEZDA OFFICER
Standard Ranged
Light Mortar
1/0
6/1
Indirect fire
Light Mortar
1/0
6/1
Indirect fire
600 200
200 200
Light MGauss
3/0
7/1
Light MGauss
3/0
7/1
5 4
3/0 1/0
- 4
with all direct Motion Sensors Detection. +1 in Accuracy fire weapons (already in profile). Ignore enemy Stealth ability.
with all direct Motion Sensors Detection. +1 in Accuracy fire weapons (already in profile). Ignore enemy Stealth ability.
with all direct Motion Sensors Detection. +1 in Accuracy fire weapons (already in profile). Ignore enemy Stealth ability.
KOSSAK
+20
SERGEANT
OFFICER REPLACES A STANDARD FIGHTER
HETMAN
+20
SERGEANT
OFFICER REPLACES A STANDARD FIGHTER
HUSSAR
+20
SERGEANT
-
3
OFFICER REPLACES A STANDARD FIGHTER
20
10
15
20
10
15
20
10
15
HETMAN OFFICER
Standard Ranged
Standard Ranged
HUSSAR OFFICER
KOSSAK OFFICER
Standard Ranged
3 3
3/0 3/0
- -
12/2 12/2
6 3
2/0 3/0
- -
18/1 12/2
4+ 3
2/0 3/0
- -
14/2 12/2
Locked shot
KOSSAK
STD 450
HETMAN
STD 450
HUSSAR
STD 425
20
10
15
20
10
15
20
10
15
Standard Ranged
Standard Ranged
Standard Ranged
3 3
3/0 3/0
- -
12/2 12/2
6 3
2/0 3/0
- -
18/1 12/2
425
450
450
4+ 3
2/0 3/0
- -
14/2 12/2
Locked shot
1 AFV
1 AFV
1 AFV
DOTCH YAGA
LIEUTENANT
-
+45
1 BTR-5 SOUNDOUNK
STD 275
20
11
17
3
OFFICER REPLACES A STANDARD FIGHTER
Standard Ranged
20
275
11
Standard Ranged
4 4
5/0 1/0
- 10
15/2 6/1
5 5
3/0 3/0
- -
7/1 7/1
1 VEHICLE
Anti-G generator Rocket Jump: can jump over miniatures and terrain elements during movement. Vehicle Variable altitude; limited shooting arc (front 180).
DOTCH YAGA
STD 775
20
11
17
Standard Ranged
775
4 4
5/0 1/0
- 10
15/2 6/1
1 AFV
KRASNYE GROUPA G
STD 75 . 25/
SU
PP
OR TT
EA
14
Standard Ranged
Assault rifle
Close Combat
2 4
- - 3
Combat knife
Special Weapons
Grenade launcher 2
A SUPPORT TEAM MAY FILL AN INFANTRY SLOT CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)
KRASNYE GROUPA R
SU
PP
OR TT
EA
SU
PP
OR TT
EA
Standard Ranged
14
14
Standard Ranged
SMGauss
Close Combat
0 4 1
- - -
SMGauss
Close Combat
0 4 1
- - -
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
Rocket launcher
Rocket launcher
SU
RPG GROUPA M
PP
OR TT
EA
14
Standard Ranged
Assault rifle
Close Combat
2 4 2
- - -
Combat knife
3 Special Weapons
MGauss
8
A SUPPORT TEAM MAY FILL AN INFANTRY SLOT CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)
RPG GROUPA R
SU
PP
OR TT
EA
8
M
SU
PP
OR TT
EA
Standard Ranged
14
14
Standard Ranged
SMGauss
Close Combat
0 4 1
- - -
SMGauss
Close Combat
0 4 1
- - -
Combat knife
3 Special Weapons
Combat knife
3 Special Weapons
Rocket launcher
Rocket launcher
SPETSNATZ GROUPA M
SU
PP
OR TT
EA
DRAGONOV GROUPA S
SU
PP
OR TT
EA
14
14
Standard Ranged
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
Gauss rifle
Close Combat
4 5 10
- - -
Special Weapons
Combat knife
Combat knife
3 Special Weapons
Sniper gun
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
A SUPPORT TEAM MAY FILL AN INFANTRY SLOT CONSIDERED RANK 3 UNITS FOR MORALE (TEST WHEN 1 FIGHTER LEFT)
SPETSNATZ GROUPA R
SU
PP
OR TT
EA
DRAGONOV GROUPA A
SU
PP
OR TT
EA
14
14
Standard Ranged
Standard Ranged
Gauss rifle
Close Combat
4 5 2
- - -
Gauss rifle
Close Combat
4 5 7
- - -
Special Weapons
Combat knife
3 Special Weapons
ATGauss gun
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
3
EACH EXTRA FIGHTER ADDED NOW 35/ EACH EXTRA FIGHTER ADDED NOW 35/
KRASNYE GROUP R
3 3
EACH EXTRA FIGHTER ADDED NOW 55/
+15
3 3 3 3 3 3 3
+15
KRASNYE GROUP R
3
EACH EXTRA FIGHTER ADDED NOW 55/
RPG GROUPA M
RPG GROUPA M
3
EACH EXTRA FIGHTER ADDED NOW 60/
RPG GROUPA R
3
EACH EXTRA FIGHTER ADDED NOW 60/
RPG GROUPA R
RPG GROUPA R
3
EACH EXTRA FIGHTER ADDED NOW 60/
3
EACH EXTRA FIGHTER ADDED NOW 45/
3
EACH EXTRA FIGHTER ADDED NOW 50/
Additional Equipment
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
3 3 3 3 3 3 3
KRASNYE GROUP R
3 3 3 3
KRASNYE GROUP R
+15
EACH EXTRA FIGHTER ADDED NOW 35/
+15
EACH EXTRA FIGHTER ADDED NOW 35/
RPG GROUPA M
+15
EACH EXTRA FIGHTER ADDED NOW 55/
RPG GROUPA R
RPG GROUPA R
EACH EXTRA FIGHTER ADDED NOW 60/
+15
EACH EXTRA FIGHTER ADDED NOW 60/
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
Grenades
1/0
4/1
Indirect fire
+10
SU
PP
OR TT
+15
SU
EA
PP
OR TT
+30
SU
EA
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Assault rifle
Close Combat
2 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Combat knife
Combat knife
Combat knife
+60
SU
PP
OR TT
+75
SU
EA
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Assault rifle
Close Combat
3 4
1/1 1/0
- -
4/1 3/1
Combat knife
Combat knife
+10
SU
PP
OR TT
+15
SU
EA
PP
OR TT
+30
SU
EA
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
Combat knife
Combat knife
Combat knife
+60
SU
PP
OR TT
+75
SU
EA
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
SMGauss
Close Combat
0 4
2/0 1/0
- -
4/1 3/1
Combat knife
Combat knife
+10
SU
PP
OR TT
EA
+15
SU
PP
OR TT
EA
+30
SU
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
Combat knife
+60
SU
PP
OR TT
EA
+75
SU
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
4 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
+10
SU
PP
OR TT
EA
+15
SU
PP
OR TT
EA
+30
SU
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
Combat knife
+60
SU
PP
OR TT
EA
+75
SU
PP
OR TT
EA
14
Standard Ranged
14
Standard Ranged
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Gauss rifle
Close Combat
5 5
1/0 1/0
- -
5/1 3/1
Combat knife
Combat knife
BUNKER TEAM
KRASNY SOLDAT
STD 50 . 20/
SU
PP
OR TT
EA
2
M
BUNKER TEAM
KRASNY SOLDAT
STD 50
+50
SU
PP
OR TT
EA
17
14
14
Only fighters of Size 2 or smaller can enter a bunker. A unit in a bunker cannot be issued the Take Cover! drill. Each bunker has a single access to the rear. The loophole allows a unit to shoot, but not fight in close combat.
Abilities
Standard Ranged
Standard Ranged
Assault rifle
Close Combat
2 4
- - 3
Assault rifle
Close Combat
2 4 1
- - -
Special Weapons
Improved Cover A unit in a bunker gets 3+ cover tests. This also applies to artillery strikes and indirect fire weapons, except Projection weapons.
Combat knife
Combat knife
2 Special Weapons
Grenade launcher 2
Rocket launcher
If the general structure of a bunker is destroyed, the whole bunker is destroyed. If the roof is destroyed, Improved Cover and Secured rules no longer apply and bunker weapons are destroyed. Damage Location: 1-2 Roof; 3-5 General; 6 Weapon chosen by player, or roof if bunker is not armed.
6 TROOPERS: 3 SPECIAL WPN BEARERS (GRENADE LAUNCHER) + 0-2 MECHANICS + 0-2 MEDICS + 0-1 OFFICER
BUNKER TEAM
KRASNY SOLDAT
6 TROOPERS: 3 SPECIAL WPN BEARERS (ROCKET LAUNCHER) + 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER
SU
PP
OR TT
WHEN A COMPANY INCLUDES A BUNKER UNIT, ALL BUNKERS ON THE BATTLEFIELD BECOME NEUTRAL DROP POINTS THAT CAN ONLY BE USED BY BUNKER UNITS. BUNKER UNITS CAN ONLY BE DEPLOYED THROUGH BUNKER DROP POINTS AND CANNOT LEAVE THEIR BUNKER.
EA
BUNKER TEAM
KRASNY SOLDAT
STD 150
+50
SU
PP
OR TT
EA
A BUNKER UNIT CAN INCLUDE SEVERAL TYPES OF SPECIAL WEAPONS BUT ONLY ONE TYPE OF WEAPON IS FIRED EACH ROUND IN THE SAME SALVO. FLAMERS STILL FIRE ONE AFTER THE OTHER.
14
14
Standard Ranged
Standard Ranged
Assault rifle
Close Combat
2 4
- - 3
Assault rifle
Close Combat
2 4 1
- - -
Special Weapons
Combat knife
Combat knife
3 Special Weapons
Grenade launcher 2
0-2 Medics 0-2
Rocket launcher
0-2 Medics 0-2
Mechanics
Mechanics
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
Medic First Aid. Once per round save member of the unit. Mechanic Repair. At the beginning or end of his units activation can repair a friendly AFV within 2.5cm (including his own). The AFV regains 1 SP in a desired location, and a destroyed location may be chosen.
BUNKER TEAM
RPG SOLDAT
STD 50 . 20/
SU
PP
OR TT
EA
2
M
BUNKER TEAM
RPG SOLDAT
STD 50
+50
SU
PP
OR TT
EA
14
14
Standard Ranged
Standard Ranged
SMGauss
Close Combat
0 4 2
- - -
SMGauss
Close Combat
0 4 1
- - -
Combat knife
Combat knife
Special Weapon
Special Weapon
MGauss
Rocket launcher
6 TROOPERS: 3 SPECIAL WPN BEARERS (GRENADE LAUNCHER) + 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER
BUNKER TEAM
RPG SOLDAT
6 TROOPERS: 3 SPECIAL WPN BEARERS (ROCKET LAUNCHER) + 0-2 FIELD ENGINEERS + 0-2 MEDICS + 0-1 OFFICER
SU
PP
OR TT
WHEN A COMPANY INCLUDES A BUNKER UNIT, ALL BUNKERS ON THE BATTLEFIELD BECOME NEUTRAL DROP POINTS THAT CAN ONLY BE USED BY BUNKER UNITS. BUNKER UNITS CAN ONLY BE DEPLOYED THROUGH BUNKER DROP POINTS AND CANNOT LEAVE THEIR BUNKER.
EA
BUNKER TEAM
RPG SOLDAT
STD 150
+50
SU
PP
OR TT
EA
A BUNKER UNIT CAN INCLUDE SEVERAL TYPES OF SPECIAL WEAPONS BUT ONLY ONE TYPE OF WEAPON IS FIRED EACH ROUND IN THE SAME SALVO. FLAMERS STILL FIRE ONE AFTER THE OTHER.
14
14
Standard Ranged
Standard Ranged
SMGauss
Close Combat
0 4 2
0-2
- - -
SMGauss
Close Combat
0 4 1
- - -
Special Weapon
Combat knife
3 Special Weapon
Rocket launcher
0-2 Medics 0-2
Mechanics
Mechanics
Medic First Aid. Once per round save member of the unit. Field Engineer Sabotage. Remove a terrain element within 2.5cm during units activation. Minefield! Can place a minefield card within 1 range at end of move.
Medic First Aid. Once per round save member of the unit. Field Engineer Sabotage. Remove a terrain element within 2.5cm during units activation. Minefield! Can place a minefield card within 1 range at end of move.
Gauss rifle
Gauss rifle
Close Combat
Close Combat
Combat knife
Combat knife
Standard Ranged
Standard Ranged
Rocket launcher
Special Weapon
Rocket launcher
0-2 Medics
Special Weapon
2 2/0
1/0 1/0
SPETSNATZ KOMMANDO
SPETSNATZ KOMMANDO
BUNKER TEAM
BUNKER TEAM
14 7
14
- 11/2
- - 3/1 5/1
4 5
SU PP OR TT
SU PP
OR TT
Medic First Aid. Once per round save member of the unit. Field Engineer Sabotage. Remove a terrain element within 2.5cm during units activation. Minefield! Can place a minefield card within 1 range at end of move.
EA M
EA M
DRAGONOV KOMMANDOS
EA
BUNKER TEAM
STD 75 . 30/
SU
PP
OR TT
BUNKER TEAM
STD 75 .25/
+25
SU
PP
DRAGONOV KOMMANDOS
OR TT
EA
14
14
Standard Ranged
Standard Ranged
Gauss rifle
Close Combat
5 4 10
- - -
Gauss rifle
Close Combat
5 4 7
- - -
Combat knife
Combat knife
Special Weapon
Special Weapon
Sniper gun
ATGauss gun
Equipment
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.
6 TROOPERS: 3 SPECIAL WPN BEARERS (ATGAUSS) + 0-2 ELECTRONIC WARFARE SPECIALISTS + 0-2 MEDICS + 0-1 OFFICER
BUNKER TEAM
SU
PP
WHEN A COMPANY INCLUDES A BUNKER UNIT, ALL BUNKERS ON THE BATTLEFIELD BECOME NEUTRAL DROP POINTS THAT CAN ONLY BE USED BY BUNKER UNITS. BUNKER UNITS CAN ONLY BE DEPLOYED THROUGH BUNKER DROP POINTS AND CANNOT LEAVE THEIR BUNKER.
DRAGONOV KOMMANDOS
OR TT
EA
A BUNKER UNIT CAN INCLUDE SEVERAL TYPES OF SPECIAL WEAPONS BUT ONLY ONE TYPE OF WEAPON IS FIRED EACH ROUND IN THE SAME SALVO. FLAMERS STILL FIRE ONE AFTER THE OTHER.
14
Standard Ranged
Gauss rifle
Close Combat
5 4 10
- - -
Combat knife
3 Special Weapon
Sniper gun
0-2 Medics
Medic First Aid. Once per round save member of the unit. Electronic Warfare Specialist Disruption. For each fighter with this ability on the battlefield, every enemy company loses 1 LP during the tactical phase (cannot fall below the enemys commanders LP value).
Equipment
Infrared Goggles Detection. +1 in Accuracy with all weapons (already in profile). Ignore enemy Stealth ability.