Professional Documents
Culture Documents
21 11
2
1
7
MACHETE MACK
Q MACK MACDONALD, USMC
6
GUNNERY SERGEANT
A
5
TRAIL BLAZER
MACHETE MACK
HERO
A 1x M47 BAR AUTOMATIC RIFLE
GUNNERY SERGEANT
3
Q MACK MACDONALD, USMC
41 31 21 11 21 11
2
1x PAIRED MACHETES
EXPERT - M47 BAR: Hit on rolls of as well as .
1
Does not apply to Units Joined.
OFFICER: May take Officer Special Actions to reactivate
22 22 22 21
4
or rearm their troops, or call in reinforcements.
SCOUT: Take March Move Action as first Action of game,
3
leaving one further Action for that Activation.
TRAIL BLAZER: Machete Mack and any Unit he Joins
2
can move up to 50cm or 20 through Terrain (rather than
the usual 40cm or 16 limit) when performing a March
Move Action.
1
RANGE
C
6
TA191
2014
3
2
1
7
LIEUTENANT BLAKE MACDONALD,
6
A
LITTLE MACK
OFFICER SCOUT
5
ASSASSIN
LITTLE MACK
USMC
HERO
LIEUTENANT BLAKE MACDONALD, USMC
3
2
1x PAIRED MACHETES
EXPERT - PAIRED MACHETES: Hit on rolls of as
21
1
well as . Does not apply to Units Joined.
22 22 22 21
4
combat Weapons. Does not apply to Units Joined.
OFFICER: May take Officer Special Actions to reactivate
31 31 21
3
or rearm their troops, or call in reinforcements.
SCOUT: Take March Move Action as first Action of game,
2
leaving one further Action for that Activation.
1
RANGE
C
2
TA266
2014
3
21 21
2
1
7
AND STAY DOWN CHEAT DEATH
6
EXPERT - BARE KNUCKLES
A
QUIET JACK
FRANK STONE, USMC
MASTER SERGEANT
5
NOTHINS EASY
QUIET JACK
HERO
MASTER SERGEANT FRANK STONE,
3
USMC
71 61 41 21 41 21
2
AND STAY DOWN: Any Unit hit by Quiet Jacks .30 cal
1x BARE KNUCKLES
MG removes any Under Fire tokens on it and gains a
1
Suppression token if it does not already have one.
21 21 11 11
A 1x .30 CAL MG
CHEAT DEATH: If Quiet jack is eliminated, roll a die.
4
On a or , cancel one point of Damage and Quiet
Jack survives, but gains a Stunned token.
3
EXPERT - BARE KNUCKLES: Hit on rolls of as
well as . Does not apply to Units Joined.
2
NOTHINS EASY: Any Unit Joined by Quiet Jack
immediately removes all Under Fire and Suppression
1
tokens and cannot gain Under Fire or Suppression tokens.
RANGE
C
6
TA192
2014
3
2
1
7
6
CRAZY JIMMY
ACE PILOT CRAZY JIMMY
JAMES T MURPHY, USMC
A
5
LUCKY OFFICER
FIRST SERGEANT
4
CRAZY JIMMY
HERO
3
FIRST SERGEANT JAMES T MURPHY, USMC
71 61 41 21 41 21
2
ACE PILOT: May mount a Vehicle, using their skills
21
while in the Vehicle. When the Vehicle Activates, roll a
4
A 1x SHOTGUN
piloted Vehicle has a Cover Save until his next Activation.
31 31 21
LUCKY: Once per game, may re-roll all of the dice for
3
one weapon during their Attack action.
OFFICER: May take Officer Special Actions to reactivate
2
or rearm their troops, or call in reinforcements.
1
RANGE
2
WA233
2014
3
21 11
2
1
ARTILLERY SCOUTS
7
6
USMC OBSERVER SQUAD
ARTILLERY OBSERVER
A
CAMOUFLAGE
5
4
ARTILLERY SCOUTS
41 31 21 11 21 11
71 61 41 21 41 21
2
ARTILLERY OBSERVER: Can shoot a target in Line
of Sight with an Artillery Weapon from another Unit that
1
has not yet Activated, even if the other Unit does not
12 12 12 11
have Line of Sight. The other Unit is counted as Activated
1x SHOTGUN
2x MACHETE
after making its Attack.
CAMOUFLAGE: Take a Camouflage Action. If in Cover,
3
no enemy Unit at Range 3 or more has Line of Sight
to this Unit until it takes any Action other than Move,
2
Nothing, or Attack using Artillery Observer. Start the
game Camouflaged. Does not apply to Units Joined.
1
RANGE
C
6
2
WA216
2014
A
A
THE SAINTS
USMC DEMOLITION SQUAD
2014
TA183
THE SAINTS
USMC DEMOLITION SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x M4 .45 SUBMACHINE-GUN
3 51 41 31 21 31
3x SHOTGUN
2 71 61 41 21 41 21
5x DEMO CHARGE (LIMITED AMMO)
C 13 13 13 13 13 13 12 12 12 12 12
5x MACHETE
C 12 12 12 11
FRONT
3
21 11
2
1
A
7
USMC HEAVY MACHINE-GUN SQUAD
6
CHOPPERS
SUPPORT WEAPON
5
4
CHOPPERS
2x M4 .45 SUBMACHINE-GUN
3
USMC HEAVY MACHINE-GUN SQUAD
6 4 1 3 1 2 1 1 1 2 1 1 1
2
ADVANCED REACTIVE FIRE: Can attempt a Reactive
3 5 1 4 1 3 1 2 1 3 1
Attack at up to Range 6, counting as when rolling
1
for number of Actions. Does not apply to Units Joined.
4
four Soldiers on the same base. Surviving Soldiers choose
which weapons to use for each attack.
3
2
1
RANGE
TA028
2014
FRONT
3
2
1
7
M47 120MM MORTAR: ARTILLERY
LEATHERNECKS
6
USMC MORTAR SQUAD
1
SUPPORT WEAPON
5
A
1
4
LEATHERNECKS
1
2x M4 .45 SUBMACHINE-GUN
3
USMC MORTAR SQUAD
71 61 41 21 41 21
A 1x M47 120MM MORTAR
2
SUPPORT WEAPON: Support Weapons have three or
51 41 31 21 31
four Soldiers on the same base. Surviving Soldiers choose
1
which weapons to use for each attack.
1
ARTILLERY: Can fire under control of an Artillery
2x SHOTGUN
Observer.
1
3
1
2
1
1
RANGE
4-12
2
TA017
2014
A
A
A
2014
TA012
DEVIL DOGS
USMC FIRE SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 3x M47 BAR AUTOMATIC RIFLE
6 41 31 21 11 21 11 21 11
1x .30 CAL MG
6 71 61 41 21 41 21 21 21
1x M4 .45 SUBMACHINE-GUN
3 51 41 31 21 31
3
21 11
2
1
7
6
FORCE RECON
A
ARTILLERY OBSERVER
USMC RECON SQUAD
5
CAMOUFLAGE
SCOUT
4
FORCE RECON
3
USMC RECON SQUAD
71 61 41 21 41 21
71 61 41 21 41 21
2
ARTILLERY OBSERVER: While Unit has its Radio
Operator, it can shoot a target in Line of Sight with an
1
Artillery Weapon from another Unit that has not yet
12 12 12 11
A 1x .30 CAL MG
5x MACHETTE
Activated instead of its own weapons, even if the other
4x SHOTGUN
Unit does not have Line of Sight. The other Unit is
counted as Activated after making its Attack.
3
CAMOUFLAGE: Take a Camouflage Action. If in Cover,
no enemy Unit at Range 3 or more has Line of Sight
2
to this Unit until it takes any Action other than Move,
Nothing, or Attack using Artillery Observer. Start the
1
game Camouflaged. Does not apply to Units Joined.
SCOUT: Take a March Move Action as first Action of
RANGE
C
6
2
game, leaving one further Action for that Activation. TA234
2014
A
Suppressed.
USMC ASSAULT SQUAD
HELL BLAZERS
A
2014
WA232
HELL BLAZERS
USMC ASSAULT SQUAD
FLAMETHROWER: FLAME
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x FLAMETHROWER
1 2 2 2 2 2 2 2
3x M4 .45 SUBMACHINE-GUN
3 51 41 31 21 31
5x MACHETTE
C 12 12 12 11
3
21 11
2
1
7
A A
6
A A A
MAVERICKS
USMC RIFLE SQUAD
5
MOVE AND FIRE
4
MAVERICKS
41 31 21 11 21 11
2
MOVE AND FIRE: May take an extra Move Action
immediately after performing an Attack or Sustained
1
Attack Action using Ranged Weapons. Applies to Heroes
12 12 12 11
that Join this Unit as well.
5x MACHETE
3
2
1
RANGE
C
6
TA181
2014
A
2014
WA193
HOT SHOTS
USMC ANTI-TANK SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x M18 RECOILLESS RIFLE
8 1 1 1 1 1 13 13 12 12 11 11
3x M47 BAR AUTOMATIC RIFLE
6 41 31 21 11 21 11 21 11
5x MACHETTE
C 12 12 12 11
MUSTANGS
USMC COMMAND SQUAD
A
2014
TA187
MUSTANGS
USMC COMMAND SQUAD
COMMAND SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x M47 BAR AUTOMATIC RIFLE
6 41 31 21 11 21 11 21 11
2x M4 .45 SUBMACHINE-GUN
3 51 41 31 21 31
2x SHOTGUN
2 71 61 41 21 41 21
5x MACHETE
C 12 12 12 11
3
2
1
23 23 23 23 2 2 24 24 23 13 12
12 12 12 12 12 12 12 12 12 12 12
7
USMC HEAVY ENGINEER SQUAD
STEEL MARINES
2
6
M10 BAZOOKA: GRENADE
FLAMETHROWER: FLAME
A
2
5
2
4
STEEL MARINES
2
3
USMC HEAVY ENGINEER SQUAD
2
FLAME: Targets get no Saves from this weapon and
2x FLAMETHROWER
are Suppressed.
1
A 1x M10 BAZOOKA
3x POWER DRILL
GRENADE: Target Infantry get no Cover Save from this
2
weapon (but still have an Infantry Save).
4
CUTTING: When hits, roll again scoring another hit
2
on . Continue rolling until fail to hit.
1
RANGE
C
4
1
TA184
2014
A
BUSHMASTER
M1D LIGHT ASSAULT WALKERANTI-TANK
2014
WA237
BUSHMASTER
M1D LIGHT ASSAULT
WALKERANTI-TANK
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1X TWIN M20 75MM RECOILLESS GUN FRONT
8 2 1 1 1 2N 2N 2 4 2 3 1 3 1 2 1 2
1X .30 CAL MG FRONT
6 71 61 41 21 41 21
A
2014
TA188
MICKEY (LIGHT)
M3A2 MEDIUM COMBAT
WALKERCLOSE SUPPORT
M1 75MM HOWITZER: GRENADE
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x M1 75MM HOWITZER TURRET
8 2 1 1 1 1 14 13 13 12 12 11
1x .50 CAL MG TURRET
8 52 52 41 31 32 21 11 22 22 11
1x .30 CAL MG FRONT
6 71 61 41 21 41 21
TURRET
TURRET
FRONT
22 22 11
3
A
2
1
3
STEEL RAIN (LIGHT)
7
M3F2 MEDIUM COMBAT WALKER
3
6
ASSAULT ENGINEER
4
5
4
STEEL RAIN (LIGHT)
52 52 41 31 32 21 11
M3F2 MEDIUM COMBAT WALKER
3
ASSAULT ENGINEER
71 61 41 21 41 21
2
GRENADE: Target Infantry get no Cover Save from this
A 1x PETARD MORTAR
weapon (but still have an Infantry Save).
1
RELOAD: When this weapon performs an attack, remove
2
1x .50 CAL MG
1x .30 CAL MG
the Units Loaded token. This weapon cannot attack until
4
the Unit regains its Loaded token by performing a Reload
3
Action.
4
2
5
1
RANGE
6
TA226
2014
A
WALKERANTI-TANK
M3C2 MEDIUM COMBAT
POUNDER (LIGHT)
2014
TA227
POUNDER (LIGHT)
M3C2 MEDIUM COMBAT
WALKERANTI-TANK
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x 17 PDR GUN TURRET
16 2 1 1 1 1 1 15 14 14 13 13
1x .50 CAL MG TURRET
8 52 52 41 31 32 21 11 22 22 11
1x .30 CAL MG FRONT
6 71 61 41 21 41 21
Reload Action.
A
WALKERANTI-TANK
M3G2 MEDIUM COMBAT
2014
RELOAD: When this weapon performs an attack, remove
TA189
BARKING DOG (LIGHT)
M3G2 MEDIUM COMBAT
WALKERANTI-TANK
SIX M40 RECOILLESS GUNS: RELOAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x SIX M40 RECOILLESS GUNS TURRET
12 3 2 1 1 4 4 4 45 44 24 23
1x .50 CAL MG TURRET
8 52 52 41 31 32 21 11 22 22 11
1x .30 CAL MG FRONT
6 71 61 41 21 41 21
(but may still have an Infantry Save).
Launchers Action to place Smoke on Unit.
DEVASTATOR
2014
TA190
DOZER BLADE: Take Dozer Special Action gain a Cover
DEVASTATOR
M7D HEAVY ASSAULT
WALKER, PHASER
DOZER BLADE SMOKE LAUNCHERS
480W ASSAULT PHASER GUN: PHASER
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x 480W ASSAULT PHASER GUN FRONT
8 14 1 14 1 14 1 14 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4
1x TWIN .50 CAL MG TURRET
8 7 2 7 2 6 1 4 1 4 2 3 1 1 1 32 22 11
1x TWIN .30 CAL MG TURRET
6 12 1 11 1 8 1 4 1 7 1 3 1
HUGE VEHICLE