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3
2
1
7
DESERT FOX GENERAL OFFICER
THE DESERT FOX
ERWIN ROMMEL, WEHRMACHT
6
GENERALFELDMARSCHALL
LASERPISTOLE B: LASER
5
A
HERO
11 11 11 11 21 11 11
GENERALFELDMARSCHALL
3
ERWIN ROMMEL, WEHRMACHT
2
DESERT FOX: Any Unit reactivated by Rommel using
A 1x LASERPISTOLE B
Get Moving You Monkeys gains At the Double for
1
that Activation.
GENERAL: Rommel may take a free Officer Special
4
Action (see page 94 of the rulebook) each time he
Activates and, if Joined to a Unit with an Officer, rolls two
3
dice when attempting Officer Special Actions.
OFFICER: May take Officer Special Actions to reactivate
2
or rearm their troops, or call in reinforcements.
LASER: When hits, roll again scoring another hit on .
1
Continue rolling until fail to hit.
RANGE
3
TX194
2014
3
2
1
7
HYENA BITE: GRAPPLE, SAVAGE ANIMAL
TINA AND HYNE
6
MAJOR TINA BAUMANN, NDAK
EXECUTION FIRST STRIKE
INTERROGATE OFFICER
A
5
4
TINA AND HYNE
HERO
3
MAJOR TINA BAUMANN, NDAK
2
EXECUTION: Can take Execute Special Action to
21
eliminate chosen Soldier within Range 1 from a Unit with
1
A 1x LUGER PISTOL
a Stunned token.
1x HYENA BITE
12 12 12 11
FIRST STRIKE: Resolve Close-Combat Attacks before
4
target resolves theirs. Does not apply to Units Joined.
31 21 11
INTERROGATE: If Tina or a Unit she Joins uses a
3
Close-Combat Weapon to eliminate a Hero or Officer, or
Executes a Hero or Officer, roll four dice for Initiative at the
2
start of each turn for the rest of the game.
OFFICER: May take Officer Special Actions to reactivate
1
or rearm their troops, or call in reinforcements.
GRAPPLE: Target hit by Hyena Bite gains Stunned token.
RANGE
C
2
TX195
SAVAGE ANIMAL: Hits on as well as . 2014
32 22 11
3
21 21
2
1
7
INFANTRY ACE FLIEGERFAUST: SALVO
BIG GUNS EXPERT - FLIEGERFAUST
6
LEUTNANT ROLF SAMMT,
5
A
LUFTWAFFE
4
ROLF
HERO
52 52 42 31 32 21 11
3
LEUTNANT ROLF SAMMT, LUFTWAFFE
71 61 41 31 41 21
2
BIG GUNS: Hero may only use one of their Ranged
weapons in each Attack action.
1
A 1x FLIEGERFAUST
EXPERT - FLIEGERFAUST: Hit on rolls of as well
as . Does not apply to Units Joined.
4
INFANTRY ACE: When the Infantry Ace Activates, roll
a die. On a or Unit gains a third Action.
3
SALVO: May double the number of Combat Dice rolled.
If you do so, remove the Loaded token. Weapon cannot
2
attack until Unit regains its Loaded token by performing
a Reload Action.
1
RANGE
6
WA229
2014
3
2
1
7
6
MAUSER PISTOL: HEAD SHOT
KILLING SPREE LONER SPY
BLUTKREUZ KORPS SPY
A
5
EXPERT - PISTOL
ANGELA WOLF,
ANGELA
4
ANGELA
HERO
3
ANGELA WOLF, BLUTKREUZ KORPS SPY
2
EXPERT - PISTOL: Hit on rolls of as well as .
32 22 12 11 21
A 1x MAUSER PISTOL
1
KILLING SPREE: When Hero hits with Ranged Weapon,
roll again scoring another hit on . Continue rolling
until fail to hit.
4
LONER: May not Join a Unit.
3
HEAD SHOT: Choose the enemy Soldiers hit with this
weapon. Place Stunned token on Unit hit by this weapon.
2
SPY: Not placed at the start of the game. Each time Spy
is Activated while off table, roll two dice. If any are
rolled, place Spy within 1 of an enemy Unit and then
1
perform one Action for each rolled.
RANGE
2
TX238
2014
3
2
1
7
DESERT EAGLES
6
A
ARTILLERY OBSERVER
A
5
CAMOUFLAGE
4
DESERT EAGLES
A 2x MP 46 SUBMACHINE-GUN
3
NDAK OBSERVER SQUAD
2
ARTILLERY OBSERVER: Can shoot a target in Line
31
of Sight with an Artillery Weapon from another Unit that
1
has not yet Activated, even if the other Unit does not
have Line of Sight. The other Unit is counted as Activated
4
after making its Attack.
51 41 31
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
3
TX215
2014
A
A
A
A
AFRICAN LIONS
NDAK TANK-HUNTER GRENADIER SQUAD
2014
TX197
AFRICAN LIONS
NDAK TANK-HUNTER
GRENADIER SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x MP 46 SUBMACHINE-GUN
3 51 41 31 31
5x PANZERFAUST 100 (LIMITED AMMO)
3 14 14 14 14 1 1 1 15 14 14 13
3
21 11
2
1
DESERT SCORPIONS
7
NDAK RECON GRENADIER SQUAD
A
6
CAMOUFLAGE
5
4
DESERT SCORPIONS
2x MP 46 SUBMACHINE-GUN
3
NDAK RECON GRENADIER SQUAD
41 31 21 11 21
31
Operator, it can shoot a target in Line of Sight with an
1
Artillery Weapon from another Unit that has not yet
Activated instead of its own weapons, even if the other
4
Unit does not have Line of Sight.
51 41 31
CAMOUFLAGE: Take Camouflage Action. If in Cover, no
3
enemy Unit at Range 3 or more has Line of Sight until this
Unit takes any Action other than Move, Nothing, or Attack
2
using Artillery Observer. Does not apply to Units Joined.
SCOUT: Take March Move Action as first Action of game,
1
leaving one further Action for that Activation.
RANGE
SNIPER: Choose the enemy Soldiers hit with this
3
weapon. TX265
2014
A
2014
TA201
ARTILLERY: Can fire under control of an Artillery Observer.
SANDSTORM
NDAK MORTAR SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x 12CM sGW 47 TURRET
4-12 1 1 1 1 2 1 1 1 1
3x MP 46 SUBMACHINE-GUN
3 51 41 31 31
1x LUGER PISTOL
2 31 21 11 21
A
SAND VIPERS
NDAK BATTLE GRENADIER SQUAD
A
2014
TX196
SAND VIPERS
NDAK BATTLE GRENADIER SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x MG 48
6 91 81 61 31 51 31 31 21
3x STG 47 ASSAULT RIFLE
4 41 31 21 11 21 21 11
A
Suppressed.
TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD
2014
TX236
TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 2x PANZERFAUST (LIMITED AMMO)
3 14 14 14 14 1 1 15 14 14 13 13
3x MP 46 SUBMACHINE-GUN
3 51 41 31 31
1x MP 47 SUBMACHINE-GUN
2 61 51 31
1x FLAMMENWERFER 44
1 2 2 2 2 2 2 2
3
31 21
2
1
7
6
A
COMMAND SQUAD
FOX CUBS
GRENADIER SQUAD
5
NDAK COMMAND
4
FOX CUBS
3x MP 46 SUBMACHINE-GUN
3
NDAK COMMAND GRENADIER SQUAD
91 81 61 31 51 31
2
COMMAND SQUAD: May perform Special Actions
31
21
with its Officer, Medic, or Mechanic to reactivate, heal,
1
repair, or rearm Units, or to summon reinforcements.
1x LUGER
51 41 31
31 21 11
A 1x MG 48
3
2
1
RANGE
2
TX205
2014
3
2
1
2
7
A
2
FLAMMENWERFER 47: FLAME
6
WEHRMACHT HEAVY FLAME
A
DESERT SUN
A
2
DAMAGE RESILIENT
GRENADIER SQUAD
2
DESERT SUN
2
WEHRMACHT HEAVY FLAME
3
GRENADIER SQUAD
A 3x FLAMMENWERFER 47
2
DAMAGE RESILIENT: Roll a die for each point of
Damage done to miniature. On , a point of Damage is
1
cancelled. Does not apply to Units Joined.
2
FLAME: Target Units get no Saves from this weapon.
4
Units hit by this weapon are automatically Suppressed.
2
3
1
RANGE
1
TX180
2014
A
(LIGHT FLAK)
PANZERSPHLUFER I-E
HEINRICH (TROP)
2014
TX264
HEINRICH (TROP)
PANZERSPHLUFER I-E
(LIGHT FLAK)
SCOUT
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x QUAD 3CM FLAKV 43 GUNS FRONT
8 93 93 93 72 53 52 32 11 11 42 32 11
1x MG 44 FRONT
6 71 61 41 31 41 41
FRONT
FRONT
A
3
2
1
10 5 1 5 1 4 1 4 1 12 1 11 1 10 1 9 1 8 1 7 1 6 1
LEICHTE LASERKANONE: LASER, RELOAD
7
HERMANN (TROP)
6
PANZERSPHLUFER I-D
SCOUT RELOAD
5
A 1x DUAL LEICHTE ZW-LASERKANONE
(LASER)
HERMANN (TROP)
4
PANZERSPHLUFER I-D
3
(LASER)
6 7 1 6 1 4 1 3 1 4 1 4 1
2
RELOAD: When this weapon performs an attack, remove
Loaded token. Weapon cannot attack until this Unit
1
regains Loaded token by performing a Reload Action.
SCOUT: Take a March Move Action as the first Action of
4
game, leaving one further Action for that Activation.
1x MG 44
LASER: When this weapon hits, roll hits again scoring
3
another hit on . Continue rolling until re-roll fails to
hit.
2
1
RANGE
TX218
2014
Attack at up to Range 6, counting as
A
LEOPOLD (TROP)
PANZERKAMPFLUFER II-C (FLAK)
2014
TA203
when rolling
LEOPOLD (TROP)
PANZERKAMPFLUFER II-C (FLAK)
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x QUAD 3.7CM FLAKV 43 GUNS FRONT
10 9 2 9 2 9 2 8 2 5 5 3 4 2 2 2 1 1 43 33 22
1x MG 44 FRONT
6 7 1 6 1 4 1 3 1 4 1 2 1 21 21
1x MG 44 FRONT
6 7 1 6 1 4 1 3 1 4 1 2 1
FRONT
FRONT
FRONT
3
21 21
2
1
23 23 23 23 23 23 22 21 21 21 21
CHARGE ENGINEER VEHICLE MECHANIC
7
PAIRED KAMPFZANGE CLAWS: GRAPPLE
A
6
PANZERKAMPFLUFER II-F
LOTH (TROP)
5
(ENGINEER)
LOTH (TROP)
4
A 1x PAIRED KAMPFZANGE CLAWS
PANZERKAMPFLUFER II-F
3
(ENGINEER)
71 61 41 31 41 21
71 61 41 31 41 21
2
CHARGE: May take a free Attack Action using Close-
Combat Weapons after performing a March Move Action.
1
ENGINEER VEHICLE: Take an Engineering Action to
destroy fortifications and obstacles.
4
MECHANIC: Perform a Makeshift Repair Action to roll
1x MG 44
1x MG 44
five dice. Cancel one point of damage on adjacent vehicle
3
for each rolled. Does not apply to Units Joined.
GRAPPLE: Any target hit by this weapon loses one Action
2
in its next Activation (unless this Unit Activates first).
1
RANGE
6
TX220
2014
A
(TANK HUNTER)
JAGDLUTHER
PANZERKAMPFLUFER IV-A
2014
TX148
JAGDLUTHER
PANZERKAMPFLUFER IV-A
(TANK HUNTER)
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x DUAL 7.5CM FPKZW GUNS FRONT
18 2 1 1 1 2 2 2 25 24 14 13
1x MG 44 FRONT
6 71 61 41 31 41 21
A
(FLAK)
PANZERKAMPFLUFER IV-F
STURMLEOPOLD
2014
TX267
STURMLEOPOLD
PANZERKAMPFLUFER IV-F
(FLAK)
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x QUAD 3.7CM FLAKV 43 GUNS FRONT
10 9 2 9 2 9 2 8 2 5 5 3 4 2 2 2 1 1 43 33 22
1x MG 44 FRONT
6 7 1 6 1 4 1 3 1 4 1 2 1
to hit.
another hit on
(LASER)
A
JAGDWOTAN
PANZERKAMPFLUFER IV-E
2014
TX219
JAGDWOTAN
PANZERKAMPFLUFER IV-E
(LASER)
QUAD V-LASERKANONE: LASER
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x QUAD V-LASERKANONE FRONT
10 7 1 7 1 6 1 5 1 15 1 14 1 13 1 12 1 11 1 10 1 9 1
1x MG 44 FRONT
6 7 1 6 1 4 1 3 1 4 1 2 1
FRONT
TURRET
FRONT
FRONT
3
A
21 21
2
1
1 1 1 14 14 13 13 12
7
PASSENGERS (6) TANK RIDERS (6)
10.5CM KWK 46 GUN: GRENADE
6
SCHTZENPANZERLUFER VI-G
STUMMEL
5
(CLOSE SUPPORT)
LARGE VEHICLE
STUMMEL
4
SCHTZENPANZERLUFER VI-G
3
(CLOSE SUPPORT)
71 61 41 31 41 21
71 61 41 31 41 21
6 12 1 11 1 8 1 4 1 7 1 3 1
2
A 1x 10.5CM KWK 46 GUN
PASSENGERS (6): Can carry six Infantry with Armour 1
or 2 or three Infantry with Armour 3 or 4.
1x TWIN MG 44Z
TANK RIDERS (6): Can carry Passengers on its outside.
Tank Riders are eliminated on if vehicle is hit.
4
GRENADE: Target Infantry get no Cover Save from this
1
1x MG 44
1x MG 44
weapon (but still have an Infantry Save).
2
2
3
1
RANGE
6
TX199
2014
(ROCKET)
A
KNIGSLOTHAR
SCHWERER PANZERKAMPFLUFER VI E
2014
TX168
ARTILLERY: Can fire under control of an Artillery Observer.
KNIGSLOTHAR
SCHWERER
PANZERKAMPFLUFER VI E (ROCKET)
DUAL NEBELWERFER 47
ROCKET LAUNCHERS: ARTILLERY
RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x DUAL NEBELWERFER 47 ROCKET LAUNCHERS FRONT
4-14 3 2 1 1 3 2 2 1 1 1 1
1x MG 44 TURRET
6 71 61 41 31 41 21 21 21
1x TWIN MG 44Z FRONT
6 12 1 11 1 8 1 4 1 7 1 3 1
LARGE VEHICLE