You are on page 1of 21

11 11 11

3
2
1
7
DESERT FOX GENERAL OFFICER
THE DESERT FOX
ERWIN ROMMEL, WEHRMACHT

6
GENERALFELDMARSCHALL

LASERPISTOLE B: LASER

5
A

THE DESERT FOX

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

1x MODIFIED FG 47 ASSAULT RIFLE


ROLF

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

NDAK OBSERVER SQUAD

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

weapon (but still have an Infantry Save).


A

AFRICAN LIONS
NDAK TANK-HUNTER GRENADIER SQUAD

GRENADE: Target Infantry get no Cover Save from this

2014
TX197
AFRICAN LIONS
NDAK TANK-HUNTER
GRENADIER SQUAD

PANZERFAUST 100: GRENADE

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

ARTILLERY OBSERVER SCOUT


SG 45 SNIPER RIFLE: SNIPER

6
CAMOUFLAGE

5
4
DESERT SCORPIONS

2x MP 46 SUBMACHINE-GUN
3
NDAK RECON GRENADIER SQUAD

2x STG 47 ASSAULT RIFLE


13 13 12 11 11 11
2
A 1x SG 45 SNIPER RIFLE
ARTILLERY OBSERVER: While Unit has its Radio

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

NDAK MORTAR SQUAD


SANDSTORM

2014
TA201
ARTILLERY: Can fire under control of an Artillery Observer.

SANDSTORM
NDAK MORTAR SQUAD

12CM sGW 47: ARTILLERY

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.

weapon (but still have an Infantry Save).


A

TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD

GRENADE: Target Infantry get no Cover Save from this


FLAME: Targets get no Saves from this weapon and are

2014
TX236
TOMB CLEANERS
NDAK SECURITY GRENADIER SQUAD

FLAMMENWERFER 44: FLAME


PANZERFAUST: GRENADE

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)

game, leaving one further Action for that Activation.


SCOUT: Take a March Move Action as the first Action of

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)

for number of Actions. Does not apply to Units Joined.


ADVANCED REACTIVE FIRE: Can attempt a Reactive

2014
TA203
when rolling

LEOPOLD (TROP)
PANZERKAMPFLUFER II-C (FLAK)

ADVANCED REACTIVE FIRE

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

. Continue rolling until re-roll fails


LASER: When this weapon hits, roll hits again scoring

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

You might also like