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WWII Hero Units and Abilities Guide

This document provides information on Erwin Rommel and Tina Baumann from World War 2. It lists special abilities for Rommel including allowing any unit he reactivates to gain additional movement and the ability to take free officer special actions. It also lists special abilities for Tina Baumann and her hyena, including being able to instantly kill stunned enemies, gaining initiative bonuses for interrogating or executing heroes and officers, and applying stunned and additional damage with her hyena's bite.

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kirkhere
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0% found this document useful (0 votes)
161 views21 pages

WWII Hero Units and Abilities Guide

This document provides information on Erwin Rommel and Tina Baumann from World War 2. It lists special abilities for Rommel including allowing any unit he reactivates to gain additional movement and the ability to take free officer special actions. It also lists special abilities for Tina Baumann and her hyena, including being able to instantly kill stunned enemies, gaining initiative bonuses for interrogating or executing heroes and officers, and applying stunned and additional damage with her hyena's bite.

Uploaded by

kirkhere
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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

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