You are on page 1of 15

Another boardgame player aid by

Download a huge range of popular boardgame rules summaries,


reference sheets and player aids at www.headlesshollow.com

Universal Head • Design That Works • www.universalhead.com


These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.

Game: AT-43
Pub: Rackham Entertainment (2006)
All images and information Copyright © RACKHAM,1996-2010.
All rights reserved.
AT-43 is a registered trademark owned by RACKHAM.

v1
ONI Unit cards
v1 initial release

Mar 2010

For best results, print on card, laminate and trim to size.


STANDARD ORGANIZATION
ONI
ONI
Platoon Pattern
MERCENARIES
Infantry unit ( /  ) !
Infantry unit ( all ) Any company from any army can recruit ONI
platoons from the basic ONI platoon patern, as
Infantry unit ( /  )
follows:
AFV unit ( all ) or Infantry unit () The odd platoons, beginning with the first, adhere
AFV unit ( / ) to the platoon pattern of the company and are
recruited from the original army’s fighters (Red
General Notes
Blok, UNA, etc).
An Officer replaces a standard fighter; his cost is added. The even platoons, beginning with the second,
All the Special Weapon Bearers in a unit must carry the adhere to the gerneric platoon pattern for ONI and
same weapon. are recruited from ONI fighters only.
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. Officer’s numbers
bonus is the most that can be added.
– a unit must be at its maximum number of fighters in
order to have more than one special weapon bearer.
INDICATES FIGURE IS ADDED TO UNIT BUT DOES NOT COUNT IN THE NUMBER FIGHTERS

An Infantry slot may be used to field either a unit of Soldiers or a Support unit.

An AFV slot may be used to field either a unit of Striders or a unit of Vehicles.

PLATOON PATTERN PLATOON PATTERN PLATOON PATTERN


(SO IT IS POSSIBLE TO EXCEED THE MAXIMUM NUMBER OF FIGHTERS).

MERCFORCE R&D V-SWAT


IN BOTH CASES THE FIGURE’S COST IS ADDED TO THAT OF THE UNIT.
ONLY ONE PLATOON PATTERN CAN BE USED AT A TIME

Advantage Advantage Advantage

A MercForce company gains double the Weapons of R & D’s AFVs can continue to The units of a V-SWAT company cannot be
normal amount of RP. shoot even if their SP is zero. designated as targets of Overwatch! fire.
A Support unit slot may be used to field a Support unit.
INDICATES FIGURE REPLACES A STANDARD FIGHTER.

Disadvantage Disadvantage Disadvantage


A Strider slot may be used to field a unit of Striders.
A Soldier slot may be used to field a unit of Soldiers.

A Vehicle slot may be used to field a unit of Vehicles.

Each objective controlled by a MercForce Once per turn, each opponent can force A V-SWAT company loses the game if
ONI PLATOON PATTERNS

company earns the company one less VP the R & D player to re-roll one damage test. during any Control Phase (starting with the
(to a minimum of one). All of the dice for the current test are fourth) it has fewer VP than the opposing
re-rolled, and the new dice results replace army. If the game consists of more than
Platoon Pattern the old dice results. 2 players, the V-SWAT company retreats
from the battlefield and its units are
Infantry unit (no zombies) () ! Platoon Pattern removed from play.
Infantry unit (no zombies) () AFV unit ( / ) ! Platoon Pattern
or AFV unit ()
Infantry unit (zombie) () Infantry unit (zombie) ( / ) !
Infantry unit ( /  ) or AFV unit ()
Infantry unit ( / ) Infantry unit ( / )
Infantry unit ( / )
AFV unit ( all ) or AFV unit () Infantry unit (zombie) ( / )
Infantry unit ( / ) Infantry unit or AFV unit ( / )
or AFV unit ()
Infantry unit or AFV unit ( / )
Infantry unit ()
or AFV unit ()






70 OFFICER OF ANY SUPER ZOMBIE UNIT 70 OFFICER OF ANY INFANTRY UNIT 130 OFFICER OF ANY ONI KORPS UNIT
B. SAMEDI J. PRIEST NATALYA ‘BOKOR’ BOKOV

SHOGUN NATALYA ‘BOKOR’ BOKOV


SAMURAI DAIMYO SHOGUN
DOES NOT COUNT TOWARDS ITS NUMBER OF FIGHTERS

1 3 1 5 6 3 7 9 3

14 - 5 4 14 7 3 4 14 7 5 4
OFFICER OF ANY SUPER ZOMBIE UNIT
SAMURAI B. SAMEDI

OFFICER OF ANY ONI KORPS UNIT


OFFICER OF ANY INFANTRY UNIT

DAIMYO J. PRIEST
Standard Ranged Standard Ranged Standard Ranged

Zombie gun 1 3 1/1 3 4/1 Contamination Laser rifle 5 1/0 - 5/1 Sniper rifle 10 1/0 - 8/1 Sniper
Indirect fire
Zombie gun 2 3 1/1 3 4/1 Contamination
Indirect fire
ADDED TO UNIT

Equipment & Abilities

Infrared Goggles Detection. Ignore enemy Stealth ability.


Equipment & Abilities Equipment & Abilities
Interference Declare unit is activated. Select a card in
Zombie Syndrome Spend 1 LP to shoot at a unit of super Cog Force Field When unit is issued Take Cover! combat opponent’s sequence without looking at it and place it
zombies (whether led by Samedi or not). drill, always granted cover (cover tests successful on 3-6) wherever you want within the activation sequence.
B. SAMEDI ABOARD ‘SATURDAY NIGHT SPECIAL’

225 OFFICER OF ANY LIGHT ENFORCERS UNIT 410 SOLO VEHICLE UNIT (+ 1-3 MDs) 690 SOLO VEHICLE UNIT (+ 1 HBT)
B. SAMEDI J. PRIEST NATALYA ‘BOKOR’ BOKOV
ABOARD ‘SAT.NIGHT SPECIAL’ ABOARD ‘LIMO’ ABOARD ‘VLAD’

NATALYA BOKOV ABOARD ‘VLAD’


SAMURAI DAIMYO SHOGUN
LIGHT ENFORCER ‘SATURDAY NIGHT SPECIAL’ ADDED TO UNIT

3 1 - 5 6 3 7 9 1
DOES NOT COUNT TOWARDS ITS NUMBER OF AFVS

J. PRIEST ABOARD ‘LIMO’


OFFICER OF ANY LIGHT ENFORCERS UNIT

20 9 13 5 30 7 14 5 25 9 16 5



Standard Ranged
Standard Ranged Standard Ranged
Hvy maser cannon 7 2/1 - 17/3 Maser effect
Light MGauss 1 4 6/0 - 7/1 Medium graser 7 2/0 - 15/2
Equipment & Abilities
Light MGauss 2 4 6/0 - 7/1
SOLO VEHICLE UNIT

SOLO VEHICLE UNIT


Infrared Goggles Detection. Ignore enemy Stealth ability.
Equipment & Abilities
Interference Declare unit is activated. Select a card in
Zombie Syndrome Spend 1 LP to shoot at a unit of super Equipment & Abilities opponent’s sequence without looking at it and place it
zombies (whether led by Samedi or not) . wherever you want within the activation sequence.
Mechanic Repair At the beginning or end of its unit’s
Mechanic Repair At the beginning or end of its unit’s Mechanic Repair At the beginning or end of its unit’s
activation can repair a friendly AFV within 2.5cm (including
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
its own). The AFV regains 1 SP in a desired location, and a
its own). The AFV regains 1 SP in a desired location, and a its own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen.
destroyed location may be chosen. destroyed location may be chosen.
Heroic Pilot
Heroic Pilot Heroic Pilot
STD 175 . 20/ STD 175 . 20/
8 VIRUS ZOMBIES 8 VIRUS ZOMBIES
‘CONTAMINATOR’ ‘DETONATOR’

VIRUS ZOMBIE ‘CONTAMINATOR’

VIRUS ZOMBIE ‘DETONATOR’


INFANTRY STANDARD UNIT

INFANTRY STANDARD UNIT


14 - 4 4 14 - 4 4

Close Combat Close Combat

Claws & fangs 1 4 1/0 - 5/1 Claws & fangs 1 4 1/0 - 5/1
Claws & fangs 2 4 1/0 - 5/1 Claws & fangs 2 4 1/0 - 5/1
175

175
Equipment & Abilities
EXTRA FIGHTER 20

EXTRA FIGHTER 20
Equipment & Abilities Zombie Syndrome
Zombie Syndrome A shooting unit must spend 1 LP to shoot at a unit of super
zombies.
8 FIGHTERS

8 FIGHTERS
A shooting unit must spend 1 LP to shoot at a unit of super
8 FIGHTERS

8 FIGHTERS
zombies. Bio-Explosive
Bio-Contaminator Autodestruct: One or more fighters may be sacrificed
during the unit’s activation. The explosion has area of effect
Contamination: Any enemy fighter eliminated reurns to play
of 2, centered on each of the sacrificed fighters, and a
as a Contaminator virus zombie.
Penetration/Damage of 12/1.

MAX 250 . 20/ MAX 250 . 20/


12 VIRUS ZOMBIES 12 VIRUS ZOMBIES
‘CONTAMINATOR’ ‘DETONATOR’
VIRUS ZOMBIE ‘CONTAMINTOR’

VIRUS ZOMBIE ‘DETONATOR’


14 - 4 4 14 - 4 4
INFANTRY MAXIMUM UNIT

INFANTRY MAXIMUM UNIT


Close Combat Close Combat

Claws & fangs 1 4 1/0 - 5/1 Claws & fangs 1 4 1/0 - 5/1
Claws & fangs 2 4 1/0 - 5/1 Claws & fangs 2 4 1/0 - 5/1
250

250
Equipment & Abilities
EXTRA FIGHTER 20

EXTRA FIGHTER 20
Equipment & Abilities Zombie Syndrome
Zombie Syndrome A shooting unit must spend 1 LP to shoot at a unit of super
zombies.
12 FIGHTERS

12 FIGHTERS
8 FIGHTERS

8 FIGHTERS
A shooting unit must spend 1 LP to shoot at a unit of super
zombies. Bio-Explosive
Bio-Contaminator Autodestruct: One or more fighters may be sacrificed
during the unit’s activation. The explosion has area of effect
Contamination: Any enemy fighter eliminated reurns to play
of 2, centered on each of the sacrificed fighters, and a
as a Contaminator virus zombie.
Penetration/Damage of 12/1.
+10 +15 +25
SUPER ZOMBIE SUPER ZOMBIE SUPER ZOMBIE
‘REANIMATOR ALPHA’ ‘REANIMATOR ALPHA’ ‘REANIMATOR ALPHA’
SAMURAI BUSHI SHOMYO

1 2 1 2 2 2 3 4 2

14 - 5 5 14 - 5 5 14 - 5 5

Standard Ranged Standard Ranged Standard Ranged

Autoshotgun 3 1/1 - 5/1 Autoshotgun 3 1/1 - 5/1 Autoshotgun 3 1/1 - 5/1


Close Combat Close Combat Close Combat

Buzzsaw 4 1/1 - 7/1 Buzzsaw 4 1/1 - 7/1 Buzzsaw 4 1/1 - 7/1


SUPER ZOMBIE ‘REANIMATOR ALPHA’ OFFICERS

Equipment as per unit Equipment as per unit Equipment as per unit

+40 +60
SUPER ZOMBIE SUPER ZOMBIE
‘REANIMATOR ALPHA’ ‘REANIMATOR ALPHA’
DAIMYO SHOGUN

5 6 3 5 9 3
OFFICER REPLACES A STANDARD FIGHTER

14 - 5 5 14 - 5 5

Standard Ranged Standard Ranged

Autoshotgun 3 1/1 - 5/1 Autoshotgun 3 1/1 - 5/1


Close Combat Close Combat

Buzzsaw 4 1/1 - 7/1 Buzzsaw 4 1/1 - 7/1

Equipment as per unit Equipment as per unit


+10 +15 +25
SUPER ZOMBIE SUPER ZOMBIE SUPER ZOMBIE
‘REANIMATOR BETA’ ‘REANIMATOR BETA’ ‘REANIMATOR BETA’
SAMURAI BUSHI SHOMYO

1 2 1 2 2 2 3 4 2

14 - 5 5 14 - 5 5 14 - 5 5

Standard Ranged Standard Ranged Standard Ranged

Autoshotgun 1 3 1/1 - 5/1 Autoshotgun 1 3 1/1 - 5/1 Autoshotgun 1 3 1/1 - 5/1


Autoshotgun 2 3 1/1 - 5/1 Autoshotgun 2 3 1/1 - 5/1 Autoshotgun 2 3 1/1 - 5/1
SUPER ZOMBIE ‘REANIMATOR BETA’ OFFICERS

Equipment as per unit Equipment as per unit Equipment as per unit

+40 +60
SUPER ZOMBIE SUPER ZOMBIE
‘REANIMATOR BETA’ ‘REANIMATOR BETA’
DAIMYO SHOGUN

5 6 3 5 9 3
OFFICER REPLACES A STANDARD FIGHTER

14 - 5 5 14 - 5 5

Standard Ranged Standard Ranged

Autoshotgun 1 3 1/1 - 5/1 Autoshotgun 1 3 1/1 - 5/1


Autoshotgun 2 3 1/1 - 5/1 Autoshotgun 2 3 1/1 - 5/1

Equipment as per unit Equipment as per unit


SUPER ZOMBIE ‘REANIMATOR ALPHA’
STD 225 . 40/ STD 225 . 35/
SUPER ZOMBIE SUPER ZOMBIE

SUPER ZOMBIE ‘REANIMATOR BETA’


6 6
‘REANIMATOR ALPHA’ ‘REANIMATOR BETA’

1 SPECIAL WEAPON + 1 SPECIALIST + 0-1 OFFICER

1 SPECIAL WEAPON + 1 SPECIALIST + 0-1 OFFICER


INFANTRY STANDARD UNIT

INFANTRY STANDARD UNIT


14 - 5 4 14 - 5 4

Standard Ranged Standard Ranged

Autoshotgun 3 1/1 - 5/1 Autoshotgun 1 3 1/1 - 5/1


6 TROOPERS INCLUDING

6 TROOPERS INCLUDING
Close Combat Autoshotgun 2 3 1/1 - 5/1
Buzzsaw 4 1/1 - 7/1 1 Special Weapon
225

225
EXTRA FIGHTER 35
EXTRA FIGHTER 40

1 Special Weapon Mortar gun 4 1/0 4 6/1 Indirect fire


Zombie gun 3 1/1 3 4/1 Contamination
Indirect fire
8 FIGHTERS

8 FIGHTERS
1 Specialists
1 Specialist
Medic First Aid. Once per round save member of the unit.
Medic First Aid. Once per round save member of the unit.
Z-Demolitionist Explosives Once per round, specialist can
Zombie Master Contamination to all weapons of this unit. inflict one damage point to a fighter or terrain element in
Eliminated enemies return as virus zombies in a new unit. contact with him.
SUPER ZOMBIE ‘REANIMATOR ALPHA’

MAX 475 . 40/ MAX 450 . 35/


SUPER ZOMBIE SUPER ZOMBIE

SUPER ZOMBIE ‘REANIMATOR BETA’


12 12
‘REANIMATOR ALPHA’ ‘REANIMATOR BETA’
2 SPECIAL WEAPONS + 2 SPECIALISTS + 0-1 OFFICER

2 SPECIAL WEAPONS + 2 SPECIALISTS + 0-1 OFFICER


14 - 5 4 14 - 5 4
INFANTRY MAXIMUM UNIT

INFANTRY MAXIMUM UNIT


Standard Ranged Standard Ranged

Autoshotgun 3 1/1 - 5/1 Autoshotgun 1 3 1/1 - 5/1


12 TROOPERS INCLUDING

12 TROOPERS INCLUDING
Close Combat Autoshotgun 2 3 1/1 - 5/1
Buzzsaw 4 1/1 - 7/1 2 Special Weapons

12 FIGHTERS 450
12 FIGHTERS 475

EXTRA FIGHTER 35
EXTRA FIGHTER 40

2 Special Weapons Mortar gun 4 1/0 4 6/1 Indirect fire


Zombie gun 3 1/1 3 4/1 Contamination
Indirect fire
2 Specialists
2 Specialists
Medic First Aid. Once per round save member of the unit.
Medic First Aid. Once per round save member of the unit.
Z-Demolitionist Explosives Once per round, specialist can
Zombie Master Contamination to all weapons of this unit. inflict one damage point to a fighter or terrain element in
Eliminated enemies return as virus zombies in a new unit. contact with him.
+10 +15 +25
ONI KORPS UN ONI KORPS UN ONI KORPS UN
SAMURAI BUSHI SHOMYO

1 2 1 2 2 2 3 4 2

14 5 5 4 14 5 5 4 14 5 5 4

Standard Ranged Standard Ranged Standard Ranged

Laser rifle 6 1/0 - 5/1 Laser rifle 6 1/0 - 5/1 Laser rifle 6 1/0 - 5/1
Close Combat Close Combat Close Combat

Combat knife 4 1/0 - 3/1 Combat knife 4 1/0 - 3/1 Combat knife 4 1/0 - 3/1

Equipment as per unit Equipment as per unit Equipment as per unit

+40 +60
ONI KORPS UN ONI KORPS UN
DAIMYO SHOGUN

5 6 3 5 9 3
OFFICER REPLACES A STANDARD FIGHTER
ONI KORPS UN OFFICERS

14 5 5 4 14 5 5 4

Standard Ranged Standard Ranged

Laser rifle 6 1/0 - 5/1 Laser rifle 6 1/0 - 5/1


Close Combat Close Combat

Combat knife 4 1/0 - 3/1 Combat knife 4 1/0 - 3/1

Equipment as per unit Equipment as per unit


+10 +15 +25
ONI KORPS TH ONI KORPS TH ONI KORPS TH
SAMURAI BUSHI SHOMYO

1 2 1 2 2 2 3 4 2

14 5 5 4 14 5 5 4 14 5 5 4

Standard Ranged Standard Ranged Standard Ranged

Sonic rifle 5 1/1 - 5/1 Sonic rifle 5 1/1 - 5/1 Sonic rifle 5 1/1 - 5/1
Close Combat Close Combat Close Combat

Combat knife 5 1/0 - 3/1 Combat knife 5 1/0 - 3/1 Combat knife 5 1/0 - 3/1

Equipment as per unit Equipment as per unit Equipment as per unit

+40 +60
ONI KORPS TH ONI KORPS TH
DAIMYO SHOGUN

5 6 3 5 9 3
OFFICER REPLACES A STANDARD FIGHTER
ONI KORPS TH OFFICERS

14 5 5 4 14 5 5 4

Standard Ranged Standard Ranged

Sonic rifle 5 1/1 - 5/1 Sonic rifle 5 1/1 - 5/1


Close Combat Close Combat

Combat knife 5 1/0 - 3/1 Combat knife 5 1/0 - 3/1

Equipment as per unit Equipment as per unit


STD 200 . 30/ STD 200 . 30/
6 ONI KORPS UN 6 ONI KORPS th

1 SPECIAL WEAPON + 1 SPECIALIST + 0-1 OFFICER

1 SPECIAL WEAPON + 1 SPECIALIST + 0-1 OFFICER


14 5 5 4 14 5 5 4
ONI KORPS UN INFANTRY

ONI KORPS th INFANTRY


Standard Ranged Standard Ranged

Laser rifle 5 1/0 - 5/1 Sonic rifle 5 1/1 - 5/1


Close Combat Close Combat
STANDARD UNIT

STANDARD UNIT
Combat knife 5 1/0 - 3/1 Combat knife 5 1/0 - 3/1
6 TROOPERS INCLUDING

6 TROOPERS INCLUDING
1 Special Weapon 1 Special Weapon

Laser gun 8 1/1 - 14/1 Sonic gun 5 3/0 - 8/1


200

200
EXTRA FIGHTER 30

EXTRA FIGHTER 30
1 Specialist 1 Specialist

Medic First Aid. Once per round save member of the unit. Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his unit’s Mechanic Repair. At the beginning or end of his unit’s
6 FIGHTERS

6 FIGHTERS
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
his own). The AFV regains 1 SP in a desired location, and a his own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen.
Equipment Equipment

Triple Lens Helmet Ignore enemy Stealth ability. Triple Lens Helmet Ignore enemy Stealth ability.

MAX 425 . 30/ MAX 400 . 30/


12 ONI KORPS UN 12 ONI KORPS th
2 SPECIAL WEAPONS + 2 SPECIALISTS + 0-1 OFFICER

2 SPECIAL WEAPONS + 2 SPECIALISTS + 0-1 OFFICER


14 5 5 4 14 5 5 4
ONI KORPS UN INFANTRY

ONI KORPS th INFANTRY


Standard Ranged Standard Ranged

Laser rifle 5 1/0 - 5/1 Sonic rifle 5 1/1 - 5/1


Close Combat Close Combat
STANDARD UNIT

STANDARD UNIT
Combat knife 5 1/0 - 3/1 Combat knife 5 1/0 - 3/1
12 TROOPERS INCLUDING

12 TROOPERS INCLUDING
2 Special Weapons 2 Special Weapon

Laser gun 8 1/1 - 14/1 Sonic gun 5 3/0 - 8/1


12 FIGHTERS 425

12 FIGHTERS 400
EXTRA FIGHTER 30

EXTRA FIGHTER 30
2 Specialists 2 Specialists

Medic First Aid. Once per round save member of the unit. Medic First Aid. Once per round save member of the unit.
Mechanic Repair. At the beginning or end of his unit’s Mechanic Repair. At the beginning or end of his unit’s
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
his own). The AFV regains 1 SP in a desired location, and a his own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen.
Equipment Equipment

Triple Lens Helmet Ignore enemy Stealth ability. Triple Lens Helmet Ignore enemy Stealth ability.
ZOMBIE TACARMA ‘GAMMA’ OFFICER
+10 +10 +10

ZOMBIE TACARMA ‘ALPHA’ OFFICER


TACARM ALPHA ZOMBIES TACARM BETA ZOMBIES TACARM GAMMA ZOMBIES

ZOMBIE TACARMA ‘BETA’ OFFICER


SAMURAI SAMURAI SAMURAI

1 2 1 1 2 1 1 2 1
OFFICER REPLACES A STANDARD FIGHTER

OFFICER REPLACES A STANDARD FIGHTER

OFFICER REPLACES A STANDARD FIGHTER


14 - 9 5 14 - 9 5 14 - 9 5

Standard Ranged Standard Ranged Standard Ranged

Laser gun 7 1/1 - 14/1 Laser gun 7 1/1 - 14/1 Laser gun 7 1/1 - 14/1
Zombie gun 3 1/1 3 4/1 Indirect fire Sonic gun 4 3/0 - 8/1 Mortar gun 4 1/0 4 6/1 Indirect fire

Equipment as per unit Equipment as per unit Equipment as per unit

ZOMBIE TACARMA ‘GAMMA’ STD UNIT


MAX 300 . 95/ MAX 350 . 115/ MAX 350 . 115/
ZOMBIE TACARMA ‘ALPHA’ STD UNIT

3 TACARM ALPHA 3 TACARM BETA 3 TACARM GAMMA


ZOMBIE TACARMA ‘BETA’ STD UNIT
ZOMBIES ZOMBIES ZOMBIES

14 - 9 5 14 - 9 5 14 - 9 5

Standard Ranged Standard Ranged Standard Ranged

Laser gun 7 1/1 - 14/1 Laser gun 7 1/1 - 14/1 Laser gun 7 1/1 - 14/1
Zombie gun 3 1/1 3 4/1 Indirect fire Sonic gun 4 3/0 - 8/1 Mortar gun 4 1/0 4 6/1 Indirect fire
300

350

350
EXTRA FIGHTER 115

EXTRA FIGHTER 115


EXTRA FIGHTER 95

Equipment & Abilities

Zombie Syndrome
3 FIGHTERS

3 FIGHTERS

3 FIGHTERS
A shooting unit must spend 1 LP to shoot at a unit of super
3 FIGHTERS

3 FIGHTERS

3 FIGHTERS
zombies. Equipment & Abilities Equipment & Abilities
Zombie Gun Zombie Syndrome Zombie Syndrome
Contamination: Any enemy fighter eliminated reurns to play A shooting unit must spend 1 LP to shoot at a unit of super A shooting unit must spend 1 LP to shoot at a unit of super
as a Contaminator or Detonator virus zombie. zombies. zombies.
15 STD 175 . 175/ MAX 725 . 175/
LIGHT DESTROYER 1 LIGHT DESTROYER 4 LIGHT DESTROYERS

LIGHT DESTROYER STANDARD UNIT


LSACV LIGHT DESTROYER OFFICER

LIGHT DESTROYER MAXIMUM UNIT


SAMURAI

1 2 1

1 LIGHT DESTROYER INCLUDING 0-1 OFFICER

1 LIGHT DESTROYER INCLUDING 0-1 OFFICER


30 7 11 5 30 7 11 5
OFFICER REPLACES A STANDARD VEHICLE

30 7 11 5

Standard Ranged Standard Ranged Standard Ranged

Medium Medium Medium


Laser cannon 8 2/1 - 15/1 Laser cannon 8 2/1 - 15/1 Laser cannon 8 2/1 - 15/1

725
175
EXTRA VEHICLE 175

EXTRA VEHICLE 175


Equipment & Abilities Equipment & Abilities Equipment & Abilities

3 VEHICLES
Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s

1 VEHICLE
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen. destroyed location may be chosen.
Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle.

15 STD 175 . 175/ MAX 700 . 175/


LIGHT ENFORCER 1 LIGHT ENFORCER 4 LIGHT ENFORCERS
LIGHT ENFORCER STANDARD UNIT
LSACV LIGHT ENFORCER OFFICER

SAMURAI

LIGHT ENFORCER MAXIMUM UNIT


1 2 1
1 LIGHT ENFORCER INCLUDING 0-1 OFFICER

1 LIGHT ENFORCER INCLUDING 0-1 OFFICER


30 7 11 5 30 7 11 5
OFFICER REPLACES A STANDARD VEHICLE

30 7 11 5

Standard Ranged Standard Ranged Standard Ranged

Dual light MG 4 6/0 - 7/1 Dual light MG 4 6/0 - 7/1 Dual light MG 4 6/0 - 7/1

700
175
EXTRA VEHICLE 175

EXTRA VEHICLE 175


Equipment & Abilities Equipment & Abilities Equipment & Abilities

3 VEHICLES
Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s
1 VEHICLE

activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen. destroyed location may be chosen.
Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle.
15 25 45
MEDIUM DESTROYER MEDIUM DESTROYER MEDIUM DESTROYER
SAMURAI BUSHI SHOMYO

1 2 1 2 2 2 3 4 2

30 7 14 5 30 7 14 5 30 7 14 5

Standard Ranged Standard Ranged Standard Ranged

Medium graser 7 2/0 - 15/2 Medium graser 7 2/0 - 15/2 Medium graser 7 2/0 - 15/2

Equipment as per unit Equipment as per unit Equipment as per unit

90 105
MEDIUM DESTROYER MEDIUM DESTROYER
DAIMYO SHOGUN
MEDIUM DESTROYER OFFICERS

5 6 3 5 9 3
OFFICER REPLACES A STANDARD FIGHTER

30 7 14 5 30 7 14 5

Standard Ranged Standard Ranged

Medium graser 7 2/0 - 15/2 Medium graser 7 2/0 - 15/2

Equipment as per unit Equipment as per unit


MEDIUM ENFORCER STANDARD UNIT
15 STD 375 . 375/
MEDIUM ENFORCER 1 MEDIUM
SAMURAI ENFORCER

MEDIUM ENFORCER OFFICER


1 2 1

1 MEDIUM ENFORCER INCLUDING 0-1 OFFICER


30 7 13 5 12

OFFICER REPLACES A STANDARD VEHICLE


30 7 13 5 12

Standard Ranged Standard Ranged

Light dual MG 4 6/0 - 7/1 Dual light MG 4 6/0 - 7/1

375
EXTRA VEHICLE 375
Equipment & Abilities Equipment & Abilities

Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including

1 VEHICLE
her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen.
Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle.
Closed Transport Closed Transport

HEAVY BATTLETANK STANDARD UNIT


STD 315 . 315/ 40 STD 525 . 525/
1 MEDIUM HVY BATTLETANK 1 HEAVY
DESTROYER SHOMYO BATTLETANK
MEDIUM DESTROYER STD UNIT

HEAVY BATTLETANK OFFICER


1 MEDIUM DESTROYER INCLUDING 0-1 OFFICER

3 4 2

1 HEAVY BATTLETANK INCLUDING 0-1 OFFICER


30 7 14 5 25 7 16 5
OFFICER REPLACES A STANDARD VEHICLE

25 7 16 5

Standard Ranged Standard Ranged Standard Ranged

Medium graser 7 2/0 - 15/2 Hvy maser cannon 7 2/1 - 17/3 Maser effect Hvy maser cannon 7 2/1 - 17/3 Maser effect

525
EXTRA VEHICLE 525
175
EXTRA VEHICLE 175

Equipment & Abilities Equipment & Abilities Equipment & Abilities

Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s Mechanic Repair At the beginning or end of her unit’s
1 VEHICLE

1 VEHICLE
activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including activation can repair a friendly AFV within 2.5cm (including
her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a her own). The AFV regains 1 SP in a desired location, and a
destroyed location may be chosen. destroyed location may be chosen. destroyed location may be chosen.
Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle. Vehicle Firing arc is front 180º from middle of vehicle.
STD 75 . 25/
3 MEDTEC
ONI
MEDTEC
MedTec containers are a secondary objective with
no VPs or RPs.
When a MedTec team enters the battlefield, the
container and 2 high walls (Size 2) are parachuted
in after the unit’s movement (but after possible
overwatch fire), out of contact with any miniature.
3 MEDTEC INCLUDING 3 SPECIALISTS

If there is not enough room, the MedTec unit stays


in reserve (you can choose not to deploy the walls).
A MedTec unit must always tale part in the 14 5 5 4
control of its container; if they lose control of the
container, the miniatures and terrain are removed Field Hospital
from the game.
ER: use is declared once per round during the activation of
A MedTec unit can fill a Type 2 infantry slot in a friendly infantry unit in contact with the hospital. One of
MEDTEC UNIT

any company, regardless of origin. The medical the unit’s fighters comes back into the game.
ONI MEDTEC

175
EXTRA VEHICLE 175

assistance is available to all armies, Cogs and


Specialists
Therians included.
Medic First Aid. The 2 nurses and the medic have this
ability. Once per round they can each save a member of
their unit or a member of a unit in contact. The player
1 VEHICLE

shouts “Medic!” to announce the use of this ability right


after the fighter is eliminated. A medic cannot save
himself. A medic who has taken damage points cannot use
his ability for this salvo.

You might also like