Sie sind auf Seite 1von 2

EVENT CARD

EVENT CARD

EVENT CARD

EVENT CARD

EVENT CARD

DEATH FROM ABOVE


As your armies clash a fearsome space battle is taking place in orbit. Flaming wreckage crashes down onto the battlefield. At the start of each turn, place the large blast template over the centre of the board. Resolve as a barrage fired by an opponent out of sight (4D6 scatter, pinning etc.) with Strength of 8 and AP 1. When hitting vehicles add 2D6 instead of a single D6 for Armour penetration.

CRACK SHOT
You may play this card during your own shooting phase when you hit an enemy vehicle but before the armour penetration roll is made. The gunner succeeds in locating a weak point in the vehicles armour so hits are against the targets weakest AV value, usually the rear, for this shot only. This weapon will not work for weapons that use a blast marker.

LOOK OUT SIR AAARGH!


You may play this card when any of your characters is killed for any reason providing there is another of your models within 3 at the time. The nearby trooper heroically leaps forward and pushes the character out the way, taking the hit himself. The character model survives, and the heroic trooper is rather sadly killed for his efforts.

DELAYED
You may play this card before your opponent sets up. A single enemy squad or vehicle of your choice is delayed by infiltrators fighting behind the lines and does not deploy with the rest of the enemy force. Instead it arrives at the start of the enemies second turn.

OUTFLANK
Flank March allows you to perform an Outflank with a squad or vehicle, which you did not deploy at the start of the game. The unit counts as reserves and arrives as explained in the Mission Special Rules on pg. 94 of the rulebook, under Outflank.

EVENT CARD

EVENT CARD

EVENT CARD

EVENT CARD

EVENT CARD

BOOBY-TRAPS
Your scouts have boobytrapped part of the battlefield to deny it to the enemy. You may play this card at any time to activate the booby traps. Take the Traps counter and place it anywhere on the table. Any models within 3 of the Traps counter will trigger a booby trap on a roll of 5 or 6 on a D6. The small blast template is centred on the model and anyone hit takes a Strength 4, AP6 hit. The Traps counter remains in play.

BARRAGE
An orbiting starship or distant artillery battery provides your troops with some fire support. You may play this card during any of your shooting phases. Take the large blast template and place it anywhere on the table, then roll 2D6 for scatter. Any hits are resolved at Strength 5, AP5. The armour penetration value of the barrage is 5+D6. Any unit that takes unsaved damage from a Barrage must take a pinning test.

REINFORCEMENTS
Unexpected reinforcements arrive from a different sector of the front. You may play this card at the start of any of your movement phases. It allows you to pick one of your squads or vehicles, which has been destroyed and return it to play. The reinforcements must move on from your own table edge during the movement phase but they may not pick an entry point within 24 of any enemy models. The enemy scores kill points normally for destroying this unit a second time.

SAVED!
You may play this card at any time on a model (not vehicle), which has just been eliminated for any reason. Somehow, miraculously, the model is saved from its fate it ducks at the last second, is blown clear of an explosion, hurled out of a crashing vehicle, whatever. If the model is within the area of effect of a blast marker which remains in play, move it outside the edge of the marker.

INFILTRATE
You may play this card on one of your squads during deployment. The squad has crawled forward during the night to set up an ambush. The chosen squad receives the Infiltrate special rule; see pg. 75 of the rulebook.

Das könnte Ihnen auch gefallen