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8/9/2019 Strategy Front)
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Play this card in your shooting phase. An
aircraft sweeps from the skies to make astrafing run across the battlefield. Make a
Play this card at the start of the battle, after
Deployment. Your swift attack has caughtyour enemy off guard. For the first turn, a
Play this card on one of your squads
during Deployment. This squad may be
deployed via the rules for infiltration, even
Play this card at any time to activate. Place a
counter anywhere on the table. Any models
within 3 of the counter will trigger a booby
trap on a roll of 5 or 6 on a D6. Center a
Play this card when a model is reduced to
0 wounds. Just before the fighter dies,
they may fire one final burst of fire from a
pistol, rapid fire or assault weapon (if they
Play this card when a model should be
removed from the table for any reason.
Play this card in your shooting phase. A ship
in orbit launches a deadly barrage. Place the
Large Blast marker anywhere on the table,
Play this card on one of your opponent's
units when they are being deployed. This
Play this card at the start of the game. All of
your units add 1 to their Leadership
Play this card when a model makes a
successful shooting attack against a vehicle,
8/9/2019 Strategy Front)
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Play this card when an enemy unit fails amorale test. The unit is completely broken,
Play this card when one of your squads or
vehicles is destroyed or otherwise removedfrom play. You have received an identical
Play this card when one of your characters is
killed for any reason, so long as there is
another friendly non-vehicle model within 3.
The nearby trooper leaps into the path of the
Play this card at the start of the turn on any
one unit that is Falling Back. The unit
automatically rallies, and immediately may
Play this card at the start of a turn. You may
add 1 to all Reserves rolls for this turn.
Play this card at the start of the turn. Your
opponent subtracts 1 from all Reserves rolls
Play this card in your opponent's shooting
phase when a model attacks with a heavy
wea on. The wea on misfires, and misses
Play this card when a model uses a Psychic
power. The power is negated and the Psyker
must pass a Leadership test to ward off
Daemonic possession. If the test is failed,
Play this card on a unit that is deploying
from Reserves. The unit is dropped in by air
Play this card at the start of a turn. Choose
one of your vehicles that has suffered a
Wrecked Dama e result. The vehicle returns
8/9/2019 Strategy Front)
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Play this card when an IndependentCharacter leaves a unit they have
Play this card at any time. Choose a model in
an enemy unit that includes a Joinedindependent Character. That model makes
Play this card when your opponent is
Play this card at any time. Choose a model
in an enemy unit and place the large blast
centered on that model. All models touched
Play this card at any time to cancel out the
effects of one of the following:Ambush,
Assassins, Barrage, Battlefield Confusion,
Booby Traps, Broken Communication,
Covering Fire, Delayed, Forced March,
Play this card when one of your vehicles
suffers a penetrating hit, but before the roll
on the damage table. The vehicle ignores
the shot entirely. Additionally, all armor
values for the vehicle are increased b one
Play this card at any time. Nominate a
vehicle to experience the malfunction. That
vehicle takes an automatic glancing hit, and
Play this card during your movement phase.
Nominate a unit that is still in reserves, this
unit automatically makes it reserve rolls for
Play this card at the start of the game before
attempting to seize initiative. Seizing
initiative happens on a roll of a 4+ (instead
of a 6+). For games that dont normally
Choose an Independent Character in your
army. You may equip that model with one of
the following (in addition to any other
equipment he has): Thunderhammer,