An Excellent Position What's This Wall Made Of? Swiss Cheese? Fire! Fire!
An Excellent Position What's This Wall Made Of? Swiss Cheese? Fire! Fire!
An Excellent Position What's This Wall Made Of? Swiss Cheese? Fire! Fire!
One of your units has found an excellent position that affords them unexpected protection from enemy fire! You may designate which of your units has located this excellent position. As long as the unit stays in its current position it receives an additional Defense die over and above any Cover or Armor dice. If the unit moves, it loses this advantage. Other units moving into the same position will not receive the additional Defense die. This card may not be played on a fortified position. This card is played immediately.
Fire! Fire!
Your rounds have struck something flammable and set a structure ablaze! You may designate any building within LOS of one of your units (or anywhere on the table if you have air support with offensive capabilities) and declare that it is burning. Any figures in the building must immediately evacuate to a point at least 4 from the building. They may be fired on by units that are on Overwatch or by Defensive Fire if appropriate. The building is impassable for the duration of the game. This card is played immediately.
Fire! Fire!
Your rounds have struck something flammable and set a structure ablaze! You may designate any building within LOS of one of your units (or anywhere on the table if you have air support with offensive capabilities) and declare that it is burning. Any figures in the building must immediately evacuate to a point at least 4 from the building. They may be fired on by units that are on Overwatch or by Defensive Fire if appropriate. The building is impassable for the duration of the game. This card is played immediately.
Youre Grounded!
A ferocious storm blows up, grounding all air assets. All units have their Optimum Range reduced to 6 unless they are equipped with superior sensors. This card is played immediately.
Youre Grounded!
A ferocious storm blows up, grounding all air assets. All units have their Optimum Range reduced to 6 unless they are equipped with superior sensors. This card is played immediately.
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Incoming!
One of your units is struck by a random barrage of mortar fire. Randomly determine the unit that is hit by the mortar rounds. The affected unit is struck with a Firepower of 6D6. This card is played immediately.
Hunted! Incoming!
One of your units is struck by a random barrage of mortar fire. Randomly determine the unit that is hit by the mortar rounds. The affected unit is struck with a Firepower of 6D6. This card is played immediately. Your Area of Operations has just been transformed into a hunting reserve for two trained killers and its open season on your men! Your opponent gains a sniper team that can be placed anywhere within 24 of one of your units. The sniper team is In Cover and Hidden. It is a two man team with a Troop Quality and Morale of D10. The team is Stealthy and has Night Vision. It may be activated or perform Defensive Fire any time after it is placed. This card is played immediately.
Mad Minute!
One of your infantry units gets carried away and has a mad minute. They fire everything they have as fast as they can the next time they engage an enemy unit. Randomly determine the unit affected. This unit will receive an extra Firepower die for all attacks, Reactions, or Defensive Fire for the rest of the turn. Make a Troop Quality Check for the unit at the end of the turn. If the unit fails the check, it is considered to be Poorly Supplied for the duration of the game. This card is played immediately.
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Mad Minute!
One of your infantry units gets carried away and has a mad minute. They fire everything they have as fast as they can the next time they engage an enemy unit. Randomly determine the unit affected. This unit will receive an extra Firepower die for all attacks, Reactions, or Defensive Fire for the rest of the turn. Make a Troop Quality Check for the unit at the end of the turn. If the unit fails the check, it is considered to be Poorly Supplied for the duration of the game. This card is played immediately.
An officer in the lofty realms of the chain of command takes a personal interest in your operation and decides he knows better than any strategic corporal on the ground. His confusing and poorly considered commands, passed down through the company net, have robbed your force of its tactical initiative. Your force loses Initiative (if you had it) and you cannot regain Initiative until General Confusion loses interest in your operation. Roll a D6 at the end of each turn. On a 5 or 6 the General has lost interest and you can test for Initiative on the following turn. Otherwise, your opponent automatically gains initiative. This card is played immediately.
An officer in the lofty realms of the chain of command takes a personal interest in your operation and decides he knows better than any strategic corporal on the ground. His confusing and poorly considered commands, passed down through the company net, have robbed your force of its tactical initiative. Your force loses Initiative (if you had it) and you cannot regain Initiative until General Confusion loses interest in your operation. Roll a D6 at the end of each turn. On a 5 or 6 the General has lost interest and you can test for Initiative on the following turn. Otherwise, your opponent automatically gains initiative. This card is played immediately.
In the Zone!
A unit of your choice is in the zone! Theyre clicking along like a well-oiled machine and nothing can stand in their way! The selected units TQ and Morale are raised by one die type and they are treated as if they have High Confidence for the duration of the turn (at the end of the turn, all values return to normal). This card is played immediately.
In the Zone!
A unit of your choice is in the zone! Theyre clicking along like a well-oiled machine and nothing can stand in their way! The selected units TQ and Morale are raised by one die type and they are treated as if they have High Confidence for the duration of the turn (at the end of the turn, all values return to normal). This card is played immediately.
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Man Down!
A randomly selected unit in your force has suffered a non-combat casualty. Immediately treat the unit as if it has taken a casualty. Roll on the First Aid table appropriate to the unit to determine the severity of the casualtys injuries. This card is played immediately.
A randomly determined vehicle in your force suffers a breakdown of some sort. Roll a D6: 1 Electrical system failure. Vehicle completely disabled 2 3: Mobility failure vehicle is immobilized 4 5: MGs or AGLs are so jam prone that they cannot lay down effective fire 6 Main gun disabled This card is played immediately.
Bug Out!
Effective counter-battery fire has begun to splash around your forces off-board artillery assets, forcing them to relocate. You may not utilize off-board artillery for the duration of the game. This card is played immediately.
Amped Up!
Your forces squad and platoon level leaders are doing a fine job of focusing your mens attention on the job at hand their situational awareness is so amped up that its highly unlikely anyone will get the jump on them! Your units receive a +1 to all Reaction tests for the duration of the game. This card is played immediately.
The Golden BB
This card may be played by any AT capable weapon at the time that it engages a vehicular target. The vehicle engaged is automatically destroyed, brewing up in such a dramatic fashion that it raises the morale of the AT weapons force by one die type and lowers the morale of the opposing force one die type for the duration of the current turn. This card may be held by the drawing player until their next AT fire at a vehicle, at which time it must be played.
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All Clear!
This card negates the effects of the Gas! Gas! Gas! Fog of War card. This card may be held and played later.
All Clear!
This card negates the effects of the Gas! Gas! Gas! Fog of War card. This card may be held and played later.
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Grid down
If your force is on a Grid, the Grid goes down. If not, your opponents Grid goes down. If neither side is Grid capable, discard this card. This card is played immediately.
Grid down
If your force is on a Grid, the Grid goes down. If not, your opponents Grid goes down. If neither side is Grid capable, discard this card. This card is played immediately.
Grid Up
If your forces Grid is down, your techs have succeeded in restoring it. Your Grid is now up! This card may be held and played later.
Grid Up
If your forces Grid is down, your techs have succeeded in restoring it. Your Grid is now up! This card may be held and played later.
Solar Flares
Unexpected solar activity is playing havoc with the Grid! Any unit in either force attempting to take advantage of a Grid based capability must make a Troop Quality Check first. If the check fails, the unit cannot perform the desired action. This card is played immediately.
Covered in Crap
Atmospheric or local conditions have rendered an enemy unit less stealthy. Play this card on any unit in your opponents force to remove its Stealthy attribute for the duration of the game. This card may be held and played later.
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