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D-Day Dice (Second Edition): Rogue Regiment thumbnail

D-Day Dice (Second Edition): Rogue Regiment

Expansion for D-Day Dice

D-Day Dice (Second Edition): Rogue Regiment Rulebook

Table of Contents

Table of Contents

  • Rules Card
  • War Story: Rogue Agent
  • Legendary Unit: Rogue Regiment Ability Key
  • Servicemen
  • Legendary Cards

Rules Card

Rogue Regiment

D-Day Dice: Rogue Regiment is a mini expansion inspired by Word Forge Games' other big game of the moment: SAS Rogue Regiment.

It contains a Legendary Unit (Rogue Regiment), a War Story (Rogue Agent) and 6 unique Servicemen cards, based on the real-life heroes that inspired the characters in SAS Rogue Regiment.

To use the Legendary Unit, Servicemen and War Story, you'll need the rules from D-Day Dice: War Stories or at wordforgegames.com (QR code overleaf).

Note: The Servicemen included in this expansion have the "?" symbol. This means the die in question takes the result (but not the color) of your choice.

War Story: Rogue Agent

The 1st Specialist your Unit rallies is flipped over: it stops being a Specialist and becomes a Rogue Agent (RA). Place him on the Map in your Unit's Sector (use a Token).

Every Phase 5, your RA moves to an unvisited Sector (don't spend Courage if he Advances). He is not affected by combat, moving restrictions or Sector requirements (he doesn't count as a Unit).

When your RA is exposed to MGF during Phase 6, your Unit loses 1 Soldier per MGF die.

When he reaches the Final Bunker, after Phase 6, discard him: your Unit gains Courage equal to the RA's cost in Stars x 2. Your Specialist is then flipped back and can be used normally.

Legendary Unit: Rogue Regiment Ability Key

The Rogue Regiment card's ability key lists six abilities, each shown with an icon. Each entry gives its effect, with any alternative after "OR".

Dead Man's Gift: All Units (including yours) gain 7 Item Points. These Skulls don't cancel any dice. OR: Subtract 2 from your Sector's DEF during next Phase 6.

Leadership: Add 2 results of your choice to your Final Tally. These results have no color. OR: Another Unit gains 7 Item Points.

Reinforcements: Add 4 Soldiers to your Unit and 4 Soldiers to another Unit of your choice.

Fresh Troops: Gain 2 Soldiers for each chevron in your Unit.

Battle Cry: Gain 3 Soldiers. OR: If you move this turn, instead of spending Courage to Advance and losing Soldiers to Land Mines, you can spend and lose Item Points instead.

Special Find: You can find a used Item by paying its cost in Item Points (this does not count toward the 1-per-turn limit). OR: 1 Specialist or 1 Item in your Unit gains two chevrons until the end of the turn.

Servicemen

The six Servicemen cards are shown with their names and the dice-face icons printed on each. Icons are shown as they appear on the cards. A "?" icon is a die whose result (but not color) you may choose, per the rules card note above.

  • "Jock" Lewes: skull (black), skull (black), "?" (red), two chevrons.
  • Henri Fiocca: skull (blue), skull (black), "?" (red).
  • Reg Seekings: skull (red), skull (blue), "?" (black).
  • Paddy Mayne: skull (black), wrench (red), "?" (blue).
  • Nancy Wake: skull (black), "?" (blue), "?" (blue).
  • Anders Lassen: skull (blue), wrench (white), "?" (black), one chevron.

The Servicemen cards carry no printed rules text beyond these icons and the "?" note on the rules card.

Legendary Cards

These cards carry an SAS badge and a cost or star rating. The photograph does not show card-type labels, so they are grouped here by layout.

Lewes Bomb (cost 5) If the DEF of your Sector (not a Bunker) is 10 or less, subtract 3 from it. Sector -3 icon.

Smatchet (cost 7) Ignore Barriers for 1 turn. Does not work for other Units moving in with you. Barrier-ignore icon.

Red Beret (cost 12) Place a Red Beret token on one of your Specialists: If that Specialist is lost or sacrificed, discard the token and return the Specialist to your Unit.

Rogue Hero (4 Stars) If you have at least 3 chevrons during Phase 5, ignore Land Mines and Sector requirements.

Rogue Warrior (4 Stars) When your Unit Marker shows one chevron, ignore 1 MGF die. When it shows two chevrons, double the damage you suffer from MGF.

Note: the Star counts for Rogue Hero and Rogue Warrior were read from the photograph and should be checked against the physical cards.