Shadows over Normandie
Shadows over Normandie Rulebook
Table of Contents
Table of Contents
- Setup
- Action!
- Assault
- Firing Action
- Supply Phase
- Initiative for two factions and three players
- Action cards
- Search
- Terror
- Night and Fog
- Terrain and Terrain Overlays
- Recruitment Options
- Equipment
- Character traits
- Orders
- Special Abilities
- Ambush
- Amphibious ambush
- Assault
- Assault (Long Distance)
- Assault (Brutal)
- Assault (on the Move)
- Autonomous
- Destruction
- Dual Weapon
- Faith
- Firing on the Move
- Gigantic
- Hawkeye
- Jump
- Jury-rigged
- Limited Range
- Machine Gunner
- Magician
- Medic
- Mythos Manifestation
- Mythos Hunter
- Order(s)
- Perforating
- Personal Order
- Sacrifice
- Scout
- Search
- Special Movement (All Terrain)
- Special Movement (Amphibious)
- Special Movement (Flying)
- Suppressive Fire
- Terrifying
- Tripod
- Urban Fighter
- Quick Reference
Setup
Infantry
These counters represent the soldiers and certain infantry units with special equipment such as machine guns, anti-tank weapons, artillery, etc. These counters have two sides that contain all the information you need in order to use them without having to consult the rules all the time.
The back of a counter most often depicts the same unit as the front, with reduced traits (for when the unit has suffered a hit). The defense value is sometimes higher, reflecting the difficulty of hitting the reduced numbers (but it's often reduced, due to reduced efficiency of the unit).
In some cases, such as machine guns, the two sides of a counter have the same number of men in different firing positions.
An infantry counter carries the following information:
- Outline — yellow is for officers, red for heavy weapons and any dark colour for heroes.
- Faction badge — this unit belongs to a specific faction (e.g. the Rangers).
- Unit name — if written in red, it means the unit suffered damage.
- Special Abilities — for example, Order x1, Assault +1 and Limited Range (4 spaces).
- Combat bonus against light vehicles — this token adds 1 to its dice result against units with purple defense.
- Hit — this icon means that the unit can take a hit before being eliminated.
- Movement — this token can move up to 4 spaces.
- Defense — a yellow defense (infantry) is shown here; a result of 6 or more is needed to cause a hit to this token.
- Combat bonus against heavy vehicles — this unit cannot damage units with a grey defense.
- Combat bonus against infantry — this token adds 2 to its dice result against units with yellow defense.
Light vehicles
These counters, which are larger than the infantry, represent vehicles used for transport, reconnaissance, or support. These counters have two sides, one representing the vehicle in good order, the other representing the wreck of the destroyed vehicle.
Once destroyed, a light vehicle becomes an obstacle acting as a terrain overlay.
Light vehicle wrecks can be removed from the terrain during the game, according to certain rules.
Heavy vehicles
These counters, which are larger than the infantry, represent tanks and heavily equipped vehicles. They are centerpieces on the battlefield, but beware: they are vulnerable if they are not supported by infantry.
A heavy vehicle counter carries the following information:
- Primary weapon (red) and its special abilities.
- Secondary weapon (yellow) and its special abilities.
- Side defense (both sides of the vehicle).
- Front defense.
- Back defense.
Once destroyed, a heavy vehicle becomes an obstacle acting as a terrain overlay.
Heavy vehicle wrecks can be removed from the field during the game, according to certain rules.
Large creatures!
These large-sized counters represent enormous creatures. They can occupy two or four spaces. They have a green defense.
Recruitment Tile
The recruitment tile is the nucleus of your army, around which all of your units will revolve. Each recruitment tile represents the heart of a platoon, or even a single officer.
A recruitment tile can give an extra order star or a Special Ability, found at the upper-left corner of the tile.
A recruitment tile carries the following information:
- Faction insignia and specific badge.
- Recruitment tile name.
- Order or additional Special Ability — granted only if the slot is filled with a Recruitment option.
- Breaking points — amount of units to eliminate in order to gain the victory points listed on the back of the tile.
- Cost (expressed in army points) — some scenarios will allow you to build your army by spending army points.
- Tile Special Ability — you benefit from this option as long as the tile doesn't reach its breaking points.
Attention! Recruitment tiles have a cost in army points, indicated on the tile selected.
Recruitment options
To this recruitment tile, you will add recruitment options. These options will be infantry, vehicles, and/or additional equipment.
Attention! Recruitment options have a cost in army points, indicated on the option selected.
If the option tile has a Special Ability, only units from the option benefit from it.
Some options are so called "Free". They don't need to be attributed to a recruitment tile.
If an equipment option or a Character trait option is assigned to an Officer recruitment tile, then it will be available to all units in your army.
Support — these are infantry, artillery, or vehicles.
Equipment — this is specific equipment that can be used by the units on the recruitment tile or by any heroes of your army.
Each unit from a recruitment tile has access to any equipment assigned to the same recruitment tile. It is not necessary to assign it to a particular unit.
Heroes can use any gear of the army to which they belong.
Take the number of markers corresponding to what is shown and place them on the recruitment option.
Character Traits — Character traits represent the specialties of certain soldiers or elite troops.
Orders — Orders represent planning and the strategy put in place by high command. These are bonuses that benefit your entire army, and can only be obtained if you have purchased an Officer tile for your army.
Customizations — Customizations can only be used by Characters.
Spells — Only Characters can cast spells. There are two types of spells: Mythos spells, which are available to all Characters and have colored bands on each side, and spells that are specific to each faction.
A Character is the primary counter of a recruitment tile (and not an Option). It can be a hero or the officer (yellow outline) of a recruitment tile.
Heroes
Shadows over Normandie would not be what it is without its heroes! Heroes are not recruitment options and therefore do not need to be associated with recruitment tiles, but some of them cannot be enlisted without the proper recruitment tile. They are the only units whose names appear on their recruitment tile.
Terrain
The terrain represents the battlefield. It is composed of terrain boards, which can be arranged to create a very large number of different combinations. Elements printed on them, like groves and forests, have a tactical impact on the game.
Terrain overlays
These are tiles that can be arranged on the terrain boards to create different battlefields. These decorative tiles can be buildings, thickets, defensive positions, etc.
Cards
The Action cards allow you to spice up the game and make it more dynamic. Each player has a deck of cards, according to the faction he leads.
Markers
Markers will be detailed and explained in their respective chapters.
Glossary
- Unit = infantry, light vehicle or heavy vehicle counter.
- ZoC = Zone of Control
- LoS = Line of Sight
Action!
After the scenario is chosen (see Scenarios booklet), you can start the adventure.
A game round is divided into 3 phases:
- Orders Phase
- Activation Phase
- Supply Phase
Order Phase
Play action cards that say "Play in the beginning of the Order Phase."
Determine the number of Order tokens to which you are entitled. If a player has no Order token (Bluff token excepted), he immediately loses the game.
Players alternate placing an Order token on a unit of their choice that they own, until all Order tokens have been placed. The player with the initiative starts. One Order token per unit, no more!
Play action cards that say "Play at the end of the Order Phase."
Units having thus "received" an order may then act during the Activation phase.
The loss of an Order, Special Order or Bluff token is resolved without having to reveal it to the opponent.
Order tokens
In order to determine the number of Order tokens to which you are entitled, count the number of stars (regardless of their color) on your recruitment tiles, on certain units (generally officers or heroes), and on certain options.
For example, if you have 5 stars on your recruitment tiles, options, and heroes, you would take the Order tokens numbered from 1 to 5. Five units will be able to act during the Activation phase.
When you lose a unit that was providing one or more Order tokens, you must accordingly reduce the number of tokens that you collect during the following Order phase.
Bluff tokens
In addition to the order tokens to which you are entitled, you also have a Bluff you can use to misdirect your opponent. This token, whose back looks just like an Order token, is placed at the same time as your real Orders. The Bluff does not activate a unit; its sole purpose is to confuse your opponent, by suggesting possible activation of the unit!
This token is considered as an Order token but doesn't prevent a unit from moving during the Supply Phase.
Special Order tokens
Special Orders can be obtained using the High Command action card (or the Battle Plan recruitment option available in Heroes of Normandie).
Special Order tokens can be activated before or after any other Order token. They can be played as an "Order 0" and thus act before your "Order 1."
They cannot, however, interrupt an activation in progress. If both players want to use a special order at the same time, the player who has initiative goes first.
You can never have more than 10 Order tokens, 2 Special Orders, and 2 Bluffs.
Activation Phase
The player with initiative starts. First, he reveals his Order number 1 and then can activate that unit. The unit can take one of the 3 following actions:
- Move action/Assault
- Firing Action
- Do nothing
Once the unit has acted, the second player reveals his Order 1 and activates his unit; and so on, following ascending numerical order...
For a 3 players game and two sides, the activation sequence is explained on page 10.
Once one player has no more orders to reveal, his opponent simply activates one unit after another in ascending order. Leave the Order tokens beside the units, in order to differentiate those that have been activated during this phase from the others.
Activate Marker
Certain cards, such as Opportunity Fire, activate units who have no Order, or who have not yet acted. In this situation, place an Activated marker on the unit in question, when it is indicated by the card.
A unit that receives such a marker loses the order token that was assigned to it without revealing it, if it had one, and can no longer perform an action that round (except defending itself during an assault). It also will not be able to move during the Supply phase.
Move Action
A unit, whether it is an infantry, vehicle, or large creature, cannot share the same space as another unit.
Movement of Infantry Units
When a unit performs a move action, it can traverse a number of spaces equal to or less than its Movement value (even equal to 0, null movement).
- Diagonal moves are allowed.
- An infantry unit cannot move through enemy infantry, vehicles, or large creatures (allied or enemy).
- Infantry units can move through "allied" infantry units as long as they do not share the same space at the end of movement.
- Vehicles and large creatures do not exert ZoC.
Zone of Control
Each infantry unit exerts a zone of control (ZoC) over the 8 spaces adjacent to it. If one of the spaces is separated from the unit by a symbol, then it is not part of the unit's ZoC.
An infantry unit may not move from one square in an enemy unit's ZoC to another square in that enemy unit's ZoC.
The Zone of Control of a unit in a building does not extend outside the building.
ZoC can prevent units from entering/leaving a building. For more details, see Buildings p.12.
Movement of Vehicles and large creatures
In order to move a vehicle or a large creature occupying two spaces, count the number of spaces from the front of the vehicle. If you want to move backward, then count the number of spaces from the back of the vehicle. During its move, a vehicle can rotate 45°, in addition to its movement.
Vehicles can also rotate while they are stationary. It costs them 1 movement point for each 45°.
If a vehicle ends its move diagonally, then it is considered to occupy ONLY two spaces. It's possible that this results in some pieces overlapping.
It is possible for a vehicle to pass or end its move diagonally even if one of the two spaces on either side is inaccessible.
Movement of large creatures occupying 4 spaces
In order for a large creature occupying 4 spaces to move, all of the spaces that it covers during and at the end of its movement must be empty spaces.
When it performs its movement action, for each movement point, in addition to advancing (or retreating) by 1 space, a large creature occupying 4 spaces can pivot 90° (see movement 2 in the accompanying example).
Large creatures can also rotate while they are stationary. It costs them 1 movement point for each 90°.
Crushing, ramming...
A vehicle is allowed to pass through a space containing an infantry unit (allied or enemy).
If the vehicle ends its move in a space occupied by an infantry unit, that unit will be displaced into an adjacent free space, chosen by its owner. If the infantry unit has no free space to which it can move (buildings it may not enter, other units, ZoC, forbidden space, leaving the board, etc), or it has a null movement value (0 or X), then it is immediately eliminated and is removed from the game.
Vehicles, Large Creatures and Zones of Control
Neither large creatures, light nor heavy vehicles exert a zone of control (ZoC). Enemy units can therefore move freely in the spaces adjacent to a vehicle.
Unlike infantry, vehicles are not affected by the ZoC exerted by infantry units.
Certain terrains and terrain overlays affect movement. They are described in detail in the relevant chapter on terrain (p.11).
Move Sequence
Announce movement Fire on the Move Move 0 or 1 space Ambush verification Opportunity Fire
Repeat move sequence.
Suppressed tokens penalties
(see Suppressive fire p.19)
Each marker imposes a −2 penalty to the movement value. If this value drops to zero, the unit is immobilized.
Assault
Only units having the Assault Special Ability can initiate a melee against an enemy infantry unit or vehicle.
An assault can only be launched from a free space. It must be adjacent (including diagonally) to the defender.
The attacker must respect the movement rules explained in the previous chapter, and must have enough movement points to move INTO its target's space.
Assault must be announced before the beginning of the movement of the assaulting unit and must be resolved, whatever happens.
Enemy ZoC doesn't prevent a unit from moving into a space occupied by an enemy in order to assault it.
In order to symbolize the assault in progress, place the attacking counter overlapping its target.
In the diagrammed example, the German unit A prohibits movement in its ZoC. The Majestic unit enters the ZoC of the Black Sun units B and C with movement #1. The Majestic unit can lead an assault on the Black Sun unit C, even if it moves into the ZoC of the Black Sun unit B, because this movement is an assault.
Resolution of an Assault
The attacker rolls 2 dice, keeps the higher roll, and adds the combat bonus corresponding to the type of enemy unit (against infantry, light vehicles, or heavy vehicles). He also adds any bonuses available (Special Ability, cards, recruitment options...) and subtracts any penalties. A cross indicates that assault is not possible against a target of this type without special equipment.
The defender rolls 1 die (2 if the unit has the Assault Special Ability, keeps the higher roll), and adds its corresponding combat bonus, the defense bonus provided by the terrain element (except if the attacker and the defender are in the same defensive position or building) in which it is located, as well as any other bonuses available (Special Ability, cards, recruitment options...) and subtract any penalties.
If the defending unit is a heavy vehicle, then you must use the secondary weapon (yellow outline) combat bonus.
The player with the higher result wins the assault.
Attacker Wins
If the defending unit has the "eliminate" symbol, then it is eliminated and the unit is removed from the game.
If the "hit" symbol is present on a defending infantry unit, then it takes a hit, which is to say that the counter is turned over.
Besides taking this hit, an infantry unit must immediately retreat into one of the three spaces away from the attacker. This retreat is not a movement action. If the unit cannot perform it, the unit is destroyed.
The unit can retreat from the ZoC of an enemy unit, but cannot retreat if it would move from one square in an enemy unit's ZoC to another square in that enemy unit's ZoC.
If none of these three spaces are accessible, then the defending infantry unit is immediately eliminated and the unit is removed from the game.
Once the defender's retreat is complete, the attacking unit must move into the defender's former space, assuming it's accessible.
- If the defending unit is a light vehicle, then it is destroyed; turn it over to its wreck side. It becomes a terrain overlay.
- If the defending unit is a heavy vehicle, then you must determine the damage location (see Damage on Heavy Vehicles, p.8).
A vehicle never retreats after losing an assault.
Defender Wins
The attacker takes a hit.
- If the attacking unit has the "eliminate" symbol, then it is eliminated and the unit is removed from the game.
- If the "hit" symbol is present on the attacking unit, then it takes a hit, which is to say that the counter is turned over.
Moreover, the attacking unit is pushed back to the last space it held before the assault. The defender does not move, and remains in its space.
Tie
The attacker and the defender remain on their respective spaces, from before the assault, and no damage is applied.
Assault and Units with firing arc (see Firing Arc, p.8)
If the unit is assaulted by an opponent from a space outside its firing arc, you must immediately assign it a Suppressed token and then resolve the assault.
Large creatures!
Large creatures have a green defense. This means that any combat bonus (infantry, light vehicle, or heavy vehicle) can be used when attempting to attack them (with a firing action or during an assault).
Suppressed tokens penalties
(see Suppressive fire p.19)
Each marker imposes a −2 penalty ANYTIME the unit rolls a dice.
Firing Action
During the Activation phase, a unit that does not move can fire.
In order to fire, make sure the attacking unit has an appropriate combat bonus against the target. If, in the location of the appropriate combat bonus, there is an X, then the unit in question cannot fire on this target. Most infantry units without special equipment cannot target a heavy vehicle.
Vehicles possessing several weapons can use all of their weapons during the same firing action, and can choose a different target for each weapon. The shots are not made simultaneously. Heavy vehicles such as tanks often have at least a cannon and a machine gun.
Note: If the vehicle is moving, verify that the weapons have the Fire on the Move Special Ability (p.17), which is often the case with machine guns, but not with cannons!
Line of Sight
In order to fire on an enemy target, there must be a line of sight (LoS), which is to say that there can be no Obstacle blocking the LoS.
To verify that the shot is possible, simply trace a line between the center of the attacking unit space and the center of the target space.
Obstacles
Certain elements or terrain overlays completely block the LoS that cross them.
Others reduce the LoS that cross them. For each space crossed by the Obscured LoS, subtract the value in the symbol from the dice result. These penalties are cumulative if the Obscured LoS passes through multiple spaces (of one or several elements). The space of the targeted unit does not count.
To verify that the shot is possible, simply trace a line between the center of the attacking unit space and the center of the target space.
All infantry units block LoS unless the target or the unit firing is a vehicle. Vehicles and large creatures block LoS.
Whenever a vehicle or a large creature occupying two or more spaces targets a unit, it can choose the center of either of the two (or four) spaces as the starting point of its LoS.
Whenever a vehicle or a large creature occupying two or more spaces is targeted by a shot, the attacker may decide to aim at the center of either of the two (or four) spaces.
Heavy vehicles and some large creatures have different defenses, depending on the angle of the shot. So you can choose to target one space or the other in order to take advantage of the lower defense.
Range
Most weapons in Shadows over Normandie have unlimited range, but beyond 7 spaces, shots suffer a −2 penalty to their final result.
In order to count the number of spaces to your target, you can use the diagonals, and you should ALWAYS take the shortest path. You should count the target unit's space but do not count the firing unit's space.
Shot Resolution
In order to resolve a shot, the player rolls a die. To that result, he adds the combat bonus corresponding to the type of enemy unit. He also adds any bonuses available (Special Ability, cards, recruitment options...) and subtracts any penalties.
When the result is greater than or equal to the defense value of the unit in question, the latter takes a hit, as shown below.
- If the target has the "eliminate" symbol, then it is eliminated and the unit is removed from the game.
- If the "hit" symbol is present on a targeted infantry unit, then it takes a hit, which is to say that the counter is turned over.
- If the target unit is a light vehicle, then it is destroyed, and turned over to its wreck side; it becomes a terrain overlay.
- If the target unit is a heavy vehicle, then you must determine the damage location.
If the result of the shot is greater than or equal to twice the value of the targeted unit's defense value (plus any bonuses) then the targeted unit is immediately eliminated and removed from the game. This rule also applies to heavy vehicles. This is called a kill shot!
Damage on heavy vehicles
When a heavy vehicle is hit by a shot, or by losing an assault, the attacker rolls a die to determine where it was hit and places the Damage marker in the corresponding location on the vehicle.
- Crew: You can fire with only one of its weapons each round.
- Track: The vehicle can no longer move. If the vehicle was in motion, it must stop immediately. 3-4. Hull: Place two Suppressed markers on the vehicle, in addition to the Damage marker. If the vehicle was in motion, it must stop immediately.
- Primary Weapon: The main weapon (red) of the vehicle is destroyed. 6+. Destruction: The vehicle is destroyed. Turn it over to its wreck side.
If the vehicle receives a second Damage marker of the same type, it is destroyed. Turn the vehicle over to its wreck side.
Shot resolution (summary)
Announce shot type (regular or Suppressive) Initial attack bonus Malus Fire on the Move Equipment bonus Split attack bonus (if Machine Gunner) Double attack bonus (if Suppressive Fire) Dice roll (2 dice if Dual Weapon) Dice roll result + modified attack bonus Subtracting penalties from the final result of the die roll (Suppressed marker, Range, Obstacle)
Supply Phase
During this last game phase, units who have not received an Order token and do not have an Activated marker can perform a movement action (see Movement, p.5).
A unit that has received a Bluff token can still move during this phase, because a bluff does not prevent Supply Phase movement.
A unit moving in the Supply Phase may use certain special abilities (like Ambush, p.17 and Tripod, p.19).
The Immutable Rule of the Supply Phase: Neither firing nor any assault can happen during this phase!
The Supply Phase only allows units that have not yet acted to move.
Execution of the Supply Phase
- Resolve all effects linked to the beginning of the Supply Phase in this order: Special Abilities, Action Cards, recruitment options, Scenario.
- Discard the Bluff tokens placed on each player's units.
- Make Terror checks (see Terror, p.11).
- Move any of your units that have received neither Order nor Activated markers this round. The player with initiative plays first, and can move some or all of these units. Once he has finished, his opponent does the same.
- Discard one and only one Suppressed marker per unit.
- Resolve all effects linked to the end of the Supply Phase in this order: Special Abilities, Action Cards, recruitment options, Scenario.
End of turn
Discard as many cards as you wish, and THEN as many cards as described in the chosen scenario (or more if some bonus permits).
Move the initiative marker next to the last player on the turn counter. The marker shows which player has initiative according to the number of turns. The markers on the turn counter show the order of play and which players are left for the following turns.
You can then start a new round!
The turn counter track shows, for each turn number: Initiative markers; Black Sun event, check scenario; Common event, check scenario; Majestic event, check scenario; Scenario end, check scenario.
Initiative for two factions and three players
When there are opposing teams of one player against two players, determining initiative is a bit different.
The solo player activates two units, alternating with his opponents. For example, the Majestic player has initiative. He activates his Order 1. His first enemy, the Deep Ones, activates his. The Majestic player then activates his Order 2. His second enemy, the Black Sun, activates his Order 1, and so on.
The Majestic player deploys his Order 1 The Deep Ones player deploys his Order 1 The Majestic player deploys his Order 2 The Black Sun player deploys his Order 1
The Majestic player deploys his Order 3 The Deep Ones player deploys his Order 2 The Majestic player deploys his Order 4 The Black Sun player deploys his Order 2 Etc.
A second marker for each faction is provided to help you visualise this initiative on the turn counter.
During deployment, the solo player deploys his entire army when it is his turn.
Action cards
Action cards must be used during the phases indicated in their description.
You can play as many cards as you want during a round, and even during a single action.
Everything you need to know is printed on the card: its Alternate Bonus, and there is a certain number of copies of each card.
If the card contradicts a rule, the card overrides the rule (Except in the case of the Immutable Rule of the Supply Phase).
Certain cards offer an alternate bonus. This bonus concerns either firing, movement, or assault. You must choose if you are using the alternate bonus or if you want to apply the card text. If you use the bonus, you must announce it before rolling dice or before you move.
- Give a +1 bonus during an assault, while defending or attacking.
- Give a +1 bonus to a firing action or while using an option or a card that replaces a firing action.
- Give a +1 bonus to a movement action.
If more than one card is played on the same action, they are resolved starting with the last card played, then up the order of playing cards until the first card played. If a card has no valid target, its effect does not apply.
Spell cards of the Black Sun act as Spell Recruitment options and can thus have their penalty reduced with the help of Blood Sigils or the Magician Special Ability or both.
Search
At the beginning of each game, take all customizations and spells with one of these backs that are not assigned to Recruitment tiles and put them in a little bag (Search bag).
A unit that ends up in a space with a Search token, or in a space adjacent to a Search token, can make a Search check. It must have an Order token and make the check instead of taking an action during the Activation or Supply Phase.
You cannot perform the check if an enemy unit is adjacent to the unit making the check. Throw the die.
If the unit does not have the Search Special Ability, it must roll a 6 to draw a customization/spell from the Search bag.
If the unit has the Search Special Ability, it must roll equal or greater than the value of the Special Ability symbol.
Once the customization/spell is drawn, you can assign it to any tile that has an empty space bordered by a white or green band.
Terror
Madness bag
Take all of the Madness tokens and put them in a different little bag.
Mythos Manifestations are not affected by Terror.
During the Supply Phase, if a unit that received at least one Suppressed marker sees a Mythos Manifestation (unit or element with the Mythos Manifestation Special Ability), it must make a saving throw to resist the Terror.
To see the Manifestation, the unit must have a clear or obscured line of sight on it.
If the unit has multiple Mythos Manifestations in its clear line of sight, it makes the check against the Manifestation with the highest Mythos Manifestation Special Ability value.
If the value written in the symbol is null, the Mythos Manifestation does not instill terror.
Throw a die. Subtract 2 from the result for each Suppressed marker on the unit.
If the result is equal to or greater than the terror value, the unit resists the Terror.
If the result is less than the terror value indicated in the symbol, the unit must draw a marker from the Madness bag. If the unit draws a Madness, immediately apply the result and discard all Suppressed markers on it.
- Steady: The unit resists the Terror. Discard the Madness token.
- Rage: Leave the token on the unit. It cannot receive an Order next round. In the beginning of the Activation Phase, the unit moves 4 spaces closer to the closest enemy unit. If it can, it must attack hand-to-hand with a +3 bonus to its die throw (in addition to all other Assault bonuses). If the enraged unit is a vehicle or cannot move for any reason, it fires all of its weapons on the closest enemy unit with a +3 bonus. Place an Activated marker on the unit and discard the Madness token.
- Catatonia: Leave the token on the unit. It cannot receive any Order tokens the next round. It cannot do anything until the end of next round's Supply Phase and cannot benefit from any card bonuses. At the end of next round's Supply Phase, discard the Madness token.
- Paranoia: Leave the token on the unit. It cannot receive any Order tokens the next round. In the beginning of the Activation Phase, the unit fires upon the closest unit, friend or foe. If an ally and enemy are equally close, fire upon your ally. Place an Activated marker on the unit and discard the Madness token.
- Suicide: The unit immediately takes a hit. If it is a heavy vehicle, determine the position. Discard the Madness token.
- Fear: The unit immediately retreats 4 spaces away from the Mythos Manifestation. If its side with the symbol was faceup, it flips over. If it cannot move or if it would go off the board, the unit is eliminated. Discard the Madness token.
- Hysteria: The unit loses all reason and begins to scream. It can activate normally but with a −1 penalty to all die throws. Additionally, you can deafen your opponent... At the end of next round's Supply Phase, discard the Madness token.
In any case, if the unit is eliminated, put the Madness token back in the bag.
Madness and Mythos Manifestation
Certain cards, Options, or Special Abilities can force a Mythos creature to make a Terror check. Evidently a unit of this type cannot become Mad. It is assumed that its relation to reality is altered by the shock and its reaction can resemble a strike of madness.
Night and Fog
In the scenarios set at night or in a cave, the maximum range, the penalty for shooting at long range, the dispersions, and the range for revealing concealed units are modified according to the conditions of the night.
Dark Night
The maximum range for shots is 7 spaces. Beyond this distance, it is impossible to fire. The penalty for long range starts at 5 spaces. The maximum range of 7 spaces also applies to the Limited Range Special Ability if it is greater than 7 spaces.
In order to discover a unit hidden in a terrain overlay, you must be adjacent to it. A unit can hide in open terrain (outside of a terrain overlay) if no enemy is within 2 spaces with a clear LoS on the hidden unit.
Dispersion from indirect fire is augmented by 2 spaces (available with Heroes of Normandie).
No direct fire with the Indirect Fire Special Ability. The range of indirect fire is not affected.
It is impossible to play Aviation cards (available with Heroes of Normandie).
Fog
The maximum range for shots is 9 spaces. Beyond this distance, it is impossible to fire. The penalty for long range starts at 6 spaces. The maximum range of 9 spaces also applies to the Limited Range Special Ability if it is greater than 9.
In order to discover a unit hidden in a terrain overlay, you must be adjacent to it. A unit can hide in open terrain (outside of a terrain overlay) if no enemy is within 3 spaces with a clear LoS on the hidden unit.
Dispersion from indirect fire is augmented by 2 spaces (available with Heroes of Normandie).
No direct fire with the Indirect Fire Special Ability. The range of indirect fire is not affected.
It is impossible to play Aviation cards (available with Heroes of Normandie).
Terrain and Terrain Overlays
The symbols below indicate the effects of different terrain and terrain overlays. These effects are applied to all spaces indicated by the colored contour of the terrain, or the entire terrain overlay tile.
Structure
This overlay is a structure. In order to destroy it, you must inflict the number of demolition points printed within the symbol (see Demolition, p.17). Once this number is reached, turn the terrain overlay over to its ruin side, or remove it from the game.
Any unit within a structure is suppressed upon the structure's destruction. Each unit in the building receives a Suppressed marker. The player with initiative plays first, and must redeploy all of these units, formerly present in the structure, on the ruins of the structure. Once he has finished, his opponent does the same.
When a heavy vehicle passes over a wreck, it inflicts 1 demolition point on the wreck.
Defense
This element provides a bonus to the defense value of every infantry unit on one of its spaces. The value of this bonus is printed in the symbol.
Obstacles
This element totally blocks LoS, or obscures LoS that cross it. For each space crossed by the Obscured LoS, subtract the value in the symbol from the final dice result. These penalties are cumulative if the Obscured LoS passes through multiple spaces (of one or several elements). The target space does not count.
If the element is situated between two spaces, this penalty does not apply to units in the spaces adjacent on either side of the element.
This element (diamond symbol) blocks lines of sight and prevents indirect fire (like grenades).
Difficult passage
Once a unit enters this element, it must stop its movement immediately. To move within a Difficult Passage zone, the unit can move only one square at a time, after which its movement ends immediately.
Impassable
No unit can enter this element.
Impassable to infantry, light vehicles, and heavy vehicles.
Impassable to heavy and light vehicles
This element is impassable to heavy and light vehicles.
No passage
It is impossible to pass between the two spaces connected by this symbol. Moreover, LoS is blocked.
Water
This element is forbidden to units with no Special Movement (Amphibious) Special Ability (see p.18). Units with this Special Ability can move normally (see Movement p.5).
Difficult Terrain
A unit that enters an element with this symbol immediately receives a Suppressed marker. Immediately apply the −2 penalty to its movement. If the unit still has movement points available, it can continue to move.
An infantry unit can enter a difficult terrain space by spending its last movement point.
Large creatures!
Large creatures have a green defense. This signifies that they are not affected by bonuses or penalties given by terrain elements invoking a defense color.
They are therefore not confined by "forbidden to" elements, but are stopped by "impassable" elements. They do not benefit from defense bonuses. They are stopped by rough terrain and cannot enter water spaces without the Special Ability. They cannot enter buildings.
Examples
Swamp — A unit with the Special Movement (Amphibious) treats swamp spaces like normal spaces.
Among units without the Special Movement (Amphibious) Special Ability, only infantry and large creatures can enter the swamp. As soon as an infantry unit or a large creature without the Special Movement (Amphibious) Special Ability enters a swamp space, it receives a Suppressed marker.
Mud — Mud spaces are impassable to light and heavy vehicles. Infantry and large creatures must stop as soon as they enter. If they move within the Mud area, they must stop moving immediately after one space.
Hedgerow — Hedgerow spaces are impassable to light and heavy vehicles. Infantry and large creatures must stop as soon as they enter. If they move within the Hedgerow, they must stop moving immediately after one space.
Hedgerow and large creatures...
A large creature must stop once a part of its token enters a Hedgerow space. Its next movement will be free if it leaves the Hedgerow, but it must stop once again if it moves along Hedgerow.
Hedgerow spaces completely block LoS.
Infantry units get a defensive bonus if they are positioned in a Hedgerow space.
Thicket
A small group of trees of various sizes. Does not hinder movement. The entire overlay slightly (not only the visual) obscures LoS. Provides a defense bonus to infantry units.
Fords
If there is no symbol, all units can cross ford spaces, even amphibious units. Further, it is impossible to hide in these spaces.
Buildings
House, farm, barn, shed... Buildings can be any type. They can only be entered from the spaces pointing to them with a blue arrow. The half-space is not taken into account.
The ZoC of a unit on one of these outside spaces prevents another unit from entering or leaving a building.
In order for a unit to fire out of a building, it must be in a space bearing the marks that indicate an opening.
The red marks on the walls block the LoS.
In order to fire on a unit inside a building, that unit must be on a space directly adjacent to an opening.
A unit inside a building benefits from extra protection unless the firing or assaulting unit is also in the building, or if a grenade is launched into it.
In order to launch a grenade into a building, the unit launching the grenade must be in one of the spaces adjacent to an opening (framed by red marks on either side and pointed to by arrows).
All units inside the room are affected and they do not benefit from the defense bonus normally provided by the building. The explosion is contained by the walls of the building, and therefore does not affect any units in other rooms, or outside. You don't need to use the blast template.
When throwing a grenade out of a building, the first interspace is situated on the half-space in front of the opening.
Some buildings completely block LoS. In this case, you have to take the red marks of the building into account, not the entire overlay.
If two buildings are adjacent, only infantry units can pass between them.
If two buildings are diagonally adjacent, vehicles can pass or stop between them.
Underwater Passage
Blue arrows indicate that it is possible to move underneath the terrain element. It is impossible to stop moving under these elements.
Stilted Structures
An amphibious unit can move under certain terrain elements normally reserved for land units (non-amphibious). These elements are highlighted by this symbol.
Count the number of spaces covered by the terrain overlay.
A unit that moves under the element cannot stop until it has completely moved through.
An amphibious unit cannot be targeted by Opportunity Fire when it is in a space underneath the terrain element.
Stilted structures are considered to be standing on swamp spaces. That means that the terrain overlay can create a path between two swamp areas.
Cave
Cave walls are impassable. They block lines of sight and prohibit indirect fire (like grenades, for example).
Line of Sight summary
Clear Line of Sight — LoS without any crossed square with elements bearing the Obstacle or Obscured LoS symbols.
Obscured Line of Sight — LoS without any crossed square with elements bearing the Obscured LoS symbols.
Blocked Line of Sight — LoS with a crossed square with elements bearing the Obstacle or blocking-diamond symbol.
Recruitment Options
In this section, we describe the recruitment options that are not units.
General rules
- Only units that are related to the same Recruitment Tile as the Option can use the Equipment or benefit from the effects of a Character trait.
- A recruitment option put on an Officer Recruitment Tile allows the entire army to benefit from this option.
- The equipment recruitment options must be discarded after use.
- Heroes have access to all the equipment present in the army to which they belong.
- As a general rule, unless otherwise stated on the counter, equipment that allows a shot (grenades, anti-tank weapons, etc) are used instead of the unit's shot (Firing action rules p.8) and can be combined with Special Abilities such as Fire on the Move. The same unit cannot take both a shot and utilize equipment that allows a shot.
- Equipment that provides a bonus, such as Ammo, is used as part of the action, but must be announced before rolling the dice. This bonus is added to the unit combat bonus.
- Unless it is specified, only infantry units can benefit from equipment recruitment options.
- Only Characters (see p.4 Customizations) can benefit from (or make someone else benefit from) a customization.
- Only Characters can cast spells.
- Free recruitment options don't have to be attributed to a recruitment tile.
Customization
Customizations are options that improve Characters. They can be objects, but also Special Abilities.
Weapons — These traits allow you to fire with a different weapon than the one equipped to the Character. Use them instead of a firing action. They can include markers to spend, like grenades. (Grenade, MP40, Shotgun, Mauser.)
Cursed Statue — This statue allows the Character that owns it to benefit from the Magician Special Ability (see p.18) and the Mythos Hunter Special Ability (see p.18).
Elder sign (Signe des Anciens) — This customization gives you 3 Elder Signs. These magical objects are powerful protections against Mythos Manifestations (all units or elements with the Mythos Manifestation Special Ability).
Each marker gives you the Mythos Hunter 2 Special Ability (see p.18). You can play more than one marker at a time, but you must announce it BEFORE throwing the die. The unit must either be a part of the recruitment tile that this option is assigned to or be adjacent to a unit with access to this option. Discard each marker after use.
Elder Sign Medallion — This customization gives the Character the Mythos Hunter 1 Special Ability (see p.18). Additionally, at the end of the Order Phase, the medallion allows you to discard an Order token assigned to a Mythos Manifestation situated 3 or fewer spaces from the Character wearing the medallion.
Eldritch Ichor — This customization gives you 1 Eldritch Ichor token. By discarding this token, you can flip the Character over to its unharmed side. The Character can use the token to prevent a hit on an adjacent unit. You cannot cancel a hit that would eliminate a Character or unit. Discard the token after use.
Elder Sword — This trait gives the Character a mighty Elder sword. The Elder sword gives a +1 bonus to the Character's Assault Special Ability. It also gives the Faith Special Ability.
Leader — This customization gives the Character the Order 1 Special Ability (see p.18). You can add an Order token to your total Order tokens of your army at the end of the Supply Phase. Don't put this customization in the Search bag.
Search — This customization gives the Character the Search Special Ability (see p.18). It has two levels: normal and expert. Don't put this customization in the Search bag.
Shaggai Sword (Épée Shaggai) — This customization gives the Character an impressive Shaggai sword. The Shaggai sword gives the Assault +3 Special Ability (see p.17) in replacement of the Character's Special Ability. It also gives the Sacrifice Special Ability (see p.18).
Sigil of blood — This trait gives you 2 Blood Sigil markers. Each Blood Sigil allows you to reduce by 1 Suppressed marker the penalty suffered by the spellcaster. You can use as many Blood Sigil markers as you like when casting a spell. Discard each marker after use.
Spells
To cast a spell, the Character must have no Suppressed markers. Casting spells happens during the Activation Phase with an Order token instead of a movement or firing action.
Each spell has a penalty, expressed in Suppressed markers.
Once the spell is cast, successfully or not, place, on the Character, the number of Suppressed markers shown on the tile.
Certain spells have a limited number of uses. The number of maximum uses is shown by the number of markers assigned to the spell. Once you reach this number, you can no longer cast the spell until you have retrieved at least one of the corresponding markers.
Certain spells require a Clear LoS, or at least Obscured.
Spell cards in the Black Sun deck are also considered to be Spells. The penalty they assign to the spellcaster can be reduced in the same way.
Blessing of the Black Sun — Penalty: 2 Suppressed markers. Once cast, place the template in the center of the space occupied by the Character who cast the spell, and move it in the direction of your choice. All units covered even partially by the template are touched by the cursed jet of flames. The template is affected by obstacles. It is equally blocked as soon as it moves by the center of a space occupied by a vehicle or obstacle.
In addition to possible damage, all units, infantry or vehicles that end up underneath the template receive a Suppressed marker and lose their Order if they had one.
To be able to fire into a building, the unit must be in a space adjacent to an opening between red marks and indicated by arrows. All units inside the building are affected. Don't put this spell in the Search bag.
Blessing of Hydra — Penalty: 2 Suppressed markers. Once cast, place the corresponding marker on a unit situated up to 3 spaces from the spellcaster. The targeted unit receives the Autonomous Special Ability. If the Character recasts the same spell before retrieving the marker, it takes it off the first unit and places it on the new one. Don't put this spell in the Search bag.
Drowning — Penalty: 2 Suppressed markers. Once cast, place the corresponding marker on an infantry unit situated up to 3 spaces from the spellcaster.
The targeted unit immediately receives a Suppressed marker and suffers an attack with a +2 bonus.
During the Supply Phase, when the unit must move, return the marker. The unit then suffers a second attack, with a +1 bonus. Discard the marker. Don't put this spell in the Search bag.
Enchant Unit — Penalty: 2 Suppressed markers. Once cast, place the corresponding marker on a unit situated up to 3 spaces from the spellcaster. The spell gives the Mythos Hunter 2 Special Ability to the targeted unit.
At the end of the Supply Phase, flip it over to its Mythos Hunter 1 side. Then, at the end of next round's Supply Phase, discard the marker. If the Character recasts the same spell without retrieving the marker, it takes it off the first unit and places it on the new target.
Fog — Penalty: 2 Suppressed markers. Once cast, place the Fog token above the turn counter. Fog rules stay in effect for the rest of the game. Don't put this spell in the Search bag.
Life Drain — Penalty: 3 Suppressed markers. A Character can target an allied or enemy infantry unit situated up to 3 spaces from him to steal its vital energy. Once cast, the targeted unit suffers an automatic hit and the spellcaster can return its token to its undamaged side if it was damaged.
Mythos Barrier — Penalty: 1 Suppressed marker. Use: 1. A Character can target an adjacent space to forbid access to Mythos creatures. Place the corresponding token on the targeted space.
Once placed, Mythos Manifestations cannot cross the space except through an underground movement. If the spell is cast on a space occupied by a Mythos Manifestation, it must move to an adjacent space and gain a Suppressed marker. If it cannot do so, it is eliminated. If the Character recasts the same spell without retrieving the marker, it takes it off the first unit and places it on the new target.
Paralyze — Penalty: 1 Suppressed marker. A Character can target an infantry unit situated up to 3 spaces from him in order to immobilise it. Place the corresponding marker on the targeted unit. At the end of the Supply Phase, discard the marker.
As long as the marker is present on the unit, it cannot move or fight. If it is attacked in hand to hand combat, it rolls only one dice and doesn't add any bonuses (Unit Combat bonus, Assault, Terrain, Cards...). If any Character recasts the same spell without retrieving the marker, it takes it off the first unit and places it on the new target.
Rust — Penalty: 1 Suppressed marker. Once cast, place a Rust marker on a light or heavy vehicle situated up to 5 spaces from the spellcaster. You can place more than one marker on a vehicle. It is not possible to place more than 1 marker at a time. Each marker reduces the defense value of the vehicle by 1. If the vehicle is destroyed, you retrieve the markers. Don't put this spell in the Search bag.
Summoning — Penalty: Variable. Use: Variable. Once cast, place the summoned unit on a space (or multiple if it is a large creature) at a maximum distance as indicated on the spell tile.
If the summoning indicates a limited number of uses, this means that you can cast the spell as many times as you have available tokens of the corresponding creature. If you do not have any more, you can no longer summon them. You can recast the spell as soon as you retrieve at least one of the corresponding creature tokens.
Equipment
Amulet of Dagon — This option gives you 3 Amulet of Dagon markers. You can play an Amulet of Dagon at any time during any phase. Each marker allows you to force a unit that has at least one Suppressed marker to make a Terror check against the value indicated by the Amulet of Dagon marker. Discard each marker after use.
Ammo — This option gives you 3 Ammo tokens. Each token gives you a bonus of +1 on shots against infantry. You cannot use Ammo with explosive weapons. You can use as many Ammo as you want in a single attack, but you must announce their use BEFORE rolling the die. Discard each token after use.
Dragon — Ariane found herself a strange companion that doesn't seem to leave her. This little dragon can move once per round, at any phase of the game. Place an Activated marker on it to remind yourself of this rule. It can move onto an allied unit to provide its support. Then return its token. It gives the Terrifying and Mythos Hunter 1 Special Abilities (see p.19) to the unit on which it is placed.
Grenades — This option gives you 3 Grenade tokens. The combat bonuses for grenades are printed on their respective tokens. You can use a grenade at a maximum distance of 2 interspaces. You can launch them over terrain elements, as the distance allows.
Place the corresponding blast pattern on the targeted interspace. There is never dispersion. All units and structures present in the blast pattern, even partially, are affected by the shot. Resolve each contact individually. You can launch a grenade into a building if you're on the space adjacent to an opening (for more details, see Buildings p.12).
Life Point — Certain units have Life Points that can be discarded to cancel a hit. If the result of the shot creates a double loss (see Firing p.8), you must discard 2 Life Point markers. If the unit does not have enough Life Point markers, it suffers one hit per missing marker.
Offensive Grenades — This option gives you 3 Offensive Grenade markers. These grenades work in the same way as the grenades described above. Units present under the template, even partially, are hit by the fire and, if they survive, receive a Suppressed marker.
Panzerfaust — This option gives you 3 Panzerfaust tokens. The maximum range of a Panzerfaust is 4 spaces. There must be a line of sight between the shooter and the target. Discard each token after use.
Poisoned Blade — This option gives you 3 Poisoned Blade markers. This option cannot be used during an assault against an infantry unit. Discard a Poisoned Blade marker to receive a +1 bonus to your result. You can use as many markers as you like during a single attack, but you must announce it BEFORE throwing the die.
If the attacked unit survives, it keeps the marker on the Poisoned side. In the beginning of the Supply Phase, the unit must make one Terror check per marker on it.
If multiple Madness tokens are drawn, the Deep Ones player chooses which one will be applied. Put the others back in the bag and discard all of the Poisoned Blade markers.
Suffocating Cloud — The Overlord can make a cloud of toxic gases that disorients or strangles everyone inside it. He can choose which type of cloud he makes.
As with spells, he must receive the number of Suppressed markers indicated on the corresponding token. He places the token in an interspace at a maximum distance as indicated on the token. All units covered even partially by the template are touched by the cloud and suffer the effects. You can cast a Suffocating Cloud inside a building if you are in a space adjacent to an opening (see Buildings, p.12), like for a grenade.
Hypnotic Cloud — Penalty: 2 Suppressed markers. Units affected by this cloud immediately lose their Order token if they have one or receive an Activated marker if they don't have one. Discard the token after use.
Toxic Cloud — Penalty: 1 Suppressed marker. Units affected by this cloud immediately undergo an attack and receive a Suppressed marker. Combat bonuses for Toxic Clouds are written on their respective tokens. Resolve each contact individually. Leave the token on the board until the end of the Supply Phase. All units that enter the cloud undergo an attack and receive a Suppressed marker.
Totem(s) — This option is a free option. It gives you 1 or 2 Totems. The Deep Shamans make these Totems emerge from the ground before a battle. They must be placed, during the Supply Phase of the first round, on an interspace anywhere on the game board.
Each Totem gives the Magician Special Ability (see p.18) to all Characters situated 3 or fewer spaces from the Totem.
In addition, in the beginning of the Order Phase, you must choose, for each Totem, which advantage it will give you. You can choose between:
- This Totem gives you an Order. Immediately take an additional Order token.
- or: This Totem allows you to immediately draw 1 Action card.
Totems have 1 structure point and can therefore be destroyed.
You cannot have more than two Totems at the same time during a battle.
Character traits
Hardboiled — Captain Duval is an inspiration for his men. This Character trait gives you 3 Hardboiled tokens. Discard a Hardboiled token to remove a Suppressed marker from one of your units. You can play several Hardboiled tokens at the same time.
Heroic — This Character trait gives you 3 Heroic tokens. Each token permits you to re-activate the unit you just activated. For the second action, the unit does not need an additional Order. You cannot activate the unit a third time. Special Orders cannot be played between these two activations. Discard each token after use.
Veteran — This Character trait gives you 3 Veteran tokens. Each token permits you to re-roll or cause someone to the enemy re-roll any dice (one or more) roll whose results you are not happy with; however, you must keep the new result. You can use a Veteran token on a dice (one or more) roll you just rerolled. Discard each token after use.
Orders
Bluff — This order grants you 1 extra Bluff token.
Improvisation — You can draw 1 card more than the maximum number allowed, but you must then discard 1.
Planning — This order grants you 1 additional Order token. You cannot possess more than 10 Order tokens.
Special Abilities
Ambush
In order to activate this Special Ability, you must turn over your unit during a movement, at the beginning or end of the movement. This movement can be null (zero spaces).
A unit with this ability can be deployed with whichever side up that you like.
Once concealed, your unit cannot be targeted by shots, and ignores blast pattern.
To spot an ambushed unit, you need a Clear LoS.
If the unit is inside a terrain element or a terrain overlay, you also have to be at 2 spaces or less from it. Then turn over the counter, this counts as a null movement that cannot be modified by any bonus. Conditions to flip over an ambushed unit counter are checked each space covered by this ambushed unit or by an enemy infantry or light vehicle unit.
A unit can be turned over or spotted only once per movement. Heavy vehicles can not identify concealed units.
Two concealed units can identify one another simultaneously.
Concealed units don't block LoS. Concealed units can be assaulted. Concealed units spotted while moving keep the movement value of the concealed side. Only the owner of an ambushed unit can consult it.
A concealed unit that fires loses the benefits of this Special Ability, and you must turn the counter over.
Amphibious ambush
This Special Ability works in the same manner as the Ambush Special Ability, with the exception of the following rules: a unit with this ability can only ambush in water spaces. To detect an Amphibious Ambush unit, you must be in an adjacent space.
Assault
The unit specializes in hand-to-hand combat. Therefore it can initiate melee combat and roll 2 dice when attacking or defending. If a value is printed in the symbol, add it to the result of your roll.
Assault (Long Distance)
The unit can begin an assault on an opposing unit situated at a maximum distance as indicated in the symbol.
Long distance assaults resolve following the Assault rules. In case of a victory, the attacked unit must retreat as described in the Assault rules and the attacking unit cannot enter the space left empty by its opponent.
Assault (Brutal)
The unit can begin an assault on all opposing units that it covers at least partially at the end of its movement.
The value indicated in the symbol is used in the place of the value of the Assault Special Ability. Assaults are resolved one after the other in the order chosen by the attacker.
In case of a victory, the attacked unit must retreat as described the Assault rules. As soon as an assault is lost by the unit, its activation is ended and the unit returns to the space(s) it occupied before the assault. The unit cannot attack the same enemy multiple times.
Clarifications. This Special Ability can be combined with the Moving Assault and Long Distance Assault Special Abilities. If the unit uses Long Distance Assault combined with Brutal Assault, it therefore doesn't need to cover its opponents and will not take their place in case of a victory.
Assault (on the Move)
The unit can begin an assault on an opposing unit during its movement action. If it loses the combat, it must stop. If not, it can continue moving. Without the Brutal Assault Special Ability, it can only do one assault during its activation. The penalty indicated in the symbol is subtracted from the attack bonus of the unit and not from the final result.
Clarifications. This Special Ability can be combined with the Brutal Assault and Long Distance Assault Special Abilities. If the unit uses Brutal Assault during its movement, it can make multiple assaults during the same movement action.
Autonomous
This unit does not require an Order marker to act. You can choose to activate it at any time during the Activation phase. However, it may not interrupt a current activation.
Destruction
Units with this Special Ability can destroy structures. Every time they fire at a structure directly or at a unit within the structure, they roll a number of dice equal to the value indicated in the symbol. For each result equal to or greater than 4, place a Destruction marker on the structure. If the number of markers reaches the value of the structure, it is destroyed. Remove the wreckage from the game or flip over the terrain overlay.
Dual Weapon
When shooting, roll two dice and keep the higher result.
Faith
Units with Faith are not subjected to Terror checks.
Firing on the Move
The unit can fire while moving. Fire on the Move is made before the exiting of the unit on a space.
The penalty specified in the symbol is subtracted from the unit combat bonus and not from the final result.
Gigantic
These units cannot enter or be summoned in buildings.
Hawkeye
This unit's shots are not subject to the penalty for long-range fire.
Jump
The unit with this Special Ability is able to jump over terrain elements. Move it as usual and ignore any obstacles. The unit cannot stop on an element normally forbidden to it. The unit can enter a dominant position with the Surprise action card or the Urban Fighter Special Ability.
Jury-rigged
When using this unit or marker with this Special Ability, throw a die. If the result is equal to or greater than the value indicated in the symbol, the material no longer works. Discard the marker.
Limited Range
Units cannot shoot a target located beyond the number of spaces/interspaces indicated.
If the symbol shows arrows across spaces, this Special Ability affects its normal shots. If the symbol shows arrows across interspaces (dots), this Special Ability affects shots that utilize interspaces. In addition, the shot may be indirect.
Machine Gunner
A unit that has this ability can divide its attack bonus across multiple targets, as long as it allocates at least a +1 bonus to each target (it therefore must perform a roll for each target).
The player must announce this before taking his first shot, and can only apply it to units that are within 2 spaces of each other and are of the same type (either infantry, light vehicles, or heavy vehicle). The firing unit obviously must have a Clear or Obscured LoS to each of its targets.
Magician
When this unit casts a spell, it reduces the penalty of the spell by 1 Suppressed marker.
If the symbol is accompanied by a distance marking, this means that the bonus applies to all magicians situated at a distance equal to or less than the written number.
The magician cannot benefit from this Special Ability multiple times to reduce the penalty of the spell by multiple Suppressed markers. It can, however, use Blood Sigils in addition to its Special Ability.
Medic
In order to activate this Special Ability, you must flip over your unit during a movement. You can only flip over a unit once per movement, at the beginning or end of the movement. This movement can be zero.
The Medic can put the Aid marker on an infantry unit that has just taken a hit, anywhere on the battlefield.
Ignore the damage taken by the unit, and place the Aid marker on it, as well as a Suppressed marker. As long as the unit has the Aid marker, it cannot budge, and cannot remove the Suppressed marker. If it takes another hit, apply it. Thus, it can be eliminated before getting treated.
You can only have one Aid marker per Medic.
You can transfer the Aid marker to another infantry unit. The unit that lost it suffers the damage it had previously avoided.
In order to remove the Aid marker, all of the following must be true:
- The Medic must be adjacent to the unit.
- The Medic must not already have been activated (Order token or Activated marker).
- The Medic must be showing its "active" side.
The marker can be removed in either the Activation Phase or the Supply Phase. In the latter case, not having been activated and not having moved allow it to remove the marker.
Once the Aid marker is removed, flip the Medic back to its "inactive" side.
The treated unit will be able to discard the Suppressed marker in the next Supply Phase.
Mythos Manifestation
This Special Ability designates Mythos Creatures, artifacts impregnated with evil powers, cursed temples...
Whether it's during the Activation or Supply Phase, if a unit with at least one Suppressed marker sees a Mythos Manifestation (unit or terrain element), it must make a check to resist the terror.
If the value written in the symbol is null, the Mythos Manifestation does not provoke terror.
Mythos Hunter
This Special Ability gives the unit a bonus to all die throws during an interaction with a unit with Mythos Manifestation. This can be a bonus of +X for a shot, an assault (either attack or defense), or a die throw for a Terror check. The value of this bonus is written in the symbol. This bonus can be added to all other Mythos Hunter bonuses coming from spells, Character traits, cards...
Order(s)
This Special Ability provides one or more additional Order tokens. The quantity depends on the number of stars on the symbol. If the unit is hit or eliminated, adjust your number of Order tokens at the beginning of the next Order phase.
Perforating
Add 1 to the die roll when you need to determine the type of damage inflicted on a heavy vehicle.
Personal Order
The unit provides one additional Order token. However, you must assign an order to each unit that has this Special Ability each turn.
Sacrifice
During an assault, this unit can, after resolution, turn over to its damaged side to inflict a hit (additional or not) to an opponent. It cannot be eliminated in this way, but it can eliminate its victim. If the victim is a heavy vehicle, it must make a damage roll.
Scout
A unit that has this Special Ability can deploy outside the deployment zone a maximum number of spaces equal to the number printed on the pictogram.
But it must be neither in a space adjacent to an objective (main, secondary, or bonus) nor in the area of the objective itself (e.g. if it's a building).
A unit with this ability can be deployed whichever side up you like. A vehicle with the Transport Special Ability that wants to use its Scout Special Ability can only be loaded with troops that also have the Scout Special Ability.
Search
If the unit is in a space with this symbol, it can attempt to search the premises. It must search in the place of an Action, during its activation (with an Order) or during the Supply Phase. Roll a die. If the result is equal to or greater than the value indicated in the Special Ability icon, your unit has found something (specified in the scenario).
Special Movement (All Terrain)
The unit with this special movement can cross rough terrain without stopping (see Rough Terrain, p.11).
Special Movement (Amphibious)
The unit with this special movement can cross zones with the water symbol.
If the symbol is surrounded by a red border, this means that the unit can only move in spaces with this symbol.
Special Movement (Flying)
The unit with this Special Ability can jump above terrain overlays. Move it as if there were no obstacles. It cannot stop on top of an element that is normally prohibited. It can enter in a dominant position (present in expansions) with a Surprise card or the Special Ability.
Suppressive Fire
Instead of taking a normal shot, the unit can perform suppressive fire. The firing rules are applied as explained p.8.
Double all bonuses (All of them!) and then roll the die. Calculate the defender's defense value as usual.
If the result is equal or greater than the defense value, the target does not suffer damage, but instead receives a Suppressed marker.
If the result is twice the defense value (or greater), the target receives two Suppressed markers.
There is no maximum number of Suppressed markers a unit can receive.
Suppressed marker penalties
Each marker imposes a −2 penalty ANYTIME the unit rolls a dice.
This penalty is not subtracted from the unit combat bonus but from the final result!
Each marker also imposes a −2 penalty to the movement value. If this value drops to zero, the unit is immobilized.
A unit, suppressed while moving (with an Opportunity Fire for example), can finish its movement without applying the Suppression movement penalty.
Suppressed units no longer exert a ZoC. Enemy units can therefore move freely in the spaces adjacent to suppressed units.
Terrifying
When this unit wins an assault, in addition to damage, it places two Suppressed markers on the victim, assuming it was not eliminated during the assault.
If it loses the fight, it still puts one Suppressed marker on its opponent.
Tripod
In order to activate this Special Ability, you must turn over your unit during its movement, at the beginning or end of the movement. This movement can be null (zero spaces).
Once turned over, the Characteristics of your unit change. A unit with this ability can be deployed whichever side up you wish.
Urban Fighter
The unit can enter or exit a building by any opening (door or window) indicated by a blue or white arrow. This does not enable it to enter bunkers.
Quick Reference
Game Phases
- Orders Phase — One star = 1 Order token.
- Activation Phase — Movement/Assault or Firing.
- Supply Phase — Neither firing nor any assault can happen during this phase!
Game Aid
Long range — Beyond 7 spaces, shots suffer a −2 penalty to their combat value.
Suppressed marker — Each marker imposes a −2 penalty to ALL of the unit's die rolls. Each marker also imposes a −2 penalty to the movement value. If this value drops to zero, the unit is immobilized. Suppressed units don't exert anymore a zone of control.
- Structures — In order to destroy it, you must inflict the number of demolition points printed within the symbol.
- Defenses — This element provides a bonus to the defense value of every infantry unit on one of its spaces.
- Obstacles — This element totally blocks LoS or interferes with LoS that cross it (Obscured LoS).
- Difficult passage — Once a unit enters this element, it must stop its movement immediately.
- Water — This element is impassable to units with no Amphibious Special Ability.
- Impassable — No unit can enter this element.
- Impassable to... — This element is impassable to Infantry, Heavy or Light vehicles.
- Impassable to... and to... — This element is impassable to unit types corresponding to the icon color.
- No passage — It is impossible to pass between the two spaces connected by this symbol. Moreover, it blocks LoS.
- Difficult Terrain — A unit that enters an element with this symbol immediately receives a Suppressed marker. Immediately apply the −2 penalty to its movement.
- Swamp — A unit with the Special Movement (Amphibious) treats swamp spaces like normal spaces. Among units without the Special Movement (Amphibious), only infantry and large creatures can enter the swamp. As soon as an infantry unit or a large creature without the Special Movement (Amphibious) enters a swamp space, it receives a Suppressed marker.
- Stilted Structures — An amphibious unit can move under certain terrain elements normally reserved for land units (non-amphibious).
- Fords — If there is no symbol, all units can cross ford spaces, even amphibious units. Further, it is impossible to hide in these spaces.
Large creatures! Large creatures have a green defense. This means that any combat bonus can be used when attempting to attack them. They are not affected by bonuses or penalties given by terrain elements invoking a defense color. They do not benefit from defense bonuses. They are stopped by rough terrain and cannot enter water spaces without the Special Ability. They cannot enter buildings.
- Clear Line of Sight — LoS without any crossed square with elements bearing the Obstacle symbols.
- Obscured Line of Sight — LoS without any crossed square with elements bearing the Obscured symbols.
- Blocked Line of Sight — LoS with a crossed square with elements bearing the Obstacle or blocking symbol.
Special Abilities (index)
- Ambush (p.17) — Once concealed, your unit cannot be targeted.
- Amphibious ambush (p.17) — A unit with this Special Ability can only ambush in water spaces. To detect an Amphibious Ambush unit, you must be in an adjacent space.
- Assault (p.8 and p.17) — Unit can engage in melee and roll 2 dice when attacking or defending.
- Assault (Long distance) (p.17) — The unit can begin an assault on an opposing unit situated at a maximum distance as indicated in the symbol.
- Assault (brutal) (p.17) — The unit can begin an assault on all opposing units that it covers at least partially at the end of its movement.
- Assault (on the move) (p.17) — The unit can begin an assault on an opposing unit during its movement action.
- Autonomous (p.17) — This unit does not require an Order marker to act.
- Destruction (p.17) — Roll a number of dice equal to the value; on 4+, place a marker.
- Dual Weapon (p.17) — Fire: roll two dice and keep the higher result.
- Faith (p.17) — Units with Faith are not subjected to Terror checks.
- Firing on the Move (p.17) — The unit can fire while moving.
- Gigantic (p.17) — These units cannot enter or be summoned in buildings.
- Hawkeye (p.17) — This unit's shots are not subject to the penalty for long-range fire.
- Jury-rigged (p.17) — When using this Special Ability, throw a die. If the result is equal to or greater than the value indicated in the symbol, the material no longer works.
- Limited Range (p.18) — Shots cannot be made beyond the number of spaces/interspaces.
- Machine Gunner (p.18) — Unit can divide its attack bonus across multiple targets.
- Magician (p.18) — When this unit casts a spell, it reduces the penalty by 1 Suppressed marker.
- Medic (p.18) — The Medic can put the Aid marker on an infantry unit that has just taken a hit, anywhere on the battlefield.
- Mythos Manifestation (p.18) — If a unit with at least one Suppressed marker sees a Mythos Manifestation (unit or terrain element), it must make a check to resist the terror.
- Mythos Hunter (p.18) — The unit has a bonus to all die throws during an interaction with a Mythos Manifestation.
- Order(s) (p.18) — This Special Ability provides one or more additional Order tokens.