Warfighter: WWII Expansion #54 – Enigma Machine
Warfighter: WWII Expansion #54 – Enigma Machine Rulebook
Table of Contents
Table of Contents
Expansion List: WWII Exp #54 – Enigma Machine
This list of expansions will tell you what rules to look at when you have that specific expansion. If you do not see a rule in this manual, check the Keywords Reference.
WWII Exp #54 - Enigma Machine:
- Ability Check
Ability Check
Shadows 9+
Soldiers with printed Keywords followed by a number and a + are abilities that can be rolled for when required, typically by a card.
These rolls are done with a ten-sided die. If the roll equals or exceeds the number printed on the Soldier's card, the roll is successful. Otherwise, the roll is a failure.
(Hack +1)
Bonuses or penalties can be provided by the Ability Check. A "-X" is a negative modifier, while "+X" is a positive modifier; add or subtract these to the result of the roll when performing the check.
Success: Discard the next Hostile card drawn.
If an ability check provides a Success heading, it is executed if the check is successful. If the card provides a Fail or Failure heading, it is executed if the check is failed. If the check has neither of these headings, assume the rest of the text is only executed in a Success.
Ability checks with a Success condition may be attempted by any Soldier on the Location during the Soldier Turn. This costs an Action. A Fail or Failure check is only checked once. Benefits from a Success can only be gained once.
Some ability checks may be Upgunned if the ability on the Soldier's card has a number in [square brackets] following the normal number. This provides a better chance at succeeding at the ability check.
An ability check can only be performed with Soldiers that have that ability. If a Soldier would roll a check for an ability they do not have on their card, do not roll. Instead, execute any Fail heading. If the Fail heading is a Trap, assume a 1 was rolled, and cannot be increased by any means.
Ability checks with a Failure condition on a Location are to be rolled for as soon as a Soldier enters the Location, even if the Soldier doesn't have the ability required to roll printed on their card. If a Fail ability check is added to a Soldier's Location, the check must be attempted immediately before continuing the game. The ability check is considered to automatically fail if a Soldier does not have the ability needed to perform the check.
Card Reference (partial, from card photo)
The following printed card text is read from a partial photo of the Exp #54 cards (BGG image 7661605, English and Spanish versions shown). The remaining cards of the expansion are not included. The Enigma-specific mechanics are printed on the cards themselves, so the card text below is the authoritative reference for those mechanics.
Sigsworth (card 54-3)
- Health 5. Loadout 10. HtH +2.
- Pick 7+ – Striker
The Pick 7+ entry is an ability that can be rolled for as an Ability Check (see above).
The Enigma Machine (Loadout 3)
- Mission Requirement. Cannot be purchased with RP.
Fortified Compartment (Enigma Machine) (card 54-49)
- Inanimate. Structure. Immobile. Place in Front-most.
- Soldiers cannot Enter next Location until Fortified Compartment is Eliminated.
The Inanimate, Structure and Immobile keywords are defined in the Warfighter Card Keywords reference, not in this manual.
Ricochet! (Event) (card 54-56)
- When a Soldier makes a Ranged Attack, roll:
- 1-3: No Effect
- 4-5: The Soldier suffers a Suppress.
- 6-7: The Soldier suffers a Wound.
- 8+: Eliminate a Hostile card in the Soldier's Location.
- Add 3 to the roll for Auto and Explosion Attacks!