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Warfighter: WWII Z Expansion #59 – Dagon! thumbnail

Warfighter: WWII Z Expansion #59 – Dagon!

Expansion for Warfighter: The WWII Tactical Combat Card Game

Warfighter: WWII Z Expansion #59 – Dagon! Rulebook

Table of Contents

Table of Contents

  • Expansion List: WWII Z Exp #59 – Dagon
  • Ability Check
  • Doors

Expansion List: WWII Z Exp #59 – Dagon

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 Z Exp #59 – Dagon:

  • Ability Check
  • Doors

Ability Check

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.

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.

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.

Doors

Certain cards have the keyword Door. The Door can either be Attacked as a separate target on the Hostile card, or Picked if the Pick keyword is there.

To Attack the Door, you Attack it separately from the Hostile itself using any Weapon, and noting the Cover value for the Door for the Defeat Cover roll. Place any gained EKIAs separately from the EKIAs on the Hostile itself. Doors cannot gain Suppresses. Once the Door gains EKIAs equal to the Hits listed in the Keyword, the Door is Breached.

If the Door has a Pick value, a Soldier with the Pick Ability can perform a Pick Ability Check by spending an Action. If the Ability Check is a success, the Door is Breached. Pick ability checks on Doors can be attempted multiple times.

If a Door is Breached either of these ways, a Soldier in Striking Range with this Hostile can Attack the Hostile at the Cover value listed on the Door, instead of the Cover value printed on the Hostile itself.