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Neuroshima Hex 3 Partisans
Neuroshima Hex 3 Partisans
Neuroshima Hex 3 Partisans
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HQ 1 PROVOCATEUR 3 CHAUFFEUR 1
Melee attacks. Melee attacks. Each connected friendly Traps:
Special feature – Trap Armor. unit may Rotate once per
Launcher: Once per turn, a round.
- Mine x1 – the unit activating this Trap is immedi-
face down Trap marker may Toughness. ately destroyed and removed from the board. The
be placed on any empty hex Medic may take the damage inflicted by this Trap
located in a straight line normally. Does not work on HQs.
from the Trap Launcher.
GUSTAV 2.0 2 BUNKER MANAGER 1
- Smokescreen x1 – the Partisans player may freely
SLEEPER AGENT 2 Armor. Implant. By activating this rotate the enemy unit that activated this Trap.
Each enemy unit in the line Implant, the Partisans
Melee attack. player may Rotate the HQ
of sight gets 1 Wound.
Arming the Trap: When Bonuses that increase once per turn. - Drill x1 – the Partisans player may move the unit
played, the Partisans player firepower CANNOT improve Toughness. that activated this Trap to any other empty hex on
may place a Trap marker this attack. Armor protects the board without rotating it. If there is no such
on an adjacent empty hex normally against this hex, then this Trap has no effect. The unit may not
in the direction indicated by
this token.
attack. WITHDRAWAL 1 be moved to a hex with a Foundation tile or another
Trap. Does not work on Foundation tiles.
Connected friendly units When this token is played,
gain +1 Strength in Melee MAD SID 1 the Partisans player
- Medpack x2 – this Trap does not affect the tile
attack. Withdraws (moves to the
Ranged attack. top of the original owner’s that activates it. Instead, the Partisans player places
Armor. draw pile) any enemy unit this marker on a Partisans unit on an adjacent hex
ASSISTANT DOCTOR 2 (except the HQ). When and gains an additional Toughness. The marker is
removed after that unit receives a Wound. If there is
the opponent draws new
Rotation. tokens on their turn, this no adjacent Partisans unit, nothing happens.
Melee attacks. token is the first to be
Arming the Trap: When drawn. - Net x1 – the unit activating this Trap is Netted until
played, the Partisans player SCOUT VETERAN 1 the end of the Battle. Place this Trap marker on this
unit. After the Battle, the marker is removed from
may place a Trap marker
on adjacent empty hexes in A connected friendly unit TACTICS 4 the unit and removed from the game.
the directions indicated by gains +2 Initiative.
this token. This tile allows you to
resolve either of these 2 - Rabies x1 – the attacks of the unit that activated
actions: this Trap receive the Friendly Fire feature. Place this
DEFENSE DRONE 1 • Push Back an enemy unit.
Trap marker on this unit. Until the end of the Battle,
this unit deals Wounds to both enemy and allied
Arming the Trap: When • Place a Trap marker on units. If this unit has a Web, this Web is considered
played, the Partisans player any empty hex on the a Spider’s Web—it Nets enemy units as well as its
may place a Trap marker
SCOUT 2 board. own. After the Battle, the marker is removed from
on adjacent empty hexes in Connected friendly units the unit and removed from the game.
the directions indicated by gain +1 Initiative.
this token.
MOVE 3 - Paralysis x1 – the unit activating this Trap is Par-
alyzed until the end of the Battle. The Paralyzed unit
Explosives: At the begin-
ning of a Battle (before Move a friendly unit to an may move and perform any action—except attacks.
any Initiative phases), the adjacent, unoccupied hex Place this Trap marker on the unit. After the Battle,
adjacent enemy tile, indicat- and/or Rotate it freely in the marker is removed from the unit and removed
ed by the Explosion icon, any direction. from the game.
is destroyed along with the MEDIC 1
Defense Drone. It does not
A connected friendly unit
cause Wounds to HQs.
must ignore all Wounds
Implants:
from 1 attack; the Medic is
CYBORG CHARLIE 4 then discarded. BATTLE 5 Implants are a new type of unit, allowing a player
to perform the action depicted on the Implant
Start a Battle. After Battle, tile during their turn. Once per turn, a player may
Melee attacks. the player’s turn ends. This activate one of the Implants of their own Army on
Toughness. tile cannot be used to start the board.
a Battle if any player drew
X their last tile.
X - number of tiles
2 3