Compendium 2020-05-30

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INFOS LEGALES

2
Heroes of Normandie is a tactical scale strategy game that uses the Heroes System designed to empower you
to recreate Hollywood-like epic battles on your tabletop. In this system, a counter that depicts five soldiers
represents exactly five soldiers on the battlefield. This scale is called « 1 man = 1 man ».
The Heroes system focuses on recreating the thrill of miniature wargaming enhanced with all the options that
double-sided cardboard counters and the wide variety of printed environment pieces can provide.
This gaming system is designed to enable you to recreate Hollywood-like epic battles.
The rules we present here are as we feel the Heroes system should be played.
However, these rules should reflect your view of the game.
Take this rules and modify them or adjust them to your way of playing.
Make of them what you will.
The Heroes system is like a living organism. It covers so many cases, exceptions, and combinations that we
cannot anticipate them all. That is why this Compendium has taken three years to create, and incorporates so
much of the feedback from the community.
A community which provided us with what we had not dared hope for: a gigantic team of testers.
Thank you all, the credit for these new rules goes as much to you as to us.
Thank you to Mister Croc who kindly supervised the rewritting of this Compendium.
May the gods of battle smile upon you, soldiers, and remember it takes a hero to make History!

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This symbol flags new This symbol flags a minor rule Major change
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RULES

rules. change. These text boxes flag major rule changes.


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3
chapter 1

Game elements infantry unit: lieutenant Parks

Division badge Outline


This counter is Special abilities
Yellow, indicates
units a member of the 4th
Infantry Division.
this counter is
an officer.
This counter has several special
abilities represented by symbols:
Order (x2), Assault and
Limited Range (4 squares).
units are your army's elements. They represent groups of
soldiers, vehicles, or individual characters. unit Name
When printed in red, Combat value against
They all have at least one Defense value, one Movement value indicates the counter light vehicles
and several combat values. has suffered a hit. This counter adds 1 combat
Here, the counter is point to its rolls against
units are split into three groups: infantry, light vehicles and in its normal state. light vehicles
(any target whose defense
heavy vehicles. value is printed inside
a purple shield).
Each group has a colour-coded defense type: yellow for
Movement value
infantry, purple for light vehicles, and grey for heavy vehicles. This counter can
hit
This symbol means that
move 4 squares. the counter must be turned
over if it suffers a hit.
Infantry units
These counters represent groups of soldiers and may also
represent units equipped with specific gear like machine guns, Combat value defense value Combat value
against This counter is an infantry unit, against
anti-tank weapons, cannons, etc... infantry units so its defense value is printed heavy vehicles
Their Defense value is printed inside a yellow shield. This counter adds 2 inside a yellow shield. X means this counter
combat points to its rolls During a firing action, can deal no damage
All the information you need is printed on the two sides of the against infantry it suffers one or more hits to heavy vehicles
(any target whose when an opponent's roll plus (any target whose
counter. defense value is printed appropriate combat value defense value is printed
inside a yellow shield). is 6 or higher. inside a grey shield).
The back side usually represents the same unit as the front
side but with lower values (after the unit has suffered a Hit). Its
Defense value is often higher to reflect the increased difficulty Light vehicles
of successfully attacking a unit that has fewer soldiers. Often larger than infantry, these counters represent transport,
In some cases, such as with machine guns, both sides of a recon, and support vehicles.
counter represent the same unit in different states. They are They all have very light armor, if any.
referred to as « active » and « inactive » sides. Their Defense value is printed inside a purple shield.
These counters are double-sided. On one side the vehicle is in
Example of Infantry unit that has suffered a Hit.
perfect working order, on the other it is reduced to a wreck.
front back In some cases, such as the Zundapp, both faces of the counter
intact side reduced side
represent the same unit in different states.
Light vehicles come in different sizes and may occupy one or
two spaces.
Always center the token on the square or squares it occupies.

Example of a light vehicle occupying more than one square


and centered on the square it occupies.
Example of Infantry unit that takes a firing position. front back
intact side wreck side
front back
inactive side active side

a bigger gun
Some infantry units, such as guns, are slightly
bigger than one square but are considered to Example of a light vehicle occupying two spaces.
occupy only one square. front back
intact side wreck side

outline
Infantry units are split into three groups identified by the colour
of the art's outline: colour of the army for soldier groups, red
for heavy weaponry and yellow for officers and NCOs.

4
In some cases, such as bikes, both sides of a counter represent All heavy vehicles have a Primary weapon whose combat
the same unit in different states. They are referred to as values and special abilities are outlined in red, and most of
« active» and « inactive » sides. them have a Secondary weapon (outlined in yellow).
recto verso Some may even have more than one Secondary weapon.
inactive side active side
Some heavy vehicles have only one weapon, in which case it is
their Primary weapon.

heavy vehicle: cromwell mkiv


+1 +1 Division badge front defense value Special abilities
8 +2 4 X X +2 7 X This counter is part of the This counter has
Commonwealth army. several special abilities
represented by symbols:
Order (x1).
light vehicle: SdKfz 234/3
side markings
They mark the sides 8 8
of the heavy vehicle Outline
(front, rear and side). Yellow, indicates
limited firing arc Outline this counter is
Special abilities
This counter has a Used to indicate the vehicle an officer.
limited firing arc. nationality, in this case This counter has unit Name
German (grey outline). several special abilities
represented by symbols: Name of the vehicle. side defense value
Transport (7), Machine
Gunner, Suppressive Fire
and Fire on the move (-2).
Movement value
Division badge side defense value
This counter can
This counter is part of the 7 7 move 4 squares.
German army. Combat value against
light vehicles secondary weapon
Primary weapon
This counter adds 2 This weapon has a +3
combat point to its rolls This weapon has a +3
against light vehicles bonus against infantry bonus against infantry
(any target whose units, +4 against light units, +4 against light
unit Name vehicles and +4 against
defense value is printed vehicles and +4 against
Name of the vehicle. inside a purple shield). heavy vehicles. heavy vehicles
This weapon also has 4 This weapon also has the
the Destruction (2) Fire on the move (-2),
and Fire on the move (-2) +3 +4 + 4 +4 +2 X Machine gun
6

Movement value
hit
This symbol means
special abilities.
7 7
and Suppressive fire
special abilities.
+2 that the counter
This counter can move 5 +4 7 X must be turned over defense value (rear)
6 squares. if it suffers a hit. This counter has 4 defense values, printed inside grey shields as it is a heavy
vehicle. It suffers damage when an opponent's roll plus appropriate combat
value is 8 or higher if attacked from the front,
7 or higher if the vehicle is attacked from the side
and 6 if attacked from the rear.
Combat value defense value Combat value
against This counter against
infantry units is an infantry unit, heavy vehicles
so its defense value is printed
This counter adds 4 inside a purple shield. X means this counter
combat points to its rolls During a firing action, can deal no damage Destruction of vehicles
against infantry it suffers one or more hits to heavy vehicles
(any target whose when an opponent's roll (any target whose Once a vehicle (light or heavy) is Destroyed, it becomes a
defense value is printed plus appropriate combat defense value is printed
inside a yellow shield). value is 6 or higher. inside a grey shield). wreck that counts as a terrain tile. A wreck can be removed
from the battlefield provided some conditions are met (p.12).
4
Heavy vehicles
Larger than infantry, these counters represent assault tanks
Recruitment
+3 +4tiles
+4 6 +4 +2 X
and other armoured vehicles. They have thick armor that Recruitment tiles are the base of your army from which all your
makes them immune to most personal arms carried by infantry. recruitment options are built.
Their Defense value is printed inside one or more grey shields. A Recruitment tile represents a combat group or a single
They rule over the battlefield, and are nevertheless vulnerable Character (Officer or hero).
when not accompanied by infantry. The illustrations show which counters and markers you may
deploy during a battle when this tile is in your army.
These counters are often double-sided. On one side the vehicle Most recruitment tiles have one or more spaces to add
is in perfect working order, on the other it is reduced to a wreck. recruitment options to them.
Some of these spaces unlock special abilities when they are
Example d’un véhicule lourd. filled. When unlocked in this way, the special abilities only
front back affect units related to the option in the corresponding space.
intact side wreck side
If the special ability is Order, it affects the whole army.

If a 0 is displayed, the option below is free.

Recruitment tiles have a cost value in army points. We will


detail how to use army points in the chapter Free scenarios.

If the Recruitment tile provides markers (gear, traits, etc.),


they can be used by any of the tile's units (support options
included) that share the tile's specific colour stripes.

5
The Wittman case Command tiles
The special ability above the space only unlocks A tile whose title is framed by badges on a
when the selected option displays Wittman's colour background of laurels is a Command tile, governed
stripes. by special rules.
It is most often a character tile, such as a superior Officer, but
recruitment tile: us paratroopers
it may sometimes be the tile of a combat group.
Option stripes Some of these tiles contain no unit.
Each space is surrounded by colour stripes that define
which recruitment options it can receive. Most can only join your army if it is large enough (in army
The stripes identical to those present on the units at the center points).
of the tile itself are the specific stripes of the recruitment tile.

Regiment badge
Breaking point
special ability Here, Airborne.
When this many counters
This bonus is only granted have been destroyed
if the space right below (here, 3), your opponent
holds a recruitment option. division Badge scores victory points for
In some cases, it only Here, the 506th PIR. this tile (the number of
affects the recruitment victory points is printed
option. If the recruitment in red on the back of the
option tile is face down tile). You can read more
because it has reached Name
about this in the chapter
its breaking point, The name of the Free scenarios.
you lose this special ability. combat group
the tile represents.

Most command tiles cannot be included in your army


unless the total of army points matches the number
printed on the tile.

Recruitment options
You can add recruitment options to recruitment tiles. The
options are either infantry units, vehicles, additional gear,
Cost Composition Tile Bonus
of the combat group character traits or orders.
Expressed This tile provides
in army points. The number and type of counters an Order token. They can be specific to a Recruitment tile and have the same
Some scenarios let in the combat group. In the present
you build your army case, a lieutenant (Parks), a Fire Team, colour stripes, or be generic and have stripes of a neutral
by spending a Recon Team and a Support Team. colour.
army points. The star here does not cumulate
with the officer's, it is a reminder - the tile of the selected option must fit the space in shape and
that this officer provides
an Order token. size;
- the stripes on each side must be the same colour as at least
one of the stripes framing the space.

recruitment tile specific colour stripes


A tile that displays the Heroic platoon subtitle is a combat American (4th ID - 8th Inf.Reg) / German (SS-Panzerdivision)) /
group whose historical or fictional renown is unlike any other's. Commonwealth (3rd ID - Suffolk Regiment)
There are no particular rules related to this characteristic.

Characters
Heroes of Normandie is a strategy game but also an adventure
game, so characters play a great role in your battles.
Characters may be simple soldiers, famous historical or
fictional heroes, or field officers.
As in movies, there are two kinds of characters: leading roles Army common stripes
American / German / Commonwealth
and supporting roles. No specific game rule differentiates
them.
Leading roles are the only ones whose portrait is displayed on
their Recruitment tile. They most often come alone but can
sometimes come with other units.
Supporting roles are most often officers of a Recruitment tile's
combat group.
pratroppers and commandos common stripes
Americans / Germans / Commonwealth

+0
3 +1 5 X

6
Different types of recruitment options recruitment option (Character trait) : veteran
Support Name
Option stripes
These are infantry units, cannons, or vehicles added to the combat Each option is framed The name of the option
is printed in red.
group on the Recruitment tile. with colour stripes that
identify which spaces
As is the case for recruitment tiles, the illustrations on support options on the recruitment tile
can receive it
indicate which counters and markers you can deploy during battle when
effect
this tile is included in your army. Cost Here, take 3 Veteran
If the support tile provides markers (gear, character trait…), they can Expressed markers and put them
in army points. on the option.
only be used by units on the support tile.

recruitment option (support) : .30 Cal Squad


Special case: Rangers, FFI and SS
Option stripes Name Composition Rangers, FFI and SS are different in that some of their
Each option is framed The name of the option This squad is made up recruitment tiles and some of their options share the same
with colour stripes that is printed in white. of one Fire Team,
identify which spaces on Here, a squad with .30 one Support Team colour stripes.
cal machine guns.
the recruitment tile can and one .30 caliber It enables these units to benefit from options that are on any
receive it. machinegun.
Recruitment tile they share colors with.

Breaking point
Special case: Red Devils Pathfinders
When this many counters
have been destroyed The units of this Recruitment tile have the generic colors of the
(present case 2),
your opponent scores English paratroopers. It means any unit with the generic colour
victory points for this tile stripes of English paratroopers benefit from the recruitment
Cost (the number of victory
Expressed points is printed in red options on their tiles.
in army points. on the back of the tile).

Gear
Gear options represent the specific gear of your combat groups.
Major change

major Change
Only units displaying the colour stripes specific to the
Recruitment tile to which the gear option is added can benefit
from it. units displaying stripes of other colors cannot benefit
from this option or use it.
Orders
If the gear option is on a command or High Command tile, Orders represent headquarters' planning and strategy in form
every unit in your army benefits from it. of bonuses granted to your whole army.
Notice that the colors of their option stripes usually restrict
Take as many appropriate markers as indicated and put them benefitting units to command or High command tiles (presence
on the recruitment option. of laurels).
If a tile is not command / high command (no laurels), it benefits
recruitment option (gear) : ammo
from the order only if it shares the same colour stripes.
Option stripes Name
The name of the option recruitment option (order) : planning
Each option is framed with
colour stripes that identify is printed in red.
which spaces Option stripes Name
on the recruitment tile Each option is framed The name of the option
can receive it. with colour stripes that is printed in yellow.
effect identify which spaces on
Cost the recruitment tile can
Here, take 3 Ammo receive it.
Expressed markers and put them
in army points. on the option. effect
Cost
You get an additional
Expressed order every turn.
in army points.
Character traits
Character traits represent the specialties of some soldiers or elite
troops.
If markers are on the option tile, take as many of them as indicated
and put them on the recruitment option.

major Change
Only units with the same colour stripes as the Recruitment tile
receiving the character trait option can benefit from it. units
displaying stripes of other colors cannot benefit from this
option or use it.
If the character trait provides one or more markers and is put
on a Command tile, every unit in your army benefits from it.

7
Customisation Action Cards
Customisation can only be used by characters.
Action cards let you spice the game up and make your battles
They can be Support, Gear or Character traits.
more heroic.
recruitment option (Customisation) : Rifle Each player has his own deck of cards, specific to the side he
is leading into battle. You will find detailed descriptions in later
Option stripes Name
rifle The name of the option pages.
Each option is framed
with colour stripes that +2 +0 X is printed in white.
identify which spaces
on the recruitment tile effect
can receive it.
Your character
gets a rifle with
Cost the Limited range
Expressed 5 and Suppressive fire
in army points. special abilities.

Who's there?
A character is the primary counter of a Recruitment tile (and
not of an option). It can be the lone hero or Officer (yellow
outline) of a Recruitment tile.

Markers
Battlefield Suppressed markers
The battlefield is made up of terrain boards and terrain tiles that These are major elements of the Heroes System.
you assemble to create a wide variety of fields of operation. Suppressed markers represent a unit's temporary
physical or psychological adverse condition.
Terrain boards It may be caught by Suppressive Fire, have lost
Elements surrounded by a colour line, with or without symbols, moral, be pushing its limits or simply be in dire straits.
such as hedgerows or forests, have a tactical impact on the Each Suppressed marker inflicts a -2 penalty to all the unit's die
game and are called Terrain elements. rolls and a -2 penalty to its Movement value. If the Movement
value drops to 0 or less, the unit is immobilised.
Enemy infantry units ignore the unit's Zone of Control.

Activated markers
Some Action or special ability cards, such as
Opportunity Fire, activate units that have no Order
token, that have no Activated marker yet, or that
have an Order token but haven't been activated yet.
When required, place an Activated marker on the unit.
A unit that receives such a marker loses any Order token it
might have received (without revealing it) and can no longer
Terrain tiles be activated, or take any action that turn (except defending
Tiles that can be set on the terrain boards. The elements that
during assault).
are printed on them, such as buildings, thickets, defensive
In addition, the unit cannot take a Movement action during the
positions, have a tactical impact on the game and are called
Supply phase (see Supply phase, p.15).
Terrain elements.

markers and templates


You will find detailed descriptions in later pages.

8
chapter 2

Ready? Action! orders


If you have a total of 5 stars on your recruitment, option and hero tiles, take the Order
tokens numbered 1 to 5.
5 of your units will be able to act during the Activation phase.

Once you've picked a scenario (see the scenario booklet), you +1 +1


can begin the adventure...

A game turn is divided into 3 phases: +1 +2


1) Order Phase,
2) Activation Phase,
3) Supply phase.

Order phase
Steps of the Order phase
1- Resolve all the following effects in the indicated
warning: when stars are next to a unit, it is only as
order:
a reminder of its special ability and not as additional Orders.
- special abilities
- Action cards
losing orders...
- recruitment option
When you lose a unit which gave you one or more Order tokens,
- scenario specific effects.
you need to draw that many fewer tokens at the beginning of
2- Count the number of Order tokens you are entitled to. the next Order phase (never during an ongoing turn).

sudden death
Bluff Order tokens
If a player has no Order token to assign to his units (except for
In addition to the Order tokens you are
Bluff), that player immediately loses the game.
entitled to, you can also use one Bluff token
3- Place your tokens so you can read the numbers and to trick your opponent.
not your opponent. The back of this token is just like a regular Order token's and
No more than a single Order token per unit! you place it at the same time as your Numbered Order tokens.
However, the Bluff token does not activate the unit, its purpose
Major change is to trick your opponent into believing you might.
The player who has the Initiative places all his Order tokens on
any units in his army, then his opponent does the same. Special Order tokens
Special Order tokens can be obtained with
to save time... the High Command Action card, an Order, or
Players may decide to place their Order tokens simultaneously. a special ability.
Special Order tokens can be activated before or after any other
4- Resolve every End of Order Phase effects in the Order token, which means they can be played as Order 0 token.
following order: However, they cannot interrupt an ongoing activation.
- special abilities If several players want to activate Special Order tokens at the
- Action cards same time, the player who has the Initiative reveals and plays
- recruitment option his Special Order first. His opponent plays his next.
- scenario specific effects.
Limit
units that « receive » a Numbered Order or a Special Order can You can never have more than 10 Numbered Order tokens,
play during the Activation phase (see Activation phase p.10). 2 Special Order tokens and 2 Bluff Order tokens.
Every other unit can take a Movement action during the Supply
phase provided it didn't get an Activated marker.

Numbered Order tokens


To find out how many Order tokens you are entitled to, count
the number of stars (whatever their colour) on your recruitment
tiles, on some units (usually officers or heroes) and on some
options. Always take these tokens in ascending order of
numbers (start by n°1, then 2, then 3, and so on).

9
Activation Phase
The player who has the initiative plays first.
That player first reveals his number 1 Order token and may
activate the unit the token was on.
2 3
warning: Remember to take into account any Special Orders
and Autonomous special abilities units may have.

The unit can take one of the 2 following actions:


- movement action
- firing action,
1
You can also have your unit do nothing, in which case it won't
play in the Supply phase either.

After the unit has played, the second player reveals his Order
1 token and activates the corresponding unit, and so on in
ascending order...
When a player has no more Order tokens to reveal, the
opponent activates all his units in ascending order.
Leave the Order tokens next to the units they were on to MAJOR CHANGE
differentiate those that have been activated this phase from An Infantry unit can change its facing at any time during its
those that may still play in the Supply phase. Movement action even during an X or 0 move.
If an Order token was discarded before being resolved
(because the unit it was on was Destroyed or received an Moving vehicles
Activated marker), its player must reveal it when its activation Moving 1-square vehicles
would have come up. However, nothing happens and it is the A vehicle that occupies 1 square (for example, a motorcycle or
opponent's turn to activate his next Order token. a jeep) moves like an Infantry unit.
It may also change facing like an Infantry unit.
Movement action
When a unit takes a Movement action, it can move a number Moving 2-square vehicles
of squares up to its Movement value. When moving a 2-square vehicle, count the number of squares
This Movement action can be a 0 square move, which is called from the front of the counter.
a zero move. If you wish to move backwards, count the number of squares from
You can move diagonally. the rear of the counter.
Both can be combined in a single Movement action.
Two units cannot occupy the same square at the end of a
Movement action.

Penalties related to Suppressed markers 4 3


(see Suppressive Fire on p.43)
Each marker inflicts a -2 penalty to the Movement
value. If this value drops to zero or less, the unit is 5 2 1
immobilised.
Furthermore, enemy infantry units are not affected
by the unit's Zone of Control .
6
Moving infantry units
An Infantry unit may not move through enemy infantry units or
any vehicle, whether allied or enemy.
Infantry units may move through "allied" infantry units as
A vehicle can also
long as they do not share the same square at the end of the
pivot without moving
Movement action. 1 forward/backward,
2
keeping either its front
or rear in the same
An Infantry unit that occupies
3 square. Each 45° of
a single square can end its
turn costs 1 square of
Movement action (zero or
movement.
otherwise) in a diagonal position,
at 45° with the center of the
counter on the center of the
square.

10
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Pushing wrecks

EW
If a vehicle ends its Movement

RULES
action in a diagonal position, it is During their Movement action, vehicles may push a

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considered as occupying no more wreck one square.


than two squares. In such a case, Light vehicles may only push wrecks that fit in 1 square. Heavy
counters may overlap. vehicles may push wrecks of any size.
Pushing wrecks must be announced before executing the
Movement action.
Move the wreck in the direction of the pushing vehicle's move.
A vehicle may carry out or finish its movement diagonally, This ends the pushing vehicle's Movement action.
even if the two squares on each side are inaccessible.
If the wreck is pushed into a square that is occupied by an

2 1 1 stop 1
X Movement value
If a unit's Movement value is X, it cannot move.
It cannot use any bonus to movement actions.
X No card can enable it to take a Movement action.
If it must make a Forced move, it is Destroyed. stop
A unit with an X Movement value may still change its facing, it
is considered a Movement action.
1
Forced moves
Forced moves are mandatory moves imposed by some
situations or Action cards.
- they do not trigger specific actions related to the Movement Infantry unit, the Infantry unit must move over to an adjacent
action, like Opportunity Fire does. square. This is a Forced move. If the Infantry unit has no
- a unit with its Active side up (see special abilities of Changes unoccupied square to be pushed into (building it cannot enter,
of state, p.39) that is forced to move must first turn over to its edge of the board, other unit, Zone of Control , impassable
Inactive side. square, etc.) or has no Movement value (0 or X), it is
- if a unit is forced to move off the board, even partially, or into immediately Destroyed and removed from the game.
an impassable terrain element, the unit is Destroyed. Remove
it from the game or turn it over to its Wreck side. You may not push a wreck if the vacated square (square about
to be occupied by the pushing vehicle) is impassable to the
Running over and ramming pushing vehicle.
Les véhicules peuvent traverser une case contenant une unité
d’infanterie alliée ou ennemie. You may not push a wreck into a terrain element that is
impassable to vehicles, light or heavy, except water squares
Major Change (rivers, marshes…).
If a vehicle ends its Movement action in a square that Whenever all the squares of a wreck are in water squares,
is occupied by an Infantry unit, the Infantry unit is remove it from the game (it sinks).
pushed back into an unoccupied adjacent square of
Here, the light vehicle wreck is pushed into water squares and sinks...
its owner's choice and receives a Suppressed marker.
This is not a Movement action but a Forced move.

If the Infantry unit has no unoccupied square to be pushed into


(building it cannot enter, edge of the board, other unit, zone
of control, impassable square, etc.) or has no Movement value
(0 or X), it is immediately Destroyed and removed from the
game.
stop

11
You can push a wreck across a contour line. An Infantry unit can freely move into or out of an enemy ZoC
If the wreck even partially crosses a contour line at the top but not through it.
edge of a cliff, it drops to the base of the cliff (see example
below). Remove the wreck from the game. The unit can try to enter the square occupied by the opponent
Light vehicles in the square under it are turned over to their but needs the Assault special ability in order to do it.
Wreck side, heavy vehicles are damaged (see Damage
on heavy vehicles later on) and infantry units receive one
Suppressed marker.

stop

Here, the light vehicle wreck is pushed over the cliff.


It falls on an infantry unit and onto another light vehicle.
The light vehicle is destroyed, the infantry unit receives a Suppressed marker.

crushing wrecks
Instead of moving the wreck of a light vehicle, a heavy vehicle
can enter the square(s) it occupies. It does not push it but Authorized moves in blue, prohibited moves in red.
automatically deals it 1 destruction point.
If during its Movement action a heavy vehicle moves through Every light or heavy vehicle also has a Zone of Control
the two squares a light vehicle's wreck occupies, it deals 2 (ZoC). However, it has no effect on enemy units during their
destruction points. Movement action.
Enemy units can therefore move freely through squares
and that's all? adjacent to a vehicle.
Two special abilities modify the Movement action rules. Contrary to infantry units, vehicles are not affected by the ZoC
The Assault special ability lets you try to move into a square an of infantry units.
enemy unit occupies.
The Fire on the move special ability lets you take a Firing action Some terrains and Terrain elements have an effect on
at the beginning of, the end of or during a Movement action. movement. They are described in the chapter “Battlefield”
You can find their detailed description in the chapter on special (page 18 to 25).
abilities.

Zone of Control Firing action


During the Activation phase, a unit that does not move may
Any unit exercises a Zone of Control (ZoC) over the 8 squares
take a Firing action.
around it provided it has a clear or obscured Line of Sight to
In order to take a Firing action, the attacking unit needs to
them (see Line of Sight p.13).
have a Combat value appropriate to the selected target.
If one of the squares is impassable to the unit, the square is
A X indicates it cannot fire against a target that has such a
not part of its ZoC.
type of defense without special gear.
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Alternate Firing action
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EW

These abilities modify the unit's Firing action or can


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be used instead of its Firing action: this is called an


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Alternate firing action.


An Alternate firing action does not use the special abilities and
combat values printed on the unit's counter, it uses instead
those of the special ability or those printed on the gear option.
Special abilities that trigger a Firing action can trigger an
Alternate firing action.

Vehicles that have several weapons may use them all and
select different targets for each. Firing actions are not resolved
simultaneously. Heavy vehicles such as tanks often have at
least one cannon and one machinegun.

12
warning: Note that if the unit moves, you need to make major Change
sure its weapons have the Fire on the move special ability (see When a vehicle that occupies at least two squares targets a unit,
p.43), which is often the case for vehicle-mounted machine The attacker chooses one of the two square centers or any point
guns but not cannons! in between to draw the Line of Sight from.

Line of Sight
To take a Firing action against a target, you need a clear or
obscured Line of Sight (LoS).
To check whether the shot is possible, trace a straight line from
the center of the attacking unit's square to the center of the
target's square.
A clear LoS is a LoS that doesn't cross any Obstacles.
The LoS is also used in other cases (special abilities, character
traits…) explained later on.

Obstacles
When a vehicle that occupies at least two squares is the target
Infantry units block LoS, if the target and the firing unit are
of a Firing action, the attacker chooses whether to aim at one
both infantry units.
of the two square centers or any point in between.
Any light or heavy vehicle blocks LoS.

The Defense value of heavy vehicles depends on the firing arc


(use the side markings to determine which Defense value is
taken into account). Choose the appropriate target square to
get the lowest Defense value.

Some terrains or Terrain elements completely block any


LoS that goes through them.
Others obscure any LoS that go through them. vs
For every square that an obscured LoS goes
through, subtract the value printed in the symbol from the
7
final die roll result. These penalties are cumulative when the
obscured LoS. vs
Count neither the square of the firing unit or the square of the 9
target unit.

range
Most weapons have no range limit (see Limited range, p.42),
but at over 7 squares shots are considered long range and
suffer a -2 penalty to the final result of the die roll.
When counting the number of squares to your target, you can
use diagonals and you must ALWAYS take the shortest route.
Do not count the square of the shooting unit.

1 2 3 4

2 3

major Change
If the drawing of the LoS to the center of a 2-square vehicle
is questioned, the disagreement is settled by opting for the
shortest line.

13
Firing arc If the target is a vehicle and has a Wreck side, it is turned over
Unless otherwise mentioned, units have a 360° firing arc. and becomes a terrain element.
If the target unit is a heavy vehicle, you need to locate the
Damage.
Some weapons have a limited firing
arc. Their firing arc is represented by a Damaging heavy vehicles
graphic on the weapon. To locate Damage suffered by a heavy vehicle, the attacker
To determine if a unit is in a firing arc, the rolls one die and puts the appropriate Damage marker on the
line from the attacker to the target must vehicle.
extend between the two marks at each
end of the firing arc. 1 : Crew
you can fire a single weapon of your choice
each turn.

2 : Tracks
the vehicle may no longer take movement
actions for the rest of the game. If it was
moving, it stops immediately.

3 ou 4 : Hull
put two Suppressed markers on the vehicle
in addition to this Damage marker. If it was
moving, it stops immediately.
warning: Note that firing arc and Line of Sight are two different
things. Firing arcs are taken into account only for firing actions.
5 : Primary weapon
Resolving fire the vehicle's Primary weapon is Destroyed.
Fire is resolved by rolling a die.
Add the Combat value printed on your unit for the target's type
of defense to the result of the die.
6+ : Destruction
Also add all other available bonuses (special ability, Action
the vehicle is Destroyed. Turn it over to its
card, recruitment option, etc.) before subtracting penalties.
Wreck side.

Penalties related to Suppressed markers


If the vehicle receives a second Damage marker of the same
(see Suppressive Fire on p.43)
kind, it is Destroyed. Turn the vehicle over to its Wreck side.
Each marker inflicts a -2 penalty to ALL of the unit's
die rolls.
double hit
If the result of the
If the final result is equal to or higher than the Defense value of
firing roll is equal
the target unit, the target unit takes a Hit, as indicated below.
to or higher than
double the target
unit's Defense
+ + =7 value (including
any bonus), the
target unit is
immediately
Destroyed and
removed from
+ =6 the game or
turned over to
its Wreck side.
The German unit performs a firing. it obtains a 4 on his dice,
add the combat value against infantry unit (+2) This rule also
and a bonus (+1) from the materiel option (Ammo), for a total of 7
The American unit has a defense value of 4 applies to heavy
and is located on a terrain element adding a defense bonus (+2), for a total of 6.
The firing action is a success. vehicles.

If the target has the symbol, it is Destroyed and


removed from the game.

If the symbol is on the target unit, it takes a Hit and


its counter is turned over.

14
Supply phase Steps of the Supply phase
1- Resolve all effects related to the beginning of the
During this last phase, units that have received no Order token
Supply phase in the following order:
(other than a Bluff) and that have no Activated marker may
- special abilities
take a Movement action (see Movement page 10) or some
- Action cards
specific actions (special ability, scenario action, character
- recruitment option
traits…)
- scenario specific effects.

Absolute rule of the Supply phase: no firing action nor


2- Discard all Bluff tokens of every player.
any assault may be made during this phase! The Supply
phase only allows units that haven't yet played to take
3- The player that has the initiative plays first and must
one movement action.
carry out the following actions in the indicated order:
- Move some or all of his units that have neither Order token
why?
(other than Bluff) nor Activated marker.
Why isn't opportunity fire allowed during the Supply phase?
- Discard one (and only one) Suppressed marker per unit.
When we started working on Frontiers, the first version of
the Heroes system, we wanted the games to be quick and
4- Once this player is done, the opposing player does
easy but above all mobile. At a minimum, no unit was to wait
the same.
in order to move. And so the Supply phase was created. Our
approach to this important game phase was to ensure a kind of
5- Resolve all actions related to the end of the Supply
simultaneousness between the different moves during combat.
phase in the following order:
This simultaneousness is naturally also rendered by the system
- special abilities
of Order tokens. units that move during the Supply phase do
- Action cards
not do so after the others, they do so at the same time. The
- recruitment option
way we see it, these units are those that were stealthy enough
- scenario specific effects.
not to draw attention to themselves, that weren't tagged as
threats by the enemy, that went unnoticed. This is why they
6- Discard as many cards as you wish then draw until
cannot be fired upon during the Supply phase. Furthermore, in
you reach your maximum hand size as indicated by the
order to ensure higher mobility in the game, we didn't want their
scenario.
move to be prevented by a ready-to-fire unit. If a player wants to
eliminate a unit before it moves, it is up to him to do whatever it
7-Move the initiative marker one notch on the
takes instead of choosing a location and waiting for it to move.
turn counter, and turn it over to determine
But this is just our way of seeing things, it will not upset game
the new initiative.
balance if you allow Opportunity fire during the Supply phase. It
will just make the game more static. Again, it is up to you.
You are now ready for a new turn!

15
Action cards Initiative
Action cards must be used in the phases indicated in their This card does not enable you to take the Initiative on a Special
description. Order.
You can play as many cards as you want in a turn or even in a
single action. Reactive
All the information you need is printed on the card, as well as You may play this card when you are about to remove from the
how many cards of the same kind there are in your deck. game a unit that has just been Destroyed.
If an Action card goes against a rule, the text of the card applies You may not move an already executed Order.
(except for the Absolute Rule of the Supply phase).
A player can cumulate several cards (same or different) to get Return to sender (German)
a higher bonus. This card enables you to throw back any type of grenade,
including the Geballte Ladung.
Alternate bonus
Some cards provide an alternate bonus. Second chance
Add this bonus to a firing or assault roll. If you rolled several dice, re-roll them all.
Choose whether to use this alternate bonus or to use the text
of the card. Surprise
If you use the bonus, declare you do so before rolling the dice This card also allows you to exit a building during a Forced
or before taking a Movement action. move after losing an assault.
You need two Surprise cards to enter and exit a building
Grants a +1 bonus during assault, both in defense through the windows with the same Movement action,.
and attack. A unit that launches an assault on a unit that is behind a
window doesn't need a second Surprise card to return to its
Grants a +1 bonus to one Firing action or to the use starting square if it is pushed back.
of one option or one card that replaces a Firing action.
Fleeing
Grants a +1 square bonus to a Movement action. If the unit is Active side up, it must turn over to its Inactive side
before moving.
This is a Forced move. Apply terrain penalties but not
If two players want to play an Action card simultaneously, the Suppressed marker penalties.
one who has the Initiative goes first. If this move forces the unit off the board, it is Destroyed.

Cards with one of the following symbols Mine (German)


This card can be used during the Supply phase.

Führer's Fury (German)


All units gain the Assault +2 ability (not a +2 bonus to their
may only be included in your deck if you took the related
assault roll).
recruitment options.
Enraged
Detailing some cards This card gives a +2 bonus to the assault roll (not the Assault
Heroic feat
+2 ability).
A heavy vehicle can fire all its weapons without any penalty.
A unit that already has the Fire on the move special ability
Hitlerjungend (German)
cannot take two firing actions.
If the unit that you put back in play completes a tile that had
Heroic feat allows a Firing action even on an element that
reached breaking point, turn the tile over back to its unbroken
forbids the use of the Fire on the move special ability (example
side (no victory points printed).
: on a grapple hook rope).
You regain any Order (or special ability) the tile granted and
your opponent no longer scores the related victory points.
Desertion
Play this card on a unit that already has several Suppressed
P51 Mustang (American)
markers when it receives an addition Suppressed marker.
The straight line may be diagonal.

Go Go Go! / Schnell
Reaction (Commonwealth)
This 2-square move is a Forced move and is not subject to
During assault, if the defender plays this card and puts another
penalties by Suppressed markers.
unit between the attacker and the defender, the attacking unit
must switch targets to the unit now in its way.
Coming through
This card does not enable you to cross a contour line if any
Converging fire
square on either side is impassable to vehicles. Your jeep
Supporting units also bring to the die roll any Suppressed
cannot jump off a cliff!
token penalties.

16
Appendix A
Now that you know the rules of Heroes of Normandie,
these appendixes will enable you to use all the
components at your disposal.

You'll find:

Chapter 3 - The battlefield

Chapter 4 - Additional rules

Chapter 5 - Scenarios rules

Chapter 6 - Special abilities

Chapter 7 - Recruitment options

17
chapter 3

The battlefield Contour line


A contour line separates two areas of
different elevations.
Shots that cross a red line have their
In Heroes of Normandie, the battlefield is a key element for
range limited to one square over the
movement as well as combat.
line (example A), unless the shooter is
It is made up of terrain boards and terrain tiles that you can
adjacent (example B).
assemble to create a great many different fields of operation.
Effects of Terrain elements that reduce
Line of Sight apply normally (example C).
Terrain boards
Infantry units block Line of Sight if both shooter and target are
Elements that are printed on the terrain boards, such as
infantry units (example D).
hedgerows or forests, and have a tactical impact on the game
are called Terrain elements.

Terrain tiles
Tiles that can be set on the terrain boards. The elements that
are printed on them, such as buildings, thickets, defensive
positions, have a tactical impact on the game and are called A
Terrain elements.

Most elements that affect the game are defined by symbols.


They cover one or more squares and their limits are indicated
C D
by a colour border.
This border may be absent on the edge of terrain tiles so you
B
can join two areas of the same type from different boards. A
Terrain effects
Here, each symbol’s effects are explained, and how they define
the various Terrain elements. and the special rules for each.

Defensive bonus
Any unit in this terrain receives the bonus if the colour Depending on the type of terrain (hill, bridge, beach...) the
of its defense type is the same as the colour of the contour line may affect the movement of crossing units.
terrain element's symbol.
Add the bonus printed in the symbol to the unit's Fords
Defense value. These elements are water area that can be crossed by
any unit even exclusively amphibious ones.
water Some previous versions of terrain tiles show neither symbol
units that do not have the Amphibious special ability nor border. You can recognise them by their visuals and they
may not enter a water element (see page 40). units are subject to the same rules.
that have this special ability may move in water normally
while all others are automatically Destroyed (removed from Impassable
the game) if they somehow find themselves partially or totally No unit may enter this element. Any unit that somehow
entering a water square. find itself partially or totally entering such a square is
automatically Destroyed. If the unit is a vehicle, put its wreck
hole as close as possible to the impassable element without being
Infantry units in the terrain element block the LoS of other in it.
infantry units in the same element. They do not block the
LoS of infantry units out of the element. no Passage
Angles of the terrain element block the LoS of units inside when It is impossible to move between the two squares
they fire upon units that are also inside the element. linked by this symbol. In addition, the LoS is
blocked.

Impassable to some units


Some units may not move into this element.
The type of unit is identified by the colour
c b of the shield or shields that accompany the
"wrong way" symbol.
Examples: impassable to infantry units, impassable to heavy and
a light vehicles.
Any unit that somehow find itself partially or totally entering a
square impassable to it is automatically Destroyed. If the unit is
a vehicle, put its wreck as close as possible to the impassable
element without being in it.

18
Obstacles Higher position
A unit in a higher position can fire at units outside the
This element completely blocks lines of sight. position as long as its LoS does not cross any square of
the higher position or any walls of the higher position
This element reduces the power of (A).
fire going through it.
A unit in a higher position is less hindered by Obstacles that
For every square that an obscured LoS goes through, subtract
block or reduce line of sight: when the LoS of a unit in a higher
the value printed in the symbol from the final die roll result.
position crosses a terrain element or a vehicle, the only affected
These penalties are cumulative.
square is the one right after the vehicle or terrain obstacle (B).
Count neither the square of the firing unit or the square of the
target unit. If the Line of Sight crosses several obstacle squares, count all
the modifiers (C).
If the symbol is yellow, the penalty applies only
Further squares are not affected (D).
when the target is an Infantry unit.
Infantry units never block LoS from a unit in a higher position (E).
In addition to blocking line of sight, some elements
block indirect fire and grenade throws..

wall
Walls are elements too abrupt to enter without
appropriate gear or special ability. e
difficult Passage
As soon as a unit moves into or through this element,
it must immediately stop its move.
In order to move through a Difficult passage area, the
A
unit can only move a single square at a time, ending its move
after each.

stop

1 stop B B

stop c B d

A unit that occupies more than one square is no longer


d
affected by an impassable element as soon as the front of the
counter (or the rear if it is moving backwards) is no longer in
It is always possible to fire on a higher position from a second
the impassable element.
higher position unless a third one blocks the Line of Sight
between them.
turn 1
A unit that can be targeted by a unit in a higher position can in
return target the higher position or the unit within.
1 stop
Higher positions block the LoS of units in other higher positions.

Stress
This element unsettles nearby units. Put a Suppressed
turn 2 marker on any unit that ends its move within a number
of squares equal to the value printed in the symbol of
the terrain element and has a clear Line of Sight to it. As long
1 2 as the unit stays within range of the stressful element and has
a LoS to it, it cannot discard Suppressed markers.

19
Structure Terrain elements
Some Terrain elements such as buildings or The effects of Terrain elements apply to all the squares within
vehicles are structures. the colour border that circles the terrain element or to the
whole terrain tile it is printed on.
In order to destroy them, you need to deal as many
demolition points as printed in the symbol (see Each terrain element is identified by a set of symbols that
Destruction, page 40). Once this number has been summarise its effects.
reached, turn the terrain element over onto its rubble
side, or -if a wreck- remove it from the game. In order to receive bonuses from a terrain element, a unit
needs to be fully inside that element.
Difficult terrain
When a unit moves into a terrain element If an intersection is part of a terrain element, the effects of that
that bears this symbol, it immediately gets element applies to diagonal moves.
a Suppressed marker.
Immediately apply the -2 penalty to its movement
value.
If the unit still has unused movement points, it can keep
moving (A).
A unit can move into a difficult terrain square by spending its
1
last movement point (B).

1 4 A stop

The second move crosses a “difficult passage” terrain element including a square side.
The unit must then stop its movement action.

what if?
1 If the symbol for a terrain element is different from the one
presented in its description, the one printed on the terrain
element is the correct one.

2 3 B natural Terrains
Bocage - Hedgerow
It must keep the Suppressed marker as long as it stays in the Impassable to vehicles - Difficult passage - Obstacle - Defensive bonus (infantry)
difficult terrain element and discards it only at the end of the
The bocage symbolises the hell that
Supply phase on the turn it leaves the difficult terrain element.
soldiers -especially American soldiers- had
to deal with during the battle of Normandy.
It is a wall that separates two fields or lines
a road. These walls are made of trees with
roots locked around average-to-large-sized
rocks and other roots, the whole making a nearly indestructible
and particularly efficient defensive terrain.

Cliffs
Wall - Contour line - Difficult passage - Impassable to vehicles (light and heavy)

A common occurrence on the coast of


Normandy, cliffs are part of the legend of the
Rangers. The Pointe du Hoc is remembered
as one of the most amazing feats of arms of
World War II.
A unit in a Cliff square does not block line
of sight.

20
Thicket and forest Mud
Obstacle - Defensive bonus (infantry) Impassable to vehicles - Difficult passage

A thicket or a forest is always an ideal place


They represent pools of mud or waterlogged
to hide or pick mushrooms.
areas. The Germans had flooded large parts
of Normandy in anticipation of allied troop
Squares at the heart of a
drops.
forest are impassable to
vehicles.

Swamp
Difficult terrain - Impassable to vehicles
hills
Contour line - Difficult passage

Some regions are flatland A unit that has the


and others are studded with Amphibious special ability
low hillocks, knolls, mounds… treats swamp squares like
Normandy is a region of normal squares.
beautiful green hills.
Hills are elements surrounded
-usually completely- by a red Mound
contour line.
A mound square is identified by a yellow
Two units firing at each other
border adjacent to a contour line.
from different hills use normal
A unit in a mound square does not
elevation rules.
block a line of sight that changes
elevation across the red line to which it
is immediately adjacent (A), but it does
block LoS in every other case (B, C & D).

A
A
B

B
c
c

D
D

The LoS is not obstructed by the contour line (A).


The LoS doesn’t go beyond the square situated immediately after the contour line (B).
The LoS is obstructed by the contour line situated
on the square sideat the center of the hill (C).
The LoS is neither obstructed by the infantry unit nor the contour line (d).

Caves
Impassable - Obstacle - No indirect fire

Battles are even more strenuous under


ground. The feeling of confinement
combined with the particularly difficult
conditions of confined combat turns caves
into a soldier's nightmare.
Cave walls make indirect fire impossible.
It is impossible to target an intersection
overlapped by a cave marking.

21
Underwater passages belgian gate
Obstacle - Impassable

A Belgian gate, also known as a Cointet


Blue arrows indicate you can move under
element, was a fence against tanks and
the terrain element. You are however not
mobile infantry. It was made of 3m-wide
allowed to stop under it.
2.5m-high steel elements atop three rolls
to move the 1,400-kilo contraption.

Beach It takes two infantry units to move it.


Contour line - Difficult passage - Impassable to light vehicles
One of them directs the operation
The hundreds of thousands of soldiers (and needs to be given an Order token)
who landed the sixth of June on the and the other assists (it must have no
beaches of Normandy were not looking Activated marker. If it has an Order token
to get a tan. And yet the memory of it and assists, discard the token).
stayed with them. The Belgian gate must be in the Zone of
Control of the units and there must be
Some terrain tiles represent the beach no enemy units adjacent to the Belgian gate or to the units
and the German defensive line. moving it.
There are two levels: sand and grass. They can move the Belgian gate when the directing unit is
Sand is lower than grass. activated.
If shooter and target are both at grass This action replaces a Firing action.
level, the red line has no effect. Turn the Belgian gate over onto its « moved » side and put an
Activated marker on the assisting unit.
This can be done in the Supply phase if the units haven't been
activated that turn. This action replaces their Movement action.
Defensive elements Proceed the same way to put the gate back where it was. Turn
it over back to its "in position" side.
Defensive obstacles You can also attempt to destroy it with the Destruction special
These Terrain elements added to the board represent anything ability.
that opposes enemy progress. They are always placed between
two squares and never diagonally. For aesthetic reasons, they Defensive positions
all have two sides, one for grass and the other for sand or road. Defensive bonus (infantry) - Impassable to light and/or heavy vehicles - Obstacles (varies)

Defensive positions come in many varieties (sandbags,


foxholes, etc.).
Barbed wire
Most of them are impassable to
Difficult passage (only infantry)
light vehicles and some to all
Vehicles equipped with a Culling Hedgerow vehicles.
Cutter can discard a Culling Hedgerow Some reduce LoS, in which case
Cutter marker to remove ALL the barbed the whole terrain tile reduces
wire tokens they encounter during their LoS, not just the illustration of the
move. terrain element.
Defensive positions protect units
units that have the Engineer special ability can use a inside unless the firing unit is also
Movement action or a Firing action to remove a barbed inside. This is also true during assault.
wire token in their ZoC. Some of them enable infantry units to take opportunity fire
during the Activation phase. Opportunity fire provided by this
first print terrain element cannot target units that are also inside.
Former versions of barbed wire tokens do not have the printed
symbol. They still work the same way. Trenches
Defensive bonus (infantry) - Impassable to light and/or heavy vehicles - Obstacles -- Hole
Czech hedgehog
A unit inside a trench is protected from a firing
Impassable to vehicles - Obstacle
or assaulting unit unless the attacking unit is
Three metal bars welded together, Czech also inside the trench.
hedgehogs sprouted all over the beaches
of Normandy like a weed. A unit that moves into or out of a trench must
stop its move unless its Movement action
crosses a side of the trench that has a ladder.
Moving within a trench or from one trench to
an adjacent one does not interrupt movement
provided the two joined trench sides are linked by a passage.

22
Diagonal movement inside one-square trenches is impossible. thick walls
A unit inside a building receives a bonus to its Defense value
against fire and assault, unless the firing or assaulting unit is
3... stop also inside.

Firing action

1 2 3... 1 In order to fire from a building,


a unit needs to be in the square
adjacent to the opening it will fire
stop 2... through. Its LoS is restricted by the
red markings around the opening.

The ZoC of a unit outside a trench does not affect a unit moving
in the trench, but does affect that unit if it leaves the trench. In order to fire on a unit that is inside a building, the target needs
The ZoC of a unit in a trench is restricted to the trench. to be in a square immediately adjacent to an opening. (A).

Buildings
Defensive bonus- Impassable to light and/or heavy vehicles - Obstacles - Structure
A unit outside a building and adjacent to an opening can fire
Buildings are a key element in Heroes of Normandie. They
on units inside the building provided neither red markings nor
provide excellent protection and are often scenario objectives.
interior walls block LoS. (B).
They come in several sizes and kinds but are covered by the
In both cases, the target receives a bonus to its defense for
same basic set of rules.
being in the building.

Line of sight
Movement action
Most buildings block LoS completely.
When this is the case, the illustration is taken into account
instead of the whole tile (A). The red marking also blocks LoS
An opening is part of an outside wall that
for any unit inside (B).
has no red marking and is crossed by a blue
or white arrow.

You can only enter a building through squares that a blue


arrow points at (doors). Do not count the half-square in the
movement.
A
A building's walls and windows restrict ZoC.
When a unit is adjacent to a blue arrow that points into or out
of a building, its Zone of Control extends to the square the
arrow points at and can prevent entry or exit.

1
1

23
When two buildings are adjacent, infantry units are the only Large buildings
units that can go from one to the other. They can even stop These buildings cannot be Destroyed, but their walls
their movement there. can be breached to create an opening.

Stairs
Some buildings are made up of several tiles. The
main one is placed on the battlefield and the
others are placed next to it.
1 In order to reach a higher floor (such as the top of a bell tower)
or lower floor (such as a basement) of a building's secondary
2 tile, you need to go from a square with a Stairs symbol to
another square with a Stairs symbol. Take the unit and put it
2 on the Stairs square of the building's secondary tile.
The unit must stop its move up or down on that square.

When two buildings are adjacent diagonally, vehicles may


1 stop
move or stop in between.

A unit that is on a Stairs square can fire on a unit in the square


1 of the element that is below and that has a Stairs symbol. This
obviously goes both ways.
The target unit receives a bonus to defense from the floor it
is on.
2
A unit that is on a Stairs square can throw a grenade up or
down from one floor to the next.

3... When drawing the LoS from a


unit in a building's secondary tile,
connect it to the corresponding
red dot on the main tile (the one
3 ROOMS, KITCHEN, BATHroom… on the battlefield).
Some buildings can be This LoS is restricted by markings
divided into several rooms on the walls of the secondary
indicated by red markings. If tile which you reproduce in
there is a clear Line of Sight transparency on the main tile.
between two units, a Firing Range is measured from the red
Action is possible. When a dot.
unit takes a Firing Action or
makes an Assault against a Floors
target in a different room, Some buildings have several floors. They can be
the target receives the together on a single secondary tile or spread over
defense bonus provided by several secondary tiles.
the building. Each of these floors can be Destroyed individually.
When a floor has received the required number of Destruction
Bunker markers, turn it over on to its rubble side. Higher floors are not
Bunkers cannot be Destroyed and infantry can never affected and units can still go to higher or lower floors.
enter through their windows using a card or a special When a floor is Destroyed, units inside that floor receive a
ability. Suppressed marker.
units, gear or explosion templates that have the Demolition When a floor turned to rubble has received as many Destruction
special ability can attempt to stun units inside bunkers by markers as printed in the symbol, it is completely Destroyed
targeting them directly or targeting the bunker. Roll as many and so are all the floors above it. units in these Destroyed
dice as indicated in the Destruction symbol. If at least one die floors are also Destroyed. Remove completely Destroyed floors
is 5 or 6, put a single Suppressed marker (no more than one) from the game.
on each unit in the bunker. Concealed units are not affected.

24
Lighthouse A B

The lighthouse has four


floors. The ground floor is the 1 2 3...
main tile that you put on the
board. The three other floors
are on the secondary tile of
the lighthouse. The unit (exclusively amphibious) cannot cross the ground square (A)
The same unit can cross it, if stilted structure modifies the battlefield (b).

Areas under a higher position


Bridge of Arnhem
Some elements are higher positions you can move through
Stilted structures (bridges, platforms, elevated roads, etc.). These elements are
An Amphibious unit can move under some Terrain
split in different areas, each area has a number.
elements that are usually restricted to land units (non-
When a unit ends a Movement action under such a higher
Amphibious).
position, place it off the board with a heavy vehicle Damage
Consider the squares under the terrain element as if the
marker displaying the number of the area it is in.
element wasn't there.
If given an Order token, or in the Supply phase, the unit can
An Amphibious unit may not be the target of Opportunity Fire
come out from any square marked by an arrow from the same
when in squares under the terrain element.
area. A unit under a higher position can stay there as many
turns as you want it to.
A unit that goes under such an element may not stop until it
As many units can enter an area as there are squares in it.
has completely moved through and out.
A unit on a square adjacent to an area under a higher position
(squares identified by arrows) can take a Firing action targeting

1 2 3...
ZONE 2

ZONE 3
ZONE 1

When a stilted structure is on top of two water or marsh areas, a unit inside the area and vice versa.
it forms a passage between them. Indirect fire may never target an area.
If an explosion Template is placed in an area, every unit in the
area is considered covered by the Template.

Infantry units under a higher position get +2 to their Defense


value whether the attacker is inside or outside the area.

A unit in an area under a higher position may fire at or assault


another unit in the same area.
In case of Assault, do not apply fallback rules for the losing unit
or advanced move rules for the victor.

25
chapter 4

Additional rules
All these rules are scenario-specific or optional.

2 2
Landing craft 1 1 1 all

There are two types of landing crafts: large and small.


They are placed at the beginning of the game, either on the
American side or as indicated by the scenario. The back of the
counter must touch the edge of the terrain tile. units can exit
the craft into one of the three squares in front of it.
These squares become the deployment area of the attacker.

In this example, the player chooses to deploy a tank in one of the landing crafts, and the
units from his recruitment tile deploy in the other.
The lieutenant and the Recon Team have each a transport value of 1, the Rifle Team and
the Support Team a value of 2 each. The addition of the mortar with a value of 1 brings
the total value to 7. The landing craft is full. The units from the recruitment option will be
deployed on the following turn.

Weather conditions
The weather may change during the course of some battles.
These rules describe the effect of weather on battles.
You may deploy units in these squares at the beginning of the
game or at the end of any Supply phase, provided you follow Fog
the rules of the Transport special ability (see Transport p.49).
Maximum firing range is 9 squares. You may not
A landing craft has a carrying capacity of 7 . If you deploy a
fire further.
vehicle there, it takes all the space.
The long range penalty begins at 6 squares.
units that you deploy at the end of a Supply phase must wait
In order to spot a unit concealed in a terrain
for the next turn to play, either during the Activation phase
element, you need to be adjacent to it.
by means of an Order token, or during the next Supply phase.
A unit can conceal itself in open ground (i.e. not in a terrain
You may not deploy new units onto a landing craft while there
element) if no enemy has a clear LoS to it within 3 squares.
is still a unit on it.
Increase scattering for indirect fire by 2 squares.
You must always leave at least one landing craft empty.
The range of indirect fire is unchanged.
If units on landing crafts receive Order tokens, we recommend
You may not play Airstrike cards.
you place them off the board behind the craft.
units on landing crafts cannot be targeted.
A large landing craft can fire if it receives an Order token.
Furnace
During a Movement action, if a unit uses all its
Landing crafts can be Destroyed and removed from the game. movement points, it receives a Suppressed marker
Troops inside suffer no Damage but must be redeployed to at the end of its activation.
unoccupied adjacent squares or to squares previously occupied
by the landing craft. The player who owns the units chooses Blinding sun
where to redeploy them. This is a Forced move.
During a Firing action, extend the LoS over your
If there is no unoccupied square, the unit drowns.
target. If it crosses the side of the board designated
Put a Suppressed marker on each unit.
by this marker, then the Firing action suffers an
At the beginning of a Supply phase, the American player can
additional -1 penalty.
attempt to bring back a Destroyed landing craft by rolling a
die. If the result is printed on one of the Destroyed landing
crafts, the player can put it back in play in any sea square, with
the back of the craft touching the edge of the board.

Special deployment
in landing scenarios, there is a limit to the number of counters
the American player may deploy based on the number of
available landing crafts (all can be used save one which must
always remain empty).
The player chooses the units from a Recruitment tile or a
recruitment option and deploys them as he wishes among the
landing crafts. It is not possible to play some of them and keep
the rest for the next turn.

26
Clear night Sleeping units
Maximum firing range is 9 squares. You may not Some units start the scenario asleep.
fire further. They are indicated by a Sleeping marker.
The long range penalty begins at 7 squares. Deploy them on the board with a Sleeping
In order to spot a unit concealed in a terrain element, you need marker on top.
to be adjacent to it. Deploy them on their Inactive side if they
A unit can conceal itself in open ground (i.e. not in a terrain have one.
element) if no enemy has a clear LoS to it within 4 squares. They can receive neither Order tokens nor Activate markers,
Increase scattering for indirect fire by 1 square. they cannot take a Movement action during the Supply phase.
The range of indirect fire is unchanged. Sleeping units cannot benefit from the effects of an Action
You may not play Airstrike cards. card.
Sleeping units have no ZoC.
Dark night A sleeping unit cannot be targeted unless the enemy unit is
within 2 squares.
Maximum firing range is 7 squares. You may not If A sleeping unit is in a building, it cannot be targeted unless
fire further. it is within an enemy ZoC.
The long range penalty begins at 5 squares. It can however be Hit by an explosion Template.
In order to spot a unit concealed in a terrain element, you need A sleeping unit that is attacked during Assault is automatically
to be adjacent to it. Destroyed.
A unit can conceal itself in open ground (i.e. not in a terrain When fired upon, hits are assigned normally.
element) if no enemy has a clear LoS to it within 2 squares. A unit sleeping outside (not in a building) wakes up when a
Increase scattering for Indirect fire by 2 squares. shot or explosion happens anywhere on the board.
You may not conduct Indirect fire with the Indirect fire special A unit sleeping in a building wakes up in any of the three
ability. following cases:
The range of Indirect fire is unchanged. - a shot originates from a square within the same building or
You may not play Airstrike cards. from a square that is adjacent to the building;
- an explosion Template or the Destruction ability is used in the
dawn same building or on a square within 5 squares of the building;
- as assault is taking place in the same building.
In some scenarios, the amount of light at night
A unit that has an Order can wake an adjacent sleeping unit at
may vary as daylight appears.
any time during its Movement action.
Special markers enable you to locate these
Once a unit has awakened, it loses its Sleeping marker but
changes on the turn chart.
immediately receives a Suppressed marker.

Flames and light sources


Light sources and flames illuminate all adjacent squares. When
firing at units in illuminated squares, apply normal firing rules.
The same applies to spotting concealed units in illuminated
squares.

Street lamps
Streetlamps are placed on square sides and illuminate the 4
adjacent squares.

A unit that has an Order may attempt to


destroy a street lamp if it has a Line of
Sight to the intersection occupied by the
streetlamp marker. An explosion Template
that covers a streetlamp may also destroy
it.

In both cases, roll a die. Do not add the unit's


Combat value. You may add other bonuses
(gear, Action cards or others).
Long range and obstacle penalties apply.
The streetlamp is Destroyed on a result of
3 or more.

27
Fire The result of the die roll is 6. The player who has the initiative place
the first Fire marker (A) then, a second marker next to the first (B).

wind
At the beginning of the game, align the compass
A
rose with the board.
Roll two dice to determine wind direction then turn B
the compass rose over. The red arrow must
point in the direction indicated by the dice roll.
On a result of 10, 11 or 12, there is no wind.
At the beginning of each turn, roll 1 die.
On a result of 1, turn the compass rose 45°
left. The player can also choose to place a Fire marker next to two other Fire markers (A & B).

On a result of 2, 3, 4 or 5, the wind does not change direction.


On a result of 6, turn the compass rose 45° right. A B
fires

Fire marker

The back side of the flamethrower is a fire marker

warning: There can be no more than 1 Fire marker per


square.
After this step, roll 1 die for each structure that has
At the end of each Supply phase, discard all Fire markers at least 1 Fire marker. Add +1 to the roll for each Fire
that are not in Terrain elements, then, if there is at least 1 Fire marker over the first in the structure.
marker on a terrain element outside of a structure, roll a 1 die.

If there is no wind, any result higher than 2 is ignored because


the flames do not spread.

1 : discard 1 Fire marker


2-3 : nothing happens
4-5 : put 1 Fire marker on the
structure

1 : the player who has the Initiative 6 : put 1 Fire marker AND 1
Destruction marker on the structure
discards any 2 Fire markers

2 : the player who has the Initiative warning: Fire outside a building has no effect on the building.
discards any 1 Fire marker

3-4 : nothing happens Fire and large building


In large buildings, fire spreads the same way as outside except
5: the player who has the Initiative
you do not take wind direction into account.
chooses a square that has a Fire
The player who has the initiative places the Fire marker on any
marker and puts 1 Fire marker on
adjacent square (it does not have to be downwind).
the adjacent downwind square
Fire outside a large building has no effect on the building.
6: the player who has the Initiative
carries out the above action twice Damage
At the end of the Supply phase, units that are in a square or
in a structure that has at least one Fire marker are attacked.
Buildings that have more than one room (3 rooms, kitchen,
bathroom) are covered by standard rules.
The combat values are printed on the Fire tile.
Ignore any defense bonus provided by a terrain element. If
there are several Fire markers on a building, units inside are
attacked once by each marker.

28
Rain - a command unit can remove all the Shaken markers on units
If it rains, at the beginning of each Supply phase, that have no Suppressed marker within 3 squares.
discard every Fire marker that is not inside a and
building. Do not roll a die for them. - a command unit can remove a single Routed marker per turn
For Fire markers that are inside a building, any from a unit that has no Suppressed marker within 3 squares.
result higher than 3 means the flames do not spread and is A command unit that has just lost its Routed marker needs to
ignored. wait until the next turn to once more encourage other units.

Flamethrower (see Flamethrower p.41) Shaken markers


Put a Fire marker on any square covered by the largest A unit that has a Shaken marker can no longer
end of the Template (maximum 3 squares). receive Orders but can move during the Supply
If the flamethrower is fired into a building from outside phase.
or if fired within the building, put 1 Fire marker on the
building. Enemy units ignore its Zone of Control and it can no longer
control objectives or fulfil scenario victory conditions.

Game effects that are impassable to Suppressed units are also


impassable to Shaken units.
A command unit that has a Shaken marker ignores its effects
but cannot remove it from itself. It can still encourage units
within 3 squares.

Routed markers
A unit that has a Routed marker can no longer
receive Orders but can move during the Supply
phase.

A Routed unit has the Fragile special ability.

If the routed unit is not in a terrain element at the end of the


Moral Supply phase, it cannot discard Suppressed markers.

These rules bring a new dimension to the game and make


Game effects that are impassable to Suppressed units are also
officers and NCOs more interesting. There is no obligation to
impassable to Routed units.
play with these rules but, if you want to give your games a
more realistic flavour, then they are perfect for you. Troopers,
A routed unit cannot take a Movement action that would take
we hear you!
it closer to an enemy unit or would take it to a square adjacent
to an objective.
Any unit - officers and NCOs included - that receives a
Suppressed marker when further than 3 squares away from
Enemy units ignore its Zone of Control and it can no longer
a command unit (yellow outline) also receives a Shaken
control objectives or fulfil scenario victory conditions.
marker. If it already has one, turn it over onto its Routed side.
A command unit that receives a Routed marker ignores its
If the counter is already on that side, it receives an additional
effects but cannot remove it from itself. It cannot remove
Suppressed marker.
Shaken and Routed markers on other units.

Encouragement
At the end of the Supply phase, after removing Suppressed
markers, command units (yellow outline) can encourage
shaken and routed units if they are not themselves routed.

29
Trains Move
warning: A train can only move on rails!
The total of all the wagons plus the engine make up the train
and cannot be separated unless there is a derailment or the Unless the scenario says otherwise, the train starts
scenario says otherwise. with a speed of 2 placed on the engine where the
You cannot breach a train element. word SPEED is printed.

Wagons The speed marker shows


Wagons are buildings capable of movement when attached to which speed markers it can
an engine. When a wagon is Destroyed, wagons attached to it be replaced with.
and on the opposite side from the engine are dissociated from
the rest of the train. The driving player can change speeds at the beginning of the
train's Movement action.
Some of them, identified by the Floor, can receive a The train can move a number of squares equal to its speed or
turret. This turret is Destroyed if the wagon under it is 1 less.
turned over onto its rubble side.

The location of the turret is indicated by a square with a green


outline.

The speed is 4 squares. The train may then move 3 or 4 squares.

When moving backwards, choose a negative speed


value.

At least one of the turret's squares must be on that square. The


taking the train
An Infantry unit may
turret may not cover two wagons.
enter or exit a train
The square(s) under turrets are impassable.
that is at a halt without
1... penalty. Do not take into
account the half-square
in front of the train.

An Infantry unit can


enter a train if the train's
speed it between 4 and
-4.
Turret units have only one Defense value. This Defense value It must end its Movement
can be a light vehicle's or a heavy vehicle's. action if the train is
They are turned over onto their Wreck side when they take moving (current speed is higher than 0). If the train doesn't
Damage. move (current speed is equal to 0), the Infantry unit may finish
its Movement action.
Engines A vehicle can only enter a wagon when the train is stopped
An engine follows the same rules as wagons.
It moves when given an Order during the Activation phase or Crunch !
without Order during the Supply phase, pulling all the wagons If, at the end of the train's Movement action, a unit is under
with it. The owner of the train does not need to put a unit in the train:
the engine to drive it. if it is an Infantry unit, a heavy vehicle or a vehicle's wreck,
move it to an adjacent square (this is a Forced move). In
addition, infantry units receive a Suppressed marker, heavy
vehicles receive a Hull Damage marker (3-4), and the train
derails (see next page)
Wrecks receive two destruction points.
If it is a light vehicle, destroy it and turn it over onto its Wreck
side. Its owner puts the wreck counter in one or more adjacent
unoccupied squares.
If an enemy unit enters the engine, the owner loses control of
it. The train continues moving at the same speed.
If this unit has the Engineer special ability, the owner can drive
the train and choose its speed.
A train's controlling player can change several times during
the game.

30
Derailment If the train runs into a building, it derails. Put the engine's
If the engine enters a square impassable to it (any other than wreck in the building and resolve wagon derailment as above.
a rail square) or is Destroyed (for example by Opportunity Then roll as many dice as the selected speed. For each result of
Fire) while moving, complete its Movement action (up to the 4 or more, the building receives a Destruction marker.
maximum of its present speed) then turn it over onto its Wreck
side.

Roll as many dice as its present speed.


For each result of 4 or more, a wagon also derails. Start with
the one attached to the engine and work your way back.

If the engine is Destroyed before completing that turn's


Movement action, it also derails. Complete the entire
Movement action (maximum present speed) then apply the
derailment rule.

3 stop

2 2

1 1

The train speed is 4 squares. It runs into a forbidden square (destroyed rails in red). The train speed is 6 squares. It runs into a building.
The player controlling the train must end its movement action, The player controlling the train must end its movement action
then he must turn the engine onto its wreck side. on the first square of the building tile,
He rolls 4 dice (speed is 4) and gets 1 result higher than 4. then he must turn the engine onto its wreck side.
He turns the wagon closest to the engine onto its wreck side. He rolls 6 dice (speed of 6) and gets 3 results higher than 4.
He turns the two wagons onto their wreck side.
He rolls 6 dice again (speed of 6) and gets 4 results higher than 4.
He places 4 destruction markers on the building and turns it onto its ruin side
(the building had 4 structure points).

31
chapter 5

scenarios rules protect you from losing through lack of order tokens.
In order to win, you need to meet the conditions indicated in
the scenario or, in the case of a customized scenario, score a
number of victory points (set at the start).
You can choose one of the scenarios presented in the scenario
These victory points are won by controlling objectives (primary
booklets or on our website, or you can generate a scenario
or secondary , see Scenario booklet, left column) and by
using the free-for-all system (p.35). You assemble your army
inflicting losses (see Breaking point, left column).
by spending a number of army points which your opponent
and you will have determined.
Absolute rule of scenarios
It is not possible to win on the first turn.
In specific cases, scenarios can contradict the following rules.

Objective
action cards Each Objective marker earns you victory points or validates a
Before you start playing, you will need to create your own deck
special condition in the scenario.
of cards. Choose at least 40 cards for your deck from the 76
In order to control objectives, you need to be the only player
available, or follow the instructions given by the scenario.
that has at least one infantry unit in one of the 4 adjacent
If you play with a 50 cards deck (such as SoN decks) select all
squares or in the terrain element (building, defensive position,
the cards.
etc.) at the end of a Supply phase.
You may only use cards belonging to your side.
If your opponent is also in one of these squares, the objective
Each player draws a full hand up to the maximum hand size
remains neutral.
indicated in the scenario.
You may never have more cards in hand than your maximum
hand size unless a tactical bonus (see further) allows you to.
Primary objective
If the marker displays an army's symbol, it means
Unless otherwise indicated, the hand size is 4.
only one of the two armies can benefit from
Deployment controlling the objective. units of the other
Once Initiative has been determined (as indicated by the army can still prevent control of the objective
scenario or by any other means of your choice), deploy your by merely being present in one of the adjacent
troops in the areas indicated by the scenario. squares or in the terrain element where the
Unless the scenario says otherwise, the player that has the objective is.
Initiative deploys all his troops first. Once it is controlled, leave the marker on the board
Deploy infantry units with the name printed in white visible. and turn it over onto its "controlled" side (with the symbol of its
If the name is printed on both sides, you may deploy the unit army displayed). It shows the objective has been met but can
with either face up. still be taken back by the opponent.
We recommend you do not deploy vehicles Wreck side up!!! If the marker is neutral, the controlling army benefits from it.
Temporarily replace it with an Objective marker displaying the
If an army must deploy off map, all its troops enter on the first
symbol of that army. You will replace it again if control changes
turn during the Activation phase or the Supply phase.
sides.
units that have the Scout special ability can use the ability when
entering through the board side indicated by the scenario.
Orders provided by units deployed off map are available on
Secondary objective
When a player takes control of a
the first turn.
secondary objective, he puts it next to
Picking up objects his recruitment tiles.
There
LES - N are two kinds of objects, heavy and light. Depending on the scenario, the player
RU
The scenario tells you which of the two an object is. scores points or reaches a stage in the
S - NEW

EW
RULES

In order to pick up a light object, a unit needs only operation.


LE

- NE RU

move through the square where the object is or an


W

adjacent square if the object is on an intersection. The unit


does not need to stop.

In order to pick up a heavy object, the unit needs to stop in the


Tactical bonuses
square where the object is or an adjacent square if the object Initiative (Single-use)
is on an intersection. An enemy unit in an adjacent square Use it to keep the Initiative this turn.
prevents you from picking up the object. Turn the Initiative token over onto your army's side.
You may drop a light object or a heavy object at any time On the following turn, the Initiative goes back to
during a Movement action your opponent.

Victory conditions Strategy (Single-use)


A game lasts a set number of turns indicated in the scenario. Discard it to have a Special Order token for this
When a scenario's victory conditions are met or a player has turn. You cannot have more than 2 Special Order
no more Order tokens to put on his units, the game stops at the token eacth turn.
end of the on-going turn.
(needless to say, a player that has no more units or Order
Asset (Single-use)
tokens has lost the game!).
Use to draw cards up to your maximum hand size.
The additional Order provided by NCOs or tactical bonuses

32
Intuitive (permanent) reminder
+1 card to your maximum hand size Some tiles can only be included if your army's value
is at least a given number of army points. The cost
of these tiles is included in the army value.
Tacticien (permanent)
+1 Order Do not spend all your points on recruitment tiles, keep some
for recruitment options.

Markers and turn chart A bit of history (optional rule)


There are special markers to put on the turn chart. They Those of you who prefer a more consistent battle order can
indicate on which turn an event or a specific condition must create their armies using the following restrictions:
take place. Start by selecting a Recruitment tile or a Command tile.
The Initiative marker indicates which player has the Initiative. If you want a second tile, at least one of its badges must be the
It is turned over each turn and moved one square down and same as one of the first tile's.
counts game turns. If you want a third tile, at least one of its badges must be the
same as one of the two first tiles'.
Etc.
Recruitment tiles that have one of the
Initiative markers
« neutral » symbols of their army, can be
purchased after any other Recruitment tile and open your
recruitment to new options.
FFI may be played as an independent faction or as American
or English reinforcements.
Event specific
to the German army, Purchasing recruitment options
check scenario. A recruitment option needs to be valid to be purchased:
- the selected option needs to be of appropriate size and fit
Event common exactly the space;
to all armies, - one or more colour stripes need to be the same as those
check scenario. around the space.

Event specific
to the American army,
check scenario.

This marker indicates


the end of the game.
Place it on the number
of turns set by the The M5 Stuart cannot be placed into the space on the left because its colour stripes
scenario. don’t match those around the space. It can be placed into the space on the right.
The .30 Cal Squad may be placed into both spaces (left and right).

Once you've spent all your army points, take all the
corresponding unit counters and put the recruitment option
tokens on their tiles.

creating armies
You can create your own armies by spending a set number of
army points.
The cost for each tile is printed on the tile.

Purchasing recruitment tiles


Start by purchasing as many recruitment tiles as you want with
your available points.
They are the key to everything else.
You need at least one in order to deploy an army on the
battlefield.
You may include recruitment tiles from different factions in
your army. They need to share at least one of the symbols that
surround the title of the tile.

33
Breaking point Free Battle Mode
When a unit is eliminated, put its counter under the
corresponding Recruitment tile or recruitment option. In the following scenarios, you need to put in some work... You
If the unit belongs to both an option AND a Recruitment tile, need to build your army and create the battlefield. But here are
put it under the Option. If the unit is present on several options, the tools to help you come up with new confrontations.
you can choose which option you want to assign it. Free-for-alls are played over 8 turns but may be won before the
end of the battle.
Then check whether the Option or the Recruitment tile is
« broken », i.e. whether it has reached its breaking point. army points
The number of army points also decides what
A tile or recruitment option's breaking point is elements you are going to place and what the
represented by small red squares. When the number of victory conditions will be.
Destroyed units is equal to the number of red squares, the The values we give here are merely suggestions,
Recruitment tile's or the option's breaking point has been modify them as you see fit.
reached.
When playing a championship game, the size is 250 army
If it has broken, turn the recruitment option counter or the
points and a maximum of 4 orders per army.
Recruitment tile over.
When a Recruitment tile breaks, attached options are not
battlefield
turned over unless they have also reached their breaking point.
The Size of the battlefield is the number of
Any special bonus the Option or Recruitment tile gave is lost. boards and Terrain elements on it. Assemble
units and recruitment options such as Gear, Character traits them as you wish. It is better if each side has
and Orders are not lost when a breaking point is reached. the same amount of cover.
Whenever one of your units is eliminated, put its counter
under the Option or the Recruitment tile it belongs to. If you do not use modifiers (see further), deployment areas are
on each side of the battlefield and are two squares deep.
The number of victory points your opponent scores is printed
on the back of the game piece.
Number and value of objectives
Their value depends on the size of the battle.
Place them at equal distance of either side so
no player gets an advantage.

Place the primary objectives on their dark side.

Secondary objectives can be neutral or


specific to each army.

Number of tactical bonuses


Randomly pick the indicated number of tactical
bonuses from the 6 available ones.
Do not look at which ones you pick or set aside.

Number of victory points turn 4/6


number of victory points required to win the battle on turns 4 or 6.
If both players have exceeded this number, the player with the
The Support Team belongs to both the recruitment tile and the option. highest score wins.
It is placed under the option that reaches its breaking point.
The option tile is flipped on its back, the Order (special bonus) granted by the option is no
longer available and the opponent scores 5 victory points. If this condition is not met, the game continues.

You may choose to disregard this rule and battle it


out until the end of turn 8.

These victory points are won by controlling primary and secondary


objectives and by inflicting losses.

34
2 - 4 terrain 2
boards 1 neutral
150 - 249 5 points 2-3 25 30
1 - 2 terrain tiles 10 points

4 - 6 terrain 1 neutral 3
250 - 349 boards 15 points 5 points 3-4 35 40
2 - 3 terrain tiles

4 - 6 terrain 1 US 4
350 - 499 boards 1 German 5 points 4-5 40 45
3 - 4 terrain tiles 20 points

1 US
6 terrain boards 1 German 6
500+ 4 - 6 terrain tiles 1 neutral 5 points 5-6 50 60
15 points

go! Attack/Defense
Once you've defined all these elements, build your army. Select
Army A deployment zone
the cards in your deck (minimum 40).
3
Prepare the turn chart with “event” markers on turns 4 and 6
as a reminder to check victory conditions, as well as the END
marker on turn 8.

Determine the Initiative and put the marker on 7


its appropriate side in square 1 of the turn chart.

Draw 4 cards and launch hostilities!

If no player has won the game at the end of turn 4 or 6, the


Army B deployment zone
player who scored the most victory points at the end of turn
8 wins.
One of the two armies is defending, the other attacking.
There is a single objective, its colour is the colour of the
setups and modifiers attacker and you place it in the defender's deployment
The following examples are designed for a 250-point
area.
and 6-gameboard battle. Terrain tiles are positioned over
deployment areas for optimal visibility but they are part of
The defender gets 75% army points but takes as many Terrain
them.
elements as indicated in the column “Size of the battlefield”
Feel free to change the configuration. If you are going for a
and places them in his deployment area.
smaller game, adjust the deployment areas accordingly.

The game ends when the attacker has taken control of the
objective (attacker's victory) or at the end of turn 8 (defender's
Confrontation
victory).
The simplest scenario. Two armies clash ...

Army A deployment zone To make it more difficult for the defender:


2
The defender gets 50% army points but takes as many Terrain
elements as indicated in the column “Size of the battlefield”
and places them in his deployment area.

2 Army B deployment zone

35
Ambush The attacker places the “Dynamite” and “Detonator” markers
onto two of his infantry units. They are light objects.
Attacker deployment zone
2
The game ends when the attacker has Destroyed the objective
(attacker's victory) or at the end of turn 8 (defender's victory).
Destroy the objective by moving an Infantry unit into the board
Defender entrance

element and putting “Dynamite” and “Detonator” markers on it.

Defender exit
You cannot put both in the same turn!
10
To make it more difficult for the defender:
The defender gets 50% army points but takes as many Terrain
elements as indicated in the column “Size of the battlefield”
and places them in his deployment area.
2 Attacker deployment zone Punching through
One of the two armies is defending, the other attacking. 7

The attacker gets 50% army points.

Attacker entrance
The game ends when the defender moves his last unit off the
board through the side indicated by the blue arrow, or at the
end of turn 8.

To make it more difficult for the defender:


The attacker gets 75% army points. Defender deployment
zone

Major victory for the defender:


the defender moved out over 50% of his troops.
Minor victory for the defender: 14
the defender moved out over 25% of his troops. One of the two armies is defending, the other attacking.

Major victory for the attacker: There is a single objective, its colour is the colour of
the defender did not move out any troops by the end of turn 8. the attacker and you place it as far as possible on the
Minor victory for the attacker: side of the board opposite the side the attacker enters
the defender moved out less than 25% of his troops. through.

Destruction The game ends when the attacker has taken control of the
3 objective (attacker's victory) or at the end of turn 8 (defender's
Attacker deployment zone
victory).

The defender gets 75% army points but takes as many Terrain
elements as indicated in the column “Size of the battlefield”
and places them in his deployment area.

To make it more difficult for the defender:


The defender gets 50% army points but takes as many Terrain
elements as indicated in the column “Size of the battlefield”
and places them in his deployment area.

2 Defender deployment zone 2

One of the two armies is defending, the other attacking.

There is a single objective, its colour is the colour of the


attacker and you place it in the defender's deployment
area inside a board element that you do not count in
the total indicated in the column “size of the battlefield”.

The defender gets 75% army points but takes as many Terrain
elements as indicated in the column “Size of the battlefield”
and places them in his deployment area.

36
Multi-player games The number of Action cards that you draw in the Supply phase
depends on the number of players in the alliance:

3 or 4 players 1 player: 6 cards.


In this type of game, players can be part of an alliance (i.e. a
2 players: 3 cards each.
group of several players).
3 players: 2 cards each.
The game is played normally except for the following points.

Allied players may show each other their Action cards. They
Victory condition can exchange Action cards but only during the Supply phase.
The game does not end when a player in an alliance is
Action cards are assigned for the following turn. The players
eliminated, and the alliance is not disbanded.
can play cards against an enemy player (for example Mines
Action card). They cannot play a card that gives any kind of
Army creation bonus to allied units (for example cards like Rage, Heroic feat,
After setting the number of army points per alliance, each
Panzerfaust).
player must recruit at least one Recruitment tile which provides
The benefits from a Card that gives bonuses to the whole army
at least one unit. The number of available army points per
(such as Führer's Fury) are restricted to the units of the player
player is equal to the number of army points for the alliance
who plays the card.
divided by the number of players.
Initiative and order of game
It's not me!
The Initiative is put to show the side of the alliance/player who
You may decide otherwise, but any consequent frustration is
plays first.
entirely upon you;)
During game preparation and at the beginning of each Order
phase, players who share the same alliance must decide in
Recruiting a high command tile which order they will play. Use any appropriate marker to
The alliance can purchase a single high command Recruitment
indicate this order.
tile (recruitment tiles that have no units but only spaces for
orders).
The total cost of this Recruitment tile and selected options is
Deployment
Each player deploys in order of Initiative and in playing order
split between all the players in the alliance any way they want,
within the alliance.
shares need not be equal.
The first player in the alliance that has the Initiative must
The recruitment options of the high Command tile may be
deploy, then the first player of the other alliance, then it's on
used by all the players.
to the second player in the alliance that has the Initiative...
Regarding recruitment options that involve markers and tokens
(such as Hidden, Battle Plan), put on them the markers for
the armies in the alliance. This does not increase the number
Activation phase
In the Activation phase, players activate their units in the
of markers provided by the recruitment option. The token or
previously determined order and alternating with the opposing
marker is not permanently assigned to the option, it may be
alliance.
taken back by its player if necessary, for example after an
A unit may not attack (assault or fire) an allied unit.
outside effect such as an Action card occurs.

Movement
Example
A player's units may move through squares occupied by allied
The British and American alliance acquires the Planning
infantry units. Usual movement rules apply.
recruitment option. 1 Order token is given to the alliance (not
1 per player). On the other hand, each player puts an Order
token of his colour on the recruitment option. Each turn, the
Supply phase
Players move their non-activated units in the previously
Order token is assigned to 1 of the alliance's players who plays
determined order.
that Order token and will put it back on the recruitment option
in the Supply phase. If another player in the alliance needs this
Order token after a Tactician Action card has been played, he
Recruitment options
Recruitment options that concern nearby units (for example
may take it even if it is his tenth token, as long as there are
: Directive) apply to one's units and allied units, provided the
never more than 10 Order tokens per alliance.
owner accepts. The Initiative order enables the alliance to
which it belongs to keep the Initiative.
Recruitment options related to the high command Recruitment
tile must heed the colour stripes on the edge of the option's
opening. There can be no American recruitment option on a
Special abilities
Any special ability that affects one's own units (example:
British high command Recruitment tile even if a player has
Barrage order) also affects allied units, provided the owner
American units.
accepts.
Action cards Similarly, any special ability requiring the presence or the LoS
Each alliance prepares a deck of 50 cards instead of 40 as of one's units (such as Substitute or Artillery spotter) can call
they would for a normal game. When there is a high command on an allied unit, provided the owner accepts.
Recruitment tile, the deck must belong to the same army as the
tile. When there is no high command Recruitment tile, players 2vs1 and 3vs1 player game
who belong to the alliance must choose the deck they will play The number of numbered Order, Special Order and Bluff tokens
with. One of the players in the alliance must belong to this army. is respectively restricted to 10, 2 and 2 per ALLIANCE, which

37
means there is only one Bluff token per alliance that has no Player A plays his Order #1
appropriate recruitment option. The single player is subject to Player B plays his Order #1
the same restrictions as in a 1vs1 game. Player A plays his Order #2
When a game pits a single player against two or three, Initiative Player C plays his Order #1
is handled a bit differently. Player A plays his Order #3
The single player activates two units while his opponents Player B plays his Order #2
activate one each, alternating one at a time. Player A plays his Order #4
For example, single Player A has the Initiative, activates Order Player C plays his Order #2
1; his first opponent, B, activate his, player A then activates And so on …
his Order 2; his second opponent, C, activates his Order 1 and
so on.

During deployment, the single player deploys his whole army


on his turn.

38
chapter 6

Special abilities Ambush

When concealed (Active side up),


the unit follows these rules:

Special abilities are elements that differentiate your units.


- A concealed unit may not be the target of a Firing action.
They are split into categories.
- A concealed unit ignores explosion templates
Changes of state
- A concealed unit does not block LoS.
Movement
- A concealed unit cannot be caught in Assault. Instead, it is
Firing
turned over.
Assault
- A concealed unit must first turn over onto its Inactive side if
Defense
it wants to engage another unit in Assault.
Command
- A concealed unit that takes a Firing action turns over onto its
Other (Uncategorised)
Inactive side. This is a Forced move.
In order to spot a concealed unit, you need a clear LoS.
If the unit is in a terrain element, you need a clear LoS and be
Changes of state within 2 squares of it.
When you spot a unit, turn it over onto its Inactive side. This is
a Forced move.

Major Change
Conditions for turning a concealed unit over are checked for
each square the concealed unit moves into or at the end of any
other unit's Movement action.

A concealed unit can only be spotted or turned over once per


Movement action.
A concealed unit that was spotted during its Movement action
keeps using the Movement value of its in-ambush side until the
end of its activation.
Two concealed units can spot each other.
Heavy vehicles cannot spot concealed units.
In order to « activate » or « deactivate » these special abilities,
you need to turn the unit over at the beginning or the end of a
Crew
Movement action.
In order to activate this special ability, the unit
must end its move in a heavy or light vehicle.
You can do this during a zero move even if the unit has a
Turn the counter over and leave it on the
Movement value of X.
vehicle.
The unit adds its special abilities to those of the vehicle.
A unit may voluntarily change state only once, at the start or
The unit does not count against the carrying capacity of the
at the end of its Movement action.
vehicle and vehicles that do not have this special ability can
only carry one Crew unit.
The unit cannot be targeted by a Firing action as long as it is
inside the vehicle.
This face is called « active ».
In order to exit the vehicle, it absolutely must start its
Movement action by turning over onto its Inactive side.
If its vehicle is Destroyed, place the unit Inactive side up in a
square adjacent to the wreck. Put a Suppressed marker on it.
The other face is called « inactive ».
This is a Forced move.

A unit that has one of these special abilities may deploy with
either side up.

If a unit is concealed, none but its owner may look at its down
face.

A unit showing one face cannot use the special abilities and
values of the other face.

Alert

When activated, your unit has the Opportunity


Fire special ability.

39
Medic Climber
The Medic must be on its Active side in order to This unit can move into squares that have
assign its Healing marker to any Infantry unit the wall symbol.
on the battlefield just after it suffered a Hit. These squares are considered difficult passages
for it, so the unit must stop each time it enters a
square.
If you use the Surprise card or use the Urban fighter ability, the
unit can move into a higher position through a window.
healing marker
All terrain (Special movement)
Put the Healing marker on the unit.
A unit that has this special ability can move through
The unit ignores the Hit it just suffered.
difficult passages without having to stop.
As long as the unit has the Healing marker, it cannot take any
movement actions but it can take firing actions and defend
Swimmer
during Assault.
A unit that has this special ability can move into water
The unit suffers a -2 penalty to all its die rolls (as if it had a
squares. As soon as one of these units enters a water
Suppressed marker).
square, it receives a Suppressed marker. Immediately
If the unit suffers another Hit while it has the Healing marker,
apply the Suppressed marker penalty.
apply the Hit. A unit can therefore be Destroyed before it is
The unit must keep this Suppressed marker as long as it stays in
healed. The Medic gets its Healing marker back and turns back
a water square and will discard it at the end of the Supply phase
over onto its Inactive side.
on the turn it gets out of the water.
You can have no more than one Healing marker per Medic.
You can place no more than one Healing marker per unit.
Urban fighter
Once and only once per Movement action, the unit
In order to heal a unit:
may enter or exit a building through an opening
- the unit must be in the Medic's ZoC;
identified by a white arrow.
- the Medic must be on its Active side;
This special ability also enables you to exit buildings during a
The unit can be healed in the Activation or Supply phase
Forced move following a lost assault.
instead of taking a Firing action or a Movement action.
It is not possible to enter bunker windows in this way.
Once healed, remove the Healing marker from the unit and
turn the Medic over back on its Inactive side.
The Medic will have to be turned over back on its Active side in
Firing Special abilities
order to assign the Healing marker again.

Tripod
When activated, your unit's properties change.

Movement Special abilities

Artillery spotter
If you have at least one artillery spotter with a clear LoS
to the intersection targeted by an indirect fire Template,
reduce the scattering distance by 1 intersection.

Demolition
This unit adds +1 to all its Destruction rolls, i.e. it
places Destruction markers on structures on a 3+.

Destruction
Amphibious
units that have this special ability can destroy
The unit may move into water areas that have
structures.
the symbol.
If a structure or a unit inside a structure is
If the Amphibious symbol has a red outline, the unit is
targeted by gear or a unit that has this special ability during a
exclusively aquatic. It means the unit can only move in water
Firing action or an Assault, the building may suffer destruction
squares.
points.
If the Firing action is directed against a unit and not specifically
the building, first resolve the attack against the unit then

40
determine whether the building receives any destruction Explosives that have the Destruction special ability can breach
points. walls.
Roll as many dice as indicated on the symbol. Each result of 4 If the total Destruction points on the markers reaches the value
or higher allows you to: of the Structure, the Structure is Destroyed. Remove the wreck
from the game or turn the terrain element over.
put a Destruction marker (on its 1 destruction point side)
or turn a marker over onto its 2 destruction points side. When a building is Destroyed, turn it over onto its rubble side.
Every Infantry unit inside receives 1 Suppressed marker.
The player who has the Initiative first redeploys all of his units
from the rubble.
Once the first player is done, the opposing player does the
1 destruction side 2 destruction side same.
or Every vehicle is Destroyed and its wreck placed in the rubble.
put a 1 destruction point breach marker
or turn one over onto its 2 destruction points side. Distracting fire
Alternate firing action
Roll a die. If the result is equal to or higher than the
value printed on the symbol, put a Suppressed marker
on the target. Thid shot is affected by the Obstacles it
1 destruction side 2 destruction side crosses and by the long range shot penalty (-2).
If the shot targets a unit, the breach is placed or turned over on
Double fire
the wall showing the breach in front of it (example A).
When this unit is activated, it may take two firing
If the shot targets the building itself, the breach is placed
actions against two different targets.
or turned over on the square closest to the point of impact
It may not fire twice on the same target. Make a
(example B).
separate roll against each target.
If the point of impact is a corner, the player chooses between
the two walls on each side of the impact (c and d).
Dual weapon
During a Firing action, roll two dice and keep the best
result.

Fire on the move


The unit may take a Firing action during its
Movement action.
Fire on the move is resolved after entering a
square or before leaving a square.
The penalty indicated on the symbol is taken from the unit's
attack value (and not from the final result of the roll).

A D Flamethrower
Alternate firing action
A unit that has a flamethrower uses a special
c Template.
The unit has the Fire on the move (-1) special
ability and uses the combat values of the Template when it
b uses its flamethrower.
light flamethrower heavy flamethrower
small template big template

When using the flamethrower, put the smallest end of the


major Change
Template at the center of the counter's square or on the red
Weapons that use templates cannot breach walls but can
dot present on the firing unit counter and orient it wherever
destroy building if the explosion Template has the Destruction
you choose taking into account any limited firing arcs.
special ability printed on it.

Infantry units can enter or exit


buildings through breaches. If it is
a 1 destruction point breach, they
must stop their Movement action
on the other side, but not if it is a 2
destruction points breach.
Any unit that is even partially covered by the Template is
affected by the flames. The Template is affected by Obstacles.
Breach markers are openings and are
It is also blocked as soon as it goes through the center of a
governed by their rules.
square occupied by a vehicle.
41
A flamethrower's flame crossing a contour line has its range Major change
limited to the squares just behind the contour line. Penalties from Obstacles obscuring the LoS to the
All units whether infantry or vehicle receive a Suppressed target intersection are taken into account except for
marker in addition to any Damage. these:

warning: An infantry unit that has this ability is Explosions outside a building do not affect units inside.
removed from the game if it loses an assault but is Explosion templates never affect concealed units.
turned over if destroyed by a firing action. When a Template hits a heavy vehicle, use the vehicle's side
Defense value.
Flamethrower and defensive elements
If the unit is on a square adjacent to a defensive position or a Indirect fire
trench or inside one, it may use its Flamethrower special ability Alternate firing action
to specifically target the units inside the element. This special ability works like Howitzer
units under the Template do not benefit from the defense but you can use Indirect fire instead
bonus provided by the element. if you have no clear LoS to the target
The Template is contained within the element and does not intersection.
affect squares outside it. Otherwise, you can use direct fire.
Indirect fire does not necessarily Hit the
Flamethrower and buildings target intersection and may scatter.
In order to fire inside a building, the unit needs to be in one Use the scattering chart on the Template and roll a die.
of the squares adjacent to an opening. All the units inside the On 1 to 4, the shot scatters in direction of the number indicated
building are Hit by the flames and do not benefit from the on the scattering Template to a distance equal to the number
defense bonus provided by the building. printed in the symbol.
On 5 or 6, the shot is on target and hits the target intersection.
3 rooms, kitchen, bathroom
When a flamethrower flame originates
from a room in a building that has
more than one, the effect is restricted
by its walls. Walls are identified by red
markings.

Large buildings
When a flamethrower is used inside a
large building, use the Template. The
flames are contained within the walls
of the building.
Suppressed markers do not affect scattering rolls.

Resolve every Hit individually.


Frightening shot Do not take into account penalties due to Obstacles
If your Firing action has failed (no Hit, no Suppressed that obscure LoS.
marker, no Damage marker), you may put a You may not use the Indirect fire special ability from inside a
Suppressed marker on your target. building.

major Change Hawk eye


This special ability may not be used along with the Machine When this unit fires, it ignores penalties for long range
Gunner special ability. fire.

Howitzer Limited range


Alternate firing action The unit may not fire at a target that is further
When using this special ability, you than the number of indicated squares/square
must target an intersection. sides.
There is neither range limit nor
associated penalty. If the symbol is , this special ability affects firing
actions that target squares.
You need to have a clear or obscured
LoS to the target intersection. If the symbol is , this special ability affects firing
Take the explosion Template of the actions that target square sides (such as explosion templates).
symbol's colour and put it on the Do not take into account penalties due to Obstacles that blocks
intersection. or obscure LoS.
You may not place a Template inside a building.
units and structures under the Template, even partially, are in
the explosion.
Resolve each Hit individually.

42
Machine gunner Perforating
During a Firing action, a unit that has this ability can Add 1 to the die roll when you localise Damage dealt to
split its Combat value (modified by any bonuses or a heavy vehicle.
penalties) between several targets, provided it grants
at least a +1 bonus to each target (one roll must be made for
each target). Sniper
The player must announce this split before making the first roll Alternate firing action
and may only target units within 2 squares of each other and of
A sniper can only target infantry units.
the same type (infantry, light vehicles or heavy vehicles).
The firing unit naturally needs to have a clear or obscured LoS Its player rolls a die modified by
to each target. Suppressed markers and Obstacles
and reads the following table:
Each shot is separately affected by the Obstacles
it crosses. 1: No effect
2-3: Put a Suppressed marker on the target.
4-5: Deal one hit to the target.
6: Deal one hit to the target
and give it a Suppressed marker
if it isn't destroyed.
d
3 If a firing table is on the character's Recruitment tile, use it
instead of this one.
b If the symbol is printed on its concealed side, do not turn the
counter over onto its Inactive side after a Firing action.
+1
Suppressive Fire
A 2 c
1 This special ability is one of the game's most important
ones. It enables you to temporarily neutralize well
+1 +2 protected units or prepare an Assault by inflicting them
a penalty on them.
Normal Firing action rules apply, but double the unit's Combat
value as well as any and all bonuses it may have.
If the result is equal to or higher than the target's Defense
value modified by any defense bonuses, the target receives no
Damage but you give it a Suppressed marker instead.
Here, the MG42 performs a firing action using the machine gun special ability.
It starts with the A unit. The B unit is 1 square from the A unit. If the result is equal to or higher than double the target's
The C unit is 2 squares from the B unit. The MG42 canot target the D unit because it is
more than 2 spaces from the other targeted units. Defense value modified by any defense bonuses, give the target
two Suppressed marker (and so on).
Munitions carrier There is no maximum to the number of Suppressed markers a
This unit grants a +1 bonus to all firing actions taken by unit can get.
allied infantry units in its ZoC.
This bonus does not apply to alternate firing actions. Penalties related to Suppressed markers
The unit does not receive its own bonus. Each marker inflicts a -2 penalty to ALL of the unit's die rolls,
except scattering, heavy vehicles Damage localisation and
Opportunity Fire destruction.
During and only during the Activation phase, a non- This penalty is not subtracted from the unit's attack value but
activated unit can take a Firing action against an enemy from the final result of the die roll.
unit after the enemy unit's Firing action.
It can also take this Firing action at any time during the
Movement action of an enemy unit.
If the unit fires, it loses any Order token it had and
receives an Activated marker.
+ + =7 =3
The target unit does not interrupt its movement
even if it takes a Hit and it keeps the Movement Each marker also inflicts a -2 penalty to Movement
value of its intact side until the end of its activation. value. If this value drops to zero or less, the unit is
immobilised.
Paint Shell Rounds A unit that is given a Suppressed marker during its Movement
When this vehicle takes a Firing action with its Primary action completes its Movement action without taking into
weapon and the dice roll is 1, the crew made a mistake account the marker's penalty.
and loaded a paint shell. No Damage is dealt but you Furthermore, enemy infantry units ignore the unit's Zone of
put 2 Suppressed markers on the target. Control .
If an APC or a HE Shell is fired and the dice roll is 1, the marker
is not expended.

43
Assault special abilities

A B

Unit A forbids the red movement action in its ZoC.


The American unit moves into the ZoC of units B and C with movement 1. It can launch
an assault on unit C by moving into unit B’s ZoC because this move is an assault.
Assault
Only units that have the Assault special ability Resolving the assault
may engage an enemy Infantry unit or vehicle The attacker rolls 2 dice, keeps the best result and
in close combat. In most cases, a vehicle does adds the Combat value appropriate to the enemy
not have this ability. unit's type (vs either infantry, light vehicles or heavy vehicles).
units that do not have this special ability can defend but will The attacker also adds any other available bonus (special
roll only one die. ability, Action card, recruitment option, etc.) and subtracts any
A X in Combat value indicates you cannot assault a target that penalty.
has that type of defense unless you have special gear or a The defender rolls 1 die (2 if the unit has the Assault special
special ability. ability) and keeps the best result. The defender adds the
appropriate combat bonus, the defense bonus provided by
Assault rules the terrain element in which he is (unless both attacker and
Declare the assault before beginning the unit's Movement defender are in the same defensive position; the same trench
action. element or the same room in a building) as well as any other
You must carry the assault through, if possible. available bonus (special ability, Action card, recruitment
Designate the target. This target may be invalid when declaring option, etc.), and subtracts any penalty.
the assault (for example when a unit blocks the access to the
target and you hope to destroy it). major Change
If the defender is a heavy vehicle with two weapons, you
An assault can only be launched from an unoccupied square must use the Combat value of the Secondary weapon (yellow
or square occupied by an allied vehicle that has the Transport outline).
special ability (see page 49). The square must be adjacent to If there is no Secondary weapon, the defender loses the assault
the defender. and automatically takes one Damage (localise the Damage).
The attacker must follow the movement rules as they are
described in the chapter Movement action and its Movement A unit that has a X in Combat value against its attacker's
value must enable him to move INTO its opponent's square. defense and no useful gear or special ability is immediately
Destroyed or, if the unit is a heavy vehicle, takes one automatic
If the designated unit is Destroyed before assault resolution Damage (localise the Damage).
(by a Firing action taken during the Movement action), the
player can change targets or cancel the assault. The player The player that obtains the highest result wins the assault.
can complete the Movement action freely.
If the target cannot be reached (the unit that was in the way has
not been Destroyed), the player can complete the Movement
action but cannot assault a different unit.

Enemy ZoCs do not prevent a unit from moving into a square


+ + =10
occupied by an enemy unit if this movement leads to an
assault.

In order to symbolise an on-going assault,


put the attacking counter partly on the
defending counter. + + =7
This will also enable you to recall which
square the attacking unit is assaulting
The attacker rolls 2 dice, he gets a 6 and a 1.
from. He chooses the 6, adds the unit combat value against infantry units (+2) and another
+2 bonus thanks to the assault card, for a total of 10.
Until the assault is resolved, the attacking The defender rolls two dice, he gets a 3 and a 2.
unit is considered as being in the square He chooses the 3 and adds the unit combat value against infantry units (+2) and
another +2 bonus thanks to the terrain element defense bonus, for a total of 7.
from which it launched the assault. The attacker thus gains the assault.

44
The attacker is victorious If the defender is a vehicle, the attacker returns to the
The defender is an infantry unit square it launched the assault from.
The unit must immediately fall back to one of the three squares
opposite the attacker. This retreat is a Forced move and is In case of a tie
therefore not considered a Movement action. If the attacker is an Infantry unit or the defender is a vehicle,
If none of these three squares can be entered, the defending the defender stays in the square.
Infantry unit is immediately Destroyed. The attacking unit is pushed back into the square it launched
the assault from, this is a Forced move.
No Hit is applied.
The unit may enter
an enemy Zone of If the attacker is a vehicle and the defender an Infantry unit,
Control this way but the attacker takes the defender's place and the defender is
is Destroyed if the pushed into an adjacent unoccupied square chosen by its
retreat forces it to owner. This is not a Movement action but a Forced move.
move within an enemy
A B ZoC. Assault and units with a limited firing arc
(see Firing arc, page 14)
When a unit that has a firing arc is assaulted from a square out
If the defending unit has the symbo, it is Destroyed of its firing arc, you must give it a Suppressed marker before
and its counter is removed from the game. resolving the assault.

If the defending unit has the symbol facing up, it Penalties inflicted by Suppressed markers
takes a Hit and its counter is turned over. (see Suppressive Fire, page 43)
After the defender has been eliminated or has retreated Each marker inflicts a -2 penalty to ALL of the unit's
(Forced move), the attacking unit must take its place if the die rolls.
square can still be entered. If not, the attacking unit returns to
the last square it was in before the assault.
Assault - Brutal
The defender is a light vehicle The unit must launch an assault against all
If the defending light vehicle has the symbol, it is enemy units it covers, even partially, at the end
Destroyed and its counter is removed from the game. of its Movement action.
Use the value printed in the symbol instead of any Assault special
If the defending Unit was a light vehicle and has a ability the unit may have.
Wreck side, it is turned over where it is, and becomes Assaults are resolved one after the other, the attacker chooses
a terrain element. the order.
When a light vehicle loses an assault, it never retreats. In case of victory, the defending unit must retreat as indicated in
If the attacker was an infantry or light vehicle Unit, it must the rules for assault.
return to the square from which it launched the assault. If the attacking unit wins all its assaults, it may choose which
If the attacker was a heavy vehicle, it occupies the target enemy unit it replaces.
square and deals one destruction point to the defender's If the unit loses an assault, its activation immediately ends and
wreck. the unit returns to the square or squares it launched the assaults
from.
The defender is a heavy vehicle: The unit may not attack a single opponent more than once.
If the defender is a heavy vehicle, Damage needs to
be localised (page 14). Assault - Long distance
When a heavy vehicle loses an assault, it never The unit can launch an assault from a maximum
retreats. The attacker must return to the square distance in squares printed in the symbol.
from which it launched the assault. The resolution of a long distance assault follows
the rules for assault.
The defender is victorious
The attacker takes a Hit or one Damage (localise the Damage) Long distance assault takes into account the penalties
as explained when the attacker is victorious. inflicted by Obstacles from Terrain elements.

The attacker is an infantry unit Therefore, you may not launch a long distance assault that takes
The attacking unit returns to the square it launched the assault you through a terrain element that completely blocks LoS.
from, this is a Forced move.
The defender does not move. In case of victory, the defending unit must retreat as indicated
in the rules for assault but the attacking unit does not enter the
The attacker is a vehicle square left unoccupied by its opponent.
If the attacker is a vehicle, whether it turned into a wreck or
not, it takes the place of the defender if the defender is an
Infantry unit. The defending Infantry unit is pushed back in an
adjacent square chosen by its owner. This is not a Movement
action but a Forced move.

45
A unit that has this special Defense special abilities
ability and that is in front
of an opening may attack
a unit inside a building by
using the door indicated in
the icon (do not count the
half square).

This special ability does not enable you to attack units under a
higher position (i.e. the bridge of Arnhem) without being in the
same area.

Assault on the move


The unit may launch an assault on an enemy
unit during its Movement action.
If it loses its fight, its Movement action ends ;
otherwise it may move on.
Ace driver
Subtract the penalty printed in the symbol from the unit's
If the vehicle piloted by an ace driver has the Move
attack value and not from the final result.
and Fire special ability, reduce the penalty by 1.
If the assault is conducted at the end of its Movement action,
This special ability can be combined with the character
it is a normal assault.
trait Ace driver to reduce the Move and Fire penalty by 2.

Combo!
Bodyguard
You can combine Long distance assault, Brutal assault and
This unit can take all the hits in place of a character
Assault on the move.
within 2 squares provided it has a LoS (obscured or
If a unit uses Brutal assault in combination with Assault on the
clear) to the character.
move, it can carry out several assaults in the same Movement
action.
Defender
If a unit uses Long distance assault in combination with Brutal
This unit grants +1 to the Defense value of allied
assault, it does not need to cover its enemy's tokens but it will
infantry units in its ZoC. If the unit that has this special
not take their place if it wins, even if it did cover one of them.
ability is killed, the effect of the ability persists until
the end of the present Activation phase.
Charge
When this unit launches an Assault, it may make a free
Positive waves
attack before resolving the assault. Move the unit next to
When your heavy vehicle is Hit, your opponent rolls
the target, then resolve the attack as you would a Firing
2 dice for Damage localisation and you choose the
action. The target receives the defense bonuses from the terrain.
result.
If the target survives, resolve the assault.
This attack disregards range restrictions.
Mechanic
If the target is Destroyed, the unit must end its Movement action
The Mechanic can repair Damage on a heavy vehicle.
in the square the target was in before the attack.
In order to remove a Damage marker, the Mechanic
must be adjacent to the heavy vehicle.
Pursuit
In the Activation or Supply phase, the Mechanic can remove
After the unit wins an Assault and if it still has enough
any one Damage marker instead of taking a Firing action or a
movement points and no element is forbidding it, the unit
Movement action.
may make a second assault against the unit that has just
With the Heroic feat card or using the Heroic character trait (or
retreated.
any other rule enabling a unit to act twice), it can move and
repair a heavy vehicle in the same turn.
Terrifying
You can not repair more than one Damage per turn.
When this unit wins an Assault, in addition to inflicting
Damage, it puts 2 Suppressed markers on an undestroyed
Substitute
victim.
This unit can take all the Damage in place of a Heavy
Even if it loses the Assault, whether it is Destroyed or not, it still
weapon unit (red outline) within 2 squares provided it
puts 1 Suppressed marker on its opponent.
has a LoS (obscured or clear) to it.
This special ability does not work if the Heavy weapon was
Destroyed during an assault.

Zigzags (formerly Unstoppable)


During its Movement action, this unit cannot be
targeted by Opportunity Fire (whether from a card, a
defensive position, a special ability, etc.)

46
Heroic charge
When you give an Order to a unit that has this special
ability, activate up to three other infantry units (with
the Assault special ability) within 3 squares of it that
haven't been activated yet.
The selected units (the one that has the special ability plus
the three others) take a Movement action that must end in a
square occupied by an enemy and must therefore make an
Assault. If for any reason any of these units is unable to end
its Movement action in a square occupied by an enemy (before
resolving the assault), put 2 Suppressed markers on it.
Put an Activated marker on each of the units (except the one
that already has an Order) to show they've been activated.
Play these units in any order.

Command special abilities Fragile


Autonomous
The unit's morale is very low. It immediately deserts
This unit does not need an Order token
if it loses an assault or if it has a Suppressed marker
to act. You may decide to activate it at
when it is engaged in an assault. The unit is Destroyed.
any time during the Activation phase
(even before special Orders). However, you may not interrupt
Initiative
an on-going activation. Put an Activated marker on the unit to
When two activated units have the same Order
mark its activation.
number, the unit that has Initiative acts first. If both
have it, the player that has the Initiative keeps it.
Barrage order
You may not use this special ability on the first turn: a
Inspiration
barrage order takes time to prepare.
When the unit is activated during the Order or the
To give a barrage order, give an Order token to the unit
Supply phase, additionally to its action, it may remove
that has this special ability. It can take no other action (neither
one Suppressed marker from every Infantry unit within
Movement action, nor Firing action) when it is directing a
a number of squares (number printed in the symbol).
barrage order.
It must have a clear or obscured LoS to the each unit it
Designate up to 3 Heavy weapon units (red outline) that have
is helping.
the exact same name (for example .30 cal or 60mm Mortar)
and within 3 squares of the unit that has this special ability.
Motivation
It must have a clear or reduced LoS to each of them.
All units in the ZoC of a unit that has the Motivation
The Heavy weapon units may take a Firing action during
special ability receive the Initiative special ability.
the activation of the unit directing the barrage order.
Resolve each Firing action separately.
Put an Activated marker on each unit that took a Firing action
NCO
and remove any Order tokens from it.
This unit has an NCO among its
The unit directing the barrage order keeps its Order token to
members or is itself an NCO.
indicate it may not play during the Supply phase.
As long as you have an NCO on the
board, you always have at least one Order.
Charm
When activated in the Order phase, this unit may immediately
The unit that has this special ability can, at the end of
remove 1 Suppressed marker from another unit within 3
the Order phase, remove an Order token from a unit
squares.
within 4 squares.
It must have a clear LoS to the target.
It must have a clear LoS to the unit it is helping.
The downside is that your unit gets a Suppressed marker.
It can then act normally.
Dog trainer & Canine unit
The Dog trainer special ability enables you to give an
Order(s)
Order token to one of your units that has the Canine
This special ability provides one or more
unit special ability within 4 squares.
additional Order tokens. The number of tokens
The Dog trainer unit must have a clear or reduced LoS
depends on the number of stars in the symbol.
to the Canine unit.
If the unit takes a Hit or is Destroyed, adjust your number of
A canine unit cannot receive an Order token without
Order tokens accordingly at the start of the next Order phase.
the intervention of a Dog trainer unit. Without an Order
token, it moves during the Supply phase towards your
Personal Order
closest Dog trainer unit.
The unit provides one additional Order token.
If more than one Dog trainer unit is at the shortest distance,
On the other hand, you must give this unit an Order
choose which one the unit canine goes towards.
(Numbered, Special or Bluff) every turn.
If you have no more Dog trainer units, remove your canine
units from the game.

47
Scout Engineer
MAJoR CHANGE units that have this special ability may use and
After deploying your army in your deployment activate gear or Terrain elements that have the same
area or off the battlefield, units that have this symbol.
special ability may take a Movement action
equal to the number printed in the symbol. Note
This Movement action disregards difficult passages. Older versions barbed wire are considered to have this symbol.
If the unit has the Ambush special ability, this move may be
done without revealing the Inactive side of the unit to your Fleeting
opponent. Discard the token or marker at the end of the Supply
However, it must not end its movement in a square adjacent phase.
to an objective (primary, secondary or bonus) or in the area of
the objective (for example a building). Jury-rigged
It may not take a Firing action or make an assault during this When you activate or use a unit or token that
Movement action. has this special ability (during a Firing action
A vehicle that has the Transport special ability and wishes to or a Movement action), roll a die. If the result is
use its Scout special ability can only embark troops that have equal or higher than the value printed in the symbol, the gear
the Scout special ability. Embarked units cannot use their own works correctly.
Scout special ability. If the result is lower, the activation is wasted or the marker is
discarded.
If a unit with the Engineer special ability uses a Jury-rigged
Tank barrage order object, roll 2 dice and keep the result of your choice.
This special ability works just as Barrage Order, but
only applies to heavy vehicles of any name. The chosen Loudspeakers
heavy vehicles may only fire one of their weapons. The player who has this unit may play music during
the game. If two units both have this special ability, the
player that has the Initiative imposes his choice in music.
Other special abilities
Minesweeper
The unit that has this special ability does not need to
roll a die when entering a square adjacent to one or
more Mine tokens.
Do not reveal any of the Mine tokens.
If the unit moves through more than one mined square, it may
not use this special ability.

Objective

This unit can be used as an objective in a scenario.

Snitch
This unit can reveal concealed units within a number
of squares equal than the value printed on the symbol,
even if it has no Line of Sight to them.
AAA
When your opponent plays an Air Strike card, you may
Stacking
choose to add 1 to the AAA roll, in which
These units may share a square occupied by an
case your unit receives an Activated
Infantry unit, even an enemy unit.
marker and loses any Order token it may have.
There is no limit to the number of units you can stack
An already activated unit may not use this special
in the same square.
ability.
Each unit that has this special ability inflicts a cumulative -1
penalty to every die roll of every unit in that square.
Chorale
Firing actions (with or without explosion templates) affect all
Each unit with this special ability within 2 squares
the units in the square. Roll against each unit.
of a unit that begins a prayer provides a bonus as
If one of the units sharing the square is targeted by an Assault,
indicated in the prayer's description. Fleeting
the others in the square take no Damage.
Discard the token or marker at the end of the Supply phase.
If the attacker wins, the other units stay in the square and stack
with the victorious unit in the square vacated by the defender.
Driver
A vehicle that has this special ability can not move
if it the carrying capacity printed in the symbol
isn't used by one or more embarked units.

48
Transport Special vehicles
This vehicle can transport infantry units.
Use the following chart to determine The Colibri and other boats of the same type …
how many units it can embark.

units that have the symbol on their visible side


as well as Characters count as 1.

All other units count as 2.

Vehicles that have the Transport special ability cannot transport


more than one larger-than-one-square infantry counter (such
as cannons).

During the Activation or Supply phase, an Infantry unit can


move into or out of a vehicle at the beginning or the end of its
move, from or into an adjacent square.
It is possible to launch an assault from a vehicle that has the
Transport special ability, it is also possible to retreat into a Boats are special heavy vehicles.
transport after being defeat in assault, whether as attacker or They only have one Defense value.
defender. They discard one life point when they are dealt one Damage
A unit that is onboard a vehicle can receive an Order. It can and are turned over onto their "sunk" side when they lose their
therefore fire from the vehicle or move off it. last life point.
Draw the LoS of the embarked unit from one of the squares the They can hold units in their unoccupied squares.
vehicle occupies.
Churchill ARK 8

At the start of the game, put


Infantry units do not block LoS of embarked units.
the bridge on the Churchill
ARK on its « Tank » side.
Heavy weapon units (red outline) cannot fire from a vehicle
At the end of its Movement
unless they have the Move and Fire special ability in which 7 7
action, the Churchill ARK may
case the corresponding penalty does not apply.
deploy the bridge behind it
A unit inside a vehicle cannot be targeted by a Firing action
(turn the bridge marker over
or affected by an explosion Template or be targeted by an
and place it on the battlefield).
Assault. 2+

You may not deploy the bridge 4+4 7 X


An Infantry unit onboard a vehicle exerts no Zone of Control
diagonally.
while it is inside the vehicle.
You may not deploy the bridge on a square occupied by another
vehicle.
When a vehicle is Destroyed, troops inside suffer no Damage
If you deploy the bridge on a square occupied by an Infantry
but must be redeployed in unoccupied squares adjacent to the
unit, it is repositioned in an adjacent square of its owner's
wreck. This is a Forced move.
choice. This is a Forced move.
They must be deployed on their Inactive side when the vehicle
If the Infantry unit has 0 or X movement, it is Destroyed.
is Destroyed.
The Churchill ARK may exceptionally completely enter Water
They may not be redeployed in a square within an enemy ZoC.
squares if they are part of a river no wider than 3 squares.
The player who owns these units chooses where to redeploy
Once the bridge and the vehicle are in that position, they may
them.
not move for the rest of the game.

Put a Suppressed marker on each of them.


7

If there is no unoccupied square, the unit is destroyed


7 X

in the explosion.
+2
8

+4
4
7

Once the bridge deployed, the Churchill ARK and the bridge
are considered to be a terrain element under no special rule.
units (infantry as well as vehicles) may enter or exit along the
blue arrows.
The Churchill ARK may neither fire nor be targeted if another
vehicle has stopped on it.
If the Churchill ARK is Destroyed, discard the bridge.

During Damage localisation, if you roll a 5, remove the


bridge marker from the game.

49
The Churchill Crocodile and its trailer Mortar Carrier
The Churchill Crocodile's flamethrower has a a limited firing
arc. The Mortar Carrier turns the explosion
Put the Template in the axis of the tank by placing the narrowest red templates of all the units in its ZoC
end on the yellow dot. into black templates.

=
=
8
+3 +4 + 4

+2
6 +2 6 X
10
8
3

+3
+4
+4
8
3

SDKFZ 251/7
8

8 At the end of its Movement action, you


10 may deploy its bridge in one of the
squares in its ZoC.
units (infantry as well as vehicles) may
use this bridge by following the blue
arrows.

+3
6 +2 6 +1

Squares affected by the flamethrower template.

Trailer
The trailer attaches to the rear of a vehicle that has
Sherman Crab
the same (but inverted) symbol. It follows it during its
When the vehicle uses its flail, its movement is
moves, occupying the square it just vacated.
reduced by 2 points.
As long as the trailer is attached to the vehicle, the
During its Movement action, the vehicle discards any
vehicle may use the special ability in the Trailer symbol.
Mine tokens adjacent to squares it moves through.
The trailer may be targeted separately.
It also discards barbed wire tokens it moves through.
If the vehicle stops on a square occupied by an Infantry unit,
roll a die. The Infantry unit suffers a Hit on a result of 5 or
8
+3 +4 + 4

higher then, if it survives, it is moved per the movement rule


and receives a Suppressed marker.
If the Infantry unit has a 0 or X movement, it is Destroyed.
10
7

8
3

If it is Destroyed, turn its counter over. Its wreck is no longer


attached to the vehicle and stays where it is. The vehicle loses
the special ability in the Trailer symbol.
If the vehicle is Destroyed, leave the trailer where it is.

50
51
chapter 7

Recruitment Gear options


options
generalities
There are five groups of recruitment options. Support options,
gear options, character traits, customisation and orders.
A unit needs to have the same colour stripes as the Recruitment
tile where the gear option is placed to benefit from it.
Some options give a number of markers.
These markers must always be discarded after use, whether
the action is successful or not.
You must declare the use of a marker before your action or
before the die roll (yours or your opponent's). Ammo
Unless the option specifies it is an Alternate firing action, you Restricted to Infantry
may use up to 3 identical markers in the same action. This option gives you 3 Ammo markers.
The options (gear options, character traits, customisations) Each marker grants a +1 bonus to your die roll
giving one or more markers are the only ones that all units in during a Firing action (alternative or not) against
your army can benefit from when they are on a Command tile. an Infantry unit
Order options are always beneficial to all your army.
The type of unit the option concerns (infantry, light vehicles Ammo Belt
or heavy vehicles) is indicated under its name. If there is no Restricted to units that have the Machine Gunner special ability
mention, it may be used by any type. This option gives you 3 Ammo Belt markers.

Each marker grants you a +2 bonus to one shot


against an Infantry unit or +1 bonus against
support Options light vehicles.

Additional shielding
Restricted to heavy vehicles
This option gives you 3 Additional Shielding
markers.

Each marker grants you a +1 bonus to defense.

APC Shells
Restricted to heavy vehicles
This option gives you 3 APC Shells markers.

Each marker grants you a +1 bonus against


These options provide you with new units. They can be
heavy vehicles.
common to the whole army, such common tiles have "neutral"
color stripes, or they may belong to a Recruitment tile and
Bangalore
have the color stripes of that tile.
Restricted to Infantry
As for recruitment tiles, the illustrations on the Support options
This option gives you 6 Bangalore markers.
show you which counters and markers you may deploy during
Instead of taking a Firing action or a
battle.
Movement action, a unit may:
If the support tile provides markers (gear, character trait…),
they can only be used by the units present on the tile.
- put a Bangalore marker between two squares in its
ZoC (example a) or at the end of an already placed
Sentinels-Decoys
Bangalore marker (example B).
This Recruitment tile gives you
2 Sentinel units and 1 decoy
A B
unit.
Deploy these markers
as regular units on their
concealed side.
Decoy units can receive
Orders or move during the Supply phase.
They cannot control objectives (see Scenarios).
If the decoy unit is discovered, remove it from the game.

52
or Revealing and triggering Mines markers
- if it has the Engineer special ability, trigger the explosion in For each mined square the unit moved through in its Movement
which case all the Bangalore's in the line explode and affect action, the defender designates which Mines marker (if there is
the units and Terrain elements in the squares on each side of more than one) is triggered. This choice forces the defender to
the line. Elements that are also on affected squares are also reveal the mines marker face up. The defender may check all
affected by the explosion. Discard the markers. the markers before revealing one.

The defender may choose to trigger an already revealed Mines


marker, in which case he doesn't have to reveal another one
even though he may choose to. He may choose to reveal a
Mines Bluff marker.

The triggered Mines marker must be the one that has the
highest Combat value against the moving unit.

Revealing or triggering a "Mines" or "Mines Bluff" marker does


NOT remove it from the board (it actually represents several
mines of which only one just went off).

anti-personnel
Camo mines c
+1 +1 X
Restricted to Infantry
This option gives you 3 Camo markers.
Each Camo marker grants a +1 bonus to an
Infantry unit's Defense value. B A anti-personnel
mines
This option does not work if the unit is Hit by an anti-tank
2 +1 +1 X
explosion Template. mines
X +3 +2

Mine field
1
This defensive element encompasses a
large field of 8 Mines markers
on one side (for 45 points)
or two small fields of 4 Mines
markers on the other side (for
50 points).
At the first square crossed by the US unit,
the defender chooses to reveal the A mine marker.
Each Mines marker actually He does not reveal the B mine marker (anti-tank mine) for the second square crossed
but, he triggers the A mine marker again.
represents several mines, He reveals the C mine marker for the last square.
so it is not systematically
Resolving the attack
removed from the board when
At the end of the unit's move, its player rolls 1 die.
it detonates.

The Combat value is the total of the combat values printed on


Deploy a Mines marker within 3 square sides of your
each revealed Mines (1 per square) for the moving unit's type
deployment area.
of defense (use the side Defense value for heavy vehicles).
Deploy it face down (the numbers must be hidden).
Terrain elements do not grant their defense bonuses to the
There are 3 kinds of Mines markers
unit's Defense.
Anti-personnel mines +1 +1 X
+ +1 + +1 + +1 =7
Anti-tank mines X +3 +2 The American unit suffers a hit with a combat value equal to the combat value of the
three mine markers revealed or activated during its movement action.
Mines bluff
If the result is equal to or higher than the moving unit's Defense
Each Mines marker must be placed on an intersection that is value, the unit takes 1 Hit and receives 1 Suppressed marker.
adjacent (even diagonally) to at least one other intersection On a result of 1, the unit suffers no Hit and the defender
occupied by a Mines marker of the same Minefield (bluff chooses and discards 1 of the Mines tokens taken into account
included). in the die roll.
You may choose for your minefield any marker you wish among
those available. A unit that has the Engineer special ability may clear an
A square that has a Mines marker on at least one of its 4 sides area of mines instead of moving or firing. Roll a die.
is called a "Mined square". On a result of 1, the unit suffers a Hit. On any other result, discard
The owner of the minefield is called « defender ». all the Mines markers around the square the Engineer occupies.

53
Explosive charges Culin Hedgerow Cutter
Restricted to Infantry Restricted to heavy vehicles
Unless indicated otherwise, all these options work the same This option gives you 2 Passage markers.
way. During a heavy vehicle's Movement action, you
At any point of its Movement action, during the Activation may move it through a hedgerow and put a
phase or the Supply phase, a unit may place a single marker Passage marker on the square the vehicle moves
on a target in its ZoC. through.
You may use several units or have a unit act twice (for example
with the Heroic character trait)to place several markers. When you have no more Passage markers, the
The target can be a structure or a non-Infantry unit. Culin Hedgerow Cutter is considered Destroyed.
If the target moves, it takes the marker with it. You may also use a Culin Hedgerow Cutter marker
to discard all the barbed wire tokens your vehicle
The explosion happens at the end of the Supply phase moves through during a Movement action.
and has no area of effect.
Detonator & explosives
If more than one marker of any type is placed on the same Explosives are placed in a square and can be triggered by
target, total the attack values or destruction values and make the unit that has the Detonator marker provided it is within 2
a single roll. squares of the explosives.
This action replaces a Movement action or a Firing action.
Use the side Defense value of a heavy vehicle.
The player who controls the unit triggering the explosion
Then discard the marker(s). chooses which charges are activated. He can detonate several
mines at the same time only if the first one is placed 2 spaces or
Demolition Charge less from the unit. It must be the same colour as the detonator
This option gives you 3 Demolition Charge markers. as well as for the next one which should be no more than 2
You need the Engineer special ability to use this spaces and of the same colour.
gear.
This gear enables you to Damage or destroy
structures, or breach them.

Hawkins Mines

This option gives you 3 Hawkins Mines markers. 2


This gear enables you to Damage or destroy
structures, or breach them.

Sticky Bomb/Magnetic Mine 2


This option gives you 3 Magnetic Mine or 3 Sticky
Bomb markers.

The American unit may trigger the A marker 2 squares from it


and the B marker, 2 squares from the A marker.
Cricket Lore The C marker is not of the same colour as the detonator
and therefore cannot be triggered.
Restricted to Infantry
This option gives you 3 Cricket Lore markers. A unit that has the Engineer special ability can disarm an
When this unit fires against an enemy unit, you explosive instead of taking a movement or Firing action.
may discard a marker to increase the result of the
die by the Combat value (for the target's type of Roll a die
defense) of an allied unit within 3 squares of the 1-2: the unit suffers a Hit and, if the explosive is inside
firing unit. a structure, you must roll dice to determine whether the
The allied unit must have a LoS to the target, have no Suppressed structure receives destruction points.
marker and not have been activated that turn. Its combat bonus 3-6: the explosive is disarmed.
is modified by any Obstacles in its LoS.
Put an Activated marker on it. In both cases, discard the explosive marker.
You may spend more than one marker for the same shot in order
to add the combat values of more than one unit. They must all
have a LoS to the target and they each get an Activated marker.

54
Excelsior Welbike If the glider is a piece of gear provided by a Recruitment
Restricted to Infantry except for units that have a counter larger than one tile, the units must belong to the Recruitment tile or to the
square (cannons).
Recruitment tile options to which the Glider option belongs.
This option gives you 1 Excelsior Welbike marker.
Give this marker to an Infantry unit during
6 deployment. This option replaces the unit's
These units will be able to
Movement value by a value of 6 unless its
enter the battlefield through
original Movement value is X.
the square the arrow points
When the unit is Destroyed, the Excelsior Welbike marker stays
at, if they are given an Order 1...
in the square and any other unit (allied or enemy) that stops in
or during a Supply phase.
the square can take it.
units in the glider may not fire
The unit may also get rid of it during a Movement action by
until they come into play.
leaving the marker on its starting square, in which case the
unit does not get the move bonus.
The Order(s) special ability of officers apply, even if they are
Fuel
still in the glider.
Restricted to light and heavy vehicles
If the square to exit from the glider is occupied by an enemy
This option gives you 3 Fuel markers.
unit and no unit already in play can vacate it, you can:
Each marker increases the Movement value of a
- either give an Order token to one of the units inside the glider
vehicle by 1 square.
and make an Assault. If the assault fails, the attacking unit falls
back into the glider (if it survived);
- or move out with a vehicle and stay in the exit square to drive
Flares
the enemy unit out.
Restricted to Infantry / Alternate firing action
If no unit can assault or there is no vehicle in the glider, units
This option gives you 3 Flare markers.
in the glider are stuck inside as long as the exit square is
This option is only useful during night
occupied.
combat.
With a Firing action, you may throw a flare
Goliath
up to 7 squares away.
Restricted to Infantry
The Flare's square as well as the 8 adjacent
This option gives you 1 Goliath marker. This marker
squares are illuminated. Fire that targets a unit in an illuminated
represents several Goliath's, so you will use it
square uses normal firing rules.
several times during the game.
At the next Supply phase, turn the Flare marker over, then at
You do not need to deploy Goliath's at the
the following turn's Supply phase, remove it.
start of the game.
Gear
Instead of taking a Firing action or a Movement action, during
See the rules for each marker to know its limitations.
the Activation or the Supply phase, a unit from the Recruitment
This option gives you your choice of 3 or 5 markers
tile to which the Goliath belongs can place it on one of the
(as many as printed on the marker). You must
squares in its ZoC.
select them at the beginning of the game from all
The Goliath will move in the following phase (in the Supply
the markers that have the same colour stripes as
phase if deployed during the Activation phase and in the
the Gear recruitment option.
Activation phase if deployed during the Supply phase).
You may not take more than 2 identical markers.
A Goliath is a unit. It can receive an Order or move during the
Glider
Supply phase and can be targeted.
Restricted to Infantry, light vehicles that occupy a single square and the Tetrarch
During its Movement action, it may enter a square occupied by
This option gives you 1 or 2 Glider markers.
any unit, whether enemy or allied, infantry or vehicle.
Each glider has a carrying capacity (see Transport
You can blow it up at any time during its Movement action,
special ability page 49).
even during a Supply phase.
A 1-square vehicle uses up all the carrying capacity.
Vehicles that occupy two squares
Put an explosion Template on one of the 4 square sides around it.
cannot be transported aboard gliders
units and structures under the Template, even partially, are Hit
except the Tetrarch English tank
by the explosion. If the target is a heavy vehicle, use its side
which also uses up all the glider's
Defense value.
carrying capacity.
The Goliath is Destroyed. You may use it again on the following
During the Deployment phase, you
turn.
may position your Glider markers
anywhere around the board.
If the Goliath suffers a Hit, the player who just Destroyed it
Put them next to a square that your transported units can
places the Template on one of the 4 square sides surrounding
enter.
the square the Goliath was in.
Put on the glider marker the units it has on board (without
The Goliath is Destroyed. You may use it again on the following
exceeding its carrying capacity).
turn.

55
Grapnel Grenades and defensive elements
Restricted to Infantry units that are inside the element and under an outside explosion
This option gives you 3 Grapnel markers. Template are affected by the blast but receive the defense
Instead of taking a Firing action or a Movement bonus from the element (a).
action, during the Activation phase or the Supply
phase, a unit can put a Grapnel marker
on a Cliff square.
Once a Grapnel has been set, infantry units A
but not vehicles can move into the Cliff
B
square.
A unit may not use the Move and Fire special
ability while climbing using a Grapnel.

Grenades
Restricted to Infantry / Alternate firing action
Unless indicated otherwise, all these options work the If a unit is on a square adjacent to a defensive position or a
same way. trench, it can throw a grenade inside and directly into a square
(not an intersection) (b).
The combat bonuses of grenades are printed on their The explosion is contained inside the element and does not
respective markers. affect squares outside.
units inside the element do not receive the defense bonus.
A grenade's maximum range is 2 square sides.
Grenades and trenches
You can throw a grenade over Terrain elements as long as you When a grenade is thrown into a trench, the blast expands in a
do not exceed the range. 1-square-wide straight line only inside the trench, in any possible
direction from the target square (A).
Place the appropriate Template on the target intersection. Trenche edges stop the propagation of the explosion (B).
There is never any scattering.
units even partially under the Template are Hit.
Resolve every Hit individually.
units inside a building are not affected by an explosion Template
if the Template is on an intersection outside the building. A

+ +
A =7 B
1 +
Grenades and buildings
=6 In order to throw a grenade into a building, the unit needs to be
2 in one of the squares adjacent to an opening with a red outline
and arrows pointing at it (white – windows - or blue – doors-).
b + =3 All the units inside the building are Hit by the grenade and
do not receive the defense bonus normally granted by the
=4 building.
A unit benefits from the Defense bonus granted by the terrain element.
The attack has a total value of 7
and is therefore greater than the defense 6 (increased by the bonus).
B unit is not in a terrain element but the attack value (3)
is less than its defense value (7).

56
When throwing a grenade from a building, the first intersection Gammon Grenade
is the one on the half square in front of the opening. This option gives you 3 Gammon Grenade markers.
You can choose the power of your Gammon
Grenade when you use it. Choose one of the
marker's sides.
One side of the Gammon Grenade
+3 +1 X targets an intersection
1 2 The other targets a single square. Attack
+1 +3 X bonuses differ from one side to the other.

Incendiary Grenades
This option gives you 3 Incendiary Grenade
markers.
3 rooms, kitchen bathroom...
After resolving any Damage, if you threw the
An explosion (from a grenade or otherwise) that originates
incendiary grenade into a building, put a Fire
from a room in a building that has more than one is contained
marker in the building. If you threw it outside
by the walls outlining it.
a building, put one Fire marker on each square
Wall are indicated by a red lines.
that is adjacent to the target intersection except
for squares that have Water, Ford or Swamp symbols.

Offensive Grenades
This option gives you 3 Offensive
Grenade markers.
If a unit Hit by the grenade survives, it
receives a Suppressed marker.

Rifle Grenade
This option gives you 3 Rifle Grenade markers.
You can fire a Rifle Grenade to a maximum
distance of 7 square sides.
Rifle Grenades have the Indirect fire
special ability.

“Thermos” No. 73 Grenade


This option gives you 3 Thermos Grenade
markers.

Large buildings
When you use a grenade in a large building, it does not
affect the squares of that building: you need to target
an intersection to put the Template on.

When a grenade
is thrown from
outside (from one 1
of the squares an
arrow points at), the
maximum range is one
intersection.

Stairs
A unit on a Stairs square can throw a grenade to the
lower or upper floor on one of the square sides that are
adjacent to the square with the Stairs symbol.

Grenades
This option gives you 3 Grenade markers.
These markers do not follow any specific rule.

57
HE Shells Position
Restricted to main weapons on Heavy vehicles / Alternate firing action Restricted to Infantry
This option gives you 3 HE Shell markers. This option gives you 1 Forward Position.
Instead of taking a Firing action or a Movement
HE Shells give the Howitzer special ability and action, during the Activation phase or the Supply
use a red explosion Template. phase, a unit may put a forward position on its
square.
Horn of Plenty A forward position may not be placed inside a building, rubble,
Restricted to units that have the Indirect fire special ability (blue template) a bunker, a water square or any square impassable to infantry
Deploy the Horn of Plenty as a unit that has the units.
Scout 3 special ability. The position marker has two sides. One is used when it is
It turns blue templates explosion of all placed in a hedgerow, the other when it is placed in any other
units within 2 squares of the Horn of allowed square.
Plenty to green templates. face back
“bocage” side “lowland” side

Incendiary Shells
Restricted to units that have the Howitzer or Indirect fire special abilities and to primary
weapons of Heavy vehicles / Alternate firing action

This option gives you 3 Incendiary Shell markers.


After resolving any Damage, put a Fire marker
on each square covered by the Template, except
for squares bearing the Water, Ford or Swamp
+3 +2 +1
symbols. Shovel
Restricted to Infantry
Knife This option gives you 4 Shovel markers.
Restricted to Infantry Each marker can be used in one of two
This option gives you 3 Knife markers. ways.
The bonus granted by the Knife is printed on the During Assault, it gives you a +1 bonus
marker and may depend on the options. to the result of your roll.
Discard the Knife marker to add its bonus to the After a Movement action, you may put
result of your die roll during Assault. a Shovel marker between your unit's
square and any other square in its ZoC.
Mortar Grapnel Put it on its sand side. You may only use
Restricted to Infantry / Alternate firing action it this way on the beach or in the desert.
This option gives you 3
Mortar Grapnel markers.
A unit that has the Indirect
fire special ability can put
the "bottom" of a Mortar
Grapnel marker on a square
within 3 squares.
You do not need a Line of Sight to the
target square.
Once the Mortar Grapnel marker is
placed, infantry units -not vehicles- may
enter a Cliff square. They must stop in
each Grapnel square they move into.
A unit cannot use the Move and Fire
special ability while climbing a grapnel.

Panzerfaust
Restricted to Infantry / Alternate firing action
This option gives you 3 Panzerfaust markers.
A panzerfaust's maximum range is 4 squares.

58
Dropped
Restricted to Infantry
With this option, during deployment or
when reinforcements arrive (depending on
scenario), you may airdrop the infantry units
of the Recruitment tile to which this option
is linked.

You must drop all this Recruitment tile's units.

You may not give this Recruitment tile to light or heavy


vehicles, or cannons.

For each unit, choose any intersection


on the battlefield. Put an explosion
Template on the intersection so that
it points at diagonals, then roll a die
for scattering.

In case of scattering (on any result other than 5 or 6), the


unit lands in the square indicated by the result of the die. This
scattering is not affected by night rule modifiers.

On a result of 5 or 6, choose which square among the 4 the


Character traits unit lands in.

Ace driver
If you deploy the unit with an Order token during the
Restricted to light and heavy vehicles
Order phase, give it a Suppressed marker and play it.
This character trait reduces the Fire on the move
penalty by 1. This character trait can be combined
If you deploy the unit during the Supply phase, do not give it
with the Ace driver special ability to reduce the
a Suppressed marker but you cannot play it until the following
Fire on the move penalty by 2.
turn.

Bloodthirsty
A unit that has a Change of state special ability lands
Restricted to Infantry
on its Inactive side.
A bloodthirsty unit inflicts 2 hits instead of 1 when
it attacks and wins an assault against an Infantry
If the unit lands off the board or on a Structure (building,
unit.
bunker, etc.), on a terrain element that is normally impassable
to it (for example a Water square for a unit that does not have
Courageous
the Amphibious special ability), or on an enemy unit, it is
Courageous units can remove 2 Suppressed
Destroyed.
markers instead of one at the end of the Supply
If the unit lands on a square that contains any terrain element
phase.
other than the ones listed above, it receives a second
Suppressed marker.

59
Ferocious Nazis Basterds
During Assault, attacking ferocious units always This character trait gives you 30 additional points
push defenders back whether they win or to build your army.
lose, provided the attacking unit has not been The flip side is that your opponent gets a +1
Destroyed. bonus against units from this Recruitment tile
This character trait does not apply to an Assault during assaults.
against a vehicle.
Overwatch
Guardian Restricted to Infantry
Restricted to Infantry This character trait gives you 3 Overwatch
During a Firing action, defense bonuses provided markers.
by Terrain elements are increased by 1 for infantry Your unit can make an Opportunity Fire.
units. Only units that have not been activated may
use an Overwatch marker.
Hardboiled A unit that fires loses its any Order it had and
This character trait gives you 3 Hard-Boiled receives an Activated marker.
markers.
Discard a Hard-Boiled marker to remove a Sharpshooter
Suppressed marker from one of your units. Restricted to Infantry
units that have the Sharpshooter character trait
Hardened suffer the -2 penalty to the die roll for long distance
This character trait gives you an additional firing when firing over 9 squares rather than 7.
Order token. You must however assign an Order units that have the Sharpshooter character trait
(Numbered, Special or Bluff) each turn to one of and the Limited Range special ability add 2 to their
the Recruitment tile's units. maximum range (unless maximum range is 0).
Reminder:
Sprinter
warning: you may not have more than 10 Numbered Order Restricted to Infantry
markers. This character trait gives you 3 Sprint tokens.
For each marker, during a Movement action, your
Heroic unit adds 1 to its Movement value.
Restricted to Infantry It also gets the special movement - All terrain
This character trait gives you 3 Heroic markers. special ability.
Each marker enables you to activate a unit that
has just been activated once more.
Swimmer
Restricted to Infantry
After the first additional activation, it receives 1 units that have this character trait treat
Suppressed marker. water squares as Difficult terrains.

After the second additional activation, it receives


2 Suppressed markers. Tank buster
Restricted to Infantry
And so on. This character trait gives infantry units a +2
assault bonus against heavy vehicles (even if the
warning: Special Order tokens and units that have the unit has an X attack value against grey defense).
Autonomous special ability cannot be played between these
two activations. Trainings
On the tiles of these character traits, there
Intrepid is the symbol of a special ability. units
Intrepid units always have the Initiative. that have these traits receive this special
In case of dispute (for example if two intrepid units ability.
have the same Order number or if one of them
has the Initiative special ability and the other is
intrepid), the player who has the Initiative on the
turn counter plays first.

Lion of Carentan
Restricted to Infantry
In defense only, units that have this character trait
do not retreat when they lose an assault, even
against units that have the Ferocious character
trait.
They receive a Suppressed marker instead.

60
Training (commando, paratrooper, SS, Rangers) sergeants (NCO)
Restricted to units bearing the corresponding badge Specialisations
This character trait gives elite units the opportunity If no NCO specialisation is taken,
to shuffle 3 or 6 special cards into the deck. These the NCO will be the one with the
cards can only benefit units that have the related generic army symbol. 4
+0
+2 6 X
symbol. By choosing a NCO specialisation,
you automatically choose what
ss german UK kind of NCO is yours (or NCOs
paratroopers paratroopers if you’ve selected the Sergeant/ +0
Feldwebel +1 option). 4 +2 6 X

To be able to select a NCO


specialisation, you must have
uk
commandos US paratroopers Rangers at least one Recruitment tile
featuring an identical symbol 4 +2
+0
6 X
(SS, rangers or paratroopers).
You can only have one NCO specialisation.

Tricky
This character trait gives you 2 Tricky markers. Paratrooper/fallschirmjäger
These markers are used to trick the enemy. Replace your NCO(s) by their paratrooper
They have one Concealed side and one equivalent.
blank side.
As long as they aren't spotted, you may
play them like any other unit in your army.
You may even give them Order markers. +0
Obviously, they can do nothing else but move. 4 +2 6 X

They cannot control objectives (see Scenarios).


SS

Triggerhappy
Replace your feldwebels by their SS equivalent.
This character trait gives you 3 Suppressed
markers.
When this unit takes a Firing action against
another unit, it may put one or more Suppressed
markers on it after resolution. +0
4 +2 6 X

Veteran
Rangers
This character trait gives you 3 Veteran markers.
Replace your Sergeant(s) by their Ranger
Each marker enables you to reroll any roll, yours
equivalent.
or your opponent's, if you don't like the result.
You must keep the new result.
You may use a Veteran marker on a die roll
you've just rerolled. +0
4 +2 6 X

Walking Fire v Sergeant +1


By choosing this option, you can select one
Restricted to Infantry v additional Sergeant or Feldwebel.
This character trait gives you 3 Walking Fire
It must be the same as the one determined
markers. v
by the NCO specialisation.
An Infantry unit may spend a Walking Fire
If no NCO specialisation has been
marker to use the Move and Fire special ability
chosen, the NCO will be identical to the
with a–1 modifier.
Recruitment tile.
A unit that already has this special ability with
a–2 or -1 penalty may also spend a Walking Fire marker to
completely cancel the penalty.
You can use two markers to enable a unit that does not have
the Move and Fire special ability to use the special ability
without suffering any penalty.

Woodsmen
Restricted to Infantry
This character trait gives the unit a +1 bonus to
its Combat value when it fights a unit that is in a
forest, hedgerow or thicket terrain element. This
bonus applies to a Firing action or an assault (in
attack or defense).

61
Ace of
spades
Customisations Ace of spades
+1 This customisation increases your maximum hand
Customisations are special recruitment options for Characters size by one.
15 X3
only.
A character is a Recruitment tile's main counter (and not an
Adventurer
option's). It may be a « lead role » or a Recruitment tile's Adventurer
Officer (yellow outline). X1 This option gives you 3 markers :
If the customisation gives markers (such as grenades), their 1x Hardboiled
X1 X1
use is limited to the number of markers. 10 1x Veteran
Customisations that give one or more markers can benefit to 1x Heroic
any unit in your army if they are placed on a Command tile.
Bicycle (bicyclette)
Range weapons Bicycle This option gives you 1 Bicycle marker.
Alternate firing action This customisation gives a movement of 5 that
Some of these weapons can provide markers that restrict their replaces the unit's unless the unit's
use. 5 Movement value is X.
rifle
0 If the character is Destroyed, the Bicycle
Luger Sniper MP40
marker remains on the square and any
Panzerfaust
+2 +0 X +1 +0 X riffle +2 +1 X
other character (allied or enemy) that stops on the square can
take it. The character can also decide to get rid of it during a
5 0 10 5 5 X1 Movement action by leaving the marker on its starting square,
in which case it does not get the move bonus.

Molotov Cocktail
Leader
Alternate firing action
Molotov LEADER This customisation gives the character the Order
cocktail This customisation (Range weapon) gives you 1
(X1) special ability.
Molotov Cocktail marker.
You can add 1 Order token to your army's total
Molotov Cocktails work just like incendiary
5 X1 Order markers at the start of the Order phases.
grenades. 15

Level up
Melee weapons
These options allow you to add a special tile to
If a weapon gives the Assault special ability, it replaces the Level 1
your character so it may receive more recruitment
character's weapon if its bonus is higher. Other special abilities
options.
add to a character's existing ones.
Place the Level up tile close to the character tile.
Some of these weapons can provide markers that restrict their
5
use. Level 2
Pitchfork Knife Dagger

10
5 5 X1 5 X1 Level 3

Oar (rame)
This customisation (melee weapon) gives the 15
OAR
character the Assault +1 special ability.
In addition, it enables amphibious vehicles that Tactical map
+1
have the Driver special ability to move an extra Tactical This customisation gives the character 3 Tactical
Map
5 square when the character is inside. Map markers.
You can discard 1 marker to benefit from the
Special abilities the special movement - All terrain special
These customisations gift the character with new special 5 X 3 ability during the Movement action of the
abilities in addition to the ones it already has. They are character or one of your units within 3
considered to be printed on the character's counter and squares of the character.
therefore lost if the unit is Destroyed. For the same reason,
they cannot be used during an Alternate firing action.
Charme Inspiration Op' fire Shoot Frightening
on the move shot

10 5 10 5 10

62
Order options Bluff
This Order gives you 1 additional Bluff Order
Order options represent marker.
advantages provided by chain You cannot have more than 2 Bluff Order markers.
of command.
Concealed
Airstrike and Artillery Restricted to Infantry
Pick as many random This Order gives you 2 Concealed markers.
Airstrike or Artillery cards These markers work like the special ability
(depending on the Order option Ambush.
that you chose) as indicated on During deployment, then at the
the option, then put them next beginning of any Supply phase (before
to your Action card draw pile. you move your units), you can assign a Concealed marker to
Split your deck into two equal halves. Set any Infantry unit that meets the ambush activation conditions
one aside and shuffle your Airstrike and and that has not been activated.
Artillery cards into the second half., then Replace the unit with the Concealed marker
put it on top of the first half. Your draw pile is ready. and put the unit next to its Recruitment tile.
Put on the little marker on the unit that
AA and Airstrike cards has the same letter as the Concealed
When an Airstrike card is played, an Anti-Aircraft test marker.
must be made before applying the effects of the card.
Your opponent rolls a die. During a Supply phase, at the end of one of your unit's
If he rolls equal or higher than printed in the AA symbol, the Movement action, you can replace it by a Concealed marker
card is discarded and the effects are not applied. provided conditions are met.
Each unit on the board that has the AA special ability can
add a +1 bonus to this roll. Contributing AA units receive an When the unit is spotted, replace the Concealed marker with
Activated marker and lose any Order they had. the corresponding unit counter and take back the Concealed
An already activated unit cannot use this special ability. marker. You can use it again in the next Supply phase.

Artillery support Directives


This Order gives you 3 Artillery support These orders give you 1 or 3 Directive markers
markers. to chose among 4 of the same type (Directive
In order to use an Artillery Support marker, and Armoured Corp/Panzergruppe Directive)
you must place a numbered Order or Special before beginning the game.
Order token on its tile. You may put a Bluff At the end of the Order phase, put the chosen
Order. Directive marker on one of your officers or
When you reveal this Order, put an explosion Template on any NCOs (yellow outline).
intersection on the battlefield. Every unit within 3 squares of this Officer gets the bonus.
The scattering distance for this attack is 3 square sides. You may not put more than 1 Directive per turn.
Discard the directive at the end of the Supply phase.
Battle Plan
This order gives you 1 Special Order token for Fire at Will!
the whole game. Gives a +1 bonus to the Combat value against
You may not have more than 2 Special Order infantry units during a Firing action.
markers.
Charge!
Restricted to Infantry
RU Blitzkrieg
LES - N
Gives a +1 bonus during Assault.
S - NEW

EW

During the Deployment of your army,


RULES

you may place a heavy vehicle, a


LE

Double Time!
- NE RU
W

light vehicle (units onboard included) and Gives a +2 bonus to the Movement value.
a vehicle of any type outside the battlefield
facing a terrain tile. Hold Your Ground!
You may not choose a square in your opponent's deployment Restricted to Infantry
area, or a tile that has an Objective (see Scenarios, p.32). Gives a +1 bonus to the Defense value of infantry
If no tile is available, you may choose any tile. units.
These vehicles can enter the battlefield in any Supply phase
through one of the squares of the chosen tile. They may enter Hell on Wheels (L’enfer en marche)
through different squares. Restricted to light vehicles
The vehicles may not shoot until they enter the game. Gives a +1 bonus to the Defense value of light
Officers' Order special abilities apply even if they are not yet vehicles.
in the game.

63
Tank Killer MG Nest
Gives a +1 bonus to the Combat value against light At the end of any Supply phase, place the MG
vehicles and heavy vehicles during a Firing action Nest anywhere on the board except in the enemy
even if the unit has a Combat value of X. deployment area, in squares that are
adjacent to objectives and in enemy zones
Double Time! of control.
Gives a +2 bonus to the Movement value. A MG Nest can swivel if it takes a 0
Movement action.
Tank Stabber
Gives the Armor Piercing Rounds special ability. Planning
This Order gives you 1 additional Numbered Order
Fortified token.
This order gives you 3 or 5 Fortified markers. warning: You may not have more than 10
Each marker increases the selected building’s Numbered Order tokens.
by 1 the defense bonus. Place these markers
fortified during the Deployment phase.
Whenever the building receives a destruction Smoke (fumigènes)
point, discard a Fortified marker. This Order gives you 3 Smoke templates.
It is impossible to fortify a bunker. In order to use a Smoke Template, you must assign
a Numbered Order token to it (put the token on it).
Glider (see page 55) You may also put a Bluff Order.
If the glider is an order option assigned to a Several Order tokens can be assigned to several
Command tile, units aboard can belong to any Smoke templates.
Recruitment tile or any of that Recruitment When its activation comes, you can put the Smoke on any
tile's options. intersection on the board.

Roll a die for scattering. Scattering for smoke is 1 square.


Guardian
Restricted to Infantry Once you've resolved scattering, put the Template on its -4
When one of your infantry units is the target of side.
a Firing action, defense bonuses provided by
Terrain elements are increased by 1. At the end of the Supply phase, turn the templates over
This bonus can not cumulate with the Guardian onto their -2 side and remove those already on that side.
character trait.
Any Firing action that goes into, through or out
Improvisation of a Smoke Template suffers the printed penalty.
Draw 1 more card than your maximum but then
Face -4 Face -2
discard 1.
The improvisation directive can be used at the
beginning of the game.

Infiltrated
This Order gives you 2 Concealed markers.
These markers work like the Concealed order.

In addition, these two concealed counters


have the Scout 6 special ability.

Initiative Universal Overload


You can use this order to keep the Initiative. When
you are about to turn the Initiative marker over This order gives you the Transport 3 and
at the end of the turn, announce you are keeping Move and Fire (no penalty) special abilities to
the Initiative and turn the order over onto its all Universal Carriers in your army.
« used » side. Discard the Initiative marker.
Your opponent will get the Initiative back
normally on the next turn.

64
Companions A unit within 4 squares of Bill Millin at the beginning of its
activation can receive the bonuses.
Companions are small creatures that are bound to a character Bill Millin cannot attack when he is playing the bagpipe.
for some reason. They provide advantages that other units Discard the marker at the end of the Supply phase.
may also benefit from. A bagpipe player never plays the same tune twice in a battle.
During deployment, put companions on the counter of the
characters they are bound to. Battle of Stirling
A companion can move in the Supply phase. As long as it is not every allied unit that hears this hymn receives a +1
bound to a unit, its up side is the one with a Movement value bonus during Assault, both in attack and defense.
printed on. As soon as you bind it to an allied unit, turn it over
onto its other side. It provides the unit with advantages and
stays with it during the Activation phase if it takes a Movement Flower of Scotland
action. every allied unit that hears this hymn cannot
A companion cannot be the target of a Firing action but is receive Suppressed markers. In addition, you can
automatically eliminated if alone when engaged in an Assault remove all Suppressed markers from units within 4
or if the unit on which it is is Destroyed during Assault. squares of the bagpipe player.
In addition, if the character it belongs to is eliminated, the
companion is removed from the game.
March of the Cameron Men
Winnie every allied unit that hears this hymn receives a
Colin Maud's dog loves a fight. +2 bonus to its Movement value.
A true badass!
While Winnie is with a unit, that unit gets
a +1 bonus to its die roll during Assaults, Band of Brothers (Easy Company)
both in attack and defense. Restricted to Infantry
During a Firing action (but not an Alternate firing
action), an Infantry unit can receive support from
Options and special abilities for other units that have the same colour stripes.
characters and Heroic Platoon
Each supporting unit gives a +1 bonus to the die roll.
Again! (Jamie Killmister)
Jamie Killmister's tile gives him 2 Encore! markers. In order to provide support, a unit needs a LoS to the target,
Discard an Encore! marker to immediately draw to to be clear of Suppressed markers, to not have been activated
a full hand. this turn and be within 2 squares of the firing unit.
Supporting units receive an Activated marker and lose any
Arrow (Mad Jack Churchill) Order token they had.
At the end of the Order phase, Mad Jack can put the If a concealed unit provides support, turn it over onto its
Arrow marker on an Infantry unit within 7 squares. Inactive side.
You need a clear LoS between the firer and the
target. Brandenburger (Skorzeny)
This option gives you 3 Brandenburger markers.
In order to activate Mad Jack, check the following At the end of the Order phase, put the chosen
conditions: marker on 1 of your officers or NCOs (yellow
- Mad Jack has not moved (voluntarily or not). outline).
- Mad Jack has not participated in an Assault. All units within 3 squares of this Officer get the
- The target unit is still within 7 squares of Mad Jack. bonus.
- The unit is still in his LoS (and the LoS is still clear). You can play only 1 Brandenburger marker per turn.
If these conditions are met, roll a die, add the number of Mad The Officer or NCO needs a clear or obscured LoS to each of
Jack's Order token, and compare it to the target's Defense these units.
value (plus any protection bonuses). Discard the selected marker at the end of the Supply phase.
If the result is equal or higher, the unit is Destroyed.
Op’ Fire (tir d’opportunité)
Bagpack (Seb Delobel) units within 3 squares of the Officer or NCO receive
This special ability gives Seb Delobel the ability to use the Opportunity Fire special ability.
any gear marker in your collection when you activate
him. Charge! (charge)
units within 3 squares of the Officer or NCO receive
Bagpipe (Bill Millin) a +1 bonus to their die roll during Assault, both in
In order to activate this option, Bill Millin attack and defense.
needs to be face up with this icon visible.
He may then choose a hymn among his list (see his Stealth (discret)
Recruitment tile). units within 3 squares of the Officer or NCO cannot
After moving Bill Millin, put the corresponding hymn marker be targeted by Opportunity Fire even if they move
on him. out of the 3 square area during their move.

65
Canticle (Père Bernard) Polish stand (Sosabowski)
A canticle is a prayer. This option gives 3 Polish Stand markers.
This customisation gives Father Bernard 3 Canticle At the end of the Order phase, play the selected
markers. marker on 1 building in which one of your officers
Each Canticle marker gives a +1 bonus to 1 die roll (yellow outline) is.
involving a unit within 2 squares of Father Bernard. Every unit inside the marked building receives
Each unit within 2 squares of Father Bernard that has the the marker's bonus even if the Officer leaves the
Chorale special ability increases the range of these markers building.
by 1. The presence of an enemy unit cancels the bonus but the
marker stays.
Champagne (Alexandre) You may play no more than 1 Polish Stand marker per turn and
This customisation gives Alexandre, the mayor, 1 per building.
Champagne marker. When the building is Destroyed, discard the marker that is on it.
You can discard the marker to remove an Order
token from an enemy unit in Alexandre's ZoC. Nest
Allied units inside the building receive a +1 bonus
to their Defense value and to their Firing action. die
Charme (Sebastian Jacobus) rolls
Sebastian's tile gives him 2 Charm markers.
They temporarily give him the Charm special ability. Hold
Allied units inside the building receive a +1 bonus to
Currahee (Easy Company) their Defense value and cannot receive Suppressed
This option gives 3 Currahee markers. markers.
At the end of the Order phase, put the selected
marker on 1 of your officers (yellow outline) or QG
NCOs. Allied units inside the building receive a +1 bonus
Every unit within 3 squares of this Officer or NCO to their Defense value. In addition, the size of your
receives this bonus. hand is increased by 1 card.
You can only play 1 Currahee marker per turn.
The Officer or NCO needs a clear or obscured LoS to the Psalms (Jackson)
receiving units. Each Psalm marker adds a +1 bonus to the die roll of
Jackson's Sniper special ability.

Double time
The units gets a +1 bonus to their Movement +1

action. Easy company tiles brings a Special Order.


4 +2 4 X

Charge
+2
4 +2 4 X

The units get a +1 bonus to their die roll during


4 +2
+1
6 X Sosabowski's Recruitment tile brings the Autonomous
Assault, both in attack and defense. 4 +2
+0
6 X 4 +2
+2
5 X
special ability to one unit bearing the Recruitment
tile colour stripes. During the Order phase, you must
Guts choose what unit will benefit from it.
units within 3 squares of the Officer or NCO cannot
receive Suppressed markers.

Endless grenade (Oros Snowt)


Oros has grenades for the whole battle.

Luck (Sir Julian Binus)


Sir Julian Binus' tile gives him 2 Luck markers.
These markers can be used by any unit in your army.
They work like veteran markers but give a +1 bonus
to the second roll even if you force your opponent to re roll.

Perfect shot (Perfect shot) (Eberhard)


Once per game, Eberhard can make a perfect shot
against the crew of a heavy vehicle.
4+ Eberhard needs a clear or obscured LoS
to the vehicle.
Roll the die. On a result of 4+ (cannot be modified),
put the Perfect Shot marker on the vehicle, Damage
side up.

66
Appendix B
This appendix introduces
the weird side of Heroes of Normandie.

You'll find:

Chapter 8 - Guardian Chronicles

Chapter 9 - Dust

Chapter 10 - Devil Boy

Chapter 11 - Shadows over Normandie

67
chapter 8

Super powers
Superpowers are a special type of recruitment option.
These options are reserved to superheroes.
When a superhero takes one Damage, it can turn one
of his superpower options over to cancel the Damage.
If the scenario uses the victory points system, the
Special abilities opponent scores the number of points printed on the back of
the option.
Jump
During its Movement action, this unit can jump over
Adamantium claws
Terrain elements provided its Movement value allows it.
This superpower gives you the +2 Assault
It cannot keep moving after clearing an obstacle and
(replaces the superhero's Assault special ability)
must stop.
and Demolition 1 special abilities.
It cannot land in an impassable terrain element.
It can enter a higher position using a Surprise card or the Urban
Fighter special ability.
If it has the Assault special ability, it can end its Movement
Aryan armor (armure arienne)
action on an enemy unit. Resolve an Assault.
This superpower gives you the Charge special
If the jumping unit loses the assault, it is Destroyed.
ability and a +2 defense bonus.

Life points
Some units have life points. Discard one to cancel
Electric blast
one Damage or one Hit the unit just suffered. If the
Alternate firing action
shot inflicted a double loss, you must discard 2 Life
Put the Template 1 on an enemy unit within 6
Point markers. If the unit does not have enough Life
squares of the beautiful fighter, the Template
Point markers, it suffers one Hit per missing marker.
2 on another unit within 4 squares of the first
Template and the Template 3 on a last unit
Lycanthropy
within 2 squares.
Change of state
Resolve the three attacks.
This unit can voluntarily turn over during a Movement
You need an clear or obscured Line of Sight
action or involuntarily when it is Hit.
between Lady Britain and her first victim,
Once it is on its Active side (werewolf), the unit cannot change
then between each Template.
back.
Ignore penalties for Obstacles and defense bonuses for Terrain
elements.
Multiple activations
This unit can receive as many Orders and/
or Activate markers as printed in the symbol
and can therefore act several times during the
Jump (saut)
Activation phase.
This superpower gives you the Jump special ability.
Special movement - Flying
The unit that has this special movement can fly over
Mutation
Terrain elements if its Movement value allows it.
This superpower gives you the +2 Assault
Move it as if there were no obstacle or ZoC.
(replaces the superhero's Assault special ability)
It cannot stop on a normally impassable element.
and Terrifying special abilities.
It can enter a higher position using a Surprise card or the Urban
fighter special ability if it can reach an opening.
If it has the Assault special ability, it can end its Movement
Patriot shield
action on an enemy unit. Resolve an Assault.
The shield gives you a +2 bonus to Defense
If the flying unit loses, it is Destroyed if it did not come from +2
value while it is on its option tile.
an unoccupied square or if it came from a normally impassable
Instead of taking a Firing action, you can throw the
square.
shield to attack enemy units.
You can do this in one of two ways:

- Straight throw
Alternate firing action
the hero can target a unit within 4 squares. Use the superhero's
combat values. It returns to the superhero's hand after the
throw is resolved.

68
-Special throw Thunder hammer
Alternate firing action The thunder hammer gives you the Charge, +2
once thrown, the shield can move and make Assault (replaces the superhero's Assault special
an Assault. ability) and Jump special abilities.
In addition to its own combat
values, the shield has the +2
6 Assault and Brutal assault Toughness
+2
+0
X special abilities This superpower replaces your superhero's
Defense value with a 10.
It has 6 points of movement and the Flying special
movement.
It moves on square sides.
Every unit that is even partially under the shield marker is
subject to an assault.
If a single unit is covered by the shield, use the bonus from
the Assault special ability. If several units are covered, use the
bonus from Brutal assault.
The Shield may not attack a single opponent more than once.
Whatever the result of each Assault, any following Assault
must be resolved, and then the shield may continue its move
and engage other units in Assault.
If the shield has not returned to the chapter 9
superhero's square after spending all its
movement points, leave it on the board with
its "on the ground" side up.
devil boy
+2
The superhero can recover it by moving
through one of the squares adjacent to the
intersection where the shield marker is. You need not stop to
special bullets
During a firing action Devil Boy may spend 1 Bullet marker,
pick it up. The shield can only be picked up by the superhero
or 2 if he uses the Double fire special ability (page 41).
it belongs to.

Doom Doom
Regeneration
This special bullet brings a +1 bonus to the
At the end of the Supply phase, if the superhero
firing action dice roll.
suffered a Hit, roll a die. On a result of 5 or 6, you
can turn a power back over onto its non-exhausted
Homing bullet
side or the hero back to its unharmed side.
Alternate firing action
Once shot, this special bullet may move 6
Sonic pistol
squares. It has the Flying special movement.
Alternate firing action
As soon as it enters a square occupied by a
Instead of taking a Firing action, you can use the
unit, flip it over and resolve the attack using
sonic pistol.
its combat values.
Put 2 Suppressed markers on a unit within 3
If it doesn't hit a target during this turn, it
squares of the superhero.
continues to move on the following turns, during the Supply
You do not need a LoS to the target.
phase, until it enter a square occupied by a unit.

Earthquake
Super senses
Alternate firing action
Your superhero reveals every concealed unit within
This special bullet has the Limited range (5
7 squares. He does not need a LoS.
intersections), Howitzer and Destruction (2)
special abilities.
Every units hit by the template receives a
Super strength
Suppressed marker.
This superpower gives you the +4 Assault (replaces
the superhero's Assault special ability) Destruction
HE bullet
(3) and Armor Piercing special abilities.
Alternate firing action
This special bullet has the Limited range (5
intersections) and Howitzer (Blue template)
Super speed
special abilities.
This superpower gives you the Initiative and
Double activation special abilities.
AP bullet
Alternate firing action
This special bullet has the Perforating and
special Limited range (5 squares) abilities.

69
chapter 10

DEMO
Alternate firing action
This option grants you 2 Demo Charge tokens.
A unit with an Order can use a Demo charge on
any adjacent space instead of firing.
All units in a space effected by the blast (even
in the case of unit occupying several spaces)
automatically suffer Damage.
Special abilities In the case of a heavy vehicle, roll to resolve the location of
the Damage.
Assault - Multiple
You can throw a Demo charge into a building if you’re on the
The unit with this special ability can engage several
space adjacent to an opening.
opponents in close cmbat. Once the unit’s movement
All units inside the building are Hit by the blast and automatically
is complete, it can divide its attack bonus across
take a Hit.
multiple targets, as long as it allocates at least a +1 bonus to
The explosion is contained by the walls of the building, and
each target.
therefore does not affect any units in other rooms, or outside.
Targets have to be adjacent to the unit and be of the same
Structures receive 1 destruction marker.
type; infantry, light vehicles, or heavy vehicle.
Discard each token after use.
Each assault is resolved separately. If the unit loses an assault,
it cannot perform the following assault.
Only units with the symbol present on their option tile
Once all the assaults have been resolved if multiple assaults
can use a demo charge.
have succeeded, the attacker may chose which space to
occupy.

Laser
Recruitment
When this unit fires at a vehicle (light or heavy), get
You can recruit units from this expansion in the same way as
one reroll of the dice if the first result was a failure.
regular Heroes of Normandie units.
If you want to fight a 100% DUST game then simply select
Phaser
any DUST units up to the agreed army points limit In addition
If, during a shot, the unit inflicts Damage, roll as many
to Orders provided by certain units, take X Order tokens
dice as the unit Combat value.
according to the number of army points in the table below:
For every dice showing a 6, the target
suffers an additional Damage. In the case of a heavy vehicle,
150 to 300 points = 3 Orders
roll for the location of each additional Hit.
301 to 450 points = 4 Orders
451 to 600 points = 5 Orders
Wiederbelebungsserum
601 + points = 6 Orders
If Totenmeister wins an Assault (as a defender or an
attacker), he can flip his token to the unhurt side if he
There are 690 points for the Allies and 710 points for the Axis.
suffered Damage previously.

To be able to recruit a unit with one of these


symbols on its recruitment option, you must
options de recrutement have selected a character (hero
or Officer) or Recruitment tile with the corresponding symbol.
UGL (Under-Barrel Grenade Launcher)
Alternate firing action
This option grants you 3 UGL tokens.
The combat bonuses for UGL are printed on their
respective tokens. You can use a UGL at a
maximum distance of 7 interspaces.

You must have a clear line of sight.

All units present (even partially) in one of the 4 adjacent spaces


are affected by the attack. Resolve each attack individually.
UGL ignore terrain defence bonuses. You can launch a UGL
into a building if you’re on the space adjacent to an opening.
The explosion is contained by the walls of the building, and
therefore does not affect any units in other rooms, or outside.
Discard each token after use.

Only units with the symbol present on their option tile


can use UGL.

70
chapter 11

hedgerow and large creature

a b c d
3...

Large creatures stop

These counters represent huge creatures. They occupy more stop

than one square.

A, the large creature is facing a hedgerow.


B, it moves one space and must stop.
C, it moves one space and must stop because it moves along the hedgerow.
D, its next move make it leave the hedgerow, it doesn’t have to stop then.

A Large creature may not enter Water squares unless


it has the Amphibious special ability.

front back Large creatures that occupy 2 squares use the same movement
rules as 2-square vehicles.

Type of defense For a 4-square Large creature to be able to move, all the
Large creatures have a green type of defense. squares it covers during and at the end of its Movement action
It means any combat bonus may be used when must be valid.
attacking them (with a Firing action or during Assault).
It also means that colour-related bonuses and penalties from During its Movement action and for each movement point
Terrain elements do not affect them. spent moving 1 square forward or backwards, a 4-square
Large creature can pivot 90° (see movement 2 in the above
LoS example).
Large creatures block line of sight like vehicles do.
It can also pivot when stopped at a cost of 1 movement point
Assaut per 90°.
During assaults, large creatures are considered as light vehicles.

Movement
A Large creature ignores the ZoC of other units and 5
its own ZoC is ignored by other units during their Movement
action.

When a Large creature stops on a square occupied 4


by an Infantry unit, it pushes the unit back into an
adjacent square unless it engages this unit in assault.
Once pushed back, the unit receives a Suppressed marker and
can still be the target of a Long distance assault.
3
A Large creature is not hindered by
elements « impassable to ». 2
A Large creature may not move through
or stop in impassable elements.
1
Rules on difficult passages only apply to a Large
creature when it enters the first time. If the next
Movement action takes the creature out of the difficult
passage, it does not suffer restriction for the passage.
A Large creature must stop as soon as part of its counter enters
a hedgerow square. Its next move is unhindered if it exits the
hedgerow, but it will have to stop again if it moves along the
hedgerow or enters another hedgerow.

71
MADNESS supply Phase (new sequence)
Resolve all related effects at the beginning of the Supply phase
When facing particularly frightening opponents, units may go in the following order:
temporarily insane. These derangements are represented by - recruitment option
markers and are usually drawn after a failed Terror check, but - scenario specific effects.
can also be given in other phases for other reasons.
Discard all Bluff tokens from all the players' units.

The bag of Madness The player who has the Initiative plays first and must take the
Take all the Madness markers and put them in a following actions in the indicated order:
small bag. - discard all Madness markers from units that have no
Some scenarios may suggest a selection of Madness Suppressed marker and return them to the bag of Madness.
markers to be put in the bag of Madness. - make all required Terror check for units in his army.
- move all or part of the units in his army that have no Order
Terror checks token (other than Bluff), Activated marker or Madness marker.
At the beginning of the Supply phase, remove all Madness - discard one (and only one) Suppressed marker per unit.
markers from units that have no Suppressed marker and put
Once the first player is done, the other player does the same.
them back in the bag of Madness.
Then each unit that has one or more Suppressed markers and Resolve all related actions at the end of the Supply phase in
a Line of Sight (clear or obscured) to a manifestation of the the following order:
myth (unit or element with the ability of that name) makes a - special abilities
Terror check. - Action cards
If the unit has several manifestations of the Myth in its Line - recruitment option
of Sight, it makes the test against the manifestation with the - scenario specific effects.
highest Manifestation of the Myth special ability.
Discard as many cards as you wish then draw until you reach
Roll a die.
your maximum hand size as indicated by the scenario.
Subtract 2 from the result for each Suppressed marker on the
unit. The result may be negative. ...
If the result is equal or higher to the value printed in the
symbol, the unit resists the Terror and nothing happens.
If the result is lower than the Terror value printed in the symbol Effects of Madness
(even if the value is 0), the unit must draw a marker from the
bag of madness. major change
A character with a Madness marker cannot cast spells.
When a unit receives a Madness marker, whether Enemy units ignore its Zone of Control and it can no longer
instantaneous or lasting, it immediately loses all control objectives or fulfil scenario victory conditions.
Suppressed markers.
It may however receive new ones while marked by Madness. major change
There are two types of Madness.
A unit can never have more than one Madness marker. As long Instantaneous Madness (title in red): form of madness that has
as a Madness marker is on the unit, it ignores any Terror checks an immediate effect upon drawing the marker. The marker is
and cannot be targeted by an effect that would make it draw then returned to the bag of Madness.
another Madness marker. Lasting Madness (title in white): form of madness that has a
lasting effect.
If the lasting Madness is drawn in the Supply phase, apply its
effect at the beginning of the next Order phase before placing
your Orders.
If the lasting Madness is drawn in another phase (Orders or
Activation), apply its effect immediately even if the unit has
already been activated.
The effect of a lasting Madness applies at the beginning of
each Order phase as long as the marker is on the unit.

Steady
Instantaneous madness
The unit resists the Terror. The Terror has no effect.

Catatonia
Lasting madness
The unit cannot receive any order. Discard any Order
token or Activated marker it may already have.
The unit can do nothing as long as it has this
Madness marker and cannot benefit from bonuses
provided by cards.
It can defend during Assault but rolls a single die.

72
Confused Paranoid
Lasting madness Lasting madness
The unit cannot receive any order. Discard any Order The unit cannot receive any order. Discard any Order
token or Activated marker it may already have. token or Activated marker it may already have.
Roll a die using a scattering Template. The unit The unit fires at the closest unit to which it has a
moves its full distance in a straight line in the Line of Sight, whether friendly or enemy. If there is
direction indicated by the scattering roll. On a 5, the owner a tie, choose the unit to which the Line of Sight is the clearest.
of the unit chooses the direction. On a 6, the opponent does. If there is still a tie, the unit fires preferably at an allied unit.
This is a Forced move. If it cannot fire, it does nothing.
The unit ignores zones of control and Terrain effects but may
not enter an impassable square or a square occupied by an
enemy unit.
If the unit cannot move the full distance, it suffers a Hit where
it stops.
If it exits the board, it is Destroyed.
If it was on its Active side, turn it over onto its Inactive side
before making the move.
Place an Activated marker on the unit.

Deep
Lasting madness
Immediately draw a new Madness marker.
Rage
If you draw a Lasting madness, its effect will last
Lasting madness
an additional turn. Discard the Deep marker at the
The unit cannot receive any order. Discard any Order
Supply phase.
token or Activated marker it may already have.
If you draw an Instantaneous madness, ignore Deep Madness
The unit moves 4 squares towards the closest
and return it to the bag of Madness.
enemy unit and executes an assault if it can. If more
than one unit is in an identical situation, the player controling
Fear
the enraged unit chooses.
Instantaneous madness
The assault receives a +3 to the roll (in addition to any
The unit immediately retreats 4 squares away from
other assault bonus). The moving unit can engage the target
the manifestation of the Myth which provoked the
in assault even if it has no attack value against its defense
Terror check or, if unable, away from the closest
type (it is considered to have +0) or doesn't have the Assault
enemy unit.
special ability. It is however not considered as having this
If there is more than one choice, the opponent decides which
special ability (the unit rolls only one die).
danger the unit runs away from.
If the enraged unit is a vehicle or is unable to move for any
This is a Forced move.
reason, it fires all its weapons at the closest enemy unit and
The unit ignores zones of control and Terrain effects but it
gets a +3 to the roll.
cannot enter an impassable square or a square occupied by
If it is also unable to shoot, it does nothing.
an enemy unit.
In any case, put an Activated marker on the unit.
If the unit cannot move the full distance, it suffers a Hit where
it stops.
Rash
If it exits the board, it is Destroyed.
Lasting madness
If it was on its Active side, turn it over onto its Inactive side
The unit gets the Faith special ability.
before making the move.

Schizophrenia
Hysteria
Lasting madness
Lasting madness
The unit can only receive an order token from the
The unit loses it and starts screaming. It can play
opponent who decides its actions as if the unit were
normally but receives a -1 modifier to all its die rolls.
his own.
In addition, you may distress your opponent with
If the opponent chooses not to put an order token
your own demonstration of the screaming.
on the unit or cannot, the unit can do nothing and does not
benefit from any card bonus.
Insanity
Lasting madness
Suicide
The unit is considered to have the Mad 4 special
Instantaneous madness
ability.
The unit immediately suffers a Hit. If the unit is a
heavy vehicle, localise the Hit.
Mythosphoby
Lasting madness
The unit suffers a -2 penalty to the Mythos fighter
special ability.

73
search Behaviour modes
of Uncontrolled Creatures
At the beginning of each game, take all Uncontrolled creatures play in one of three modes:
customisations and spells that are unassigned - Aggressive
to recruitment tiles and put them in a small bag - Lying in wait
(Search bag). - Roaming
The actions of Uncontrolled creatures for each mode are
Some scenarios suggest a selection of customisations and described in order of priority (1,2 and 3).
spells for the Search bag. If more than one unit is in an identical situation, the player
activating the Uncontrolled creature chooses.
A unit in a square or adjacent to a square that has a
Search marker or symbol can make a Search check Aggressive Mode
instead of taking a Firing action or a Movement action 1- the aggressive creature engages the closest unit in assault
during the Activation phase or the Supply phase. (it may make a Fire on the move if it has the special ability).
2- if the assault is not possible, it can take a Firing action
The check cannot be done if an enemy unit is adjacent to the against the closest unit.
searching unit. 3- if the Firing action is not possible, it moves towards the
closest unit (it may make a Move and Fire if it has the special
Roll a die. If the unit does not have the search ability).
special ability, it needs a 6 to draw from the
Search bag. Lying in Wait Mode
1- the Creature lying in wait makes a ranged attack against
Once you draw a tile, you can assign it to the unit who just find the closest unit.
it if it has a corresponding free slot. You can discard an option 2- if this attack is not possible, it engages an assault against
to replace it by the one you just draw. a unit present in its ZoC. If it wins the assault, it does not take
If the unit do not benefit from this tile, place it to the side of the unit's place and stays in the square it assaulted from.
the unit. It could be transferred at any time to another unit 3- if the assault is not possible, the creature does nothing and
situated on the same Zoc. conceals itself if conditions are met.

Roaming Mode
1- the roaming Creature make a random move.
Determine the direction of the Movement action using an
explosion Template. On a 5 or 6, the player who has the
Initiative chooses the direction.
It uses its full move potential in a Movement action (it may
make a Move and Fire if it has this special ability).
If it moves off the board, it is removed from the game.
If it encounters an impassable obstacle, it stops.
If it has the Assault special ability and moves into a square
that another unit or another Uncontrolled creature occupies,
resolve an assault.
uncontrolled Creatures
Ignored targets
Some units are controlled by the game itself.
Uncontrolled Creatures may ignore some units.
They are called Uncontrolled Creatures.
Unless indicated otherwise, roaming creatures ignore units
You may not give an Uncontrolled Creature an Order token
that the rules say they cannot attack.
(unless a spell or Special ability allows it).
Ignored targets do not attract Uncontrolled Creatures, do not
trigger a reaction from Creatures lying in wait and cannot be
targeted by a Firing action or an assault from Uncontrolled
uncontrolled Creatures phase Creatures.
Every Uncontrolled Creature plays in a specific phase at the
Ignored targets are not affected by the Zones of Control of
beginning of the Activation phase, and before activating
Uncontrolled Creatures and reciprocally.
Orders 1.
Special Orders and units that have the Autonomous special
ability may play before Uncontrolled Creatures.
Zombies
Zombie units are identified with this symbol:
Uncontrolled Creatures are activated one after the other by the
When you play Zombies, put all the Zombie units in a bag.
player who has the Initiative.
Zombies are Uncontrolled Creatures in Aggressive mode.
Once a Creature has been activated, put an Activated marker
on it.
Mythos manifestations and units that have the Master
of the dead special ability are targets ignored by
Assault by Uncontrolled Creatures Zombies in addition to other regularly ignored targets.
In this phase (and only in this phase), Uncontrolled Creatures
that engage a unit in assault receive a +2 bonus per
uncontrolled Creature in the target unit's ZoC squares.

74
Ethereal
Special abilities Once activated, this unit gains the Ethereal
special ability.
Changes of state
Kamikaze
When you turn the unit over onto its Active side
(explosion), put the counter on one of the four
square sides of the square it was in.
Any unit inside any of the 4 adjacent squares (even partially) is
Hit by the explosion. Roll one die for each unit.
Remove the kamikaze unit.

Non-Euclidean teleportation
When turned over onto its Active side, the unit
is no longer considered to be on the battlefield
and can no longer move. However, leave its
counter on the board.
Other units may move into its square.
When it is next activated (with an Order), the unit will be able
to move into any building or room square to which it has a
Aquatic ambush
clear or obscured LoS.
This special ability works the same way as
Put its counter inside and turn it over onto its Inactive side.
the Ambush special ability, except for the
The unit can be placed on an enemy unit, in which case you
following rules:
must immediately resolve an Assault. If the teleporting unit is
A unit that has this ability can only conceal itself in water, ford
defeated, it is Destroyed.
or swamp squares.
The unit can also enter a vehicle (heavy or light) in the same
In order to spot a concealed amphibious unit, you need to be
manner, in which case you must resolve an Assault.
in squares of its ZoC.
The crew defends with a single die and adds no attack value
but it can receive bonuses from cards or recruitment options.
Burrower
If the teleporting unit is victorious, the vehicle immediately
The unit can move under ground.
suffers one Hit or one Damage. Localize the Damage to a
Once turned over onto its Active side, it can
heavy vehicle.
move through Obstacles such as hedgerows,
If the vehicle is Destroyed, place the unit in a free adjacent
water squares or buildings, and even squares
square. This is a Forced move.
occupied by enemy units during its Movement action.
In order to make another assault with an Order, the unit may
It may not stop in a square occupied by another unit without
decide to stay on the heavy vehicle provided it hasn't been
engaging this unit in Assault. If it is defeated, the burrowing
Destroyed. Its presence forces the vehicle to make a Terror
unit is Destroyed.
check. However, other units do not have a LoS to the unit that
The unit ignores enemy ZoCs but its own ZoC is ignored in
is inside the vehicle.
return.
If the vehicle moves, it takes the unit with it.
No Firing action can be taken against a unit that is under
ground, but it can be targeted by a spell that does not require
a clear or obscured LoS.
A burrowing unit can be attacked in Assault. Turn it over and
put a Suppressed marker on it. If it is defeated, the burrowing
unit is Destroyed.
If a unit that is not a Mythos manifestation moves through
a square occupied by an active burrowing unit, or an active
burrowing unit moves through the square of another unit,
the non-burrowing unit must make a Terror check (the value
is printed on the counter) if it has one or more Suppressed
markers.

Dreamer
When turned over onto its Active side and in
deep slumber, a dreamer follows these rules:
- it always has a clear Line of Sight to its target.
- its spells have double the range.
- it cannot take a Movement action without waking up.
- if it is engaged in Assault, it is automatically eliminated.
When the unit is turned over onto its Inactive side (awake), it
receives a Suppressed marker. Waking up is always difficult.

75
Movement special abilities Firing special abilities

Special movement - All terrain Icy aura


A unit that has this special movement can move Alternate firing action
through difficult passages without stopping. Target a unit within the number of squares printed on
the symbol.
Special movement - Amphibious Your unit must have a clear or obscured LoS to the
A unit that has this special movement may move target.
into water areas that bear the symbol . Put 2 Suppressed markers and 1 Activated marker on the
If the Amphibious symbol has a red outline, the enemy unit. Remove any Order it had.
unit can only move in squares that have the
symbol . Electric attack
This unit fires electric blasts. Any light vehicle or heavy
Special movement - Flying vehicle it targets receives 2 Suppressed markers
A unit that has this special movement can fly over whatever the result (unless the vehicle is Destroyed...)
Terrain elements if its Movement value allows it.
Move it as if there were no obstacle or ZoC. Assault special abilities
It cannot stop on a normally impassable element.
It can enter a higher position using a Surprise card or the Urban
fighter special ability if it can reach an opening.
If it has the Assault special ability, it can end its Movement
action on an enemy unit. Resolve an Assault.
If the flying unit loses, it is Destroyed if it did not come from
an unoccupied square or if it came from a normally impassable
square.

Tornado
A unit that has this special ability is not subject to ZoC
and may move through or stop its move in squares
occupied by allied or enemy units.
Each unit it moves through immediately receives a Suppressed
marker.
Claws
Any unit engaged in assault against a unit that has this special
After a victorious assault as attacker against
ability (in attack or defense) receives a Suppressed marker
an Infantry unit, your unit flies away with its
before resolving the assault.
victim then drops it to deal additional Damage.
A unit can receive only one Suppressed marker per unit that
Your unit takes the place of the defender as indicated in the
has the Tornado special ability per turn.
Assault rules but, instead of driving the enemy unit back, move
it to any adjacent square.
If the square is impassable (building, water, cliff...), the enemy
unit is Destroyed.
If the square is accessible, put the enemy unit in it. It is the
target of the following attack : roll a die, if the result is lower
than the value printed in the symbol of the special ability, the
unit suffers one additional Damage.

Mythos scourge
A unit that has the Mythos scourge special ability
inflicts 2 hits instead of 1 to any Mythos manifestation
in a victorious Assault.

76
Sacrifice Command Special abilities
After resolving an assault in which this unit
participated, the unit may suffer a Hit to inflict a Hit
(additional or not) to its opponent, unless this would
destroy the sacrificing unit.
If the victim is a heavy vehicle, roll a die to localise Damage.

Ultimate sacrifice
This special ability works like Sacrifice, except that the
unit using it may destroy itself when dealing a Hit to
its opponent.
Sacrifice and Ultimate Sacrifice cannot be used in the same
assault.

Defense Special abilities

Multiple activations
This unit can receive as many Orders as
printed in the symbol and can therefore act
several times during the Activation phase.

Unshakable
This unit cannot receive Suppressed markers even
when casting a spell.

mythos Special abilities

Ethereal
An ethereal unit can only suffer hits from Mythos
Creatures or units that have the Mythos fighter special
ability.
When a unit that doesn't have the required special ability wins
an assault against an ethereal unit, the ethereal unit must
retreat as indicated in the rules but suffers no Hit. If no square
is available to retreat to, it is Destroyed.

Life points
Some units have life points. Discard one to cancel
one Damage or one Hit the unit just suffered. If the Hypnosis
shot inflicted a double loss, you must discard 2 Life When you activate this unit and instead of taking a
Point markers. If the unit does not have enough Life Firing action, you may target an enemy Infantry unit
Point markers, it suffers one Hit per missing marker. (even a Mythos manifestation) that has an Order and
has not yet been activated.
Mi-Go Brain Extractor
If this unit inflicts one Damage during Assault, it feeds The unit needs a clear LoS to the target.
on the brain and may turn its counter over back onto
its unharmed side. Put two Suppressed markers on the unit that used the Hypnosis
special ability.
Obfuscating veil It may use this special ability even if it already has Suppressed
Your unit moves surrounded by an obfuscating mist. markers.
When it is the target of a Firing action, the attacker Turn the target unit's Order token around so you can read its
suffers a -1 penalty for each square of distance over X number. If it's a Bluff Order token, you will control the unit
squares (X is the value printed inside the symbol). during the next Supply phase.
You activate the unit instead of the player it belongs to, doing
Promised blood so before or after any unit in your army with the same Order
When a unit takes a Firing action against your unit number.
and misses, the firer must immediately make a Terror You may have the unit do whatever you want.
check against the value printed in the symbol.

77
Immolation Mystic Relay
A unit that has this special ability can reduce a spell's A spell caster within the number of squares printed
penalty by 1 Suppressed marker by inflicting 1 Hit on the symbol can use the unit or companion that has
to an adjacent allied unit. It may not use this special this special ability as starting point when measuring
ability twice on the same action but it may combine the ability the range and Line of Sight of a spell he wants to cast.
with other effects (options, special abilities) that allow you to The unit (or companion) that has this special ability and the
reduce the spell's penalty. spell caster need to be in the same army.
The unit used as relay receives a Suppressed marker in addition
Magician to those given to the character for spell difficulty.
This unit (or terrain element) reduces the penalty for
casting a spell by 1 Suppressed marker. Major change
If the symbol also mentions a distance, it means the Mythos fighter
bonus applies to all magicians (belonging to any faction unless This special ability gives the unit a bonus to
otherwise indicated) within range of the printed number. any die roll when it is interacting with a Mythos
A magician may not use this special ability to subtract more manifestation.
than one Suppressed marker to the spell's penalty. It may The value of this bonus is printed inside the symbol and can be used
however use Sigils of Blood in addition to this special ability. for example during a Firing action, an Assault (both in attack and
defense) or during a Terror check.
This bonus does not cumulate with any other Mythos
Master of the dead fighter bonus unless it is presented in the following way:
The unit that has this special ability has access to the This special ability does not apply to alternate firing actions.
following two actions: create or control Zombie units.
It may do both in the same turn.
Mythos manifestation
Creating zombies This special ability identifies creatures of the
instead of taking a Firing action or a Movement action, during Mythos, artefacts full of evil forces, cursed
the Activation phase or the Supply phase, it can create temples, etc.
Zombies. Mythos manifestations do not make a Terror check at the start
The Master needs to be in a terrain element of the Supply phase but they can be forced to take one for
(laboratory, mass grave, building, etc) marked with other reasons.
the Mass Grave symbol or adjacent to any game
element marked with the Mass Grave symbol. Stress
If the Mass Grave has an X1 mention, you can only create Mythos manifestations ignore stress.
a single Zombie unit and you must discard the Mass Grave
afterwards.
Put 2 Suppressed markers on the Master of the dead unit. It Other special abilities
may use this special ability even if it already has Suppressed
markers.
Draw 1D6 (1-2 = 1, 3-4 = 2 and 5-6 = 3) Zombie counters
(only one if the Mass Grave has the X1 mention) from the bag
and put them in a free square in the ZoC of the Master of the
dead.
If there are no more Zombie counters in the bag, you may not
use this special ability.

Controlling zombies
during the Order phase, if one or more Zombie units are in the
Line of Sight (clear or obscured) of the Master of the dead unit,
the player in control of the master can assign an Order to one
of the Zombie units.
If two Masters of the Dead are in a position to control the same
Zombie unit(s), the player that has the Initiative places his
Order token first.
During its activation, the Zombie unit will be able to ignore
the rules governing Uncontrolled Creatures and act like a Desert people
« normal » unit and not like an Uncontrolled Creature. units that have this special ability ignore the blinding
sun and furnace weather conditions.
Masters of the Dead are ignored targets for Zombies
(Uncontrolled Creatures in Aggressive mode). Faith
units that have faith always succeed Terror checks.

78
Gigantic Fantasia
These units cannot enter buildings or be summoned This option gives you 3 Lab al-baroud markers.
in them. They can be summoned in large buildings or Each marker can be discarded to receive
enter them through an opening, provided it is wide the Move and Fire 0 special ability during a
enough to let them through. They're considered as heavy Movement action.
vehicles for the assaults and can crush and push wrecks.

Mad Grenadier
When this unit is activated, roll 1d6. If the This Deep One is the only one capable of using the
result is equal to or higher than X (the number Makeshift Grenade markers on its option tile.
printed in the symbol), the unit may act
normally. If the result is lower, immediately draw a Madness
marker and its activation ends. Kaboom
This Deep One is the only one capable of using the
Search Makeshift Panzerfaust markers on its option tile.
The unit makes a successful search check if
the result of the die is equal to or higher than
the value printed on the special ability's icon. Initiates of the Section M/Majestic & Dune keepers
This option gives you 3 Initiate markers.
Weakness - Fire Each marker gives the +1 Mythos
This unit is immediately Destroyed fighter special ability.
whenever it enters a fire square, even There is no point in using several
partially or is attacked (assault or Firing markers for the same action.
action) with any of these special abilities.
Poisoned blade
This option gives you 3 Poisoned Blade markers.
This option can only be used during Assault against
an Infantry unit.
Weakness - Water Discard a Poisoned Blade marker to receive a
This unit is immediately Destroyed whenever it enters, +1 bonus to your result.
even partially, a terrain element that has the following If the attacked unit survives, it keeps the
icon: marker(s) on its Poisoned side (back).
At the beginning of the Supply phase, along with all other
Terror checks, the unit must make one Terror check
recruitment Options per Poisoned Blade marker it has, even if it has no
Suppressed marker.
Amulet of Dagon If several Madnesses are drawn, the player who used
This customisation gives you 3 Amulet of Dagon the Poisoned Blade marker(s) chooses which Madness applies.
markers. Return all the others to the bag and discard all the Poisoned
Play an amulet of Dagon at any time of any phase. Blade markers.
Each time you spend a marker, force a unit that
has at least one Suppressed marker to make a Totem(s)
Terror check against the value printed on the This option gives you 1 or 2 Totems.
Amulet of Dagon marker. You must place them on an intersection
anywhere on the board during the
Cthulhu claws Supply phase of the first turn.
This option gives you 3 Cthulhu Claws markers. Each Totem gives the Magician special
During Assault, each marker can be discarded ability (see page 78) to any Deep One
to receive a +1 bonus to the die roll. character within 3 squares of the totem.
In addition, at the beginning of the
Order phase, you must choose which
advantage each totem will give you.
Choose between:
- this Totem gives you one Order. Immediately take an
additional Order token.
- this Totem allows you to immediately draw 1 Action card.

Black Lotus
Totems have 1 structure point and can be Destroyed.
This option gives you 3 Black Lotus markers.
You may not have more than 2 Totems at the same
During Assault, each marker can be discarded
time in a battle.
to receive a +1 bonus and the special ability
Ultimate Sacrifice during Assault.
If you have a single Totem left, you do not lose the game for not
having any Orders left, but your remaining totem necessarily
gives you the additional Order token.

79
Shaggai Shaggai sword
Sword This customisation gives the character a dreadful
Shaggai sword.
The Shaggai sword gives the Assault +3 special
10 ability. It also gives the Sacrifice special ability.

The Electrifier
electrifier This object can be added to any close combat
weapon to the great satisfaction of Section M
fighters. It gives a +2 bonus during assault as well
as the Mythos Scourge and Jury-rigged 3 special
20
abilities.

Special abilities
These customizations give the character new special abilities
in addition to those he already has.
Mythos Prophet Blood
Customisations fighter pledge

Range weapons
Blevins Steam-Assisted Enzymatic Pistol 5 10 10
Alternate firing action
This experimental gun is one of the finest
Dark Master
blevins pistol Dark
achievements of Section M's Research and Master
This customisation gives you an additional Order
Development department. It gives the Jury-rigged 3
as long as you have a summoned unit on the
+2 +1 +0 and Limited Range 4 and increases Mythos fighter
battlefield.
10 by +1. 15

Insane Insane
This customisation gives your character the Mad 3
special ability and reduces the Character's cost by
15 army points.
+15

Mythos
Aura Mythos Aura
This customisation gives your character the
Mythos manifestation 1 special ability or improves
the existing value by 1.
5

Melee weapons mythos artifacts


If a weapon gives the Assault special ability, it replaces the
cursed
character's weapon if it gives a higher bonus. Other special statue Cursed statue (idole maudite)
abilities add to a character's existing ones. This small statue gives the character who has it
the Magician and Mythos fighter 2 special abilities.
Black steel
degen
Black Steel Dagger 20
This weapon gives the Mythos fighter +1 and
Dreamland gate
Magician special abilities.
10 When you use this customisation, you shift to
Dreamlands the Dreamland and move to any square on the
Black Steel Sabre gate
Black steel battlefield.
saber This weapon gives a +1 bonus during Assault
You can use this object only once.
as well as the Mythos fighter +1 and Terrifying
During the Supply phase, put the marker on any
special abilities. 20
15 intersection that is not next to an objective.
From the next turn, during the Activation or Supply
Elder sword
phases, any Infantry unit in your army can use
Elder This customisation gives the character an Elder
Sword a Movement action to teleport to one of the four
Sword.
squares adjacent to the marker.
The Elder Sword gives a +1 bonus during assault
units who use this mode of travel need to make a Terror check
as well as the Mythos fighter +1 and Faith special
15 (5) even if they have no Suppressed marker.
abilities.
Mythos manifestations do not make a Terror check when they
irem
dagger travel this way.
Irem's dagger
The Gate cannot be used if the four arrival squares are occupied.
This customisation gives the Immolation and
Leave the marker where it is until the end of the game.
Mythos fighter +1 special abilities.
15
80
Elder sign
This customisation gives you 3 Elder Sign tokens.
elder sign
These magical objects are powerful wards against
Elder Mythos manifestations (any unit or element
sign
that has the Mythos manifestation special
15 X3 ability).

Each marker gives the Mythos fighter 2 special


ability.

Elder sign medallion


This customisation gives the character the Mythos
elder sign
medallion fighter 1 special ability.
In addition, at the end of the Order phase, the
medallion enables you to discard an Order token
10 that has been assigned to a Mythos manifestation
within 3 squares of the medallion's wearer.

Eldrich ichor
This customisation gives you 1 Eldrich ichor
Eldritch
ichor marker.
Discard this marker to turn the character over
onto its unharmed side and discard all its
20 X1 Suppressed markers. You may not cancel a Hit
that would eliminate the character.

Sigil of blood
This customisation gives you 2 Sigil of Blood
Sigil
of blood markers.
Each Sigil of Blood reduces the casting penalty by
1 Suppressed marker. You may use as many
10 X2 Sigils of Blood as you want when casting a
spell.

Suppurator
Alternate firing action
This option gives you 2 Suppurator markers.
Suppurator
During a Firing action, a unit can use the
Suppurator to make a portion of reality disappear.

15 Choose a square in the unit ZoC


and put the marker in it. The marker
completely replaces the square.
units in the square are not affected
unless they already have at least 1
Suppressed marker in which case
they need to make a Terror check (2).
An active unit that has 1 or more Suppressed markers makes
a Terror check if it is in the square or moves/fires through it.
Leave the Suppurator marker until the end of the game.

81
casting a Spell spells

Spells can only be cast by characters. Augur (augures)

Augur units. Look at them and put them back however


Penalty: 2 Suppressed markers

??
Major change Take three Order markers assigned to enemy

?
In order to cast a spell, a character must
have no Suppressed markers nor Madness you wish on the same units so that your opponent
markers. does not see their numbers. You will be the one to
reveal them when their turn comes, even though
Spells are cast during the Activation phase instead of taking a your opponent retains control of the units.
Firing action. Casting a spell is not an Alternate firing action.
Casting a spell drains the caster, who receives Suppressed Bind Zombies

Bind
markers. Penalty: 1 Suppressed marker

Zombi es
Some spells are reserved to specific factions. The spell caster targets and immobilizes a Zombie
unit within 3 squares.
Casting penalty The character needs an obscured or better
After casting a spell, put on the caster as many Suppressed Line of Sight to the target.
markers as indicated on the tile. Put the marker with this symbol up:
Some special abilities and options can reduce the casting At the end of the Supply phase, turn it over and
penalty. at the end of the following turn's Supply phase,
remove it.
Major change The Zombie unit can neither move nor fight while
Under no circumstances may the cost of a spell be less than 1 marked.
Suppressed marker. If it is attacked in close combat, destroy it.
If the character casts the same spell before getting the marker
Spell cards are considered Spells. The penalty they inflict upon back, remove the marker from the previous victim and put it
the caster can be reduced as you would spell penalties. on the new one.

Spell cards titles are framed with this symbol : Bless blade

Bless ade its ZoC.


Penalty: 3 Suppressed markers

Bl
Some spells have a maximum number of uses, represented The spell caster can bless the weapon of a unit in
by a set number of markers associated with the spell. Once
you've reached that number, you can no longer cast the spell Put the marker on the unit.
until you recover at least one of its markers. It receives the Mythos fighter 3 and
Faith special abilities.
Major change If the character casts the same spell
When the spell caster is eliminated, all the markers related to before getting the marker back, remove the marker from the
his spells are removed from the game and their effects stop. unit it is on and put it on the new one.
Summoned creatures remain on the battlefield but become If the unit is Destroyed, the marker is made available.
Uncontrolled Creatures in Aggressive mode.
Blessing of the Black Sun
Spell books Penalty: 2 Suppressed markers
Spell books are special customisations. This spell works like the Flamethrower special
Like any other customisation, they ability.
have their own recruitment option
tile. In addition to any Damage, any unit
This option can be purchased when under the effect -whether infantry or
you create your army or can be vehicle- receives a Suppressed
found through a Search check. marker and loses any Order it had.
Once the Spell book is associated
to a Recruitment tile, take the
Spell book tile and put it next to
the Recruitment tile.
If you purchased it during
creation, you can buy as many
spells as there are spaces on
the Spell book's tile. You must pay the cost for each spell.
If you found the Spell book during a Search check, draw from the
Search bag as many tiles as there are spaces on the Spell book. If any
of these tiles are spells, put them on the Spell book tile. Put the others
back in the bag.
Each spellbook contains one spell from the list below.

82
Curse of
Azathoth
-2
Blessing of Hydra Curse of Azatoth
Penalty: 2 Suppressed markers Penalty: 2 Suppressed markers
The spell caster targets a unit within 3 squares Your opponent immediately discards 2 cards of his
and gives it the Blessing of Hydra. choice.

Liber
The character needs a clear or obscured

Ivonis marker
Line of Sight to the target. Deflect arm

Deflect Arm Infantry unit.


The target unit gains the Autonomous Penalty: 1 Suppressed
Liber
Ivonis
special ability. Put the marker on it. The spell caster targets an enemy
If the character casts the same spell before
getting the marker back, remove the marker from the unit it is The character needs a clear
on and put it on the new one. or obscured Line of Sight to its
10 target.
Call Simoun

Sumimmon
Penalty: 2 Suppressed marker The target unit immediately receives 2

S oun
Put the Simoun within 3 squares of the spell caster. Suppressed markers.
It immediately moves.
Drowning
The Simoun is an obstacle. Penalty: 2 Suppressed markers
4

The spell caster targets an enemy unit within 5


The simoun gives a +2 bonus squares and fills its lungs with water.
to the Infantry unit it covers. The character needs a clear Line of Sight to
4 its victim.
The Simoun is discarded at the Put the marker with this symbol up:
end of the Supply phase. Immediately give the target a Suppressed
marker and attack it with a +1 bonus. It may
Circle of nausea not use any defense bonus.

Circle of
Penalty: 2 Suppressed markers

Nausea
When this spell is cast, put the marker At the end of the Supply phase, turn the marker
on the casting character. over. Attack the unit a second time with a +0 bonus.
Any unit that enters the character's It may not use any defense bonus.
ZoC or is in it immediately receives a Then discard the marker.
Suppressed marker.
Remove the Circle of nausea at the end of the Enchant unit

Enchant 3 squares.
Supply phase. Penalty: 2 Suppressed markers

Unit
The spell caster targets and blesses a unit within

The character needs a clear or obscured


Line of Sight to the target.
Put the marker with this symbol up:
The spell gives the unit the Mythos fighter
2 special ability.
At the end of the Supply phase, turn the marker over
onto its Mythos fighter 1 side. Discard the marker at
the end of the Supply phase of the following turn.

If the character casts the same spell before getting the marker
back, remove the marker from the unit it is on and put it on
the new one.

Fog
Penalty: 2 Suppressed markers

Codex markers
Put the Fog token over the turn chart. Fog rules are

Aesinas
Clutch of Nyogtha in effect for the rest of the game and on the whole

C
Penalty: 2 Suppressed battlefield.

Codex lutchof Nyogtha Infantry unit.


The spell caster targets an enemy
Aesinas
The character needs a clear
Line of Sight to its victim.
15 The target unit immediately makes
a Terror check against difficulty 4,
even if it has no Suppressed marker. If the check fails, the unit
suffers a Hit but does not get a Madness marker.

83
Horror Mind blast

Horror The spell caster targets an unit within 3 squares Mind


Penalty: 1 Suppressed marker Penalty: 1 Suppressed marker

Blast (even a Mythos manifestation) within 3 squares


Maximum range 3 The spell caster targets an enemy Infantry unit

and makes it even more frightening. and attempts to render it insane.


The character needs a clear Line of Sight to The character needs a clear Line of Sight to
the target. the target.
Put the marker with this symbol up:
The spell gives the Mythos manifestation 2 special The target unit immediately makes a Terror check
ability or increases the value of Mythos manifestation against a Mythos manifestation value of 4. If the
by +2. check is failed, the unit draws a Madness marker.
At the end of the Supply phase, turn the marker over
onto its Mythos manifestation 1 (or +1) side . Mythos barrier

Mythos
Discard the marker at the end of the Supply phase of Penalty: 1 Suppressed marker

Barrier renders it impassable to Mythos manifestations.


the following turn. The spell caster targets a square in its ZoC and
If the character casts the same spell before getting the marker
back, remove the marker from the unit it is on and put it on
the new one. Put the Barrier of the Mythos
marker on the target square.
Life drain Mythos manifestations cannot

Life rain unit within 3 squares and steals its life energy.
Penalty: 3 Suppressed markers move into or through the square

D
The spell caster targets an allied or enemy Infantry unless they are burrowing.
When you cast the spell on
The character needs a clear Line of Sight to a square occupied by a Mythos manifestation, you drive
the target. the Manifestation out into an adjacent square and give it a
When the spell is cast, the target unit suffers an Suppressed marker. This is a Forced move.
automatic Hit and the caster can turn its counter If the character casts the same spell before getting the marker
back over onto the unharmed side or regain one life point (if back, remove the marker from the square it is on and put it on
it lost any). the new one.

Mesmerism Open Portal

openPortal dimensions to summon a creature of the Mythos


Penalty: 2 Suppressed markers Penalty: 3 Suppressed markers

Mesmerism Infantry unit within 3 squares that has an Order


The spell caster targets and controls an enemy A character can open a breach between

and has not yet been activated. (Mi-go, zombies, etc.).


The character needs a clear Line of Sight to Unless the scenario says otherwise, put in the
the target. bag all the available creatures (i.e. all those not
"reserved" by a summoning spell assigned to a
Turn its Order token around in order to read its number. character of either army) whose counter is the same size as a
You activate the unit instead of your opponent, before or after common Infantry unit such as a Fire Team.
any unit in your army with the same Order number. Draw 1 creature counter.
Make it do whatever you want. Put it in a square in the spell caster's ZoC.
It may move in the next Supply phase.

Paralyse
Penalty: 2 Suppressed markers

Paralyse Infantry unit (even a Mythos manifestation) within


The spell caster targets and immobilises an enemy

3 squares.
The character needs a clear Line of Sight to
the target.
Put the corresponding marker on the
target unit.
At the end of the Supply phase, discard
the marker.
While the marker is on the unit, it can take neither Movement
action nor Firing action.
If it is engaged in Assault, it rolls only one die and adds no
bonus (unit's combat bonus, Assault, card, terrain...).

84
Rust Character Special Options
Penalty: 1 Suppressed marker
The spell caster targets and corrupts an enemy Ariane - Dragon (companion)
vehicle (heavy or light) within 5 squares. Ariane found a strange companion that won't leave
The character needs a clear or obscured her side.
Line of Sight to the target. 6
It gives the unit to which it is bound the Magician
Put a Rust marker on the vehicle. and Mythos fighter 1 special abilities.
You can put more than one Rust marker
per vehicle but no more than one at Axel - Tankard of Ale
a time. Each Rust marker reduces the Once per game, at the end of the Order phase,
vehicle's defense by 1. If the vehicle is Destroyed, take all your Axel can drink a good beer. He replaces his Mythos
Rust markers back. fighter +1 special ability with Mythos fighter +2,
If the vehicle's Defense value drops to 0, turn it over onto its and loses a movement point.
Destroyed side. Discard the marker at the end of the Supply phase.

SenseLife Sense life Guillaume Duprez


Penalty: 2 Suppressed marker Guillaume has a small notebook
Reveal all concealed enemy units within 7 squares (the two spaces to the right of the
of the caster. illustration) in which he writes down
The spell does not reveal Zombies. all his ideas and discoveries. You can
only put spells there.
Summoning The spells assigned to it cost 5 points
+0
4 +0 6 X

Summon Summon
Penalty: varies less.

SumBya Sumtho
C nian
mon mon
Ghouls khee Shoggoth
Olivier - Monkey (companion)
Olivier never goes out without his monkey. It is both
4 +3
+2
5 X
an aesthetic choice and a practical one…
On its mobile side, the monkey has the Urban fighter,
+3
9 +5 5 +0
2 +2

4
+5 10 + 1
+6
2 +8 10 + 5

Mystic Relay and the Special movement - All terrain


Cast the spell and put the summoned unit in a square (or special abilities.
several if it is a Large creature) within the range printed on the It gives the Search 3 and Mystic Relay special abilities to the
spell's tile. You do not need a Line of Sight to the target square. unit it is bound to.

The summoning has a maximum number of uses, it means you Overlord, Lord of Nyarlathotep
can keep casting the spell as long as you have appropriate Suffocating cloud
creature tokens available. The Overlord, Lord of Nyarlathotep, can, as a Firing action,
You can cast the spell again whenever you get an appropriate produce a cloud of toxic gas that disorients or suffocates all
creature counter back. those caught inside.
If the summoning character is eliminated, the summoned units He can choose which type of cloud he conjures (hypnotic or
become Uncontrolled Creatures in Aggressive mode on the toxic).
following turn. The suffocating cloud is a spell.

Wrack He places the Template on an intersection within the range

wrack
Penalty: 2 Suppressed markers printed on the side of the corresponding Template.
The character targets an enemy Infantry unit. All units covered, even partially, by the Template are affected
by the cloud and suffer its effects.
The character needs a clear Line of Sight to The rules for casting a Suffocating Cloud inside a building are
the target. the same as for throwing a grenade.

The target unit immediately replaces its Hypnotic cloud


Order with an Activated marker. Penalty: 2 Suppressed markers
The character needs a clear Line of
Sight to the target.
units affected by the cloud immediately
lose any Order token they have or receive
an Activated marker if they don't have any.
Any unit entering the cloud immediately
ends its activation.
Leave the Template until the end of the
Supply phase.

85
Toxic cloud Herbert P. Lovecraft
Penalty: 1 Suppressed marker Re-animator serum
The character needs a clear or obscured Line of Sight This option gives you 3 Serum markers.
to the target. Instead of taking a Firing action or a Movement
units affected by the cloud are immediately action during the Activation phase or the
subject to an attack and receive a Supply phase, Herbert Lovecraft can create
Suppressed marker. The toxic cloud's Zombies.
combat values are printed on the Template. He needs to be in a terrain element (laboratory,
Resolve each Hit separately. mass grave, building, etc) marked with the
Any unit that enters the cloud is Mass Grave symbol or adjacent to any game
subject to an attack and receives a element marked with the Mass Grave symbol.
Suppressed marker. If the Mass Grave has an X1 mention, you can only create
Leave the cloud marker until the end of the a single Zombie unit and you must discard the Mass Grave
Supply phase. afterwards. Draw one Zombie unit from the bag and put it in
a free square in Herbert Lovecraft's ZoC. Discard the marker.
If there are no more Zombie counters in the bag, you may not
Caporal Akhee “The Eye” Singh use this gear.
Mystic Eye (Change of state)
At the beginning or the end of a Movement
Serum dart gun
action, the character can turn over onto his
Alternate firing action
"The Eye" side.
This option gives you 3 Serum Dart markers.
When changed, he can use Eye markers in any
Use an Order and, instead of taking a movement
of three different ways:
or Firing action, you can put a marker on a
- he can discard an Eye marker at the beginning of each Supply
Zombie unit within 3 squares of the unit firing
phase (before Terror checks) to keep his Mystic Eye open
the dart gun.
(remain Active side up).
You need a clear or obscured Line of
If he doesn't, turn his counter over onto its Inactive side and
Sight to the target Zombie unit.
put 2 Suppressed markers on it.
Each marker gives the Zombie unit a bonus until
the end of the game or until the unit is Destroyed
- the character can use Eye markers as Life Points.
(in which case the marker is discarded at the same time as
Discard a marker to ignore a Hit.
the unit).

- the character can discard an Eye marker to gain the bonus


Juggernaut: the Zombie unit receives a +2 to its
printed on the back. He can discard more than one during a
Defense value.
single activation.
Announce using Eye markers before rolling dice.
Faster: the Zombie unit receives a +2 to its
Movement value.
Battle Rage: your unit receives a +2 bonus during
Assault.
Rage: the Zombie unit receives a +2 to its die rolls
during Assault.
Lightning Fast: your unit receives +2 movement
points.
Herbert never moves without his laboratory. In the Deployment
phase, you can choose to deploy him on the side that displays
Heart of Stone: your unit receives +2 to its
the Scout 6 special ability and use the ability.
Defense value.
Jenarth’ - Whip
Jenarth’s Recruitment tile gives you 3 Whip markers.
« The Eye » Discard a Whip marker to receive the Move and Fire,
This option gives you 3 additional « The Eye » Limited Range 1 and Cowering Fire special abilities.
markers.
Dark Fire - Arcane fire
Dark Fire's Recruitment tile gives you 2 Arcane Fire
Black Mist markers. Discard a marker to use the Template of
This option represents Corporal Singh losing control of the Eye's the Blessing of the Black Sun spell instead of the
powers. flamethrower Template.
He becomes more powerful but is impossible to warning: in this case, Dark Fire doesn't benefit from the Fire
control. If this option is chosen, apply the following on the move special ability.
rules: When the character is Destroyed, he must
+3
5 +5 6 +1

change into Black Mist. Replace his counter with the Professor Deadman - Mi-Go Head
Black Mist counter. At the end of the Order phase, he can remove 1
He can also opt to voluntarily change at the end of Order token (and only one) from a Mi-Go (any unit
any Supply phase. whose name includes the name Mi-Go).
3+
He becomes an Uncontrolled Creature in Aggressive The Mi-Go must be within 7 squares and the
5 +5 6 1
mode for the rest of the game.
+
professor needs a clear Line of Sight to it.
X
3 +0 6 X

86
appendix c

blood, sweat & pencils

ART book
the art of: genius bonvalot, pixel Vengeur,
olivier derouetteau, yann, and clem
texts laurent, will, and clem

87
heroes of normandie
Core Box - 2013-2014

88
clint
« Isn't it beautiful, Clint? All this gold, all this cash! »
« Beautiful like Christmas, for sure »
As a civilian, Clint had been an accountant. Numbers had always been his
thing. Numbers and money, cash, bread, dough, greenbacks or under any
other name. This abandoned bank in the middle of a no man's land, all these
gold bars, it was like a cascade of nuggets just waiting to fall into the pan. Clint
could almost see himself in the sequence when the El Paso Bank was attacked
in the western he'd just seen a few days before at the army movie theater.
And taking this from the Krauts wasn't stealing. He wouldn't use it for some
disgusting crap for sure. It's all business after all, it's the honourable thing to do
when you're American, just a bit of business ... war business.

89
kelly’s heroes 2016 Oddball
« Drop it, too technical for you don't you see? »
« Come on, it's just a tank! »
« Just a tank? Moron! Just a tank? I'm disappointed in you, Turc. Is that what
you're trying to do? Hurt my feelings with your negative energy? »
Oddball loved that machine. He lived and fought in it, talked to it, loved it more
than anything and even considered painting it pink if he were ever allowed to.
And even if they denied him, then after the war he'd go home with his tank…
and pink painted stripes.
« Turc, apologise, quickly! »
« Let's not make a mountain out of it, my apologies, there! »
« Not to me, shameless bastard, to it »
« To the tank? »
« To the tank. Say you're sorry. I'm waiting. »

vis
jack da

90
91
americans 2013-2016

Major John Marvin


John Marvin has never experienced life as a civilian. He fought in the great
war with Uncle Sam's doughboys and, since he enjoyed it and had come
out without a scratch, he had signed on for another turn this time to kick
some Bolshevik butt. He's known nothing else but the army since he was
19. He climbed the echelons one at a time, once the guy who barely
knew how to read and write on the day he left his hometown for the first
time to enlist. He'd never gone back. At 46, he was old for a major but
his insufferable personality and his lack of connections had kept him from
developing a career. On the other hand, his knowledge of guerrilla tactics
acquired fighting at the side of the Russians then the Chinese against
the Japanese had enabled him to join the OSS, where his aggressiveness
and total unscrupulousness was very much appreciated. And truth be
said, major was a rank he was fine with. Ever since Africa, Sicily and Italy,
he'd never missed an operation. Leading the charge was his thing. Gun
in hand. Stripes or no stripes. Officers... politicians in comfy offices, one
and all.

The Rock
Because he was big and strong, he'd been given the section's .30 cal. Before the
Rock, the short Smithy had taken care of it but Smithy hadn't been big and strong
like the Rock so Smithy was dead. The Rock remembered how his dad used to tell
him, ever chewing on his cheap cigar, how he'd been a machine gunner during the
great war. Rock's dad was even bigger and stronger than the Rock. « Me doo, I'll be
big and strong, I'll have a masseengun like you dad » had proudly proclaimed the
Rock through his baby teeth. And today the Rock finally had his « masseengun »,
and the cigar too, just like dad. And he was going to « masseen »! Holes, big holes,
even bigger holes …

92
Bill Furlong
Hunting Krauts is like hunting deer but easier. The Kraut is loud, smells
like diesel and sauerkraut and that's where its nickname comes from.
The Kraut thinks he's smart, especially tank leader Krauts like this SS
specimen, half out of the turret of his Tiger, with his mortician's black
cap and his earphones. An SS at that. A single bullet to put the whole 60-
ton tank section in chaos, is a bullet well-spent. Much more precise and
economical than an artillery barrage and so much safer than going up to
the tank and put a mine on it.
Oh! The shiny badge. Probably a well-polished armoured assault badge.
Let's see… the number of the tank… 003, jackpot! A command tank…
Blam! The cap goes flying, and half the head with it!
Number 003 was still missing in his collection. Two to go and he'll have
shot down every single tank leader of this company.
No exception...

Sgt Samuel
« Lucky Strike » Brady
« Raise to 200 »
« Lieutenant, if I may...»
« Shut up Brady. Correction, raise 250, 5° right.
On my order... »
« Lieutenant , you're... »
« But what, Brady! What is it? « Sergeant » Brady ,
you may not know how to read but but I hope
you can recognise stripes. What this on my collar?
Artillery, even mortars, especially mortars, it's about
math. Have you been to school, Brady? Do you know
anything about ballistics? Who's the f... boss in this
exercise! FIRE! »
« … holding the map upside down. »
In an admirable demonstration of synchronisation that
would have plunged any battery leader in bliss, the crews of
the three 81mm M1 mortar tubes fired shells which, with an
almost delicate detonation, flew off together to make a perfect
landing at the exact place designated by the battery leader,
right on the fortunately empty jeep of general Raymond Oscar
« Tubby » Barton of the 4th ID who had come that very day to
observe the exercise...
« What an amazing pyrotechnic marvel lieutenant... what's
your name again? No matter. Get this loser out of here.
Brady, you're in command of this battery. I've just had it
with bozos ».

93
Sgt Giuseppe Bruno
Number 112! At last! Along with the 323, it was one of
two panzers that sniper Bill Furlong needed to complete
his collection. He'd sworn to shoot down every tank
leader whose tactical numbers made up a complete
company. The 112... second tank of the first section of
the first company. He'd been looking for one for ages and
he was tired of accumulating duplicates. He even had a
triplicate of 221. Alright, this 112 was no Tiger nor SS but
it would do. A panzer IV ausf G, open turret, just about no
wind, helmet and headset on, head-on, from 200 meters
away... piece of cake.
Bill adjusted his aim. His index softly caressed the trigger...
breathe in and out once... twice... and...
BROOM! In a burst of flames, the turret of the Pz IV ejects its tank
leader who falls to the ground writhing aflame as his tank drives off
the road and into the ditch.
« My 112! Who's the sob who blew up my 112! »

About 150 meters off to the right of the sniper, Sgt Bruno, bazooka
bearer, lifts his helmet.
« Ma Roberto, look at that, they'll never believe it in Little Italy! A
whole company of Panzer IV by myself! And the last one? Over 100
meters away! And who did that? Giuseppe Bruno's the man! The
Mamma's gonna be so proud! ».

94
Technician Corporal
James « le serpent » Kowalski
He about had enough. First his bayonet which he had rescued from
the Russians when he'd broken out of the encirclement near Rostov
before being assigned west. Not that he used it much, but still, it
was a souvenir. And then, it was his lüger from Hauptmann Lorenz.
Funkmeister Grölitz had it up to there. There was a thief in his
communications section. Somebody was having fun at his expense.
Probably one of the cursed iwis. Slavic scum, no way one could trust
these supposedly eastern volunteers... He didn't know what was
keeping him from slamming one of them against the fence, just like
that, to blow off some steam. He'll have a cigarette instead. But
where did this cursed pack go?! His last one at that! Scheise!

It took Kowalski two hours to get home, crawling backwards from his
recon mission. Silent, invisible, sly, like a snake.
« So? 'took you long enough ».
« It's what we thought. A battalion-size communications center.
Officers, some operators, a section of Ukrainians as garrison but
not a lot. All total, I counted 26. Their chief is a Hauptmann, name
is Lorenz. You should've seen his aide's face... He's probably still
looking for his chief's gun. They have no idea we are so close. You
can call battery sergeant Brady, this crowd makes for a very nice
target. Here, I brought this back for you ».
« What is it?
« Kraut cigs. Go ahead and taste, not bad. »

95
96
97
paratroopers 2015-2016

Lt Colonel Benjamin
Hayes "Vandy" Vandervoorts
Just like Sean Connery is the incarnation of the British Paratrooper
General (which would be quite a promotion from The Longest Day
in which he briefly played the part of mere private Flannagan), John
Wayne has the obvious mug and swagger to embody Lt Colonel
« Vandy » Vandervoorts whose men of the 82nd, 505th airborne,
second battalion took control of Sainte Mère Eglise after a well-
known bloody battle. It is also worth remembering that Vandervoorts
joined the army in 1937 as a simple private, concluded his service
as a paratrooper colonel in 1946, and carried on with a career as
a councillor at the Foreign office (assigned to the United Nations,
particularly during the Korean War).
Fun fact: the part was initially coveted by Charlton Heston but
John Wayne whisked the role from him even though he was twenty
years older than the actual Vandervoorts was at the time of the
Normandy landing.
As for the actual Vandy, he checked out in 1990 at the age of 73, in
a hospice for elderly, from the consequences of a fall. Life's a bitch.

98
Arthur Dutch Schultz
(not the Gangster)
During the night of June 5th to 6th, 1944, someplace in the middle of
nowhere.
- Clic-clac, clic-clac…
- Thunder!
-…
- Thunder dammit!
- Flash!
- You got lucky, man, I was this close to unloading my clip. I haven't seen
anyone in two hours.
- And I was about to unload something else … Lost your cricket?
- We didn't get any. And your thing makes the same sound as a Mauser's
breech. I'm Arthur Schultz, Charlie Company, 505th, 82nd
- Gavin, Dog Company. Schultz ? Like Arthur Dutch Schultz the gangster ?
- Naw, Schultz like Arthur Ducth Schultz the para. How about you, Gavin
like the 82nd 's boss?
- Naw, but wish it were.
- Do you know where we are?
- In Normandy, I hope.
- Got a map?
- Yes, but no lamp, got one?
- A lighter, it'll do. Hand over.
- Let's see … I think we're left of this road in the sector of Easy company,
506th…
- You're holding it upside down … I'd say we're more likely here, near this
big house … the Prideful manor …
- Your compass …
- What about my compass?
- It's busted.
- Ah… so it is…
- Hey, got it! I know where we are!
- Where?
- In deep shit, pal, deep shit.

LT Colonel Robert Cole


Private Johnson had never been considered particularly lucky. He was
not very superstitious. At least, no more than most paratroopers. But
that was before. Before all these signs. Like, for example, when his
stick was swapped with the one from Sergeant Fitzpatrick’s squad, all
because Fitzpatrick knew the pilot, who it seems was good luck... Their
Skytrain was shot down by Flak before they even had time to open the
door so they could blow those guys away.
And then there was that perfect jump, not a single scratch, nothing lost
along the way.
And that mine: While marching along, he ripped the wire right out without
triggering it. The assault on the fortified post on the way off Utah Beach,
when the kraut’s MG 34 had jammed at the exact moment in which
Johnson noticed that the gunner had spotted him trying to charge him...
That scared the crap out of him! What if he’d been that poor bastard?
He also remembered that mortar shell at his feet that hadn’t exploded,
and the time he was hit, but the bullet was stopped clean by the stock
of his M1...
And then when he turned his back to Lieutenant Idol, head of Able
Company, who handed him his helmet that hed lost without
knowing why. The helmet had been pierced right through by a
bullet that somehow hadn’t touched his head! Just as Johnson
was starting to tell himself how lucky he was, his luck ran out.
There he was, with his nose in the mud, with his buddies
in Company A of the 1st / 502nd of the 101st,
pinned down by heavy fire from those boche
bastards entrenched in this frigging
Ingouf farm.

Seriously,
that was it was called!

And then the smoke shells started to


fall on the farm and its defenders, drowning
them in the fog. Then he saw... He saw Lt. Colonel Cole
get up, Colt .45 in one hand and whistle in the other. He heard
him give the order to fix bayonets, he heard the whistle and Cole
yelling, “Chaaaaarge!”

He told himself that this, this would be the time.

+0
4 +2
6 X 99
easy company
506th PIR - 101st Airborne division
Devil Pig News #3 - Juin 2015

100
101
Ronald Speirs
The soldier, who was not joking:
« The only hope you have is to accept the fact that you’re already dead. The sooner you accept that, the sooner you’ll
be able to function as a soldier is supposed to function: without mercy, without compassion, without remorse. All war
depends upon it.»
Lieutenant Speirs in Band of Brothers.

Ronald Speirs, officer of the 506th of the 101st, an American of Scottish descent, epitomizes the term “badass”. The
kind of guy who does not discuss the orders, commands from the front, and guns down everything he’s told to gun
down… and everything else, too. Although less smooth than the character Winters is portrayed in Band of Brothers,
Speirs is the archetype of the leader who is intransigent and courageous beyond the call of duty.
Originally in charge of Dog Company, Speirs inherited Easy after Lieutenant Dike was found in rare form, soiling his
pants during the attack on the village of Foy during the Battle of the Bulge. Speirs then remained as the commanding
officer longest in charge of the company. This scene is moreover one of the great moments of bravery in Band of
Brothers: Dike whimpering for his mommy when he learns that his lack of initiative has pinned down his men under
ambush fire from the Germans hidden in the village.
The paratroopers are stuck in open ground, and the situation threatens to degenerate further. They really need to
relay a workaround order to the other elements of Easy, but those guys don’t have a radio, and they are on the other
side of the German defense… Easy.
Speirs sprints across the village under fire from the Germans, and not content having transmitted his orders, turns
around and goes back to ensure coordination of the attack. The kind of stuff that propels you straight to next rank,
with medals and loving tickles from the general staff.

Speirs was not only courageous, he was equally feared. Not that he was
particularly harsh with his men, but he left a wake of not-particularly-
clear tales of untimely shootings behind him. The most famous
controversy pertained to whether or not he was responsible for the
summary execution of German prisoners during Overlord…. Suffice
to say that the affair is hazy. The prisoners tried to escape? Speirs
applied the unwritten rules for paratroopers that they don’t waste
any time on Genevois courtesies? All the same, the Boston Globe
reported on February 7, 1946 that Lieutenant Speirs was decorated
with the Bronze Star “for single-handedly killing 13 Nazis after
parachuting into Normandy on D-Day.”

Another highlight: During the attack on St Côme du Mont, Speirs was


also credited with putting a bullet between the eyes of a sergeant
from his unit, who had twice ignored his orders, endangering the
lives of his men. After “the incident”, Speirs immediately and
spontaneously reported to his superior, who, after investigating,
concluded that not only was the sergeant wasted, but also that
he had threatened his superior officer (and that, that’s bad). So,
it was self-defense…. The record goes no further than to say that
Speirs’ superior, Captain Gross, died the next day….
Later, Speirs himself returned to this episode: “This sergeant was
a replacement; no one batted an eyelash.”
In short, don’t piss him off.
Did these adventures have any impact on Speirs’ career? After
the war, he reenlisted for Korea, trained Laotian soldiers in the
sixties, and ended his career as “merely” lieutenant-colonel,
completing his working days as Governor of Spandau Prison,
which just hosted an inmate by the name of… Rudolf Hess.
Oh, by the way, Speirs was not only skilled with a gun, he is also
credited with an improbable number of marriages… like three to
six of them, they say.
A true adventurer in every domain.

Ronald Speirs died at 87 years of age, April 11, 2007.

102
ronald spe
irs (le vra
i)

103
germans Otto
2013-2016 « Wotan, quite a name for a Tiger tank, right Franz? That's how the
Führer called me when he pinned the knight's cross of the Iron Cross on
me. He said: You are like the fire of the god Wotan. Hand me some white
paint, would you? »
« Dunno... I liked the old name Frieda better ».
«Not very manly, nor very impressive. I'm concerned about you Franz,
very concerned ».
The naming of a tank is a special moment for its crew, was thinking
Franz who was radio for his fourth crew. It was like painting rings around
the cannon. One per victory. There were already 17. Mostly Americans.
A long way from a Wittmann's score, but he was slowly getting there.
Well, unless Otto got them killed first. Franz had seen all sorts of nutjobs
since the blitzkrieg in Poland then in France and finally in the USSR. It
was a miracle he'd made it out alive the last time from Smolensk. 6
months' recovery in the third degree burns ward but not mauled enough
to be sent back home, they told him. At least, in the belly of a Tiger,
he had a small chance of seeing this mess through. But with a raging
fanatic madman like Otto systematically sending them charging in the
front lines, all the while bellowing Viking sagas... Pretty dicy business.
And one does not unname a tank, you just don't, it's plain bad luck.

Oros Snowt
« Are you nuts! You'll get us all killed!
« Trust me, I know grenades ».
And truth be told, Oros Snowt was probably the most gifted explosive expert
in his regiment. And he wasn't just gifted, he was also creative. Take this large
« granate » for instance, he admittedly didn't invent it, but he sure had highly
improved it. It was a classic M24, surrounded by other grenades, a rather
plain makeshift device that he'd already successfully tested on the East front.
He'd discovered that you get much better results by reducing the charge of
the center grenade and surrounding it by American grenades rather than
other M24s. The central low blast scattered the secondary grenades no
more than fifteen meters around, just the time for the spoons on the US Mk2
fragmentation grenades to fly and their victims along with them. Oros could
attach up to six of these around a standard hand grenade.
Oros threw his grenade through the window the .30 shots
originated from. There first was a dull thud, a few
metal clicks then half-a-dozen resounding blasts…
Then nothing.
« Hope you've got your boots on... ».

104
Helmut
« I am the Unterfeldwebel Helmut Känze. I am going to teach you to break tanks. That's what you're going to become, Panzerknackers.
What you see on my chest is a first class Iron Cross. This here is the infantry assault badge and that, on my arm, are the marks counting
how many enemy tanks I broke. Yeah, I said broke. That's the word. You think it's funny? Three gold stripes means 15 tanks. A silver stripe
is one tank. Total? 16 tanks, absolutely. On my own. You know how to count, good for you. Panzerknackers don't last long. And if you
want to know why I'm still here to tell you about it, it's because I'm smarter than my fellow Panzerknackers, God bless their soul. So you
just forget all that bull you've read in Signal or heard in that moron Goebbel's speeches, you do not break a tank by shouting Vaterland
and jumping it, you break a tank by being patient, by biding your time. You keep your cool, you stay put, you wait for it to be on top of
you, and then you strike where it hurts. You only get one try. That's how do you it greenies. A single strike! In the tracks or in the butt! »

105
Ludwig
Ludwig had never hunted in his life. Nor participated
in any firing competition. He had never even shot
at an animal, just to see. Ludwig had a gift for
guns, naturally. In fact, Ludwig especially had a gift
for killing his fellow humans. And he loved it, killing
that is. As much as he hated other human beings,
Sammies, Tommies, who cares? He would even
have been ok shooting down Germans. Actually,
he'd volunteered to be part of the firing squad to
execute a couple of deserters from his own section.
But he wouldn't enjoy that task.
What he really liked, was seeing the surprise on his
prey's face in his ZF-39 sight lens. His specialty?
Wound a soldier to attract his comrades and then
take them down one at a time with a hit to the
neck, not the head, he had to make sure it would
gush all over the place, guaranteed blood splatter.
Dirty but efficient.
The other day, he had pinned down a whole
company during for 24 hours using this technique.
Fire, move, kill, fire, move, kill and repeat. His
count was at 19. Especially medics, the red cross
is such a nice target.

106
Siegfried
Siegfried had it up to there. Just because he had
the name of a Norse hero and it sounded so
übermensch, Siegfried had to take part in all the
official ceremonies, the transitions, the reviews
his regiment had to attend. He was utterly fed up
with standing for hours, waiting for brass to rush
by without the decency of sparing them a glance.
And to think some people envied him his position
at the Berlin Wacht Battalion... He would have given
anything to get some action, like he had in Russia.
But today had been different. His experience as a
member of the Grossdeutchland assault troops had
earned him a summons to a research center to test
a new weapon.
« What you see here fellow, is the new SturmGewehr
44 and its 7,92mm ammo. Not as powerful as your
old parabellum Schmeisser but way more reliable at
long range. A bit like the offspring of an MG and a
rifle. In fact, we call it an assault rifle. Brand new.
Want to give it a try and share your thoughts? »
Siegfried had been more than thrilled. Actually, he
hadn't stopped thinking about it. Up to this morning.
« So.... unterfeldwebel, you want to see action
again? »
« Yes, Herr Oberst. They are looking for someone to
lead a combat unit equipped with a new
assault rifle and it would be an honour if... »
« Have you ever been to Normandy? »

+0
3 +1
7 X

107
Major Hans Grüber
Major Grüber had been in a continuous foul mood for weeks. He
would've rather stayed on the East front. When he said such a thing,
his fellow officers looked at him askew and he could feel they would've
loved nothing less than to send him back east, had it been up to them.
One could only hope... Problem was, the XXX. Armeekorp was about
to be disbanded after the Dniepr battles and Grüber was well aware
that his shouting matches with Oberst Clauss were slicing down his
chances of going back to headquarters by the day. Such was his
special skill, analyzing intelligence and maps, laying plans... Not that
he lacked courage, the few scavenged lucky charms around his neck
testified to the contrary, but he was without doubt more at ease in the
prestigious command room of an army corps than at the command
post of a regiment, even should that regiment be the Panzer Lehr,
holed up in some remote dirty farm in Normandy. He was going to
have to tough it up. And that map precisely revealed many things:
paths just wide enough to let a front line vehicle pass, bottleneck
here, key crossroads there with a bridge a bit on the frail side and
easy to defend... Up to now, Major Grüber had dealt in strategy, he
was about to turn to tactics.

108
Franz ferdinand
With sadness, young Franz learns that he won’t be admitted to the
SS. It was his dream, to be part of these blond warriors, puffing their
chests faced with Soviet bullets. But it’s not for him. Not for little
Franz the medicine student, the highbrow. So he takes fate into his
own hands. He plays even more sports, lifts weights, finishes his
studies, and signs up for the East front as Sanitätssoldaten.

He’s in Westerplatte, he’s in Leningrad… He’s well-known, Franz.

Everyone knows that with him in the sector, they won’t have to
wait long for their wounds to be cared for. He risks his neck for
the tiniest boo-boo; he jumps over ramparts to reach a wounded
comrade; he crawls under bullets to take care of a dying person.
Franz is the kind of guy you can count on. Then his body changed,
and so did his mug. He was no longer little Franz. He became mean,
started to hate his enemies. He started to hate everyone.
He was decorated, Franz. Several times. He was even transferred to
Normandy to reward him for his services in the East.
He spends some peaceful days in a little village. The war seemed
far-off in Carentan. A funny name for a funny village. The weather
was still nice in this month of June 1944.
He still managed. He improved in his team and was decorated. He
ran with the others, he withdrew, he hated more and more. He was
in the Ardennes, he withdrew even more. He was sent to Holland.
Days there were less peaceful. He established a country hospital
in the Arnhem suburbs. The situation seemed to calm down. The
front stabilised.

It was not yet nighttime. Franz and some officers from SANI drank
schnapps and took advantage of the last rays of sunlight. A growl
rumbled. Big somber crosses appeared from the clouds. Gliders,
planes, fighter jets…
Columns of light suddenly arose to compete with the solar star.
The anti-aircraft defense pierced the sky filled with black and
ephemeral thunder clouds. White flowers followed the planes and
fell softly towards the Dutch ground.
Hate grews. Franz got up and gathered his things. Combat called
but he would not kill…

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Heinrich Von Kamptz
Sought for war crimes, crimes against humanity (and
numerous other crimes too many to list)
Hauptstürmfuhrer Von Kampftz, aka The Aryan Plague,
is being sought by Allied Military Justice to answer for the
following counts of indictment: massacre of prisoners of
war, plundering, torture, dubious medical experimentation,
taking civilian hostages, massacre of civilian hostages,
cruelty to animals, unspeakable and unnatural perversions,
aggravated Nazism and having a face like a pig’s bottom.
All Allied soldiers should do everything in their power to
capture this individual, alive if possible, dead is fine as well.

Beware, this individual is extremely dangerous and generally


protected by a horde of fanatic infantrymen and armoured
vehicles! Do not try to apprehend him by yourself! If you
locate Hauptstürmfuhrer Von Kampftz, report immediately
to High Command for top priority on artillery missions, air
support, and all available reinforcements.
Good luck.

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fritz
« Meaner Fritz, meaner! You aren't going to scare anybody like that. Come on,
gimme you're best son-of-a-Reich face as if you were going to push back all these
bastard yankees yourself ». FLASH!
« Jesus Christ Gunther, really? It's the second time you flash me blind! ».
« Stop bitching, will you? Would you rather feal a real blast of lightning, the kind
that explodes near Moscow? Don't you like it here, comfy, behind the lines, taking
nice propaganda pictures for Signal? You do know Uncle Goebbels loves our work,
right? He says we help keep the people's morale up. You're a star Fritz, a celebrity!
So stop grumbling over a couple of flashes... »
« Yeah well, just watch what you're doing, I'm tired of.... … »
The door of the barn opens to let a sweaty sergeant in. Outside, panic seems to have
overtaken the whole depot.
« Hey you two jokers, grab a gun and follow me, the Americans are coming! »
« But Sergeant! I've got flat feet! »

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112
Generalleutenant Fritz Bayerlein (1899 – 1970)
Originally from Bavaria, Fritz Bayerlein is decorated with the Iron Cross during World War I for
having single-handedly saving his unit by stopping an English attack against his position in its
tracks. He is promoted NCO but only becomes an officer in 1921. Quarter jew and bisexual, which
already constituted just as many defects in IIIe Reich Germany, Bayerlein is arbitrarily retired in
1934 before receiving special dispensation from Hitler himself to pursue his military career. He joins
Guderian's command staff during the Poland campaign in 1939, a position he still holds during the
invasion of France in 1940. He is then named chief of staff for Rommel in Africa in 1942 before
being entrusted with his first operational command of an armoured division in Russia in 1943. He
makes it out of an encircling manoeuvre by disobeying Hitler's orders to stand at all costs. Thanks
to support from his mentor Heinz Guderian, he finally obtains command of the Panzer Lehr, one of
the best equipped Panzerdivision in the whole German army, in late 43. After fighting near Caen
and Saint Lô, his unit is decimated by bombardments in preparation of operation Cobra. He later
participates in the battle of the Ardennes and finally in the last battles on the Rhine and in the Ruhr,
before surrendering to the Americans on April 15, 1945.

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reino hamer
Reino Hamer of the Fallsschirmjäger-Regiment 6, was not reputed to be an emotional boy, but all the same…
When he learned that he would be attributed the German Gold Cross for “exceptional bravery and merit” he burst out, “Im
namen der Führer…” “In the name of the Führer.” The guy had style all the same. In short, not the sort of medal given to
any old bureaucrat.
And to be honest, Reino Hamer had been just that. From the railway and Narvik, Norway in 1940, then to the Eastern
Front, especially Leningrad. He had been awarded the Iron Cross second class, then first class; then, of course, the Assault
Medal of the Luftwaffe; and his beloved paratrooper badge, which largely outweighed the the other bits of metal.
He hadn’t parachuted very much, but whether he did so from an airplane or the back of a truck, there wasn’t much
difference; the mission was always the same:
Kill the enemies of the Vaterland and his beloved Führer, who was right this second recognizing his merits.

The medal award ceremony was scheduled for June 12th, but Reino and his comrades were not going to wait until then to
celebrate. He hadn’t been in Normandy very long, so he asked his comrade, Josef, to organise a party in the small town not
far from their quarters. Josef promised good times, alcohol, and some “friendly” French women.
Reino, bored stiff in the Normandy countryside, was delighted!

- Hey! Stop! I couldn’t read the sign. You’re going too fast!

- So? What did it say?


- Sainte-Mère-Église 1.5km. Here we come, little französisch ladies!

That was the evening of June 5, 1944….

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Emil Preischkat
- Emil ?
-…
- Emil ? The captain would like you to go and take a look at the greenies the division sent us.
-…
- Emil, come on, it's important! You can't …
- What! What's important!? I can't what!? Can't you see I'm playing cards!? Do you know the odds of having
such a hand ? In God's name, can't you just give me five minutes' peace?
- Emil…
- Alright, show me your heroes.
- Right. This is Flieger Hartmann, and this …
- And this is crap like the rest. Really, does HQ think this a joke? We run a paratrooper regiment here, not a
nursery. You there, have you ever drunk liquor? You, have you ever watched one of your comrades being scooped
up off the floor? You, have you ever jumped from higher up than a stool? And you, have you ever seen a woman
naked, other than your sister I mean? For that matter, you there, why did you choose the fallschirmjägers ?
- Herr unterfeld…
- Shove it, throwing untersomething around won't get you anything here. I've been a paratrooper since 40’. I've
jumped in Holland, in Crete. I've been in Africa and in Italy in Monte Cassino. I even made a sidetrip East before
ending up here in Normandy wiping the snotty noses of kids who would crap their pants if I were to tell them
half the things I've seen and done. During that time, I lost nearly all my comrades except that dimwit Horst here.
They've all been replaced by morons fresh out of kindergarten, so believe me when I tell you that rank counts
for nothing, experience does. I am the living proof of that, a staff sergeant running the company. So, Hartmann,
why the paratroopers?
- For the adventure, Sir!
- For the adventure … Crap, Horst.. What are we gonna do with these?
- Wellll…
- Alright, you adventurers of the Reich, does any one of you know how to play cards?

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Brigadier E.H Goulburn


- Higgins? Higgins!
- Yes, General Sir?
- Dammit, Higgins, where were you? Do you really think I can go
to the officer's club dressed like this? Did nobody ever teach you
how to iron an army coat? If you're to stay in my staff, you'll need
to do much better than that.
- Apologies General Sir, very sorry, Sir ».
- Really Higgins! It's the basics of the art of being a valet ».
- I'm red with shame, Sir.
- And what about my golf bag Higgins? Where's my golf bag? »
- Already in your car, Sir.
- Good. You wouldn't dream of making me miss my game with
Major General Willingsworth, would you Higgins?
- God no, Sir!
- That's better.
- Thank you, Sir.
- Higgins?
- Yes, Sir?
- Do you know how to make cocktails?

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You can say what you want about the British, but when they are faced with an
obstacle, their ingenuity and imagination are limitless.
This is what led Major Hobart to create his carnival of iron monsters. As each
challenge was identified, he invented a suitable adaptation to overcome it.

It’s a shame the English never considered gastronomy an obstacle….

117
Ernest « Smokey » Smith
« I don't take prisoners, that's all. I'm not paid to take prisoners,
I'm paid to kill them. That's the way it is. ».

Excerpts from the commendation when the Victoria Cross was


given by King Georges VI to private Smith of the Seaforth
Highlanders of Canada (the only Canadian soldier to receive it
in the whole war):

In Italy, in the night of October 21 to 22, 1944, a Canadian


infantry brigade was ordered to establish a forward point on
the Savio river. The Seaforth Highlanders of Canada were
designated as spearhead for the attack and, despite un-favorable
weather, they crossed the river and seized their objective in spite
of strong enemy resistance.
The torrential rains had caused the Savio to rise six feet in five
hours. The configuration of the shores and the flow made it
impossible to set a bridge, so no armoured vehicle and no anti-
tank gun was able to cross over to the other side in support of the
company of riflemen.
As the company was consolidating its position, it suffered a
counter-attack from three Mark V Panther tanks leading two
assault cannons and thirty or so infantry. The situation quickly
appeared critical.
In spite of heavy fire from the approaching enemy tanks, private
Smith displayed great initiative and much determination, leading
his two-man P.I.A.T team through open ground to a better firing
position. Leaving one man with the firer, Smith crossed the road
again with private James Tennant to get another P.I.A.T. At that
very moment, an enemy tank appeared, driving down the road
and spraying the ditches on both sides with machine gun fire.
Private Tennant was wounded in the action. From thirty feet
away and exposing himself to enemy fire, private Smith fired his
P.I.A.T, hitting and neutralising the tank. Ten German soldiers
armed with Schmeissers and grenades jumped off the tank and
rushed at the private. Without hesitation, private Smith opened
fire with his Tommy Gun at point-blank range, killing four
Germans and routing the others. Practically at the same time,
another tank opened fire as more enemy infantry closed in on
private Smith's position. After recovering an abandoned clip in
the ditch, private Smith held his position and protected private
Tennant until the enemy gave up and fell back in disorder.
One tank and two assault cannons had already been destroyed,
but another armoured vehicle was raining fire on the sector from
afar. Disregarding enemy fire, Private Smith was able to move
his comrade to safety so he could receive medical attention. He
then returned to his position along the road in expectation of
another enemy attack.
No attack came forth, allowing the battalion to strengthen a
forward position that was vital for the success of the whole
operation which enabled our troops to capture San Giorgio Di
Cesena and advance towards the Ronco river.
Thus, thanks to obstinate determination, exceptional
commitment and remarkable bravery, this private successfully
inspired his comrades through example and ensured the
forward position was held fast against all enemy attacks until
armoured and anti-tank reinforcements arrived a few hours
later.

Ernest Alvia « Smokey ». Smith was given national and


military funerals in Vancouver on August 13, 200

118
Walter Pipkin
What a waste, thought Pipkin as he looked at his Churchill. To
bear such a name, to carry armor as thick as a prime minister's
paunch and to have such an unremarkable 75 cannon… and so
slow and heavy… But tough for sure, the Churchill was tough
as testified the impact from an 88 just left of his tank leader's
position, an impact that would've decapitated any other tank.
The cannon was not as powerful and there was no way you'd pop
a Tiger with it unless you were behind it. Which you couldn't as
the MkVII wasn't fast enough to go around the large cat. Which
wasn't the point anyway as it wasn't what infantry tanks were
quite designed for. On the other hand, Walter Pipkin had the eye
and the instinct of a killer. And his gunner Bobby Leyland was
a true artist. A hit from a 75mm was sufficient to neutralise a
MarkIV panzer and most armoured vehicles in most German
panzer divisions. And against the largest cats, a well-placed shot
in the tracks, in the optics or between the hull and the turret
could be enough to cripple one of these monsters, perhaps even
drive the crew to run. And yet Pipkin wish he had better, he'd
give anything to get one of these new Firefly tanks…

Sasha
Starshina Sasha Petrovitch Makarev rather liked lance corporal
Talbert. He had a nice voice and their balalaika and Scotts song
duet was shaping up nicely. But corporal Talbert would never
sing anymore, seeing as his lower jaw had been blown off by
grenade shrapnel. His very own grenade which -despite orders
to the contrary- he hadn't waited to see blow before entering the
room where the last defenders in the otherwise just-cleaned-up
block had holed up. And yet, Sasha had come specifically for
that purpose, teach Tommies the pleasure of urban close combat
Stalingrad-style and receive technical training on the armoured
vehicles that the British supplied the Soviets in lease.
But Talbert was dead. One more comrade snatched by
the fascist beast. And Sasha liked the English. For one,
they sang a lot -like Talbert- and downed their glasses
proudly -like Pipkin the tank leader who was training
him on the Churchill MkVII. Also, they liked tea which
made for good conversation opportunities and Sasha
loved to talk, even to minions of a degenerated monarchy
serving a plutocratic middle class.
Sasha was thinking about all this as he read the telegram from the
Stavka ordering him to return to Moscow with the next supply
convoy. He knew what it meant. He knew that many advisors
who'd been sent west were deported directly to gulags upon
returning under suspicion of being traitors to the Motherland. And
that's when they didn't end up with a bullet in the back of the head
as a parting gift from the NKVD the moment they crossed the
border.
Sasha would not be going home. There wasn't anything or anybody
left in Smolensk that he'd want to return to. This, here, was home
now. Sure, everything was so "bourgeois", but also so splendidly
western.

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Lt. Colonel Michael W. Roberts
As previously discussed in a thread on the Devil Pig Games forum, Sean Connery
would've been better employed as an incarnation of Major General Urquhart
than as an illustration of the commanding officer of the 2nd battalion of the 6th
Airlanding Brigade of the 6th Airborne (Oxfordshire and Buckinghamshire Light
Infantry, no less), whose D company under the command of Howard actually
took the Benouville bridge even though he didn't set foot on it himself. Except
that Sean Connery being Sean Connery, who better than him was there to embody
a general officer in the British paratroopers? Exactly! It would be like picturing
Timothy Dalton or Pierce Brosnan as James Bond. Come on, be serious.

William Sutton
- Clench your teeth son, I’ll be as fast as I can
- Good grief Doc, what is that thing? Don’t cut my arm!
- Not much choices boy. Here, drink some of that, it’s a
single malt and bite hard your belt. Think about England
and… Aw lucky him! Did you see that Henderson? He
passed out even before I started to clean his wound. Ew, on
the same matter Henderson, do you know the recipe for the
limb amputation with whisky? Take a sharp Liston knife, a
surgical saw not too rusty and a bottle of the best single malt
you put your hand on.
Have a bucket, some scraps of fabric, a needle and thread
ready. Get that poor guy drunk with some whisky and drink
some too because it isn’t nice to let a comrade drink by
himself. And you know it “tenderizes” the Rosbif like one
of my French friends used to say. When the patient is well-
smashed, wash your hands, pour yourself another shot of
whisky and drink it.
Sing the first words of “just whistle while you work”.
Disinfect the area with some whisky without wasting a
drop. Get into the meat of it, clean well with some scraps
of fabric.
Pour yourself two more shots of whisky and drink them.
get nack to it… back to it. When you tuck the bone… no…
when you touch the bone, you deserve a break and another
shot direct from the bottle… you see what I mean? Stagger
to the surgical table, grab a saw without dropping the bottle,
take another gulp and voila, to the bone! Pour a little of
whisky into the mouth of the guy on the table, you never
know in case… And if there is more whisky… Here we
go, drink it! When you are almost done, b’careful hey? No
need to miss the bucket. You could always puke in it. Oh
Henderson, this bucket, where it is? You’re such a sissy!

123
John Hollington
« mighty Mustache »
Grayburn
Excerpt from the commendation accompanying the
posthumous promotion to Captain and the award of
the Victoria Cross to Lieutenant John Hollington
Grayburn on January 25, 1945.
From the evening of the 17th to the night of the
20th of September 1944, for a total of over three
full days, Lieutenant Grayburn led his men with
ultimate bravery and remarkable determination.
Even though he was hurt and wounded, starving and
short on sleep, he never lacked courage. There is no
doubt that this officer's enthusiasm and qualities as
a leader were instrumental in holding the Bridge of
Arnhem as long as it was.

John Dutton Frost


That’s my bridge!
The most heroic incident in which he participated was the capture of
the north extremity of the Arnhem bridge during the Market Garden
operation. September 17, 1944, first day of the attack, Frost and
about 750 men from the 2nd battalion of paratroopers were dropped
on Oosterbeck where they moved through the German defense.
They finally settled in at the north extremity of the bridge without
too much difficulty, as was expected.
What Frost didn’t expect (or rather, what his commander chose
to ignore), was that he would find himself in the middle of the II.
SS-Panzerkorps of General Bittrich. As the XXX corps was late
in reaching its objective, Frost’s men faced bloody attacks lead by
the SS for four long days, though they were only expecting to last
two days, tops. After crushing artillery and fierce street combat, the
Germans, surprised to see the English paras refusing to surrender,
agreed to a truce on the third day to allow both camps to evacuate
their wounded (not normal SS behavior, mind you).
But then, the inevitable: isolated, decimated, low on ammunition,
Frost and his men had no choice but to surrender. Treated as
prisoners of war (which wasn’t the case for the Dutch that lent them
a hand... I’ll skip the details), the paras were sent into captivity.
Frost would be freed in March 1945.

After the war, he pursued his military career and reached the rank
of Major General. He died in 1993 at the age of 80. The Arnhem
Bridge—his bridge!—still carries his name.

124
Stanislaw Sosabowski
« I’m Polish, they’ll think me not too stupid.»

GENERAL STANISLAW SOSABOWSKI was commander of the


Polish 1st Independent Parachute Brigade during World War Two.
Most people may remember him as the anxious and angry Polish
general portrayed by Gene Hackman in the movie A Bridge Too
Far, his most famous line being “But what about the Germans?”
However, the real man was an amazing study of the Polish
character, being at alternate times in his life a secret revolutionary,
a wounded and decorated veteran of the Eastern Front fight against
the Russians in the First World War, a successful defender of Polish
territory during the German blitzkrieg, an escaped prisoner of war,
a guerilla, and a rough and abrasive man who, as commander of the
Polish Paras, was well known for tolerating no foolishness.

Sosabowsi was an intelligent man and a keen athlete who attended


the Univeristy of Krakow before the First World War. When he
father died, poverty and nationalism saw him join up with Polish
paramilitary groups who were working for Poland’s independence.
He was drafted into the Austrio-Hungarian Army in 1913, and soon
saw combat on the Eastern Front, fighting the Russians, and earning
several medals. Even then, he had already been noticed for his
bravery, and for his fierce pride in his country. When Poland won
its freedom in 1918, Sosabowski was still recovering from wounds
suffered in battle, but didn’t hesitate to volunteer for the newly
formed Polish Army. He wasn’t allowed to serve in combat units
for almost ten more years, but soon proved he was up to the task.

When the German blitzkrieg fell on Poland, Sosabowski helped


defend Warsaw during the September siege of that city. His forces,
guided by his iron will and determination, were able to hold their
perimeter even while surrounded and under constant attack. He did
such a good job that the Polish High Command soon put him in They never got the chance. The Allied decision to leave Warsaw to
charge of all of the area’s forces. its fate, almost certainly an Allied deal with Stalin, left such a sour
taste in the Poles’ mouths, there was nearly a mutiny. Although the
Sadly, the Polish government was forced to capitulate soon, and Poles did assist in dropping into the Arnhem area to come to the aid
Sosabowski managed to escape from a prisoner-of-war camp and of the beleaguered Brits, a number of them fighting their way into
rejoin Polish resistance fighters who quickly became a thorn in the the encirclement by crossing the river in rubber boats, they suffered
German Army’s side. Ordered to carry out word to the Allies of almost 40% casualties in the battle. Field Marshall Montgomery
what was happening in occupied Poland, Sosabowski walked out actually tried to blame part of the failure of Market Garden, sending
through German lines and into France, possibly bringing the first a letter to the British High Command at least implying Sosabowski’s
verified reports of Nazi liquidation squads. In Britain, he fought resistance to Monty’s brilliant plan was instrumental in the Poles’
hard to get the Polish Army the supplies and recognition it needed, failure to save the day. Sosabowski was sacked, and, although he
and exercised his vision and leadership skills to force the formation served in some capacity for the rest of the war, he never again saw
of the Polish Parachute Brigade. This unit would eventually form a real command. After the war, when Poland was turned over to the
the center of the 1st Independent Parachute Brigade, the unit motto Communist Bloc by the Allies, Sosabowski was forced to live in
being Najkrotsza Droga (The Shortest Way), a proud reminder England, working until his death in a small factory and refusing for
of Sosabowski’s intention to use the Paras to drop into Occupied the most part to speak of his wartime deeds. In his native country
Poland and lead a rebellion. When the Warsaw Uprising occurred, today, he is viewed as a sterling example of the Polish fighting spirit,
Sosabowski prepared his troops to go to the aid of the city’s doomed and his strength of personality, bravery under crisis, and national
resistance. spirit have been remembered as heroic by all who knew him.

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Appendix D

Chapter 12 - Reference Sheet

Chapter 13 - Keywords

Chapter 14 - Credits

Chapter 15 - Index

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chapter 12

REFERENCE SHEET
Order phase Movement sequence
1- Resolve all the following effects in the indicated order: Declare movement action and any assault
- special abilities - Possibility of Move and Fire
- Action cards - Possibility of Opportunity Fire (if Move and Fire)
- recruitment option Move 1 square or change of state on the spot (zero move)
- scenario specific effects. - Check whether a concealed moving unit should be turned
2- Count the number of Order tokens you are entitled to. over and revealed
sudden death : If a player has no Order token to assign to - Possibility of Move and Fire
his units (except for Bluff), that player immediately loses the - Possibility of Opportunity Fire
game. - Repeat this movement sequence until the end of the
3- Place your tokens so you can read the numbers and not Movement action.
your opponent.
No more than a single Order token per unit! End of the movement action
The player who has the Initiative places all his Order tokens on - Resolve any assaults
any units in his army, then his opponent does the same. - Check whether enemy concealed units should be turned over
Players may decide to place their Order tokens simultaneously. and revealed
4- Resolve every End of Order Phase effects in the following
order:
- special abilities Firing resolution
- Action cards declare type of fire (normal or Suppression) and name target.
- recruitment option
- scenario specific effects. Calculate the modified combat value
- Combat value of the unit
activation Phase - Move and Fire penalty (if the unit uses the Move and Fire
supply Phase (new sequence) special ability)
1- Resolve all related effects at the beginning of the Supply - miscellaneous bonuses (gear, Action cards...)
phase in the following order: - double the attack bonus (if the unit uses the Suppressive Fire
- recruitment option special ability)
- scenario specific effects. - split the attack bonus (if the unit uses the Machine Gunner
2- Discard all Bluff tokens from all the players' units. special ability)
The player who has the Initiative plays first and must take the - Roll one die (2 dice if the unit has the Dual Weapon special
following actions in the indicated order: ability)
3- Discard all Madness markers from units that have no - Highest die roll + modified Combat value
Suppressed marker and return them to the bag of Madness. - Subtract penalties from final result of die roll (Suppressed
4- Make all required Terror check for units in his army. markers, range, Obstacles, Action cards...)
5- Move all or part of the units in his army that have no Order - Apply Damage/Hit or give markers.
token (other than Bluff), Activated marker or Madness marker.
6- Discard one (and only one) Suppressed marker per unit.
Once the first player is done, the other player does the same. Penalties inflicted by Suppressed markers
7- Resolve all related actions at the end of the Supply phase in Each marker inflicts a -2 penalty to ALL of the unit's die rolls,
the following order: except scattering and destruction.
- special abilities This penalty is not subtracted from the unit's attack value but
- Action cards from the final result of the die roll.
- recruitment option
- scenario specific effects. Each marker also inflicts a -2 penalty to Movement value. If
8- Discard as many cards as you wish then draw until you this value drops to zero or less, the unit is immobilised.
reach your maximum hand size as indicated by the scenario. A unit that is given a Suppressed marker during its Movement
9- Move the Initiative marker one notch on the turn counter, action completes its Movement action without taking into
and turn it over to determine the new Initiative. account the marker's penalty.

Furthermore, enemy infantry units ignore the unit's Zone of


Control .

Lines of sight In order to cast a spell, a character must have no Suppressed


markers (nor Madness markers).
clear LoS
A unit receives a suppressed marker when:
Obscured LoS - A vehicle or a big creature ends his movement action in the
Blocked LoS space it occupied,
- The vehicle in which it embarked is destroyed,
- The building where it is located is destroyed,
- It is included under the Flamethrower template,
- It suffered of an action card effects
- It uses the Dropped option and is deployed with an Order
long range shot marker during the Order phase,
- It uses Carentan’s Lions option,
Over 7 squares shots are considered long range and suffer a - It uses Heroic option,
-2 penalty to the final result of the die roll. - It casts a spell or is a victim of a spell.

136
chapter 13

keywords Forced move


A Movement action provoked by a specific situation. If this
movement is impossible, the unit is Destroyed. This movement
Activated marker cannot trigger Opportunity Fire.
Marker used to indicate that a unit has been activated without
previously receiving an Order token. Heavy weapon
Infantry unit equipped with a Heavy weapon (MG42, bazooka,
Activated unit mortar…). It is identified by a red outline.
A unit that has already played. It is indicated by its revealed
Order token or by an Activated marker. Hit
Ddamage suffered by units (except for heavy vehicles). When
Activation phase a unit suffers a Hit, it is either turned over onto its Reduced
Phase of the game during which the players activate the units side or to its Wreck side, or Destroyed.
to which they gave Order tokens.
Inactive side
Active side When a unit can change states, the Inactive side represents
When a unit can change states, the Active side represents the the unit in its normal state.
unit in a particular state.
Initiative
Alternate firing action The player who has the Initiative plays first. Also used to settle
Firing action provided by a special ability or a recruitment some issues that may need resolving.
option and which cannot benefit from the unit's special abilities.
Large creature
Bluff Order tokens unit identified by a Defense value printed on a green pictogram.
Blank Order tokens that do not provide activation and whose
purpose is to trick the opponent. Line of Sight (LoS)
Let's you know if a unit can see another one. LoS can be:
Change of state
Various special abilities that enable a unit to turn over once per Clear: The target is visible
Movement action, at the start or the end, in order to change Obscured : The target is visible but the Firing action receives
states. a penalty
Blocked: The target is not visible
Combat value
Bonus to the unit's die roll in a Firing action or an assault. Movement value
For a Firing action its value depends on the Defense value of Value printed in the blue arrow that indicates the number of
the target. squares a unit can move during a Movement action.
For an assault action its value depends on the die roll of the
opponent and opponent's bonuses. Numbered Order tokens
Order tokens that have a number and enable you to activate
Command tile units in ascending order.
Special Recruitment tile that represents an Officer. It is
indicated by the laurels framing the title of the tile. Obstacles
Terrain effect that blocks or reduces LoS.
Damage
Damage suffered by a heavy vehicle. A die roll is required to Officer (or NCO)
localise the Damage and determine its nature. unit identified by a yellow outline.

Defense value Order phase


Score to attain or exceed with a Firing action in order to inflict Phase of the game during which players assign Order tokens
a Hit or Damage to the target unit. to their units.

Defensive bonus Primary weapon


Bonus to increase a unit's Defense value. of a heavy vehicle. It is identified by a red outline.

Destroyed Recruitment tile


A Destroyed unit is removed from the game. Tile that represents a character and/or a section composed of
several units. Its cost is expressed in army points.
Movement action
Action taken by a unit in order to move during the Activation Reduced side
phase or the Supply phase. The side of a unit that has previously suffered a Hit.

Firing action Secondary weapon


Action taken by a unit in order to fire on another unit during the of a heavy vehicle. It is identified by a yellow outline.
Activation phase only.

137
Space Terrain effects
Enables you to add an option to the Recruitment tile in which Special effects that represent the nature of a terrain element
the space is. as well as its specific rules.

Special Order token Terrain elements


Order tokens that have a medal symbol instead of a number Area printed on a terrain board or a terrain tile, defined by
and enable you to activate a unit outside the normal sequence a specifically drawn border or contained in a terrain tile and
of Numbered Order tokens. defined by one or more Terrain effects.

Supply Phase Undamaged side


Phase of the game during which the players have units that The side of a unit that has suffered no Hit.
were not activated in the Activation phase take movement
actions or carry out specific actions. Wreck side
A light or heavy vehicle's side that represents it as a wreck.
Suppressed marker
Marker that indicates a state of stress or a difficult situation in Zone of Control (ZoC)
which a unit may be. The marker inflicts a -2 penalty to all the Squares that are adjacent and passable to a unit and on which
unit's die rolls and to its Movement value. it has a clear or obscured Line of Sight. Vehicles and large
creatures ignore other units' ZoC and their own ZoC is ignored
Template by other units during their Movement action.
Cardboard element that represents a specific firing resolution
(such as a flamethrower) or an explosion. Every unit that is
covered by a Template, even partially, is affected by it.

chapter 14

credits
Heroes of Normandie, Heroes System (tactical scale) is a game designed by Yann & Clem.

Graphics and illustrations


Yann, Clem, Alex, Olivier and Pixel Vengeur

Rules writing
Clem

Benevolent supervision
Croc

Proofreading and help


Jeremiah, Moomer, Jujubinus, Guillaume Duprez, Seb & Seb, Axel, gruneTeufel and the community, thanks to you all!

Layout of the beast


Clem

Thanks to Bob King (What a plate of sausages, dude!!), to Lee Lowe and the Aftermath team, to the crazy people from Brest, to Charles
Borral, Mekon, G. Uitz, to JC's mom, to Esquinox, Expectral, johan hermans, Omphalos, Pierre Rousseil, Neil (meeples miniatures), Gabriel
Stetchi, MOSHIN’ JOSH, Mark Mackin, Jeremiah Terry, Luke, Seb trouvetout and Seb Wax (ex Blabla), Quentin for his "special Lyon face", to
our wives for their patience and our kids for their lack of patience...

And a huge thanks to all the people who supported us during this amazing Kickstarter campaign!
A huge thanks too to the community!

Version 2.0 - October 2016


Heroes system tactical scale™, Heroes of Normandie™, all images and illustrations, the Devil Pig Games™ logo are properties of Devil
Pig Games ltd.
No commercial use is allowed without Devil Pig Games authorization.

© Devil Pig Games 2016

138
chapter 15

INDEX Structure
Difficult terrain
p.20
p.20

chapter 1
Terrain elements p.20

Game elements natural Terrains


Bocage-Hedgerow p.20
Cliffs p.20
Units p.4
Thicket and forest p.21
Recruitment tiles p.5
Hills p.21
Recruitment options p.6
Caves p.21
Battlefield p.8
Mud p.21
Action Cards p.8
Swamp p.21
Markers p.8
Mound p.21
chapter 2 Underwater passages p.22
Beach p.22
Ready? Action!
Order phase defensive elements
defensive Obstacles p.22
Steps of the Order phase p.9
Barbed wire p.22
Czech hedgehog p.22
Activation Phase
belgian gate p.22
AMovement action p.10
Moving infantry units p.10 defensive positions p.22
Moving vehicles p.10
Running over and ramming p.11
trenches p.22
Pushing wrecks p.11
crushing wrecks p.12
buildings
Line of sight p.23
Zone of Control p.12 Firing action p.23
Mouvement action p.23
Firing action p.12
Alternate firing action p.12 bunker p.24
Line of Sight (LoS) p.13
Range p.13
large buildings p.24
Firing arc p.14 stairs p.24
Resolving fire p.14
Damaging heavy vehicles p.14
floors p.24

Stilted structures p.25


Supply Phase p.15
area under higher position p.25
Steps of the Supply phase p.15
chapter 4
action cards p.16 Additional rules
Detailing some cards p.16
Landing craft p.26
Appendix a
chapter 3
Weather conditions
Fog p.26
The battlefield Furnace p.26
Blinding sun p.26
Terrain effects Clear night p.27
Defensive bonus p.18 Dark night p.27
Water p.18 Dawn p.27
Hole p.18
Contour line p.18 Flames and light sources p.27
Fords p.18
Impassable p.18 sleeping units p.27
No passage p.18
Impassable to some units p.18 fire p.28
Obstacles p.19
Wall p.19
wind p.28
Difficult passage p.19 fires p.28
Higher position p.19 Fire and large building p.28
Stress p.19 Damage p.28

139
Rain p.29 Opportunity fire p.43
Flamethrower p.29 Paint shell rounds p.43
moral Perforating p.43
Encouragement p.29 Sniper p.43
Shaken markers p.29 Suppressive fire p.43
Routed markers p.29
Assault special abilities
Assault p.44
trains p.30
Assaut - Brutal p.45
Wagons p.30
Assaut - Long distance p.45
Engines p.30
Assaut on the move p.46
Move p.30
Charge p.46
Taking the train p.30
Poursuit p.46
Crunch! p.30
Terrifying p.46
Derailment p.31

chapter 5
Defense special abilities
Ace driver p.46
scenarios rules Bodyguard p.46
Cards p.32 Defender p.46
Deployment p.32 Positive waves p.46
Picking up objects p.32 Mechanic p.46
Objective p.32 Substitute p.46
Primary objective p.32 Zigzags p.46
Secondary objective p.32
Tactical bonuses p.32
Command special abilities
Autonomous p.47
Markers and turn chart p.33
Barrage order p.47
Creating armies p.33
Charm p.47
Breaking point p.34
Dog trainer & Canine unit p.47
Free Battle Mode Heroic charge p.47
setups and modifiers p.35 Fragile p.47
Initiative p.47
Multi-player games p.37 Inspiration p.47
Motivation p.47
chapter 6
NCO p.47
Special abilities Order(s) p.47
Personal Order p.47
change of state Scout p.48
Alert p.39
Tank barrage order p.48
Ambush p.39
Crew p.39 Other special abilities
Medic p.40 AAA p.48
Tripod p.40 Chorale p.48
Driver p.48
Movement Special abilities Engineer p.48
Amphibious p.40
Fleeting p.48
Climber p.40
Jury-rigged p.48
Special movement - All terrain p.40
Loudspeaker p.48
Swimmer p.40
Minesweeper p.48
Urban fighter p.40
Objective p.48
Firing Special abilities Snitch p.48
Artillery spotter p.40 Stacking p.48
Demolition p.40 Transport p.49
Destruction p.40
Distracting fire p.41 Special vehicles
Double fire p.41 The Colibri and other boats of the same type p.49
Dual weapon p.41 Churchill ARK p.49
Fire on the move p.41 The Churchill Crocodile and its trailer p.50
Flamethrower p.41 Mortar carrier p.50
Frightening shot p.42 Sdkfz 251/7 p.50
Howitzer p.42 Sherman Crab p.50
Indirect fire p.42
chapter 7
Hawk eye p.42
Limited range p.42 recruitment options
Machine gunner p.43
Munition carrier p.43
generalities p.52

140
support options p.52 Trainings p.60
Sentinel decoy p.52 Training commando, SS, ... p.61
Tricky p.61
gear options Triggerhappy p.61
Ammo p.52
Veteran p.61
Ammo Belt p.52
Walking fire p.61
Additional shielding p.52
Woodsmen p.61
APC shells p.52
Bangalore p.52
Camo p.53
nco
Specialisations p.61
Mine field p.53
Paratrooper/fallschirmjäger p.61
explosive Charges SS p.61
Demolition charge p.54 Rangers p.61
Hawkins mines p.54 Sergeant +1 p.61
Sticky bomb/Magnetic mine p.54
Cricket lore p.54 customisations
Cullin hedgerow cutter p.56 Range weapons p.62
Detonator & explosives p.54 Molotov cocktail p.62
Excelsior Welbike p.55 Melee weapons p.62
Fuel p.55 Ace of spade p.62
Flares p.55 Adventurer p.62
Gear p.55 Bicycle p.62
Glider p.55 Leader p.62
Goliath p.55 Level up p.62
Grapnel p.56 Tactical map p.62

grenades
Rules p.56
Order options
Airstrike et artillery p.63
Grenades p.57
Artillery support p.63
Gamon grenades p.57
Battle plan p.63
Offensive grenades p.57
Blitzkrieg p.63
Incendiary grenades p.57
Bluff p.63
Incendiary Grenades p.57
Concealed p.63
"Thermos" No.73 grenade p.57
Directives p.63
HE shells p.58 Fortified p.64
Horn of plenty p.58 Glider p.64
Incendiary shells p.58 Guardian p.64
Knife p.58 Improvisation p.64
Mortar grapnel p.58 Infiltrated p.64
Panzerfaust p.58 Initiative p.64
Position p.58 MG nest p.64
Sentinel decoy p.58 Planning p.64
Shovel p.58 Smoke p.64
Universal overload p.64
character traits
Ace driver p.59
Bloodthirsty p.59
companions p.65
Courageous p.59
Dropped p.59
Options and special abilities for
Ferocious p.60
characters and Heroic Platoon
Again p.65
Guardian p.60
Arrow p.65
Hardboiled p.60
Bagpack p.65
Hardened p.60
Bagpipe p.65
Heroic p.60
Band of brothers p.65
Intrepid p.60
Brandenburger p.65
Lions of Carentan p.60
Canticle p.66
Nazis basterds p.60
Champagne p.66
Overwatch p.60
Charme p.66
Reichsveteran p.60
Currahee p.66
Sharpshooter p.60
Endless grenade p.66
Sprinter p.60
Luck p.66
Swimmer p.60
perfect shot p.66
Tankbuster p.60
Polish stand p.66
Reichsveteran p.61
Psalms p.66

141
Appendix b Mythosphoby p.73
chapter 8 Paranoid p.73
Rage p.73
Guardian chronicles Rash p.73
Special abilities Schizophrenia p.73
Jump p.68 Suicide p.73
Life points p.68
Lycanthropy p.68
search p.74
Multiple activations p.68
Special movement - Flying p.68
uncontrolled creatures
uncontrolled Creatures phase p.74
super pouwers Assault by Uncontrolled Creatures p.74
Adamantium claws p.68
Aryan armor p.68 Behaviour modes
Electric blast p.68 of Uncontrolled Creatures
Jump p.68 Aggressive Mode p.74
Mutation p.68 Lying in Wait Mode p.74
Patriot shield p.69 Roaming Mode p.74
Regeneration p.69
Sonic pistol p.69
Ignored targets p.74
Super senses p.69 zombies p.74
Super strength p.69
Super speed p.69 Special abilities
Regeneration p.69
Thunder hammer p.69
Changes of state
Aquatic ambush p.75
Toughness p.69
Burrower p.75
chapter 9 Dreamer p.75
Ethereal p.75
devil boy Kamikaze p.75
Special bullets p.69 Non-Euclidean teleportation p.75

chapter 10 Movement special abilities


Mouvement spécial - vol p.76
dust Mouvement spécial - amphibie p.76
Special abilities Mouvement spécial - tout-terrain p.76
Assault multiple p.70 Tornado p.76
Laser p.70
Phaser p.70
Firing special abilities
Icy aura p.76
Wiederbelebungsserum p.70
Mi-Go Electricity gun p.76
recruitment options assault special abilities
UGL (under-barrel grenade launcher) p.70
Claws p.76
Demo p.70
Mythos scourge p.76
recruitment p.70 Ultimate sacrifice p.77
Sacrifice p.77
chapter 10
shadows over normandie defense special abilities
Ethereal p.77
large creatures life points p.77
Type of défense p.71 Mi-Go brain extractor p.77
LoS p.71 Obfuscating veil p.77
Assault p.71 Promised blood p.77
Movement p.71
command special abilities
Multiple activation p.77
MADNESS unshakable p.77
Terror checks p.72

Effets of madness p.72


mythos special abilities
Hypnosis p.77
Steady p.72
Immolation p.78
Catatonia p.72
Magician p.78
Confused p.73
Master of the dead p.78
Deep p.73
Mystic relay p.78
Fear p.73
Mythos fighter p.78
Hysteria p.73
Mythos manifestation p.78
Insanity p.73

142
other special abilities Open portal p.84
Desert people p.78 Paralyse p.84
Faith p.78 Rust p.85
Gigantic p.79 Sense life p.85
Mad p.79 Summoning p.85
Search p.79 Wrack p.85
Weakness - fire p.79
Weakness - water p.79 Character Special Options
Ariane - Dragon p.85
recruitment options Axel - Tankard of Ale p.85
Amulet of Dagon p.79 Guillaume Duprez p.85
Cthulhu claws p.79 Olivier - monkey p.85
Black lotus p.79 Overlord, Lord of Nyarlathotep
Grenadier p.79 Hypnotic cloud p.85
Kaboum p.79 Toxic cloud p.86
Lab al-baroud p.79 Corporal Akhee “The Eye” Singh
Initiates of the section M/Majestic & Dunes keeper p.79 Mystic eye p.86
Poisoned blade p.79 « The Eye » p.86
Totem(s) p.79 Black Myst p.86
Herbert P. Lovecraft
customisations Reanimator serum p.86
range weapons Serum dart gun p.87
Bleving S-A E pistol p.80 Reanimator serum p.87
Jenarth’ - Whip p.87
melee weapons Dark Fire - Arcan fire p.87
Black steel dagger p.80
Professor Deadman - Mi-Go Head p.87
Black steel saber p.80
Elder sword p.80
Irem dagger p.80
Appendix c
Shaggai sword p.80 art book p.88
The electifier p.80
Appendix D
special abilities p.80
chapter 11
Insane p.80
Mythos aura p.80 REFERENCE SHEET p.136
Dark master p.80 chapter 12
mythos artefacts keywords p.137
Cursed idole p.80 chapter 13
Dreamland gate p.80
Elder sign p.81
credits p.138
chapter 14
Elder sign medalion p.81
Eldrich ichor p.81 summary p.139
Sigil of blood p.81
Suppurator p.81

casting a spell p.82


Spell books p.82
Augur p.82
Bind zombies p.82
Bless blade p.82
Blessing of the Black Sun p.82
Blessing of Dagon p.83
Call simoun p.83
Circle of nausea p.83
Clutch of Nyogtha p.83
Curse of Azatoth p.83
Defelect arm p.83
Drowning p.83
Enchant unit p.83
Fog p.83
Horror p.84
Life drain p.84
Mesmerism p.84
Mind blast p.84
Mythos barrier p.84

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