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The unit cards for AT43's Karman faction. Space gorillas!
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Another game aid by Universal Head
The Esoteric Order of Gamerswww.orderofgamers.com
Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com
@EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers
Universal Head. Design That Works. www.universalhead.com
These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Game: AT-43
Publisher: Rackham Entertainment (2006)
Karman unit cards v1 initial releasev1.1 Trikes updated, Venerable and Saint stats correctedv1.2 Heroes updated with info on which units they can leadv1.3 K-Burner Mentor and Yeti units errors fixed.v1.4 updated K-Burner pics; fixed Arceo card. Easy and Thunder Trike cards fixed.v2 Added support teamsv2.1 Incorrect name and symbol on Kongaroo card fixed
v2.1Jul 2014
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
STANDARD ORGANIZATIONKARMAN
PLATOON PATTERNLIBRA
PLATOON PATTERNNOVA
PLATOON PATTERNFLUX
PLATOON PATTERNARCEO
Platoon Pattern
Infantry unit () !
Infantry unit ()
Infantry unit ( / /)
AFV unit ()
AFV unit ( / /) or infantry unit ()
General Notes
An Officer replaces a standard fighter; his cost is added.
All the Special Weapon Bearers in a unit must carry the same weapon.
Each Specialist replaces a standard fighter for free.
Extra Fighters:
- cost of each fighter added to the standard number without exceeding the maximum number
– cost of each fighter to exceed the maximum number when there is an officer in the unit. Officer’s numbers bonus is the most that can be added.
– a unit must be at its maximum number of fighters in order to have more than one special weapon bearer.
Advantage
At the end of his unit’s activation, each medic can bring back into the game a soldier of his unit who was eliminated.
Disadvantage
All Karman units must include an officer.
Platoon Pattern
Infantry unit () !
Infantry unit ()
Infantry unit ( / /)
Infantry unit ( / /)
AFV unit ( / /) or soldier unit ()
Advantage
Each time your opponent spends leadership points, you can spend an equal number to cancel the effect he wishes to activate.
Disadvantage
The choice of who goes first is always left to the opponent. When there are several Nova companies, the players need to agree on who begins.
Platoon Pattern
Infantry unit () !
Infantry unit ()
Infantry unit () or vehicle ()
AFV unit ()
AFV unit ()
Advantage
Flux AFVs can control objectives.
Disadvantage
After company building, your highest ranking officer must be the officer of an AFV unit.
Platoon Pattern
Infantry unit () !
Infantry unit ( /)
Infantry unit ( /) or vehicle unit ( /)
AFV unit ( /)
AFV unit ( / /)
Advantage
AFVs may be given the Take Cover! combat drill like infantry.
Disadvantage
The maximum number of fighters in Type 1 and 2 infantry units is reduced by 1, with no change to the AP value. However, the player may pay the cost of an extra fighter to reach the original number.
Platoon Pattern
Infantry unit () !
Infantry unit ( /)
Infantry unit ( / /) or AFV unit ( /)
AFV unit ( /)
AFV unit ( /)
KA
RM
AN
PL
ATO
ON
PA
TT
ER
NS
O
NLY
ON
E P
LA
TOO
N P
AT
TE
RN
CA
N B
E U
SE
D A
T A
TIM
E
IN
DIC
AT
ES
FIG
UR
E IS
AD
DE
D T
O U
NIT
BU
T D
OE
S N
OT
CO
UN
T IN
TH
E N
UM
BE
R F
IGH
TE
RS
(SO
IT IS
PO
SS
IBLE
TO
EX
CE
ED
TH
E M
AX
IMU
M N
UM
BE
R O
F F
IGH
TE
RS
).
IN
DIC
AT
ES
FIG
UR
E R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R.
IN
BO
TH
CA
SE
S T
HE
FIG
UR
E’S
CO
ST
IS A
DD
ED
TO
TH
AT
OF
TH
E U
NIT
.
A
So
ldie
r sl
ot
ma
y b
e u
sed
to
fie
ld a
un
it o
f S
old
iers
.
A
Su
pp
ort
un
it s
lot
ma
y b
e u
sed
to
fie
ld a
Su
pp
ort
un
it.
A
n In
fan
try
slo
t m
ay
be
use
d t
o fi
eld
eit
he
r a
un
it o
f S
old
iers
or
a S
up
po
rt u
nit
.
A
Str
ide
r sl
ot
ma
y b
e u
sed
to
fie
ld a
un
it o
f S
trid
ers
.
A
Ve
hic
le s
lot
ma
y b
e u
sed
to
fie
ld a
un
it o
f V
eh
icle
s.
A
n A
FV
slo
t m
ay
be
use
d t
o fi
eld
eit
he
r a
un
it o
f S
trid
ers
or
a u
nit
of
Ve
hic
les.
18 9 6 8
2 2 -
18
18
9
9
7
7
7
7
6
6
5
5
3
3
18
1825
8
810
6
614
6
66
7
77
7
77
3
3-
CORNELIUSVENERABLE
Standard Ranged
Super J-Grip 1 8 1/0 - 10/2
Super J-Grip 2 8 1/0 - 10/2
Standard Ranged
Jammer pistol 3 2/0 - 4+/1 Jammer
Standard Ranged
Jammer pistol 3 2/0 - 4+/1 Jammer
Grenades 0 1/0 1 5/1 Indirect fire
Standard Ranged
ZZ-Rifles 1 5 4/0 - 6/1
ZZ-Rifles 2 5 4/0 - 6/1
Standard Ranged
ZZ-Rifles 1 5 4/0 - 6/1
ZZ-Rifles 2 5 4/0 - 6/1
Grenades 0 1/0 1 5/1 Indirect fire
ME
NTO
R F
RE
EZ
ER
O
FF
ICE
R O
F A
NY
TY
PE
1 S
OLD
IER
UN
IT
AD
DE
D T
O U
NIT
D
OE
S N
OT
CO
UN
T T
OW
AR
DS
ITS
NU
MB
ER
OF
FIG
HT
ER
S
SA
INT
AN
UM
AN
O
FF
ICE
R O
F A
NY
TY
PE
1 S
OLD
IER
UN
IT
AD
DE
D T
O U
NIT
D
OE
S N
OT
CO
UN
T T
OW
AR
DS
ITS
NU
MB
ER
OF
FIG
HT
ER
S
SA
INT
AN
UM
AN
+ G
RE
NA
DE
S
OF
FIC
ER
OF
AN
Y T
YP
E 1
SO
LDIE
R U
NIT
A
DD
ED
TO
UN
IT
DO
ES
NO
T C
OU
NT
TO
WA
RD
S IT
S N
UM
BE
R O
F F
IGH
TE
RS
VE
NE
RA
BLE
CO
RN
ELI
US
O
FF
ICE
R O
F A
NY
WE
ND
IGO
UN
IT
AD
DE
D T
O U
NIT
D
OE
S N
OT
CO
UN
T T
OW
AR
DS
ITS
NU
MB
ER
OF
FIG
HT
ER
S
VE
NE
RA
BLE
CO
RN
ELI
US
+ G
RE
NA
DE
SO
FF
ICE
R O
F A
NY
WE
ND
IGO
UN
IT
AD
DE
D T
O U
NIT
D
OE
S N
OT
CO
UN
T T
OW
AR
DS
ITS
NU
MB
ER
OF
FIG
HT
ER
S
FREEZER MENTOR
ANUMAN SAINT
ANUMAN SAINT
Equipment & Abilities
Concentrate Fire! Cornelius gives this ability to all the Wendigo units on his side.
The player can re-roll all of the unit’s failed damage tests once more. Announce the use of this ability before the shooting by shouting Concentrate Fire!
Equipment & Abilities
Concentrate Fire! Cornelius gives this ability to all the Wendigo units on his side.
The player can re-roll all of the unit’s failed damage tests once more. Announce the use of this ability before the shooting by shouting Concentrate Fire!
Equipment & Abilities
Super J GripsWhen used against AFVs, considered to be jammers. The player may choose to use the natural of the J-grips.
Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Nova Jammer When a unit from Anuman’s company eliminates an AFV using a Jammer weapon, the AFV is now controlled by Anuman’s company in the state it was in before its last damage test. Only one enemy AFV can be controlled at a time. Heroic pilot’s AFVs are immune.
Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Vehicle Variable altitude, limited shooting arc (180º front or back for each pair of weapons).
Heroic Pilot
For other Anuman equipment and abilities, see his card.
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Nova Jammer When a unit from Anuman’s company eliminates an AFV using a Jammer weapon, the AFV is now controlled by Anuman’s company in the state it was in before its last damage test. Only one enemy AFV can be controlled at a time. Heroic pilot’s AFVs are immune.
Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1 Lt. ZZ-Cannon 2 8 2/1 - 15/1 Lt. ZZ-Cannon 3 8 2/1 - 15/1 Lt. ZZ-Cannon 4 8 2/1 - 15/1
AN
UM
AN
AB
OA
RD
‘JIN
DO
-U
N’
SO
LO A
FV
UN
IT
CORNELIUSVENERABLE
ANUMANABOARD ‘JINDO-UN’
SAINT
90 OFFICER OF ANY TYPE 1 SOLDIER UNIT 135 OFFICER OF ANY TYPE 1 SOLDIER UNIT
140 OFFICER OF ANY TYPE 1 SOLDIER UNIT
155 OFFICER OF ANY WENDIGO UNIT
160 OFFICER OF ANY WENDIGO UNIT 645 SOLO AFV UNIT
18
18
10
10
6
6
6
6
4
4
4
4
2
3
25 12 12 6
4 4 -
LUCIUSGURU
Standard Ranged
Drum gun 1 3 4/0 - 8/1
Drum gun 2 3 4/0 - 8/1
Standard Ranged
Drum gun 1 3 4/0 - 8/1
Drum gun 2 3 4/0 - 8/1
Grenades 0 1/0 1 5/1 Indirect fire
GU
RU
LU
CIU
S
OF
FIC
ER
OF
AN
Y T
YP
E 1
OR
2 IN
FAN
TR
Y U
NIT
A
DD
ED
TO
UN
IT
DO
ES
NO
T C
OU
NT
TO
WA
RD
S IT
S N
UM
BE
R O
F F
IGH
TE
RS
GU
RU
LU
CIU
S +
GR
EN
AD
ES
O
FF
ICE
R O
F A
NY
TY
PE
1 O
R 2
INFA
NT
RY
UN
IT
AD
DE
D T
O U
NIT
D
OE
S N
OT
CO
UN
T T
OW
AR
DS
ITS
NU
MB
ER
OF
FIG
HT
ER
S
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Guerilla Technique Lucius gives Stealth to his unit when it is behind cover and has the Take Cover! drill. Any shot (including locked shots) from beyond range 1 is an automatic failure.
Heroic Pilot
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Guerilla Technique Lucius gives Stealth to his unit when it is behind cover and has the Take Cover! drill. Any shot (including locked shots) from beyond range 1 is an automatic failure.
Heroic Pilot
Equipment & Abilities
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Vehicle Variable altitude, limited shooting arc (180º front or back for each pair of weapons).
Heroic Pilot
For other Lucius equipment and abilities, see his card.
Standard Ranged
Lt. Drum cannon 1 5 4/0 - 8/1 Lt. Drum cannon 2 5 4/0 - 8/1 Lt. ZZ-Cannon 1 8 2/1 - 15/1 Lt. ZZ-Cannon 2 8 2/1 - 15/1
LUC
IUS
AB
OA
RD
‘DIA
MO
ND
’S
OLO
AF
V U
NIT
LUCIUSGURU
LUCIUSABOARD ‘DIAMOND’
GURU
485 SOLO AFV UNIT
140 OFFICER OF ANY TYPE 1 OR 2 INFANTRY UNIT
145 OFFICER OF ANY TYPE 1 OR 2 INFANTRY UNIT
1818 88 66 66
76 75 22
181818 888 666 666
43 32 213 1 -
AN
AK
ON
GA
OF
FIC
ER
S
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
FIG
HT
ER
ANAKONGA SAINT
ANAKONGA VENERABLE
ANAKONGA GURU
ANAKONGA GUIDE
ANAKONGA MENTOR
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Equipment & Abilities as per unit
Equipment & Abilities as per unit
Equipment & Abilities as per unitEquipment & Abilities as per unit
Equipment & Abilities as per unit
+10
+55
+15
+75
+30
1818 88 66 66
76 75 22
181818 888 666 666
43 32 213 1 -
KA
PTA
R O
FF
ICE
RS
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R
KAPTAR SAINT
KAPTAR VENERABLE
KAPTAR GURU
KAPTAR GUIDE
KAPTAR MENTOR
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Equipment & Abilities as per unit
Equipment & Abilities as per unit
Equipment & Abilities as per unitEquipment & Abilities as per unit
Equipment & Abilities as per unit
+10
+55
+15
+75
+30
18 8 6 6 18 188 86 66 6
18 8 6 6 18 188 86 66 6
ANAKONGAS ANAKONGAS
ANAKONGAS
KAPTARS KAPTARS
KAPTARS
AN
AK
ON
GA
INFA
NT
RY
MA
XIM
UM
UN
IT
8 F
IGH
TE
RS
INC
LUD
ING
2
SP
EC
IAL
WE
AP
ON
S +
0-
1 S
PE
CIA
LIS
T +
0-
1 O
FF
ICE
R
8 8
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
AN
AK
ON
GA
INFA
NT
RY
S
TAN
DA
RD
UN
IT
4 F
IGH
TE
RS
INC
LUD
ING
0
-1
SP
EC
IALI
ST
+ 0
-1
OF
FIC
ER
4
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
0-1 0-1 0-1
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Drum gun 3 4/0 - 8/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Flamer [25] 1/0 4 9/1 Indirect fire Projection
22
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
KA
PTA
R IN
FAN
TR
Y
S
TAN
DA
RD
UN
IT
4 F
IGH
TE
RS
INC
LUD
ING
0
-1
SP
EC
IALI
ST
+ 0
-1
OF
FIC
ER
4
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
0-1
KA
PTA
R IN
FAN
TR
Y
M
AX
IMU
M U
NIT
8
FIG
HT
ER
S IN
CLU
DIN
G
2 S
PE
CIA
L W
EA
PO
NS
+ 0
-1
SP
EC
IALI
ST
+ 0
-1
OF
FIC
ER
8 8
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
Specialist
Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.
0-1 0-1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
ZZ-gun 6 2/1 - 15/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Sniper gun 9 2/0 - 9/1 Sniper
2 2
STD 250 . 65/ MAX 500 . 65/ MAX 500 . 65/
4 F
IGH
TE
RS
2
50
E
XT
RA
FIG
HT
ER
65
8 F
IGH
TE
RS
5
00
E
XT
RA
FIG
HT
ER
65
STD 250 . 65/
4 F
IGH
TE
RS
2
50
E
XT
RA
FIG
HT
ER
65
MAX 500 . 65/ MAX 500 . 65/
8 F
IGH
TE
RS
5
00
E
XT
RA
FIG
HT
ER
65
1818 99 77 77
76 75 22
181818 999 777 777
43 32 213 1 -
YE
TI O
FF
ICE
RS
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R
YETI SAINT
YETI VENERABLE
YETI GURU
YETI GUIDE
YETI MENTOR
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Equipment & Abilities as per unit
Equipment & Abilities as per unit
Equipment & Abilities as per unitEquipment & Abilities as per unit
Equipment & Abilities as per unit
+10
+55
+15
+75
+30
1818 99 77 77
76 75 22
181818 999 777 777
43 32 213 1 -
WE
ND
IGO
OF
FIC
ER
S
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
FIG
HT
ER
WENDIGO SAINT
WENDIGO VENERABLE
WENDIGO GURU
WENDIGO GUIDE
WENDIGO MENTOR
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Equipment & Abilities as per unit
Equipment & Abilities as per unit
Equipment & Abilities as per unitEquipment & Abilities as per unit
Equipment & Abilities as per unit
+10
+55
+15
+75
+30
18 9 7 7 18 189 97 77 7
18 9 7 7 18 189 97 77 7
WENDIGOS WENDIGOS
WENDIGOS
YETI YETI
YETI
WE
ND
IGO
INFA
NT
RY
MA
XIM
UM
UN
IT
8 F
IGH
TE
RS
INC
LUD
ING
2
SP
EC
IAL
WE
AP
ON
S +
0-
1 S
PE
CIA
LIS
T +
0-
1 O
FF
ICE
R
8 8
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
WE
ND
IGO
INFA
NT
RY
STA
ND
AR
D U
NIT
4
FIG
HT
ER
S IN
CLU
DIN
G
0-
1 S
PE
CIA
LIS
T +
0-
1 O
FF
ICE
R
4
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
Announce the use of this ability by shouting Medic! right after the fighter is eliminated.
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
Announce the use of this ability by shouting Medic! right after the fighter is eliminated.
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
Announce the use of this ability by shouting Medic! right after the fighter is eliminated.
0-1 0-1 0-1
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Special Weapons
Drum gun 4 4/0 - 8/1
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Special Weapons
Grenade launcher 4 2/0 3 5/1 Indirect fire
2 2
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
YE
TI I
NFA
NT
RY
STA
ND
AR
D U
NIT
4
FIG
HT
ER
S IN
CLU
DIN
G
0-
1 S
PE
CIA
LIS
T +
0-
1 O
FF
ICE
R
4
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
0-1
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
YE
TI I
NFA
NT
RY
MA
XIM
UM
UN
IT
8 F
IGH
TE
RS
INC
LUD
ING
2
SP
EC
IAL
WE
AP
ON
S +
0-
1 S
PE
CIA
LIS
T +
0-
1 O
FF
ICE
R
8 8
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
Specialist
Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.
0-1 0-1
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Special Weapons
Rocket launcher 2 3/0 - 12/2
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Special Weapons
Flamer [25] 1/0 4 9/1 IF, Projection
2 2
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
STD 250 . 60/ MAX 500 . 60/ MAX 500 . 60/
4 F
IGH
TE
RS
2
50
E
XT
RA
FIG
HT
ER
60
8 F
IGH
TE
RS
5
00
E
XT
RA
FIG
HT
ER
60
STD 300 . 70/
4 F
IGH
TE
RS
3
00
E
XT
RA
FIG
HT
ER
70
MAX 600 . 70/ +50 MAX 600 . 70/
8 F
IGH
TE
RS
6
00
E
XT
RA
FIG
HT
ER
70
18 18 18
18 18 18
10 10 10
10 10 10
11 11 11
11 11 11
7 7 7
7 7 7
3 3 31 1 1- - -
K-
SH
OO
TE
R O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
FIG
HT
ER
K-W
AR
RIO
R O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
FIG
HT
ER
K-WARRIOR MENTOR
K-SHOOTER MENTOR
Standard Ranged
Mortar gun 1 4 2/0 4 7/1 Indirect fire
Mortar gun 2 4 2/0 4 7/1 Indirect fire
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
Standard Ranged
ZZ-gun 7 3/1 - 15/1
Concentrate Fire! Can re-roll all of the unit’s failed damage
tests once more. Announce by shouting ‘Concentrate FIre!’
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
Equipment & Abilities as per unit Equipment & Abilities as per unit
K-WARRIORS K-SHOOTERSK-FIGHTERS
K-
FIG
HT
ER
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R
K-FIGHTER MENTOR
Standard Ranged
Jammer 1 5 2/0 - 2+/1 Jammer
Jammer 2 5 2/0 - 2+/1 Jammer
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
Equipment & Abilities as per unit
Equipment & Abilities
Stability: not grounded when caught in the area of effect of an indirect fire weapon
K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).
Equipment & Abilities
Stability: not grounded when caught in the area of effect of an indirect fire weapon
K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).
Equipment & Abilities
Stability: not grounded when caught in the area of effect of an indirect fire weapon
K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).
STA
ND
AR
D2
FIG
HT
ER
S
45
0
STA
ND
AR
D2
FIG
HT
ER
S
375
Standard Ranged
Mortar gun 1 4 2/0 4 7/1 Indirect fire
Mortar gun 2 4 2/0 4 7/1 Indirect fire
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
Standard Ranged
ZZ-gun 7 3/1 - 15/1
Concentrate Fire! Can re-roll all of the unit’s failed damage
tests once more. Announce by shouting ‘Concentrate FIre!’
Close Combat
Spr power grip 1 7 1/0 - 10/2Spr power grip 2 7 1/0 - 10/2
K-
SH
OO
TE
R IN
FAN
TR
Y S
TD
UN
IT
2 F
IGH
TE
RS
INC
LUD
ING
0-
1 O
FF
ICE
R
K-W
AR
RIO
R IN
FAN
TR
Y S
TD
UN
IT
2 F
IGH
TE
RS
INC
LUD
ING
0-
1 O
FF
ICE
R2 2
Standard Ranged
Jammer 1 5 2/0 - 2+/1 Jammer
Jammer 2 5 2/0 - 2+/1 Jammer
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
2
STA
ND
AR
D2
FIG
HT
ER
S
42
5
K-
FIG
HT
ER
INFA
NT
RY
ST
D U
NIT
2
FIG
HT
ER
S IN
CLU
DIN
G 0
-1
OF
FIC
ER
+10 +10 +10
STD 375STD 450STD 425
18
18
10
10
11
11
7
7
3 1 -
K-BURNER
K-
FIG
HT
ER
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R
K-BURNER MENTOR
Standard Ranged
Flamer 1 [25] 1/0 4 9/1 IF, Projection
Flamer 2 [25] 1/0 4 9/1 IF, Projection
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
Equipment & Abilities as per unit
Equipment & Abilities
Stability: not grounded when caught in the area of effect of an indirect fire weapon
K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).
Standard Ranged
Flamer 1 [25] 1/0 4 9/1 IF, Projection
Flamer 2 [25] 1/0 4 9/1 IF, Projection
Close Combat
Spr power grip 1 7 1/0 - 10/2
Spr power grip 2 7 1/0 - 10/2
2
STA
ND
AR
D2
FIG
HT
ER
S
375
K-
BU
RN
ER
INFA
NT
RY
ST
D U
NIT
2
FIG
HT
ER
S IN
CLU
DIN
G 0
-1
OF
FIC
ER
+10
STD 375
AD
DIT
ION
AL
EQ
UIP
ME
NT
O
PTI
ON
S+
GR
EN
AD
ES
AD
DIT
ION
AL
EQ
UIP
ME
NT
O
PTI
ON
S+
GR
EN
AD
ES
AD
DIT
ION
AL
EQ
UIP
ME
NT
O
PTI
ON
S+
GR
EN
AD
ES
AD
DIT
ION
AL
AB
ILIT
YO
PTI
ON
S+
KA
RM
IC W
AR
RIO
R
AD
DIT
ION
AL
AB
ILIT
YO
PTI
ON
S+
KA
RM
IC W
AR
RIO
R
AD
DIT
ION
AL
AB
ILIT
YO
PTI
ON
S+
KA
RM
IC W
AR
RIO
R
AD
DIT
ION
AL
EQ
UIP
ME
NT
& A
BIL
ITIE
S
PL
AC
E U
ND
ER
UN
IT C
AR
D /
NO
TE
NE
W C
OS
T O
F E
XT
RA
FIG
HT
ER
S
YE
TIS
YE
TIS
YE
TIS
YE
TIS
(NO
RO
CK
ET
LA
UN
CH
ER
)Y
ET
IS (N
O R
OC
KE
T L
AU
NC
HE
R)
YE
TIS
(NO
RO
CK
ET
LA
UN
CH
ER
)
AN
AK
ON
GA
SA
NA
KO
NG
AS
AN
AK
ON
GA
S
AN
Y K
AR
MA
N U
NIT
AN
Y K
AR
MA
N U
NIT
AN
Y K
AR
MA
N U
NIT
+5
AP
PE
R F
IGH
TE
R+
5 A
P P
ER
FIG
HT
ER
+5
AP
PE
R F
IGH
TE
R
KA
PTA
RS
KA
PTA
RS
KA
PTA
RS
WE
ND
IGO
SW
EN
DIG
OS
WE
ND
IGO
S
AN
AK
ON
GA
SA
NA
KO
NG
AS
AN
AK
ON
GA
S
KA
PTA
RS
KA
PTA
RS
KA
PTA
RS
WE
ND
IGO
SW
EN
DIG
OS
WE
ND
IGO
S
Ad
dit
ion
al E
qu
ipm
en
t
Gre
na
de
s 0
1/
0
1 5
/1
Ind
ire
ct f
ire
Ad
dit
ion
al E
qu
ipm
en
t
Gre
na
de
s 0
1/
0
1 5
/1
Ind
ire
ct f
ire
Ad
dit
ion
al E
qu
ipm
en
t
Gre
na
de
s 0
1/
0
1 5
/1
Ind
ire
ct f
ire
Ad
dit
ion
al A
bili
tyA
dd
itio
na
l Ab
ility
Ad
dit
ion
al A
bili
ty
Ka
rmic
Wa
rrio
r O
nc
e p
er
ga
me
, th
e u
nit
ma
y re
-ro
ll o
r fo
rce
an
oth
er
pla
yer
to r
e-r
oll
an
y te
st t
ha
t is
ta
ken
by
the
un
it o
r a
un
it t
arg
eti
ng
it.
Th
e n
ew
re
sult
re
pla
ces
the
p
revi
ou
s o
ne.
Ka
rmic
Wa
rrio
r O
nc
e p
er
ga
me
, th
e u
nit
ma
y re
-ro
ll o
r fo
rce
an
oth
er
pla
yer
to r
e-r
oll
an
y te
st t
ha
t is
ta
ken
by
the
un
it o
r a
un
it t
arg
eti
ng
it.
Th
e n
ew
re
sult
re
pla
ces
the
p
revi
ou
s o
ne.
Ka
rmic
Wa
rrio
r O
nc
e p
er
ga
me
, th
e u
nit
ma
y re
-ro
ll o
r fo
rce
an
oth
er
pla
yer
to r
e-r
oll
an
y te
st t
ha
t is
ta
ken
by
the
un
it o
r a
un
it t
arg
eti
ng
it.
Th
e n
ew
re
sult
re
pla
ces
the
p
revi
ou
s o
ne.
44
4
44
4
44
4
44
4
88
8
88
8
88
8
88
8
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
0/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 6
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
EA
CH
EX
TR
A F
IGH
TE
R A
DD
ED
NO
W 7
5/
+2
0+
20
+2
0
+4
0+
40
+4
0
+2
0+
20
+2
0
+4
0+
40
+4
0
+2
0+
20
+2
0
+4
0+
40
+4
0
+2
0+
20
+2
0
+4
0+
40
+4
0
3
3
1
1
-
-
30
30
30 30
3030
9
9
9 9
99
10
12
10 10
1212
6
6
6 6
66
DIRT TRIKE MENTOR
EASY TRIKE MENTOR
Standard Ranged
Light drumcannon 1 5 4/0 - 8/1
Light drumcannon 2 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Light jammer 1 5 2/0 - 2+/1 Jammer
Light jammer 2 5 2/0 - 2+/1 Jammer
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Light jammer 1 5 2/0 - 2+/1 Jammer
Light jammer 2 5 2/0 - 2+/1 Jammer
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Light jammer 1 5 2/0 - 2+/1 Jammer
Light jammer 2 5 2/0 - 2+/1 Jammer
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Light drumcannon 1 5 4/0 - 8/1
Light drumcannon 2 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Light drumcannon 1 5 4/0 - 8/1
Light drumcannon 2 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
DIR
T T
RIK
E O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
VE
HIC
LEE
AS
Y T
RIK
E O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
VE
HIC
LE
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
3 EASY TRIKES
DIR
T T
RIK
E A
FV
MA
XIM
UM
UN
IT
3 T
RIK
ES
INC
LUD
ING
0-
1 O
FF
ICE
RE
AS
Y T
RIK
E A
FV
MA
XIM
UM
UN
IT
3 T
RIK
ES
INC
LUD
ING
0-
1 O
FF
ICE
R
3 V
EH
ICLE
S
52
5E
XT
RA
VE
HIC
LE 1
753
VE
HIC
LES
75
0E
XT
RA
VE
HIC
LE 2
50
1 3
1
DIRT TRIKE DIRT TRIKES
EASY TRIKED
IRT
TR
IKE
AF
V S
TAN
DA
RD
UN
IT
1 T
RIK
E IN
CLU
DIN
G 0
-1
OF
FIC
ER
EA
SY
TR
IKE
AF
V S
TAN
DA
RD
UN
IT
1 T
RIK
E IN
CLU
DIN
G 0
-1
OF
FIC
ER
1 V
EH
ICLE
17
5E
XT
RA
VE
HIC
LE 1
751
VE
HIC
LE
25
0E
XT
RA
VE
HIC
LE 2
50
+15
+15 MAX 750 . 250/
STD 175 . 175/ MAX 525 . 175/
STD 250 . 250/
3
3
1
1
-
-
30
30
30 30
3030
9
9
9 9
99
10
12
10 10
1212
6
6
6 6
66
JUNGLE TRIKE MENTOR
THUNDER TRIKE MENTOR
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 8 2/1 - 15/1
Drum cannon 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 8 2/1 - 15/1
Drum cannon 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 8 2/1 - 15/1
Drum cannon 5 4/0 - 8/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
DIR
T T
RIK
E O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
VE
HIC
LEE
AS
Y T
RIK
E O
FF
ICE
R
OF
FIC
ER
RE
PL
AC
ES
A S
TAN
DA
RD
VE
HIC
LE
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
3 THUNDER TRIKES
DIR
T T
RIK
E A
FV
MA
XIM
UM
UN
IT
3 T
RIK
ES
INC
LUD
ING
0-
1 O
FF
ICE
RT
HU
ND
ER
TR
IKE
AF
V M
AX
IMU
M U
NIT
3
TR
IKE
S IN
CLU
DIN
G 0
-1
OF
FIC
ER
3 V
EH
ICLE
S
52
5E
XT
RA
VE
HIC
LE 1
753
VE
HIC
LES
75
0E
XT
RA
VE
HIC
LE 2
50
1 3
1
JUNGLE TRIKE JUNGLE TRIKES
THUNDER TRIKED
IRT
TR
IKE
AF
V S
TAN
DA
RD
UN
IT
1 T
RIK
E IN
CLU
DIN
G 0
-1
OF
FIC
ER
TH
UN
DE
R T
RIK
E A
FV
STA
ND
AR
D U
NIT
1
TR
IKE
INC
LUD
ING
0-
1 O
FF
ICE
R
1 V
EH
ICLE
17
5E
XT
RA
VE
HIC
LE 1
751
VE
HIC
LE
25
0E
XT
RA
VE
HIC
LE 2
50
+15
+15 MAX 750 . 250/
STD 200 . 200/ MAX 600 . 200/
STD 250 . 250/
3 33 1 11 - --
25 2525
25 2525
10 1010
10 1010
12 1212
12 1212
6 66
6 66
KING BUGGY MENTOR
THUNDER BUGGY MENTOR
JUNGLE BUGGY MENTOR
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Light Flamer 1 [25] 1/0 4 9/1 IF, Projection
Light Flamer 2 [25] 1/0 4 9/1 IF, Projection
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. Drum cannon 1 5 4/0 - 8/1
Lt. Drum cannon 2 5 4/0 - 8/1
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. Drum cannon 1 5 4/0 - 8/1
Lt. Drum cannon 2 5 4/0 - 8/1
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Light Flamer 1 [25] 1/0 4 9/1 IF, Projection
Light Flamer 2 [25] 1/0 4 9/1 IF, Projection
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Lt. ZZ-Cannon 3 8 2/1 - 15/1
Lt. ZZ-Cannon 4 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
Standard Ranged
Lt. ZZ-Cannon 1 8 2/1 - 15/1
Lt. ZZ-Cannon 2 8 2/1 - 15/1
Lt. ZZ-Cannon 3 8 2/1 - 15/1
Lt. ZZ-Cannon 4 8 2/1 - 15/1
Special Attack
BBQ Attack Equivalent of running over infantry.
KIN
G B
UG
GY
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D V
EH
ICLE
KIN
G B
UG
GY
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D V
EH
ICLE
JU
NG
LE B
UG
GY
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D V
EH
ICLE
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
1 11 KING BUGGY THUNDER BUGGYJUNGLE BUGGYK
ING
BU
GG
Y S
TAN
DA
RD
UN
IT
1 B
UG
GY
INC
LUD
ING
0-
1 O
FF
ICE
R
KIN
G B
UG
GY
STA
ND
AR
D U
NIT
1
BU
GG
Y IN
CLU
DIN
G 0
-1
OF
FIC
ER
JU
NG
LE B
UG
GY
STA
ND
AR
D U
NIT
1
BU
GG
Y IN
CLU
DIN
G 0
-1
OF
FIC
ER
1 V
EH
ICLE
4
00
1 V
EH
ICLE
4
25
1 V
EH
ICLE
5
25
+15 +15 +15
STD 400 STD 425STD 525
4 3 2
25
25
11
11
16
16
6
6
0 - 17 0
-13 25 10 14 6 4
25 10 14 6 4
KING MAMMOTH GURU
Standard Ranged
Hvy. ZZ-Cannon 8 4/1 - 17/1
Lt. Flamer 1 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 2 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 3 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 4 [25] 1/0 4 9/1 IF, Projection
Special Attack
BBQ Attack Equivalent of running over infantry.Curtain of Flames If Lt. Flamers not shot at end of move, units in shooting arc or hidden partially cannot see vehicle.
Standard Ranged
Hvy. ZZ-Cannon 8 4/1 - 17/1
Lt. Flamer 1 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 2 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 3 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 4 [25] 1/0 4 9/1 IF, Projection
Special Attack
BBQ Attack Equivalent of running over infantry.Curtain of Flames If Lt. Flamers not shot at end of move, units in shooting arc or hidden partially cannot see vehicle.
KIN
G M
AM
MO
TH
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D V
EH
ICLE
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment & Abilities
Vehicle Variable altitude; limited shooting arc.Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
DIR
T K
ON
GA
RO
O V
EH
ICLE
OF
FIC
ER
O
FF
ICE
R R
EP
LA
CE
S A
STA
ND
AR
D F
IGH
TE
R
Standard Ranged
Lt. Drum cannon 1 5 4/0 - 8/1
Lt. Drum cannon 2 5 4/0 - 8/1
Standard Ranged
Lt. Drum cannon 1 5 4/0 - 8/1
Lt. Drum cannon 2 5 4/0 - 8/1
DIRT KONGAROO MENTOR
DIRT KONGAROO
Abilities & Equipment
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Vehicle Variable altitude; limited shooting arc (front 180º).
Abilities & Equipment
Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.
Vehicle Variable altitude; limited shooting arc (front 180º).
BUNKER
ROOF
STRUCTURE
1 KING MAMMOTH
KIN
G M
AM
MO
TH
STA
ND
AR
D U
NIT
1
BU
GG
Y IN
CLU
DIN
G 0
-1
OF
FIC
ER
1 V
EH
ICLE
6
75
DIR
T K
ON
GA
RO
O V
EH
ICLE
ST
D U
NIT
1
CA
ME
L IN
CLU
DIN
G 0
-1
OF
FIC
ER
1 V
EH
ICLE
2
25
1
Only fighters of Size 2 or smaller can enter a bunker.
A unit in a bunker cannot be issued the Take Cover! drill.
Each bunker has a single access to the rear. The loophole allows a unit to shoot, but not fight in close combat.
Abilities
Improved Cover A unit in a bunker gets 3+ cover tests. This also applies to artillery strikes and indirect fire weapons, except Projection weapons.
Secured A bunker cannot be Sabotaged.
Damage
If the general structure of a bunker is destroyed, the whole bunker is destroyed. If the roof is destroyed, Improved Cover and Secured rules no longer apply and bunker weapons are destroyed.
Damage Location: 1-2 Roof; 3-5 General; 6 Weapon chosen by player, or roof if bunker is not armed.
+45
STD 675
+15
STD 225
18
18
8
8
6
6
6
6 18
18
8
8
6
6
6
6
KA
RM
AN
SU
PP
OR
T T
EA
MS
A
SU
PP
OR
T T
EA
M M
AY
FIL
L A
N ‘I
NFA
NT
RY
’ SLO
TC
ON
SID
ER
ED
RA
NK
3 U
NIT
S F
OR
MO
RA
LE (
TE
ST
WH
EN
1 F
IGH
TE
R L
EF
T)
ANAKONGA DRUM TEAM KAPTAR SNIPER TEAM
KAPTAR ZZ TEAMANAKONGA FLAMER TEAMA
NA
KO
NG
A D
RU
M S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
DR
UM
GU
NS
KA
PTA
R S
NIP
ER
SU
PP
OR
T T
EA
M2
FIG
HT
ER
S W
ITH
2 S
NIP
ER
GU
NS
AN
AK
ON
GA
FL
AM
ER
SU
PP
OR
T T
EA
M2
FIG
HT
ER
S W
ITH
2 F
LA
ME
RS
KA
PTA
R Z
Z S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
ZZ
-G
UN
S
2
2
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Drum gun 3 4/0 - 8/1
Standard Ranged
Drum pistol 1 6/0 - 5/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Flamer [25] 1/0 4 9/1 Indirect fire Projection
2
2
2
2
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
ZZ-gun 6 2/1 - 15/1
Standard Ranged
ZZ rifles 4 4/0 - 6/1
Close Combat
Power grip 6 1/0 - 10/1
Special Weapons
Sniper gun 9 2/0 - 9/1 Sniper
2
2
2 F
IGH
TE
RS
12
5
EX
TR
A F
IGH
TE
R 6
5
2 F
IGH
TE
RS
10
0
EX
TR
A F
IGH
TE
R 5
5
2 F
IGH
TE
RS
15
0
EX
TR
A F
IGH
TE
R 7
5
2 F
IGH
TE
RS
15
0
EX
TR
A F
IGH
TE
R 7
5
SUPPORT TEAM
SUPPORT TEAM
SUPPORT TEAM
SUPPORT TEAM
STD 125 . 65/
STD 150 . 75/ STD 150 . 75/
STD 100 . 55/
18
18
9
9
7
7
7
7 18
18
9
9
7
7
7
7
KA
RM
AN
SU
PP
OR
T T
EA
MS
A
SU
PP
OR
T T
EA
M M
AY
FIL
L A
N ‘I
NFA
NT
RY
’ SLO
TC
ON
SID
ER
ED
RA
NK
3 U
NIT
S F
OR
MO
RA
LE (
TE
ST
WH
EN
1 F
IGH
TE
R L
EF
T)
WENDIGO DRUM TEAM YETI FLAMER TEAM
WENDIGO GRENADE TEAM YETI ROCKET TEAMW
EN
DIG
O D
RU
M S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
DR
UM
GU
NS
YE
TI F
LA
ME
R S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
FL
AM
ER
S
WE
ND
IGO
GR
EN
AD
E S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
FL
AM
ER
S
YE
TI R
OC
KE
T S
UP
PO
RT
TE
AM
2 F
IGH
TE
RS
WIT
H 2
RO
CK
ET
LA
UN
CH
ER
S
2
2
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Special Weapons
Drum gun 4 4/0 - 8/1
Standard Ranged
ZZ rifles 5 4/0 - 6/1 OR
Maser strike 5 2/0 1 4/1 Indirect fire
Special Weapons
Grenade launcher 4 2/0 3 5/1 Indirect fire
2
2
2
2
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Special Weapons
Rocket launcher 2 3/0 - 12/2
Standard Ranged
Jungle rifle 4 4/1 - 5/1
Close Combat
Power grip 7 1/0 - 10/1
Special Weapons
Flamer [25] 1/0 4 9/1 IF, Projection
2
2
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
Equipment
Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.
2 F
IGH
TE
RS
15
0
EX
TR
A F
IGH
TE
R 7
0
2 F
IGH
TE
RS
15
0
EX
TR
A F
IGH
TE
R 8
0
2 F
IGH
TE
RS
12
5
EX
TR
A F
IGH
TE
R 7
0
2 F
IGH
TE
RS
2
25
E
XT
RA
FIG
HT
ER
10
5
SUPPORT TEAM
SUPPORT TEAM
SUPPORT TEAM
SUPPORT TEAM
STD 150 . 70/
STD 125 . 70/ STD 225 . 105/
STD 150 . 80/