Deep cover COMMAND BUNKER MUNITIONS BUNKER
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Deep cover COMMAND BUNKER MUNITIONS BUNKER
MC01 1/2 Deep cover Any unit holding Deep Cover cannot be attacked by any unit more than 2 hexes away. MUNITIONS BUNKER Any unit holding the Munitions Bunker may be issued an additional order each round, usable only to attack. VZ 2 COMMAND BUNKER VZ 1 If one of your units is holding the Command Bunker at the end of a round, you may recover one of your used Bronze or Silver command cards. VZ 3 MC01 2/2 RADAR NETWORK Any unactivated unit holding the Radar Network may make a free guard attack on any unit that moves within its LOS. (Limit 1 per round.) VZ 5 SNIPER ROOST Any unit holding the Sniper Roost has LOS to and from any other hex on the board. VZ 4 TRIAGE CENTRE If one of your units is holding the Triage Centre, heal that unit one health at the beginning of each of your turns. VZ 7 COMMUNICATIONS STATION If one of your units holds the Communications Station at the beginning of the round, you may issue an additional gold order that round. VZ 6 If you hold the Command Tower at the end of the round, you become the first player. VZ 9 If one of your units holds the Reinforcements Zone at the beginning of a round, you may recover one of your destroyed bronze units, at maximum health, on an adjacent hex, if able. Place an order token on that unit when it is returned to the board. REINFORCEMENTS ZONE VZ 8 Count 3 additional Victory Points (in addition to those printed on the map) if one of your units is holding The Relic. THE RELIC command tower VZ 10