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

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