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Post subject: ** Guidelines for WAS stats **
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"**" denotes a forumini extension that doesn't exist in official WAS (yet ). All the rest are official WAS stats.
Main Gunnery ratings
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9x460mm/45 -> 18/18/16/15 (Yamato)
9x406mm/50 -> 18/18/17/16 (Iowa)
9x406mm/45 -> 17/17/16/14 (Massachussets, Washington) & 16/16/15/13 (Rodney)
9x380mm -> 15/15/13/11 (Littorio)
8x380mm -> 15/15/14/12 (Richelieu, Hood, Bismarck, Warspite) & 15/15/14/13 (Tirpitz) & 15/14/13/11 (**Barham because it wasn't modernised)
6x380mm -> 14/14/13/11 (Repulse)
4x380mm -> 12/12/11/9 (Jean Bart)
**2x380mm -> 12/11/10/8 (Roberts) & 11/11/9/7 (GM 194)
12x356mm -> 15/15/14/11 (Tennessee) & 13/12/11/11+S.A. (Yamashiro)
10x356mm -> 15/15/13/12 (King George V)
8x356mm -> 14/14/13/11 (Kongo)
13x320mm -> 13/12/11/10 (Cesare)
12x305mm -> 11/10/9/9 (Okt. Rev.)
**12x305mm -> 13/12/10/9 (Rivadavia, Minas Gerais)
**4x305mm -> 11/11/10/8 (Kilkis)
9x280mm -> 13/13/12/11 (Scharnhorst)
6x280mm -> 12/12/11/10 (Graf Spee)
**4x283mm -> 11/10/10/8 (Sverige, due to long range training. Otherwise would be 11/10/9/7)
**4x254mm -> 10/9/8/6 (Vainamoinen)
**4x234mm -> 9/9/8/6 (Averoff)
10x203mm -> 10/10/9/7 (Myoko) & 9/9/8/7 (Salt Lake City)
9x203mm -> 9/8/8/6 (San Francisco)
8x203mm -> 9/9/8/6 (Tone, Zara) & 9/9/8/7 (Kent, Hipper, Suffren)
6x203mm -> 8/8/7/6 (Exeter), 8/8/7/5 (Aoba)
8(4)x203mm -> 8/8/7/6 (Saratoga)
6(3)x203mm -> 7/7/6/5 (Akagi)
**6x190mm -> ? (De Mayo)
9x180mm -> 8/7/6/5 (Kirov, low stats due to notoriously low Soviet gunnery performance)
15x152mm -> 9/8/8/7+SA (Boise)
12x152mm -> 8/8/8/7 (Cleveland) & 8/7/7/6 (Jamaica) & 8/8/7/6 (Belfast)
10x152mm -> 8/8/7/5 (Garibaldi)
9x152mm -> 8/7/6/6 (Gloire) & Koln (8/7/6/5)
16(8)x 152mm -> 7/7/6/6 (G. Zeppelin)
8x152mm -> 7/7/6/5 (Ajax, Sydney) & 7/7/6/4 (D' Aosta)
7x152mm -> 7/6/6/5 (De Ruyter)
6x152mm -> 6/6/5/5 (Yahagi)
3x150mm -> 5/5/4/3 (Normark)
7x140mm -> 6/6/5/- (Jintsu)
4x140mm -> 6/5/4/- (Oi)
5x138mm -> 5/5/4/- (Le Terrible, Milan)
4x130mm -> 4/4/3/- (Gromkiy)
16(8)x127mm -> 6/6/4/- (Shokaku)
8x127mm -> 6/5/5/- (Haida, Arunta, Phelps)
12(6)x127mm -> 6/5/5/- (Soryu)
6x127mm -> 5/5/4/- (Isokaze, Laffey)
5x127mm -> 5/5/4/- (Karl Galster) & 4/4/3/- (Shigure) & 4/4/3/- (Fletcher) & 4/4/3/-+S.A. (Hoel)
2x127mm -> 3/3/2/- (Samuel Roberts)
1x127mm -> 2/2/2/- (St. Lo, Gunston Hall)
6x120mm -> 5/5/4/- (Javelin, Vivaldi)
4x120mm -> 4/3/3/- (Saumarez)
16(8)x114mm -> 4/4/3/- (Ark Royal)
4x105mm -> 4/3/3/- (T27)
8x100mm -> 4/4/3/- (Akitsuki)
2x100mm -> 3/2/2/- (Pegaso)
1x100mm-> 2/2/1/- (Kennenth Mcalpine, Gabbiano Corvette, Sackville)
2x88mm -> 2/2/-/- (NMS Naluca)
1x80mm -> 2/1/-/- (Type 13 Subchaser)
Notice that Italian ships have lower gunnery than the rest.
Also, notice that for most Carriers you need to consider only half their Main guns for their stats, since they couldn't bear more than half in one direction.
Secondary and Tertiary Gunnery ratings
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12 × 152 mm/L55 SK-C/28 -> 7/7/6/5 (Bismarck)
16 x 133mm -> 5/5/4/- (King George V)
14 x 127mm -> 5/5/4/- (Tennessee)
14 x 105mm -> 5/5/4/- (Scharnhorst)
8 x 127mm -> 4/4/3/- (Myoko)
16 x 100mm -> 5/5/3/- (Bolzano)
12 x 100mm -> 4/4/3/- (Richelieu)
8 x 100mm -> 4/4/3/- (Jamaica, Warspite)
Notice that German Secondaries are rated higher than normal.
Torpedoes of Ships
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3/3/2/1
16x610mm (4xIIII) (Myoko)
8x610mm (2xIIII) (Jintsu, Yukikaze)
3/2/1/1
12x610mm (4xIII) (Tone)
2/2/1/1
4x610mm (1xIIII) (Akitsuki)
8x610mm (2xIIII) (Yahagi)
2/2/1/-
10x533mm (2xIIIII) (Javelin)
10x533mm (Hoel, Laffey)
9x550mm (3xIII) (Le Terrible)
8x533mm (2xIIII) (Ajax)
6x533mm (2xIII) (Exeter, Jamaica)
6x533mm (T27)
2/2/-/-
5 or 10x533mm (2xIIIII) (Fletcher)
8x533mm (2xIIII) (Karl Galster)
2/1/1/-/
4x450mm (Pegaso)
2/1/-/-
8x533mm (4xII) (Bolzano)
6x533mm (2xIII) (D' Aosta)
4x533mm (Hood)
4 or 6x533mm (Tarigo)
8x533mm (2xIIII) (Graf Spee)
12x533mm (4xIII) (Koln, Hipper)
1/1/1/-
4x550mm (2xII) (Gloire)
4x533mm (1xIIII) (Arunta, Haida)
1/1/-/-
3x533mm (Samuel Roberts)
8x533mm (Atlanta) (!!!)
1/-/-/-
2x609mm (Rodney)
Notice that American (usually) and German ships (always) get less torpedoes than others and British get more than others. The increased range and number of Japanese torpedoes is because of their different type (610mm).
Cruisers have worse torpedo rating than destroyers due to worse manoeuvrability.
Also, notice that both the total number and the number per launcher matters.
AA ratings
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AA 9
20x5"/38 + 80x40mm + 49x20mm (Iowa)
16x105mm + 16x37mm + 84x20mm (Tirpitz)
AA 8 + Expert Antiair
16x5"/38 + 9x28mm (Atlanta)
AA 8
20x5"/38 + 16x28mm (Washington)
16x105mm + 16x37mm + 20x20mm (Bismarck)
14x105mm + 16x37mm + 16x20mm (Scharnhorst)
12x5"/38 + 48x40mm + 24x20mm (Baltimore)
12x5"/38 + 32x40mm (Cleveland)
AA 7
14x102mm + 24x40mm + 20x13mm (Hood)
12x105mm + 17x40mm + 8x37mm + 28x20mm (Admiral Hipper)
12x90mm + 20x37mm + 30x20mm (Littorio)
8x5"/38 + 16x28mm + 24x20mm + 24x13mm (Yorktown 1942)
8x102mm + 20x40mm + 12x20mm (Jamaica)
*8x127mm + 16x40mm + 12x20mm (St. Louis)
AA 6 + Heavy Antiair
6x5"/38 + 12x40mm + 11x20mm (Laffey)
AA 6
12x100mm + 4x37mm + 8x13mm (Bolzano)
8x5"/38 (Boise)
8x5"/38 + 8x13mm (San Francisco)
8x127mm + 2x13mm (Myoko)
5x5"/38 + 4x28mm + 6x20mm (Fletcher)
4x5"/38 + 2x47mm (Salt Lake City)
8x90mm + 24x40mm (Gloire)
6x105mm + 8x37mm + 10x20mm (Graf Spee)
6x100mm + 8x37mm + 12x13mm (Di Savoia)
6x88m + 8x37mm + 18x20mm (Koln)
AA 5
5x127mm + 4x37mm + 4x20mm (Karl Galster)
2x5"/38 + 4x40mm + 10x20mm (Butler)
AA 4
Pegaso, T27
ASW
ASW 6+Sub Hunter
8x projectors + 1x Hedgehog + 2x Racks (Roberts)
ASW 6
ASW 5
72 DC (Akitsuki)
6x K-Guns + 2x Racks, 56 DC (Fletcher)
8x projectors + 1x Hedgehog + 2x Racks (Butler)
2x Throwers + 1x Rack, 45 DC (Javelin)
Squid Triple-barreled mortars (Arunta)
2x Throwers Mk.IV + 1x Rail (Haida)
6×DCT (Pegaso)
ASW 4
36 DC (Yukikaze)
4x Launchers (Galster)
24 DC (Le Terrible)
T27
ASW 3 + Sub Hunter
3x Throwers + 2x Rails, 36 DC (Type 13 Subchaser)
ASW 3
32 DC (Tarigo)
ASW 2
16 DC (Yahagi)
Armour (depends mainly on Sides armour but it isn't as simple as looking at the thickness. Still it's indicative)
Armour 10
410mm (Yamato)
Armour 9
305mm (King George V), 307mm (Iowa), 359mm (Rodney), 328mm + 18mm/15° (Richelieu)
Armour 8
300mm (Yamashiro), 305mm (Washington), 320mm (Bismarck), 351mm (Littorio), Warspite, Hood,
Armour 7
248mm (Dunkerque), 254mm (Cesare), 320mm (Scharnhorst)
Armour 6
203mm (Kongo)
Armour 5
127mm (Cleveland), 146mm (San Francisco), 150mm (Zara), 152mm (Baltimore)
Armour 4
70mm (Bolzano), 80mm (Hipper), 89mm (Jamaica), 95mm (Atlanta), 102mm (Myoko), 105mm (Gloire), 114mm (Kent), 80+40mm (Graf Spee), 127mm (Tone), 140mm (Boise)
Armour 3
25mm (Canberra), 50mm (De Ruyter), 57mm (Yahagi), 64mm (Jintsu), 70mm (Karlrsuhe), 76mm (Exeter)
Representative armour values for cruisers
-(5/10/3): Zara: sides 100-150, deck 70, turrets 120-140, conning tower 150
-(5/10/3): Cleveland: sides 89-127, deck 51, turrets 76-165, conning tower 127
-(4/10/3): Brooklyn: sides 140, deck 51, turrets 165, conning tower 127
-(4/9/3): Bolzano: sides 70, deck 50, turrets 90, conning tower 100
-(4/9/3): Condottieri IV: sides 70, deck 35, turrets 90, conning tower 100
-(4/9/3): Tone: sides 102-127, deck 32-64, turrets 25, conning tower ?
-(4/9/3): Myoko: sides 102, deck 32, turrets 25, conning tower ?
-(4/9/3): Jamaica: sides 83-89, deck 51, turrets 25-51
Hull Sizes (depends mainly on standard displacement)
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Warships
Hull 6 - 50,000 tons (Iowa), 65,000 tons (Yamato)
Hull 5 - 32,000 tons (Kongo, Warspite), 41,000 tons (Littorio), 45,200 tons (Bismarck), 36,000 tons (CV-3)
Hull 4 - 20,000 tons (Ark Royal), 23,000 tons (Cesare), 26,500 tons (Dunkerque), 35,500 tons (Akagi)
Hull 3 - **3,685 tons (Cap. Romani), 6,000 tons (Atlanta), Baltimore (13,500 tons)
Hull 2 - 840 tons (Pegaso), 1,350 tons (Samuel Roberts), 2,000 tons (Fletcher), 2500 tons (Le Terrible)
Hull 1 - 25 tons (MTB), 438 tons (Type 13 Subchaser)
Notice that Carriers have lower hull points than other ships for the same size.
Armour/Vital/Hull of destroyers
2/8/2 - Akitsuki
3/7/2 - Fletcher
2/7/2 - Javelin, Yukikaze, Le Terrible,
1/6/2 - T27 (1294 tons)
1/5/2 - Pegaso (840 tons, 28 knots), S. Roberts (1350 tons, 23.5 knots)
1/4/2 - Sackville (950 tons, 16 knots)
Notice that the S. Roberts has lower armour, probably due to low speed/reduced ability to evade salvoes. The same for Sackville.
Speed for Ships
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Speed 3: PT Boat (40 knots), MTB (42 knots), Sboat (39 knots)
Speed 2 - High-speed run: Le Terrible (40 knots)
Speed 2 - Flankspeed: Bolzano (36 knots)
Speed 2: Kongo (26 knots), Yamato (27 knots), Laffey (35 knots), Fletcher (36.5 knots),
Speed 2 - Slow 1: Yamashiro (22.5 knots), Rodney (23 knots), Warspite (23.5 knots), Butler (24 knots)
Speed 2 - Slow 2: Tennessee (21 knots)
Speed 1: all submarines, Subchaser (16 knots), Fencer (16.5 knots), St. Lo (19 knots)
Notice that destroyers get lower stats than other ships for the same speed.
Speed for Aircraft (for special rules that limit aircraft movement)
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Since the max speed of a WW2 aircraft varied wildly depending on the altitude, we'll use a specific altitude as point of reference (4km) and give it 1 speed for each 15 knots, since for ships it's speed 2 at approx. 30 knots. Use this utility to find the exact speed at 4km of each aircraft.
For aircraft that we don't find exact speed at 4km , we take the mean speed between altitude 0 and max speed. If we can't find that either, then compare it with an existing aircraft.
(at 4 km altitude)
Speed 24 -> 667 km/h
Speed 23 -> 639 km/h
Speed 22 -> 611 km/h
Speed 21 -> 583 km/h e.g. Veltro
Speed 20 -> 555 km/h e.g. F6F3 Hellcat (562 km/h at 4km), Folgore
Speed 19 -> 528 km/h
Speed 18 -> 500 km/h e.g. Zeke, Wildcat, Sea Hurricane
Speed 17 -> 472 km/h
Speed 16 -> 444 km/h e.g. TBF Avenger (451 km/h at 4km), B-25H (442 km/h at 4km)
Speed 15 -> 416 km/h e.g. H8K1 Emily (426 km/h at 4km)
Speed 14 -> 389 km/h e.g. Kate (377 km/h at 4km), Ju87B2 (388km/h at 4km)
Speed 13 -> 361 km/h
Speed 12 -> 333 km/h
Speed 11 -> 306 km/h
Speed 11 -> 306 km/h
Speed 09 -> 278 km/h
Speed 08 -> 222 km/h e.g. Bre19B2 (212 km/h at 4 km)
Speed 07 -> 194 km/h
Speed 06 -> 167 km/h
Exact examples:
Zeke A6M2-21 (513 km/h at 4km): speed 18
Wildcat F4F3, F4F4 and FM-2 (497-503 km/h at 4km): speed 18
Sea Hurricane MkIb (491 km/h at 4km): speed 18
Gunnery (strafing) for aircraft
Gunnery 5: 1x75mm (B-25H Mitchell)
Gunnery 4: 4x 20mm (Beaufighter)
Gunnery 3: 6x 12.7mm (F4F-4) or 2x20mm
Gunnery 2: 1x20mm + a few 7.7mm (Zero), 2x12.7mm +2x7.7mm (Mc.202), 8x7.7mm (Sea Hurricane Ib)
**Gunnery 2: 4x 12.7mm (F4F-3)
**Gunnery 1: 2x 12.7mm (Ki-43)
Bombs
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EXPERT DIVE BOMBERS
- As normal Bomb attack
Bomb 11 - **Pe-2 (1,600 kg), **Ju87D (1,800 kg)
Bomb 10 - Dauntless (1,000 kg)
Bomb 9 - Ju87B (500 kg), Judy (500 kg), **Grace (800 kg)
Bomb 8 - Val (310 kg)
AVERAGE DIVE BOMBERS and LIGHT BOMBERS
- As normal Bomb attack
Bomb 8 - Barracuda (735 kg)
Bomb 7 - **Late 298 (600 kg), **SaabB17A (500 kg)
Bomb 6 - **Wirraway (460 kg)
Bomb 4 - **Loire (150 kg)
-As alternative payload
Bomb 7 - Avenger (907 kg)
Bomb 6 - Kate (750 kg)
Bomb 5 - **Jean (500 kg)
PATROL BOMBERS
- As High Level Bomb
Bomb 10 - Halifax GR.V
- As normal Bomb
Bomb 9 - Kondor (3,000 kg)
Bomb 6 - Emily (1,000 kg)
- As alternative payload
Bomb 6 - Catalina (1,800 kg), Betty (800 kg)
- As Skip Bomb
Bomb 7 - Mitchell (2,700 kg)
Submarines
Based on surf. displacement? Not sure.
Armour/Vital/Hull
3/7/2 -> 2,500 tons (I-26)
3/6/2 -> 1,100 tons (U-66), 1,290 tons (Truculent), 1,525 tons (Barb)
3/5/1 -> 620 tons (Ambra), *595 tons (Katsonis)
*2/5/1 -> 490 tons (Vetehinen)
*2/4/1 -> 370 tons (Sinsamudar), 254 tons (Vesikko)
*1/3/1 -> 114 tons (Saukko)
Torpedoes
3/3/2/1 -> 6x533mm (17 torpedoes) (I-19)
*4/4/2/- -> 14x450mm (36 torpedoes) (Cagni class)
4/3/2/- -> 11x533mm (17 torpedoes) (Truculent)
3/3/2/- -> 6x558mm (24 torpedoes) (U-66)
3/3/2/- -> 10x533mm (17 torpedoes) (Zwaarvisch)
3/3/2/- -> 10x533mm (24 torpedoes) (Archerfish)
3/3/1/- -> 10x533mm (24 torpedoes) (Barb)
3/2/1/- -> 6x533mm (12 torpedoes) (Ambra)
*2/2/1/- -> 6x533mm (10 torpedoes) (Marsuinul)
*2/1/1/- -> 6x533mm (7 torpedoes) (Katsonis, Delfinul [6 torp])
*2/1/1/- > 5x533mm (7 torpedoes) (Sinsamudar)
*2/1/1/- > 4x533mm (6 torpedoes) (Vetehinen)
*2/1/-/- -> (Saukko)
(Motor) Torpedo Boats
(These represent a squadron of boats, not a single one)
Armour/Vital/Hull
1/2/1 -> 24 tons (MAS 501), tons (PT Boat)
2/3/1 -> 100 tons (S-Boat)
Torpedoes
2xTT-450 -> 3/2/-/- (MAS501)
4xTT-533 -> 3/2/-/- (PT-71, S-Boat)
Main Gunnery
2 × 13.2mm -> AA 2 (MAS501)
Antiair
2 × 13.2mm -> AA 2 (MAS501)
ASW
? _________________
My new blog, specialised in the military equipment of Greece (1821-today).
Last edited by NeuralDream on Mon Jul 20, 2009 11:33 am; edited 78 times in total |
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Fri Dec 05, 2008 12:30 am |
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Posts: 1641

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Post subject: Guideline SA's
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___Guideline SA's___________________________
##############################################################################################
All these Special Abilities are color-coded. Black is for stock WaS, Brown is for Forumini Navies, Blue is for Repaints, and Red is for custom units.
** denotes a forumini extension that doesn't exist in official WaS (yet).
Note... Some SA's appear in more than one category.
Last edited by chesty on Mon Jul 20, 2009 5:50 am; edited 44 times in total |
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Mon May 25, 2009 9:37 am |
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Posts: 1641

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Post subject:
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___Air Unit SA's____________________________
##############################################################################################
Advanced Fighter - This unit rolls two extra dice when making Antiair attacks against Fighters.
(F6F Hellcat, F6F3 Hellcat, Hayabusa, KI-43 Oscar)
Advanced Fighter 1 - This unit rolls one extra die when making Antiair attacks against Fighters.
(A65M Zeke)
** Alternate Payload 5 - Once per game, this unit can make a 5-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(B4Y Jean)
Alternate Payload 6 - Once per game, this unit can make a 6-dice Bomb attack instead of a Torpedo attack during your Air Attack step.
(PBY Catalina, B5N2 Kate, G4M Betty)
Alternate Payload 7 - Once per game, this unit can make a 7-dice Bomb attack instead of a Torpedo attack during the Air Attack phase.
(TBM Avenger)
Antiship Missile - Once per game, this unit can make a range-1 Bomb attack using its range-0 attack value.
(FW-200 Kondor)
ASW Pinpointer - Ships roll one extra attack die when making ASW attacks against any submarine this unit attacks this turn.
(Halifax, Bolingbroke Mk IV, Bristol Blenheim Mk IV, Cant Z.501 Gabbiano)
** ASW Spotter - At the beginning of your Air Attack step, you may choose an enemy Submarine within range 2. Units roll one extra attack die when making ASW attacks against that Submarine this turn.
(Blenheim Mk IV)
Battleship Killer - This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(TBM Avenger)
Combat Air Patrol - At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Carrier and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft.
(F4F Wildcat, F6F Hellcat, A6M2 Zeke, Martlet Mk II, Re.2001CB, F4F3 Wildcat, FM2 Wildcat, F6F3 Hellcat, Corsair Mk II, Fairey Fulmar)
Combined Attack - While this unit is in the same sector as a friendly Dive Bomber, it rolls one extra attack die when making Torpedo attacks.
(Ju-88A-4)
** Convoy Air Escort - This unit rolls one extra die when making bomb attacks against enemy units that are in range 3 of friendly Auxiliary units.
(DO.22 Kg)
Defend the Flattop - While this unit is in the same sector as a friendly Carrier, it rolls one extra attack die when making Antiair attacks.
(F4F Wildcat, Sea Hurricane, FM2 Wildcat, Seafire)
Defensive Armament - Whenever this unit is attacked by an enemy fighter in the Air Defense phase, this unit gets +2 armor this turn.
(B-25 Mitchell, Halifax, H8K1 Emily)
Determined Attack - Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit can make either a Bomb attack or a Torpedo attack during the Air Attack phase. You get -1 on each attack die for that attack, or roll one less attack die for that Torpedo attack.
(Barracuda)
Divide the Defense - Once per game you can declare you're using Divide the Defense. If you do, each Ship in this unit's sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks and can't make Torpedo attacks this turn.
(Ju-88A-4)
Draw the CAP - At the end of the Air Mission phase, if this unit is in the same sector as an enemy Fighter, roll a die. On a 4 or higher, enemy fighters must attack this unit in the Air Defense phase if able.
(TBD Devastator)
Escort - If this unit is in the same sector as a friendly Bomber, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber
(F4F Wildcat, F6F Hellcat, Sea Hurricane, Bf-109 Emil, MC-202 Folgore, A6M2 Zeke, Martlet Mk II, F4F3 Wildcat, FM2 Wildcat, F6F3 Hellcat, C.205 Veltro, MB.151, MB.152, A-29 Kittyhawk, CAC Boomerang, B-339 Buffalo, P-40B Warhawk, Seafire, IAR 80C, Hayabusa, KI-43 Oscar, Dewoitine D.520, USMC F4U Corsair, Rogozarski IK-3, Corsair Mk II, I-16, B-239 Buffalo)
Expert Strafer - This unit can make Gunnery attacks without taking penalties to its armor or vital armor.
(Beaufighter)
** Expert Strafer 1 - This unit only suffers a -1 penalty to Armor and Vital Armor when strafing.
(A-29 Kittyhawk, USMC F4U Corsair)
** Expert Team Tactics - If there is a friendly P-40B in the local sector, this unit rolls one extra attack die when making Antiair attacks
(P-40B Warhawk)
** Feeble Interceptor - Whenever this unit attacks an enemy Bomber that has Defensive Armament, roll a die. On a 1, destroy this unit after its attack is resolved.
(Hayabusa, KI-43 Oscar)
Finish Him Off - This unit rolls one extra attack die when attacking damaged Ships.
(SM-79 Sparviero, SB2C Helldiver)
** First Carrier Ops - If it's the first turn of the game, this unit rolls two extra attack die when attacking.
(Corsair Mk II)
Great Agility - When an enemy Fighter rolls exactly 8 successes against this unit and would destroy it, abort this unit instead.
(A65M Zeke)
** Ground Attack - This unit only suffers -1 to Armor and Vital Armor when Strafing.
(Potez 631)
Harass from a Distance - This unit's Torpedo attack has range 1. When this unit makes a range 1 attack, it can't benefit from the Expert Torpedoes ability.
(B6N2 Jill)
Heavy Strafer - Once per game, this unit can make a range-1 Gunnery attack using its range-0 attack value.
(B-25 Mitchell)
Hi-Level Bomber - Whenever this unit makes a Bomb attack, it only scores hits on a 6. This unit can't hit Destroyers or Torpedo Boats with Bomb attacks.
(Halifax)
** Inferior Tactics - Enemy fighters roll one extra attack die when making Antiair attacks against this unit.
(F2A3 Buffalo)
Interceptor - If there are no enemy Fighters in the same sector as this unit, this unit rolls one extra attack die when making Antiair attacks against enemy Bombers.
(Bf-109 Emil, Dewoitine D.520, Potez 631, Blackburn Skua, Mosquito FB Mk 40, Mosquito FB Mk VI)
Kamikaze Attack - This unit can make a 10 dice Bomb attack instead of a Torpedo attack during your Air Attack phase. Destroy this unit after the attack.
(B6N2 Jill)
Land Based - This unit can't be based on a Carrier.
(Beaufighter, Ju-87 Stuka, MC-202 Folgore, Ju-87 Picchiatelli, A6M2 Kamikaze Zero, H8K Emily, C.205 Veltro, MB.151, MB.152, Ju-87D Stuka, CAC Wirraway, A-29 Kittyhawk, CAC Boomerang, B-339 Buffalo, Fokker D.XXI, PZL P.11, PZL P.24 G, P-40B Warhawk, IAR 80C, Hayabusa, KI-43 Oscar, CR.42 Falco, Dewoitine D.520, USMC F4U Corsair, Rogozarski IK-3, I-16, B-239 Buffalo, SAAB B17A, Pe-2 Peshka, Potez 631, Mosquito FB Mk 40, Mosquito FB Mk VI)
Light Defensive Armament - Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn.
(SB2C Helldiver, Ju-88A-4, Pe-2 Peshka)
Loiter - Rearming counters aren't placed on this unit during the Air Return step.
(PBY Catalina, H8K1 Emily, BV-138, Cant Z.501 Gabbiano)
** Low Level Attack - Once per turn, during your Air Attack step, you may declare that you are using Low Level Attack. If you do, this unit can make a Strafing attack and a Bombing attack against separate local targets. Normal strafing penalties apply to both attacks that turn.
(JRS 79 B1)
Lucky Hit - Whenever this unit hits an enemy Battleship with a Torpedo attack, roll a die. On a 5 or higher, that battleship can't move next turn.
(Swordfish)
Mission Selection - This unit counts as either a Dive Bomber or a Torpedo Bomber.
(Barracuda, B7A Grace)
Mission Selection - This unit counts as either a Dive Bomber or a Fighter. (Choose the unit's role when you place it during the Air Mission phase.)
(Re.2001CB, CAC Wirraway, Blackburn Skua, Mosquito FB Mk 40, Mosquito FB Mk VI)
Overstack - Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft.
(A6M2 Kamikaze Zero)
Pinpointer - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
(FW-200 Kondor, BV-138)
Press the Attack - Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit makes a Bomb attack during your Air Attack step but gets -1 on each attack die for that attack.
(SBD Dauntless, Ju-87 Picchiatelli, D3A Val, D4Y1 Judy, DO.22 Kj)
Rugged - When an enemy unit rolls exactly 8 successes against this unit with an Antiair attack and would destroy it, roll a die. On a 4 or higher, abort this unit instead.
(Martlet Mk II)
** Seaplane - This unit can't be based on a carrier that doesn't have the ability Seaplane Tender.
(Late 298, Loire 130, A6M2 Rufe, RO.43, DO.22 Kj, DO.22 Kg, Do.22 Kf)
Shadowing - At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
(PBY Catalina, H8K1 Emily, Fairey Fulmar)
** SISU - If this unit is in the same sector as a friendly Fighter, it rolls one extra attack die when making Antiair attacks.
(B-239 Buffalo)
Skip-Bomb - Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2.
(B-25 Mitchell)
Suicide Attack - This unit is destroyed at the end of the Air Attack phase if it isn't at the land airbase.
(A6M2 Kamikaze Zero)
Surprise - If it's the first turn of the game, this unit rolls one extra attack die when attacking.
(A6M2 Zeke, A65M Zeke)
Torpedo Swarm - Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
(SM-79 Sparviero)
Uncertain Arrival - This unit begins the game with a rearming counter. At the start of each Air Return phase, roll a die. On a roll of 4 or higher, remove the counter.
(A6M2 Kamikaze Zero)
Last edited by chesty on Mon Nov 16, 2009 9:33 pm; edited 14 times in total |
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Sun Jul 19, 2009 9:07 pm |
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___Carrier SA's_____________________________
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Airfield Strike - Once per game, you can deploy a Fighter to your opponent's land airbase during the Air Mission phase. That fighter can make an Antiair attack against one enemy aircraft deployed at the airbase or rearming this turn.
(Zuikaku, Intrepid, Cowpens, Yorktown (CV-17), Lexington (CV-16), Hancock)
** Convoy Guard - During your Air Attack phase, choose an enemy Submarine within range 3. It receives one extra harassment counter this turn.
(Empire Macalpine, Gadilla)
Damage Control - At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Yorktown, Monterey, Monterey, Essex)
Expert ASW - Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making ASW attacks this turn.
(St. Lo, Fencer, St. Lo, Puncher, Attacker)
Expert Bomber - Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls one extra attack die when making Bomb attacks this turn.
(Saratoga, Yorktown, Princeton, Graf Zeppelin, Akagi, Zuikaku, Aquila, Princeton, Independence, Langley, Katsuragi, Unryu, Lexington, Independence, Essex, Wasp (CV-18), Hancock, Wasp, Ranger, Taiho, Europa, Colossus)
Expert Bomber 2 - Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls two extra attack dice when making Bomb attacks this turn.
(Enterprise, Shokaku)
** Expert Bomb Payload - Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Alternate Payload Bomb attacks this turn.
(Manila Bay, Marcus Island)
** Expert Bomb Payload 2 - Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Alternate Payload Bomb attacks this turn.
(Cowpens)
Expert Dogfighter - Once per turn, you may choose a friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn.
(Saratoga, Enterprise, Princeton, Ark Royal, Illustrious, Graf Zeppelin, Akagi, Zuikaku, Shokaku, Shoho, Aquila, Bataan, Belleau Wood, Cowpens, Independence, Langley, Monterey, Princeton, San Jacinto, Amagi, Katsuragi, Unryu, Manila Bay, Lexington, Independence, Bataan, San Jacinto, Belleau Wood, Monterey, Cowpens, Langley, Formidable, Victorious, Essex, Hiryu, Yorktown (CV-10), Lexington (CV-16), Bunker Hill, Wasp (CV-18), Hornet (CV-12), Wasp, Taiho, Europa, Shinano 4, Shinano 2, Ocean, Colossus)
Expert Dogfighter 2 - Once per turn, you may choose a friendly Fighter. That Fighter rolls two extra attack dice when making Antiair attacks this turn.
(Yorktown, Soryu)
** Expert Spotter - Once per turn, you may choose a friendly Seaplane. Until the end of this turn, that Seaplane gains the ability Shadowing - At the beginning of your Air Attack step, you may choose an enemy ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn.
(Commandant Teste, Nisshin, Mizuho, Chitose,Giuseppe Miraglia )
Expert Torpedoes - Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making Torpedo attacks this turn.
(Saratoga, Ark Royal, Illustrious, Akagi, Intrepid, Soryu, Bataan, San Jacinto, Belleau Wood, Amagi, Marcus Island, USS Bataan, San Jacinto, Belleau Wood, Formidable, Victorious, Essex, Franklin, Hornet (CV-12), Hosho, Shinano 4)
** Expert Torpedoes 2 - Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls two extra attack dice when making Torpedo attacks this turn.
(Hiryu)
** Fighter Control - Once per turn, you may choose one local friendly Fighter. That Fighter rolls one extra attack die when making Antiair attacks this turn
(Amagi, Katsuragi, Unryu)
Fighter Cover 5 - Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack.
(Fencer)
** Highly Flammable - Whenever this unit takes damage, roll a die. On a one, this unit takes one additional point of hull damage.
(Gadilla)
** Island Reinforcement - Your land Airbase may contain an additional Aircraft as long as this unit remains in play. If this unit is destroyed, this bonus is lost at the end of the Air Return phase.
(Wasp)
** Kamikaze Killer - This unit rolls one extra attack die when making Antiair attacks against Aircraft with the Suicide Attack ability.
(San Jacinto, Cabot, San Jacinto)
** Night Carrier - Planes returning to this carrier under darkness rules do not need to make a recovery check.
(Independence, Bataan, Independence, Bataan, Ocean)
** Oiler - When you deploy your Ships on the map you may choose up to two friendly Ships with a Slow special ability. Ignore the Slow special ability on those two Ships until the end of the game.
(Gadilla)
** Outstanding Air Support - Once per turn, if this unit is in the same sector as a friendly Carrier, it gains one of that Carrier's expert abilities.
(Puncher)
** Poor Ventilation - Whenever this unit is hit by a torpedo attack during the Submarine Attack phase, roll a die. On a 1, this unit is destroyed.
(Lexington, Taiho)
** Ready Reserve - Once per game, at the end of your Air Return phase, you may declare that you are using Ready Reserve. If you do, take one of your destroyed Aircraft units without the Land Based special ability and place it on a friendly Carrier or your land airbase.
(Shinano 2)
** Seaplane Tender - This unit can base only Seaplanes.
(Commandant Teste, Nisshin, Mizuho, Chitose, Giuseppe Miraglia)
** Secret Cargo 6 - At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and ne enemy ships are local or adjacent, you score 6 victory points. You can only use Secret Cargo once per game.
(Empire Macalpine)
** Slow 1 - At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
(Hosho, Ocean, Colossus)
** Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(Commandant Teste, Mizuho, Giuseppe Miraglia)
Sneak Attack - If you roll 10 or higher on your initiative roll, your Torpedo Bombers roll one extra attack die when making Torpedo attacks this turn.
(Illustrious)
** Steel Deck - Aircraft making Bomb attacks against this unit roll two fewer dice.
(Formidable, Victorious)
Stuka Operations - The Ju 87B Stuka can base on this unit.
(Graf Zeppelin, Aquila, Europa)
Surprise Raid - If you roll 10 or higher on your initiative roll, choose two enemy Ships. Those Ships roll one less attack die when making Antiair attacks this turn.
(Soryu)
Survivor - If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(Enterprise, Formidable, Franklin, Bunker Hill)
Torpedo Defense 1 - Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Illustrious, Intrepid, Essex, Franklin, Yorktown (CV-10), Lexington (CV-16), Bunker Hill, Wasp (CV-18), Hornet (CV-12), Hancock, Taiho, Europa, Shinano 4, Shinano 2)
Last edited by chesty on Thu Nov 12, 2009 5:02 am; edited 16 times in total |
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Sun Jul 19, 2009 9:09 pm |
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___Surface Ship SA's________________________
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** Act of Defiance - During your Surface Attack step, if this unit has a face-down Destroyed counter, you roll one extra die in any attack it makes.
(Luca Tarigo)
Aggressive Tactics - Friendly Cruisers and Destroyers adjacent to this Ship roll one extra attack die when making Gunnery and Torpedo attacks if no other friendly Ships are in their sectors.
(Aoba)
** Aim High! - Once per game, if this ship is in the same sector as an enemy Cruiser or Battleship, instead of using it's Main Gunnery attack, it may instead roll a die. On a 5 or 6 the enemy ship recieves 1 damage marker. This ability may not sink a ship.
(O'Bannon, Raymond)
** Air Warning Radar - During your Air Defense phase, one friendly Ship in the same or an adjacent sector to this unit can make a second Antiair Attack against a second target using 5 dice or its own AA value, whichever is lower.
(Shropshire)
** Amazing Shot - Once per game, this unit can make a range 3 torpedo attack using point blank torpedo attack dice.
(Johnston)
Antiair Barrage - This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 5-dice Antiair attack against the second target.
(Musashi, North Carolina, Santa Fe, Oyodo, San Giorgio)
Antiair Specialist - This unit can make two Antiair attacks against separate targets during your Air Defense step.
(Atlanta, John C. Butler, Akitsuki, Juneau, San Juan, Suzutsuki, Reno, Oakland, Blyskawica, Etna, Isuzu )
Bad Weather Fighter - Whenever you make a concealment roll for this unit, add +1 to the roll.
(Richmond, Phelps, Belfast, Gorizia, Richmond, Anson,)
Battleship Killer - This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Saumarez)
Bombard - Once per game, instead of making a Main Gunnery attack, this unit can bombard your opponent's land airbase if this unit is in your opponent's ship deployment area. At the end of that turn, place 2 additional rearming counters next to each aircraft at the airbase.
(Haruna, Quincy, Pasadena, Mauritius, Ramillies)
** Bomb Survivor - When this unit is the target of a bomb attack, you may roll a die. On a roll of 5 or higher, the bomb attack misses
(Australia)
Bristling With Guns - This unit can make two Secondary Gunnery attacks against separate targets during your Surface Attack step.
(Missouri, Iowa, Massachusetts, Washington, King George V, North Carolina, New Jersey, Wisconsin, Howe, Anson, Lion)
** Carrier Screen - If this unit is in the same sector as a friendly aircraft carrier, this unit rolls one extra attack die when making antiair attacks for this turn.
(Minneapolis, New Orleans, Astoria, Ceylon, Augusta, Chicago)
Chase - At the end of the Sea Movement phase, if there are no enemy Ships within range 3 of this unit, you may move this unit one sector toward the nearest enemy Ship.
(Jamaica, Milan, Urakaze, Preston)
Chase the Salvoes - Whenever an enemy battleship makes a Main Gunnery attack against this unit, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(Hoel, Fletcher, Karl Galster, Prinz Eugen, Le Terrible, Heermann, Volta, Aigle, Vautour, Trad)
** Close Convoy Escort - The sector this unit is in can contain one friendly Ship above the stacking limit if one of the Ships is an Auxiliary.
(Taney, Naluca, Smeul, Sborul, Bathurst)
Close Escort - The sector this unit is in can contain three friendly Ships instead of two.
(Arunta, Van Galen, Karl Galster, Nestor, Warramunga, Nizam, Gerfaut, Shirayuki, Asakaze, Plunkett, Marasesti, Regina Maria)
** Coastal Monitor - This unit can deploy in any shoreline sector on this player's side of the map. Until this unit makes its first Gunnery attack of the game, it is immune to Gunnery attacks at range 4 or greater.
(GM 194)
** Convoy Defender - When making Gunnery attacks, if a friendly Auxiliary unit is in the same or an adjacent sector, this unit rolls one extra attack die.
(Kenya)
** Convoy Escort - If this unit is in the same sector as a friendly Auxilliary Ship, this unit rolls one extra attack die when making Surface attacks for this turn.
(Houston)
** Convoy Guardian - Once per turn, during your Sea Movement step, you may choose a local Auxiliary unit. Enemy Ships may not make Gunnery attacks against that Auxiliary unit this turn.
(Revenge, Royal Sovereign)
** Convoy Screen - If this unit is in the same or an adjacent sector as a friendly Auxiliary unit, this unit rolls one extra attack die when making antiair attacks for this turn.
(Montpelier)
** Courageous Protector - Local friendly Ships get +1 Armor when crippled.
(San Juan, Mobile, Pittsburgh)
Crippling Salvo - Whenever this unit damages a Cruiser or a Battleship with its main gunnery attack, roll a die. On a 5 or higher, the target suffers the effects of Crippled until the end of the next turn (the target isn't automatically reduced to 1 hull point).
(Prinz Eugen)
** Crossfire - At the beginning of your Surface Attack step, choose another friendly Cruiser in a different sector. If this unit and that Cruiser both make a Gunnery attack against the same target this turn, they both roll one extra attack die.
(Brooklyn, Cornwall)
Cruiser Hunter - This unit rolls one extra attack die when making Main Gunnery attacks against Cruisers.
(Jamaica, Guiseppe Garibaldi, Patterson)
Cruiser Killer - This unit rolls one extra attack die when making Gunnery attacks against enemy Cruisers.
(Nachi, Valiant, Fiume)
Cruiser Leader - While you control another Cruiser, you get +1 initiative.
(DeRuyter, Pola, Blucher, Quincy (CA-39), Houston)
Damage Control - At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Salt Lake City, Marblehead, New Orleans, Albert W. Grant, Denver, Resolution)
Desperate AA - Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you're using Desperate AA. If you do, roll two extra attack dice against that Aircraft.
(Kidd)
** Desperate Antiair - Once per game, after this unit has been damaged, this unit can make two Antiair attacks against separate targets during your air defense phase.
(Fiji)
Destroyer Hunter - This unit rolls one extra attack die when making Gunnery attacks against Destroyers.
(Haida, Gorizia, Raimondo Montecuccoli, Luigi Di Savoia Duca Degli Abruzzi, Nowaki, Miami, Mauritius, Mogador, Volta, Enterprise, Epervier, Pope)
Destroyer Leader - While you control another Destroyer, you get +1 initiative.
(Phelps, Jervis)
Determination - Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.
(Exeter, Gorizia, Birmingham, Yubari, Edsall)
** Determined Antiair - Once per game, this unit can make two Antiair attacks against separate targets in the same turn.
(Vainamoinen, Ilmarinen)
Drive Off - Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat this unit attacked this turn. The target must immediately move one sector away from this unit. If that movement isn't possible, you can't use this ability.
(Guiseppe Garibaldi)
Early Deployment - This unit may deploy in any sector on your side of the map. You may deploy one cruiser or destroyer in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2.
(Schleswig-Holstein)
** Easy Prey - If an enemy Ship did not move this turn, this unit rolls one extra attack die when making Gunnery attacks against that Ship this turn.
(Resolution)
** Envy of the Fleet - Once per game, you may re-roll one gunnery or antiair attack.
(Juneau)
Escort Killer - This unit can make two Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer.
(Kent, Eugenio Di Savoia, Neptune, Honolulu, Kelvin, Penelope)
Establish Screen - Choose one local or adjacent Cruiser or Destroyer. After both fleets are deployed, this unit and the chosen unit can move one sector.
(Eugenio Di Savoia, Phelps)
Evade Bombs - Once per game, when this unit is the target of a bomb attack, you may roll a die. On a 4 or higher, the Bomb attack misses.
(Haruna, Marblehead, Agano, Kinugasa, Aaron Ward)
Evade Torpedoes - Once per game, when an enemy unit would make a Torpedo attack against this unit, you may roll a die. On a 3 or higher, the Torpedo attack automatically misses instead. This unit can't move during the Sea Movement phase the turn after it uses this ability.
(Repulse, Chester)
** Excellent Rangefinding - Roll 1 extra die for this unit's first gunnery attack.
(Montcalm, Provincien)
Excellent Spotting - During your Surface Attack step, if another friendly Ship makes a gunnery attack against an enemy Ship, this unit rolls one extra attack die when making Gunnery attacks against that enemy Ship this turn.
(Richelieu, Dunkerque, Gloire, Suffren, Montcalm, Algerie)
** Exhaustion - If it is turn 7 or later, this unit gets -1 on each attack die when making Gunnery or Antiair attacks.
(Longshaw)
Extended Range 4 - While undamaged, this unit can make range-4 Main Gunnery attacks using its range-3 attack value.
(Massachusetts, Washington, California, Tennessee, Baltimore, Cleveland, Rodney, King George V, Hood, Warspite, Jean Bart, Dunkerque, Bismarck, Scharnhorst, Admiral Graff Spee, Admiral Scheer, Admiral Hipper, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Haruna, Kongo, Arizona, North Carolina, Alaska, Repulse, Prinz Eugen, Prince of Wales, Nagato, Barham, Malaya, Queen Elizabeth, Valiant, USS Canberra, Quincy, Roma, Springfield, Denver, Birmingham, Houston, Mobile, Santa Fe, Pasadena, Montpelier, Biloxi, Miami, Columbia, Boston, Pittsburgh, Fuso, Pennsylvania, Howe, Blucher, Anson, Mutsu, Guam, Ramillies, Resolution, Royal Oak, Royal Sovereign, Revenge, Roberts, G3, N3, Lion, Peder Skram, Vainamoinen, Ilmarinen, GM 194, Yavuz, Drottning Viktoria, Ise, Hyuga, Lorraine, Archangelsk)
Extended Range 5 - While undamaged, this unit can make range-4 or range-5 Main Gunnery attacks using its range-3 attack value.
(Missouri, Iowa, Richelieu, Tirpitz, New Jersey, Wisconsin, H-39)
Fatal Flaw - If an enemy Battleship rolls four 6's against this unit, put a face-down destroyed counter on it.
(Hood)
Fighter Director - Once per turn, you may choose a friendly Fighter within range 3 that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy Aircraft and make an Antiair attack with a -1 on each attack die against that Aircraft.
(Alaska)
** Flak Trap - Once per game, during your Air Defense step, you may declare you are using Flak Trap. If you do, one local friendly unit may reroll its Antiair attack.
(Suzutsuki)
Flank Speed - At the beginning of your Sea Movement step, if this unit is within range 3 of an enemy Ship, this unit gets +1 speed this turn.
(Bolzano, Raimondo Montecuccoli, Muzio Attendolo, Scipione Africano, Capitani Romani)
Flotilla Leader - You get +1 initiative for each Destroyer you control up to a maximum of +3.
(San Francisco, Jamaica, Karlsruhe, Yahagi, Sendai, Provincien, Augusta)
** Get in Close - Once per game, this ship may choose an enemy Battleship or Cruiser in its sector, that ship may not make attacks against this ship for the rest of the turn.
(Heermann, O'Bannon)
Guard the Convoy - While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that Auxiliary unit until this unit has been attacked at least once in the same phase.
(Leander, Sackville, Sackville, Balch)
** Hard to Kill - Once per game, when this unit would be damaged by an enemy air attack, roll a die. On a 5 or higher, the attack misses instead.
(Louisville)
Heavy Antiair - This unit's Antiair attack has range 1.
(Missouri, Laffey, San Diego)
** High-Speed Evasion - Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(Albatros)
High Speed Run - Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn. You can't claim an objective the turn you use this ability.
(Le Terrible, Gromkiy, Le Terrible, Le Fantasque, Grom, Mogador, Volta, Trento)
** Hybrid - This unit can base one Aircraft, as if it were a carrier.
(Ise, Hyuga)
Improved Radar - This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
(Cleveland, New Jersey, Guam)
Incomplete - This unit can't move during the first turn of the game
(Jean Bart)
** Independant Action - Once per game, at the beginning of your Sea Movement step, you may ignore Slow 2. This unit rolls one extra attack die when making Gunnery attacks until the end of this turn.
(Georgios Averoff)
Inspire to Victory - Once per game, if this unit damages or destroys an enemy Battleship, you can declare you're using Inspire to Victory. If you do, each of your Ships rolls one extra attack die when making Gunnery attacks during your next turn.
(Arizona)
** Intimidation - Enemy Battleships firing at friendly Ships in the same sector as this unit roll one less attack die.
(Malaya)
** Jack of All Trades - This unit rolls one extra attack die for all attacks while undamaged.
(Wichita)
Jammed Mount - Before this unit makes a Main Gunnery attack, roll a die. On a 1, this unit rolls three fewer attack dice when making Main Gunnery attacks until the end of your next turn.
(King George V, Prince of Wales)
** Kamikaze Killer - This unit rolls one extra attack die when making Antiair attacks against Aircraft with the Suicide Attack ability.
(Nashville, Springfield, Oakland, Taney, Edwards)
** Kamikaze Survivor - Whenever this unit takes damage from a unit with the Suicide Attack ability, roll a die. On a 4 or higher, this unit receives no damage from the attack.
(Columbia)
Killer Instinct - When this unit damages or destroys an enemy Submarine with its ASW attack for the first time, it rolls one extra attack die when making ASW attacks for the rest of the game.
(Pegaso)
Landing 10 - Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 10 victory points. You can only score victory points from a Landing ability once per turn.
(Gunston Hall)
Landing 5 - Once per game, at the end of a turn, if this unit is adjacent to a coast or island on your opponent's side of the map, score 5 victory points. You can only score victory points from a Landing ability once per turn.
(T1 Landing Ship)
Lay Smoke Screen - Instead of attacking during your Surface Attack phase, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn.
(Hoel, John C. Butler, Javelin, Luca Tarigo, Milan, T27, Shigure, Le Fantasque, Kipling, Blyskawica, Smeul, Milan, Hobson)
Lead the Attack 2 - After both fleets are deployed, this unit can make a speed-2 move before the first turn begins.
(Koln)
Limited ASW Threat - This unit doesn't penalize Torpedo attacks of enemy Submarines in adjacent sectors.
(T1 Landing Ship)
** Limited Radar - While undamaged, this unit rolls one extra attack die when making Antiair attacks.
(Hamakaze, Leone Pancaldo, Sevastopol)
Long Lance Torpedoes - Each torpedo hit rolled by this unit deals 1 extra point of hull damage.
(Myoko, Nachi, Tone, Jintsu, Yahagi, Yukikaze, Isokaze, Akitsuki, Aoba, Oi, Shigure, Urakaze, Nowaki, Hamakaze, Tanikaze, Hagikaze, Suzutsuki, Maikaze, Agano, Sendai, Kitakami, Ashigara, Kinugasa, Isuzu, Shimakaze, Mogami)
Long Shot 6 - Once per game, this unit can make a range-6 Main Gunnery attack against an enemy Battleship using its range-3 attack value.
(Warspite)
Lucky Escape - When this unit would be hit by a Torpedo attack from an enemy destroyer or Torpedo Boat, roll a die. On a 4 or higher, the attack misses instead.
(Shigure)
** Lucky Ship - When your opponent rolls attack dice against this unit, each 6 counts as one success instead of two.
(Regale Ferdinand)
Masked Guns - If you win initiative, this unit rolls two extra attack dice when making Main Gunnery attacks within range 2 this turn.
(Yamashiro)
Mines - Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defence works against this damage.
(Kirov, Gromkiy, Elli, Klas Fleming)
** Minesweeper - Instead of making an attack in the Surface Attack phase, you can declare that you are sweeping mines. If you do, roll a die. On a 1, this unit takes one hull point of damage and the mine marker remains on the map. On a 2 or higher, remove the mine marker from this sector.
(Dumitrescu, Ghiculescu, Stihi Eugen, Bathurst)
** Mine Survivor - When this Ship is damaged by a mine, roll a die. On a 4 or higher, that mine does one less hull point of damage.
(Harukaze)
** Missile Evasion - If an enemy Aircraft makes a bomb attack against this unit at a range of +1 or greater, roll a die. On a 4 or higher, that attack misses.
(Philadelphia)
** Missile Jammer - Antiship Missile attacks against this Ship get -1 on each attack die.
(Tuscaloosa)
Near Miss - The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher that attack has no effect instead.
(San Diego)
Night Fighter - Once per game, if it's turn 4 or later, this unit may reroll one Gunnery attack.
(Myoko, Jintsu, Yukikaze, Saumarez, T27, Sendai, Kinugasa, Fubuki, Hatsuyuki, Yunagi)
** Non Magnetic Hull - This unit is not affected by mines when moving into a sector containing a mine marker.
(Dumitrescu, Ghiculescu, Stihi Eugen, Bathurst)
No Sea Control - This unit can't claim objectives.
(Jeremiah O'Brien, Kinai Maru, Gunston Hall)
Opening Salvo 1 - This unit rolls one extra attack die when making either a Gunnery or a Torpedo attack for the first time each game.
(T27, Prince of Wales)
** Plane Guard - Once per turn, aircraft returning to a friendly local Carrier under Darkness Rules may re-roll a failed recovery check.
(Hagikaze)
** Precious Cargo 6 - In the End of Turn phase, if this unit has not been destroyed, you can add 6 points to your total when determining if you have won the game.
(Emerald, Enterprise, Indianapolis, Augusta)
** Primitive Radar - This unit rolls one less attack die, to a minimum of 1 die, against enemy units that have concealment. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
(Nigeria)
Pursuit Ship - Instead of moving this unit during your Sea Movement step, if you are the first player for this turn, you may choose a local enemy Ship. If that ship is within range 2 at the end of your opponent's Sea Movement step, put this unit in that unit's sector.
(Ajax)
** Quick Draw - This unit rolls one extra attack die on its first Antiair attack of the game.
(Phoenix)
Radar Fire Control - While undamaged, this unit rolls one extra attack die when making Main Gunnery attacks.
(Cleveland, Kidd, Springfield, Denver, Birmingham, Houston, Mobile, Santa Fe, Pasadena, Montpelier, Biloxi, Miami, Columbia, Howe, Guam)
Radar Picket - Once per game, at the end of the Air Mission phase, you can move one friendly Fighter that is in a sector that doesn't contain enemy Aircraft to any sector that contains an enemy Aircraft.
(Laffey, Shubrick)
Raider - This unit rolls one extra attack die when making Gunnnery attacks against Destroyers and Auxiliary units.
(Admiral Scheer, Admiral Hipper, Laws, Hatsuyuki, Shirayuki)
Raider Hunter - This unit rolls one extra attack die when making Gunnery attacks against Cruisers and Auxiliary units.
(Sydney, Leander, Edinburgh)
Ram - Once per game, during the Sea Movement phase, this unit can make an immediate ASW attack when it enters a sector that contains an enemy Submarine.
(Ugolino Vivaldi, Aconit)
Rapid Fire - Once per game, before you roll this unit's Main Gunnery attack against an enemy ship, you can declare you are using Rapid Fire. If you do, roll two extra attack dice against that ship.
(Boise, Hoel, Shropshire, Brooklyn, Phoenix, Savannah, Philadelphia, Nashville, Honolulu, Johnston)
** Reinforce Dive Bombers 1 - While this unit is undamaged, you may choose a friendly Dive Bomber during the Air Mission phase. That Dive Bomber gets +1 Armor and Vital Armor this turn, and rolls one extra attack die when making Bomb attacks this turn.
(Mogami)
Repair - Once per game, at the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor the damaged Ship can move or use Gunnery attacks that turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship.
(Nordmark)
** Rescue - If a local friendly Ship is sunk, you may roll a die. On a 5 or higher, score 3 victory points
(Radford)
Scout Cruiser - At the beginning of your Air Attack step, you may choose an enemy ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn.
(Tone, Oyodo)
Shadow Battleship - Once per game, at the beginning of the Surface Attack phase, choose an enemy Battleship at range 3 or greater. That Battleship can't attack this unit during this phase.
(Kent)
Sharpshooter - Whenever this unit attacks a unit that has concealment, your opponent must roll a 6 on his or her concealment roll to negate this unit's attack.
(Littorio, Belfast)
Shore Support - Once per game, instead of making a Main Gunnery attack, this unit can perform shore bombardment if this unit is in you opponent's ship deployment area. At the end of that turn, score 4 victory points.
(Oktybraskaya Revolutsia, Schleswig-Holstein, Schlesien)
** Skilled Evasion - Bomb attacks against this unit get -1 on each attack die.
(Tanikaze)
Slow 1 - At the beginning of your Sea Movement phase, roll a die. On a 1, this unit gets -1 speed this turn.
(John C. Butler, Samuel B. Roberts, Rodney, Warspite, Yamashiro, T1 Landing Ship, Nagato, Barham, Malaya, Queen Elizabeth, Valiant, Raymond, Fuso, Mutsu, Adelaide, Ning Hai, N3, Naluca, Smeul, Sborul, Drottning Viktoria, Ise, Hyuga)
Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(California,Tennessee, Nordmark, Arizona, Oktybraskaya Revolutsia, Pennsylvania, Sevastopol, Georgios Averoff, Ping Hai, Ingham, Taney, Klas Fleming, Lorraine, San Giorgio, Marasti)
** Splinter Camo - While this unit is adjacent to land, enemy units have no line of sight to this unit at range 2 or beyond.
(Marasti, Regina Maria)
** Split Fire - This unit may make two Main Gunnery attacks against separate targets during your Surface Attack Step. Each of these attacks has a value of 8/8/7/6.
(Fuso)
** Squadron Formation - If you control any other Ship of the same nationality with Squadron Formation, you get +1 initiative.
(Drottning Viktoria)
Stalwart - This unit can make Gunnery attacks with no penalties while crippled.
(Zara, Astoria, Edinburgh, Sri Ayuthiya, Portland, Patterson, Gwin, Houston)
** Stalwart Antiair - This ship can make normal antiair attacks while crippled.
(Gorizia, USS Canberra, Fiji, Reno)
** Stay on Target - If this unit makes a Main Gunnery attack on the same enemy Ship it fired on the previous turn, roll two extra attack dice.
(?)
Sub Hunter - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Submarine.
(Samuel B. Roberts, Javelin, Arunta, Haida, Hans Ludemann, Luca Tarigo, Isokaze, Type 13 Sub Chaser, Saumarez, Sackville, Pegaso, Sackville, Nestor, Aconit, Radford, Nicoloso Da Recco, Maikaze, Ingham, Sandwich, Naluca, Gabbiano, Adrias, Ghiculescu, Harukaze, Woolsey, Marasesti, Regale Ferdinand)
Survivor - If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed.
(San Francisco, Jervis, Savannah, Honolulu, Nicoloso Da Recco, Tuscaloosa, Adrias, Mogami, Shubrick)
** Tiny Target - This unit is immune to Gunnery attacks at range 4 or greater.
(Dhonburi, Sri Ayuthiya, Ratanakosindra)
** Torpedo Boat Hunter - Torpedo Boats with High Speed Evasion can't use that ability against this unit.
(Scipione Africano, Eberle)
** Torpedo Damage Control - Whenever this unit receives a torpedo hit, roll a die. On a roll of 5 or higher, this unit receives one less point of hull damage from that hit.
(Minneapolis, Muzio Attendolo, Houston, Newfoundland), Algerie
Torpedo Defense 1 - Each torpedo hit rolled against this unit deals 1 less point of hull damage.
(Missouri, Iowa, Massachusetts, Washington, California, Tennessee, Baltimore, Rodney, King George V, Richelieu, Jean Bart, Dunkerque, Tirpitz, Bismarck, Littorio, Vittorio Veneto, Giulio Cesare, Yamato, Musashi, Yamashiro, Arizona, North Carolina, Prince of Wales, Nagato, New Jersey, Wisconsin, Roma, Fuso, Pennsylvania, Howe, Anson, Mutsu, Ramillies, Roberts, G3, N3, Lion, H-39, Ise, Hyuga)
Torpedo Run - Once per game, at the end of the Sea Movement phase, you may move this unit and a friendly Destroyer in its sector one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase.
(Oi, Shimakaze)
** Torpedo Swarm - Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other enemy Ships in the same sector.
(Kitakami)
Uniquely Tough - Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and Bomb attacks that equal or exceed this unit's vital armor cripple it instead.
(Laffey)
Unmask Guns - If you win initiative, this unit rolls two extra attack dice when making Gunnery attacks this turn.
(Richmond, Oktybraskaya Revolutsia, Marblehead, Richmond, Trenton, Sevastopol)
** Unreliable Mount 2 - Before this unit makes a Main Gunnery attack, roll a die. On a 2 or lower, this unit rolls two fewer attack dice when making Main Gunnery attacks this turn.
(Mogador, Volta)
Valiant Stand - This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(Samuel B. Roberts, Hans Ludemann, Albatros)
** VIP Escort - When a Flagship is in the same sector, this Ship can make 2 Antiair attacks during your Air Defense phase.
(Savannah)
** Vindictive Fire - This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
(Buchanan)
Vital Cargo 6 - At the end of each turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove this unit from the game and score 6 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Jeremiah O'Brien, Alba Julia)
Vital Cargo 8 - At the end of a turn, if this unit is adjacent to an island on your opponent's side of the map, you may remove it from the game and score 8 victory points. You can only remove one unit with Vital Cargo from the game per turn.
(Kinai Maru)
Last edited by chesty on Mon Nov 16, 2009 9:40 pm; edited 45 times in total |
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Sun Jul 19, 2009 9:11 pm |
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___Fast Boat SA's___________________________
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** High Speed Dash - Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
(Taisto)
High-Speed Evasion - Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack.
(PT Boat, Schnellboote, Motor Torpedo Boat, MAS 552, Fairmile D, Taisto, T51B, S-167, Orjen)
No Sea Control - This unit can't claim objectives.
(PT Boat, Schnellboote, Motor Torpedo Boat, MAS 552, Fairmile D, Taisto, T51B, S-167, Orjen)
Shallow Draft - This unit can enter sectors that contain islands or shoals.
(PT Boat, Schnellboote, Motor Torpedo Boat, MAS 552, Fairmile D, Taisto, T51B, S-167, Orjen)
Last edited by chesty on Mon Jul 20, 2009 5:43 am; edited 2 times in total |
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Sun Jul 19, 2009 9:12 pm |
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___Submarine SA's__________________________
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Audacious Attack - Once per game, this unit can make two Torpedo attacks during your Torpedo Attack step. The targets must be in different sectors.
(Barb, U-556)
Battleship Killer - This unit rolls one extra attack die when making Torpedo attacks against Battleships.
(U-47)
** Battleship Support - When a friendly Battleship is in your fleet, this unit rolls one extra attack die when making Torpedoe attacks.
(U-556)
Carrier Hunter - This unit rolls one extra attack die when making Torpedo attacks against Carriers.
(Archerfish, I-26, Cavalla)
** Cautious - This unit can't make Torpedo attacks if there is more than 1 enemy unit within range 1 of this unit.
(Delfinul)
** Convoy Raider - This unit rolls one extra attack die when making Torpedo attacks against Destroyers and Auxiliary units.
(I-21)
** Crash Dive - Whenever this unit would be destroyed by an ASW attack from an enemy Ship, roll a die. On a 5 or 6, this unit takes no damage instead.
(U-96)
** Damage Control - At the end of each turn, you may roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only 1 point of hull damage per game with this ability.
(Silversides)
Destroyer Killer - This unit rolls one extra attack die when making Torpedo attacks against local enemy Destroyers.
(Ambra, Harder)
Elusive Quarry - Ships with Sub Hunter can't use that ability against this unit.
(U-66, U-106, U-518, U-2511)
** Fearless Veteran - This unit is not affected by the ASW threat penalty.
(Flasher, U-103)
Finish Him Off - This unit rolls one extra attack die when attacking damaged Ships.
(I-19, Sidi Ferruch)
** Guards Submarine - Once per game, this unit may re-roll 1 Torpedo attack die.
(S-56)
** Hiding in Caves - This unit can enter sectors that contain islands. It cannot be attacked in or attack units from such sectors.
(Papanikolis)
** Improved Radar - This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit.
(Haddock)
Infiltrator - This unit may deploy anywhere on the map. If this unit deploys on the opponent's side of the map, it can't attack on turn 1.
(Archerfish, I-26, U-47, I-25, U-518, Skate)
** Limited Capacity - This unit may make a Torpedo attack only once per game.
(Saukko)
** Out of Ammo - Before this unit attacks, roll a die. On a 1, this unit may not attack this turn.
(U-556)
** Penetrate Screen - At the end of the second player's Sea Movement step, you may place this unit in an adjacent sector that contains an enemy Battleship.
(U-106)
** Plotted Shot - Once per game, this unit may make a Torpedo attack against a non-local enemy Submarine within range.
(Venturer)
** Ram Sub - Once per game, during the Sea Movement phase, this unit can make an immediate Torpedo attack when it enters a sector that contains an enemy Submarine. This unit rolls one extra die for this attack.
(Vetehinen)
Run Silent - If this unit doesn't move during your Sea Movement step, ASW attacks against it get -1 on each attack die this turn
(Truculent, Casabianca, Q.15, Delfinul)
Secret Cargo 4 - At the end of a turn, if this unit is adjacent to an island or coast on your opponent's side of the map and no enemy Ships are local or adjacent, you score 4 victory points. You can only use Secret Cargo once per game.
(Casabianca)
** Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn.
(Saukko)
** Special Sea Control - This unit may claim objectives, but only after the third turn and on a turn when this unit is a Ship.
(Surcouf)
** Submarine Cruiser - At the beginning of your turn, you must declare if this unit is a Subarine or a Ship. As a Submarine, this unit cannot make Antiair or Gunnery attacks. When this unit is a Ship, it is immune to Gunnery attacks at range 3 or greater.
(Surcouf)
** Sub Killer - This unit rolls one extra attack die when making Torpedo attacks against Submarines.
(Vesihiisi)
** Submarine Mines - Once per game, instead of making an attack in the Submarine phase, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defence works against this damage.
(K-21, Requinul)
** Submarine Scout - Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn.
(I-31)
Submerged Shot - This unit can make Torpedo attacks against local enemy Submarines.
(Archerfish, Barb, Truculent, Svaardvisch, U-66, U-510, Ambra, I-19, I-26, U-47, Silversides, Cavalla, Haddock, Flasher, Harder, Sidi Ferruch, I-21, I-25, U-103, U-106, U-518, Skate, I-31, U-556, Q.15, Katsonis, Papanikolis, Tupi, Surcouf, Venturer, Iku-Turso, Vetehinen, Vesihiisi, Vesikko, Saukko, Delfinul, Marsuinul, Requinul, Sinsamudar, Cagni, Marconi, K-21, S-56, U-96, U-2511)
** Submerged Sprint - Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn.
(U-2511)
** Vindictive Fire - This unit rolls one extra attack die when making Torpedo attacks against Cruisers.
(Skate)
Wolfpack - If you control any other Submarines with Wolfpack, this unit rolls one extra attack die when making Torpedo attacks.
(U-66, U-510, U-103, U-106, U-518)
Last edited by chesty on Thu Nov 12, 2009 5:13 am; edited 8 times in total |
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Sun Jul 19, 2009 9:28 pm |
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___Shore SA's______________________________
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Fixed Position - Whenever an enemy damages this unit, roll a die. On a 4 or higher, place a rearming counter on the unit and take no damage from that attack.
(USMC 9th Defense Battalion, 5th Yokosuka SNLF, British Shore Battery)
Shore Battery - This unit is immune to Torpedo and ASW attacks.
(USMC 9th Defense Battalion, 5th Yokosuka SNLF, British Shore Battery)
Last edited by chesty on Thu Oct 08, 2009 7:21 am; edited 5 times in total |
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Mon Jul 20, 2009 5:40 am |
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Posts: 1641

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As of Monday, 11/16/2009...
WaS SET 1 units (64)
WaS SET 2 units (60)
WaS SET 3 units (40)
Forumini Navy cards...
SOVIET UNION (5)
NEUTRAL NATIONS (16)
ALLIES Minor Nations (46)
FRANCE (20)
UNITED STATES (64)
UNITED KINGDOM (40)
AXIS Minor Nations (34)
JAPAN (38)
GERMANY (14)
ITALY (30) - I don't count the Japanese shore battery. (?)
REPAINT Card Rack (112)
Last edited by chesty on Thu Oct 08, 2009 8:08 am; edited 14 times in total |
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Sat Aug 15, 2009 11:57 pm |
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
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