Dust1947 Cards Square JAPAN v4 ENG 2019-05-04

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BERSERK: When Hero hits with a Close-

4 Combat Weapon, roll again scoring another


hit on . Continue rolling until fail to hit.
АР
EXPERT (Katana & Light Submachine Gun):
B Hit on rolls of as well as .
A IMPROVED CAMOUFLAGE: Take Improved
Camouflage Action. No enemy Unit at Range
2 or higher has Line of Sight to this Unit until
it takes any Action other than Move or
Nothing. Start the game Camouflaged.
SHADOW STEALTH (Light Submachine Gun): Attacking
OF DEATH with this weapon only does not remove
Camouflage.
WEN GSI WONG,
NINJA MASTER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x Light
Submachine Gun 2 6/1 5/1 3/1
B 1x Paired Katana C 3/1 3/1 2/1 2/1

4 * Hero 2 5 1
B RAIL WEAPON (Rail Gun - 50MJ): Ignores
20 Infantry and Cover Saves. Rolls three dice for
Critical Hits.
АР
A
C

TENGU
TYPE 111 MEDIUM
ANTITANK WALKER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x Rail Gun - 50MJ U /1 /1 /1 /1 2/N 2/N 2/N 2/N 2/6 2/6 2/5
B 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1
C 1x Dual Machineguns 6 12/111/1 8/1 4/1 7/1 3/1

8 2 4 4
B ADVANCED REACTIVE FIRE: Can attempt a
17 Reactive Attack at up to Range 6, counting
- as when rolling for number of
АР A Actions. Does not apply to Units Joined.

ENENRA
TYPE 112 MEDIUM
ANTI-AIRCRAFT WALKER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A Quad
1x Anti-Aircraft Guns 10 9/1 9/1 9/1 8/1 5/N 5/3 4/2 2/2 1/1 4/3 3/3 2/2
B 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1
C 1x Dual Machineguns 6 12/111/1 8/1 4/1 7/1 3/1

7 2 4 4
B ARTILLERY (Dual Rocket Launchers): Can
A
16 fire under control of an Artillery Observer.
Ignores Infantry Save.
АР
RELOAD (Dual Rocket Launchers): When this
weapon performs an attack, remove Loaded
C token. Weapon cannot attack until Unit
regains Loaded token by performing a
Reload Action.

GENBU
TYPE 113 MEDIUM
ARTILLERY WALKER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A Dual
1x Rocket Launchers 4-14 /1 /1 /1 /1 /3 /2 /2 /1 /1 /1 /1
B 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1
C 1x Dual Machineguns 6 12/111/1 8/1 4/1 7/1 3/1

7 2 4 4
B C GRENADE (Heavy Assault Mortar): Target
A
15 Infantry get no Cover Save from this weapon
(but still have an Infantry Save).
АР
RELOAD (Heavy Assault Mortar): When this
weapon performs an attack, remove Loaded
D token. Weapon cannot attack until Unit
regains Loaded token by performing a
Reload Action.
PHOSPHORUS FLAME (Phosphorus
Thrower): Affected area burns until end of
next Game Turn. Roll for Damage each Turn.
BASAN Targets get no Saves from this weapon and
are Suppressed.
TYPE 114 MEDIUM
ASSAULT WALKER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x Phosphorus
Thrower 2 /1 /1 /1 /1 /N /N /3 /3 /3 /3 /3
B 1x Heavy
Assault Mortar 4 /1 /1 /1 /1 /N /N /5 /4 /4 /3 /3
C 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1
D 1x Dual Machineguns 6 12/111/1 8/1 4/1 7/1 3/1

8 2 4 4
B LASER (Dual Laser Gun): When hits, roll again
23 scoring another hit on . Continue rolling
until fail to hit.
АР
A

RYU II
PANZERKAMPFLÄUFER
III-A2 (J) LASER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x Dual Laser Gun 16 6/1 6/1 5/1 5/1 13/112/1 11/110/1 9/1 8/1 7/1
B 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1

8 2 4 5
B RAIL WEAPON (Dual Rail Gun - 25MJ):
23 Ignores Infantry and Cover Saves. Rolls three
dice for Critical Hits.
АР
A

RYU III
TYPE 001 HEAVY
ANTITANK WALKER

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 1x Dual
Rail Gun - 25MJ U /1 /1 /1 /1 2/N 2/N 2/N 2/N 2/6 2/6 2/5
B 1x Machinegun 6 7/1 6/1 4/1 3/1 4/1 2/1 2/1 2/1

8 2 4 5
IMPROVED CAMOUFLAGE: Take Improved
5 A A B
Camouflage Action. No enemy Unit at Range
2 or higher has Line of Sight to this Unit until
АР B A B A B A B it takes any Action other than Move or
Nothing. Start the game Camouflaged.
Does not apply to Units Joined.
SCOUT: Take March Move Action as first
Action of game, leaving one further Action
for that Activation.
UNIT LEADER
SMOKE GRENADES: Once per game, take
Smoke Grenades Free Action to place Smoke
NINJA on Unit.
INFILTRATION STEALTH (Light Submachine Gun): Attacking
SQUAD with this weapon only does not remove
Improved Camouflage.

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x Light
Submachine Gun 2 6/1 5/1 3/1
B 5x Katana C 2/1 2/1 1/1 1/1

2 5 1
IMPROVED CAMOUFLAGE: Take Improved
5 A
A B A B
Camouflage Action. No enemy Unit at Range
2 or higher has Line of Sight to this Unit until
АР B A B
it takes any Action other than Move or
A B Nothing. Start the game Camouflaged.
Does not apply to Units Joined.
SCOUT: Take March Move Action as first
Action of game, leaving one further Action
for that Activation.
UNIT LEADER
SMOKE GRENADES: Once per game, take
Smoke Grenades Free Action to place Smoke
NINJA on Unit.
INFILTRATION STEALTH (Light Submachine Gun): Attacking
SQUAD with this weapon only does not remove
Improved Camouflage.

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x Light
Submachine Gun 2 6/1 5/1 3/1
B 5x Katana C 2/1 2/1 1/1 1/1

2 5 1
A B CHARGE: May take a free Attack Action using
A B
8 Close-Combat Weapons after performing a
March Move Action.
АР A
A B DAZZLING SPEED: Always pass Infantry
B A B Saves on as well as . Roll one die for
each point of Damage the Unit takes in Close
Combat, negating one point for each
rolled. Only shared with Cadet Units Joined.

UNIT LEADER

KILL SQUAD
NAVAL ACADEMY
CADETS

RANGE 1 2 3 4 1 2 3 4 5 6 7 1 2 3
A 5x Submachine Gun 3 5/1 4/1 3/1 3/1
B 5x Katana C 2/1 2/1 2/1 2/1

2 5 1

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