I JUST GAVE IT A
GOOD SMACK!
An enterprising crew member is able to put his mechanical skills to good use and restore one of your broken-down vehicles to action!
If your Force has suffered any Fog of War induced vehicle breakdowns (not combat damage), this card will restore one of them to action. Randomly determine which vehicle is repaired.
This card may be held and played later.
A BREAK IN THE CLOUDS
The sun breaks through the clouds and momentarily drives away the fog, rain, snow, or any other negative weather effect currently in play.
This card negates any weather related Fog of War or scenario effects for the duration of the game or until a new weather Fog of War card is drawn.
This card is played immediately.
WE’RE NOT LOOKING
FOR TROUBLE...
One of your units has become filled with a superstitious dread that they will be wiped out in today’s battle. They’re playing things as safely as possible and cannot be counted on to risk themselves for victory.
On randomly determined unit in your force suffers an immediate 1 die type reduction to their Morale. If this reduces its Morale below D6, the unit is removed from play. The unit’s Confidence Level is immediately reduced to Low. Additionally, the unit must pass a TQ test before it can move out of cover or fire at an enemy unit.
This card is played immediately.
WHO GOES THERE?
Mist, fog, sheets of light rain, or swirling snow descend upon the battlefield, obscuring vision and muting sound.
All fire is treated as if it is outside Optimum Range and units more than 18” away may not be engaged at all. All units on both sides may only make Cautious moves for fear of drawing friendly fire.
Vehicles with advanced thermal optics function normally.
This effect remains in play for the duration of the game unless a Fog of War card negates it.
This card is played immediately.
A BREAK IN THE CLOUDS
The sun breaks through the clouds and momentarily drives away the fog, rain, snow, or any other negative weather effect currently in play.
This card negates any weather related Fog of War or scenario effects for the duration of the game or until a new weather Fog of War card is drawn.
This card is played immediately.
GAS! GAS! GAS!
New intelligence indicates that an attack with chemical weapons is imminent. Your force must don its chem gear and fight on as best they can.
All infantry units in your force receive a -1 to their Reaction Test rolls and suffer a 1 die type reduction to their Troop Quality. These penalties apply until the end of the game or until countered by another FoW card draw.
This card is played immediately.
WHO GOES THERE?
Mist, fog, sheets of light rain, or swirling snow descend upon the battlefield, obscuring vision and muting sound.
All fire is treated as if it is outside Optimum Range and units more than 18” away may not be engaged at all. All units on both sides may only make Cautious moves for fear of drawing friendly fire.
Vehicles with advanced thermal optics function normally.
This effect remains in play for the duration of the game unless a Fog of War card negates it.
This card is played immediately.
DEATH OR GLORY!
One of your units has become so fired up (or so fatalistic), that they no longer weigh their own survival against victory
– they’ll either win or die trying!
One randomly determined unit in your force is not subject to Morale Checks or Morale effects for the duration of the game. Their Confidence Level is raised to High.
This card is played immediately.
GAS! GAS! GAS!
New intelligence indicates that an attack with chemical weapons is imminent. Your force must don its chem gear and fight on as best they can.
All infantry units in your force receive a -1 to their Reaction Test rolls and suffer a 1 die type reduction to their Troop Quality. These penalties apply until the end of the game or until countered by another FoW card draw.
This card is played immediately.