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Warfighter: WWII Expansion #42 – Undead thumbnail

Warfighter: WWII Expansion #42 – Undead

Expansion for Warfighter: The WWII Pacific Combat Card GameExpansion for Warfighter: The WWII Tactical Combat Card Game

Warfighter: WWII Expansion #42 – Undead Rulebook

Table of Contents

Table of Contents

  • Undead - Alternate WWII Setting
    • Background
    • New Mechanics
      • Double-Reticles
      • Suppressions
  • Divinity
  • Blessed

Undead - Alternate WWII Setting

This section details the rules for playing the game with a supernatural flavor, featuring undead enemies, as introduced in Expansion #42. If this is of no interest to you, you may skip this section.

Background

Nazi experimentation into the occult has released horrors upon the world. Axis soldiers have risen from the dead, unleashing a new phase of WWII across the globe!

New Mechanics

Expansion #42 introduces new rule mechanics to the Warfighter world.

Double-Reticles

Some Undead Hostiles have a new type of reticle with 2 numbers. These cards have 2 or more powerful Hostiles that require more than 1 Hit each to Destroy.

The large number shows the number of Hits you must inflict to Destroy each Hostile. The smaller number to the bottom-right shows the number of Hostiles on the card.

Example: You must inflict 3 Hits on each Hostile, and there are 2 Hostiles on the card.

Keep track of the Hits and Suppressions inflicted to each Hostile separately.

Double-Reticle Hostiles have the "Each" notation on their Attack charts. This means you draw a Hostile Targeting counter for each Hostile, and you roll an Attack for each Hostile.

If a Double-Reticle Hostile card is out of Range to all its Targeted Soldiers, and its Targeted Soldiers are in different Location cards, Move the Hostile card towards the closest Targeted Soldier during the Hostile Move steps. If the Hostile is in Range of a Targeted Soldier, re-draw all Targeting counters for Soldiers that are out of the Hostile's Attack Range. Keep redrawing until all Targeted Soldiers are in the Hostile's Attack Range.

Draw a new Targeting counter if a Targeted Soldier is Downed. If there are Soldiers within the Hostile's Attack Range, redraw until you draw a Targeting counter for a Soldier within Attack Range.

Example: Each Imperial Warrior has a Health of 3, and there are 2 Imperial Warrior Hostiles on this card. The 1st Warrior is Targeting Soldier #1 and has suffered 2 EKIAs, reducing its Health from 3 to 1. This Warrior will now Attack using the "1" column on its Attack chart.

The 2nd Warrior is Targeting Soldier #4, and has suffered 1 EKIA. This Warrior Attacks using the "3-2" column on its Attack chart.

Each Warrior rolls on its Attack chart during the Hostile Attack step.

If you inflict more than 1 Hit with an Attack (for example a Grenade), you may distribute the Hits as you like between the Hostiles on the card.

Suppressions

Treat each Suppression as an EKIA for purposes of Attack column. Also, if a Hostile has suffered a total number of EKIAs and Suppressions equal to its Health, it cannot act this Turn.

Example: An Imperial Warrior has suffered 1 Hit and 1 Suppression. It Attacks using the "1" column.

Example: An Imperial Warrior has suffered 2 Hits and 1 Suppression. It cannot Attack.

Remove all Suppressions as normal at the end of the Hostile Turn.

Note: For the purposes of these examples, we are placing Suppressions on the Imperial Warriors. The Undead usually have the Fearless keyword, making them immune to Suppression.

Divinity

Some Soldiers, such as Clergy, have Divine Powers.

Such Soldiers start each Mission with the noted number of Divinity points.

Clergy can only Equip a limited selection of Weapons, as noted on their cards. They can use other Gear as normal.

Example: A Clergy has the text "Weapons: Only Blessed with LO 0-1". This means that the Clergy Soldier can only use Blessed Weapons that have a Loadout of 0 or 1. He can use non-Weapon Gear as normal.

Each Clergy also starts with a School of Theology he follows. Select any one of the Theology cards for your Clergy Soldier.

Theology cards list your Clergy's Divine Power cards, and other adjustments to their Powers and abilities.

Sample Theology card, "Eschatology": Powers: Divine Fear, Minor Heal, Protection, Smite, Turn Undead. Adjustments: Start with +3 Divinity. Minor Heal has Divinity cost 3.

Only Clergy Soldiers can select and use Theology cards.

Each Divine Power Skill card notes the number of Divinity points expended to use the Power. If a Soldier does not have enough remaining Divinity to use a Power, the Power cannot be used.

Sample Divine Power card, "Turn Undead": Clergy Power. Divinity 5. Ranged Attack. Range 0-1. No Cover. Undead Only. Attack a Hostile card. Roll 3-: Miss. Roll 4-7: 1 Hit, Prox. Roll 8-10: 2 Hits, Prox. Roll 11+: 3 Hits, Prox. Before rolling, Expend 1 Holy Water to add 3 to your roll.

Using a Divine Power costs 1 Action.

Some Divine Power cards are used in Reaction.

Sample Reaction Divine Power card, "Deny": Clergy Power. Divinity X+1. Range 0-1. Req: Holy Symbol. Reaction. After you draw and view a Hostile Reinforcement, discard the Hostile and draw another card. X = The Hostile's XP value.

Each card has the Reaction Keyword and notes the condition under which it can be used.

Using a Reaction Power still costs Divinity, but does not cost an Action.

The only way to gain more Divinity points is to Eliminate Hostiles that have a Divinity value.

When the group Eliminates a Hostile with a Divinity value, divide the Divinity between the group's Clergy Soldiers however you like. A Clergy Soldier may exceed their original Divinity points.

Example: The Soldiers gain 3 Divinity for Eliminating the Imperial Warriors. There are 2 Clergy Soldiers in the Mission. The players decide to give 2 Divinity points to one Clergy Soldier, and 1 Divinity point to the other.

Blessed

Some Weapons have the Blessed keyword. These Weapons have superior values and a higher Resource point cost.

Blessed Gear can be used as normal by any Soldiers.