Warfighter: WWII Expansion #48 – Mokra #2
Warfighter: WWII Expansion #48 – Mokra #2 Rulebook
Table of Contents
Table of Contents
Expansion List: WWII Exp #48 – Mokra #2
This list of expansions will tell you what rules to look at when you have that specific expansion. If you do not see a rule in this manual, check the Keywords Reference.
WWII Exp #48 – Mokra #2:
- Ability Check
- Service Record
- Vehicles
Ability Check
Soldiers with printed Keywords followed by a number and a + are abilities that can be rolled for when required, typically by a card.
These rolls are done with a ten-sided die. If the roll equals or exceeds the number printed on the Soldier's card, the roll is successful. Otherwise, the roll is a failure.
Bonuses or penalties can be provided by the Ability Check. A "-X" is a negative modifier, while "+X" is a positive modifier; add or subtract these to the result of the roll when performing the check.
If an ability check provides a Success heading, it is executed if the check is successful. If the card provides a Fail or Failure heading, it is executed if the check is failed. If the check has neither of these headings, assume the rest of the text is only executed in a Success.
Ability checks with a Success condition may be attempted by any Soldier on the Location during the Soldier Turn. This costs an Action. A Fail or Failure check is only checked once. Benefits from a Success can only be gained once.
Some ability checks may be Upgunned if the ability on the Soldier's card has a number in [square brackets] following the normal number. This provides a better chance at succeeding at the ability check.
An ability check can only be performed with Soldiers that have that ability. If a Soldier would roll a check for an ability they do not have on their card, do not roll. Instead, execute any Fail heading. If the Fail heading is a Trap, assume a 1 was rolled, and cannot be increased by any means.
Ability checks with a Failure condition on a Location are to be rolled for as soon as a Soldier enters the Location, even if the Soldier doesn't have the ability required to roll printed on their card. If a Fail ability check is added to a Soldier's Location, the check must be attempted immediately before continuing the game. The ability check is considered to automatically fail if a Soldier does not have the ability needed to perform the check.
Service Record
Service Records can be bought for Soldier types listed below the cost in the upper right corner of the card, not just Player Soldiers.
Service Records have dates; you cannot buy two Service Records that happen during the same date.
Each ability gains an amount of matching Service Record counters. The count is listed on the card itself, and the number of counters can be different for each ability.
You may use non red-text abilities when listed; remove a Service Record counter of the matching type when you do. The timing is listed on the ability; if there is no timing, assume that the ability can be used during the Soldier Turn. You cannot use an ability if you have no Service Record counters of that type.
When a condition is met on a red-text ability, remove a Service Record counter and perform the effect. Red text usually implies a negative ability.
Vehicles
They are treated as a Squad Soldier in setup and during gameplay – they can be bought and are played in the same way as a Squad Soldier.
Cards that would effect Squad Soldiers effect Vehicles, unless a card specifically says that it effects Vehicles.
Vehicles cannot be taken on Missions or enter Locations with the Interior keyword. Vehicles cannot be taken on Shadow War missions.
Vehicles may be damaged by Hostiles. Vehicles can have damage removed by cards that have the "Fix" keyword, not "Heal" as for Soldiers.
If every vehicle in your Team has the keyword "Light Vehicle", ignore the Anti-Vehicle Deck rules.
Anti-Vehicle Deck
During setup, shuffle the Anti-Vehicle Deck of the Hostile Nation you are facing and keep it nearby. Each Nation has a different Anti-Vehicle Deck.
During the Hostile Reinforcement Step of each turn, draw an Anti-Vehicle Hostile card for each Vehicle in play. If the Noise of the Vehicle being drawn for is in the Noise Range of the drawn Anti-Vehicle Hostile, it is played as specified on the card, or in the Vehicle's Location in that order of priority. Specifically draw the Vehicle's matching Hostile Targeting Counter from the Target Cup and place it on the Anti-Vehicle Hostile.
Driving Cards exist in the Anti-Vehicle Hostile Deck; these are Events, but purely for Vehicles. The Noise range works the same as the Anti-Vehicle Hostiles; if the Noise matches, execute the text on the card and then discard it.