wsr play aid
DESCRIPTION
Play Aid for White Star Rising (Lock'n Load). EnglishTRANSCRIPT
FIRE • A"ack Roll (2D6) = AP or HE FP, hi8ng if > To Hit number. • Augmented Firepower – a “+” adds an extra die, then drop lowest die. • Op Fire = Unit may only be a"acked once per hex entered • Overrun : +1 Movement to enter and must be able to exit Arty/Mortar Fire: enUre hex; may fire if has a LOS from HQ/sHQ or Recon
SAVES • If to-‐hit = 6 a]er mod. -‐1 FP • Hard targets = 2 Def. Bonus dice max. • Improved PosiUons = -‐1 hit • Concealed = Not marked Ops Complete Not moving + Not adjacent to a Good Order friendly unit + Not in the LOS and within 4 hexes of a Good Order, in command, friendly reconnaissance unit
DAMAGES • Normal Disrupted Step Loss Eliminated • 2 x Disrupted = Step Loss + Disrupted • Disrupted = no Fire + no Move towards enemies in LOS + Defend only in Assaults • Out of Command = No Fire + no Move; May Op Fire.
HQ EFFECTS • If a friendly unit in the same hex is disrupted or reduced, roll 1d6 (with a -‐2 drm if a friendly unit was destroyed). On a 1 or less the HQ is reduced. A HQ is destroyed if all units in the hex are destroyed. • Add HQ Leadership raUng to the Firepower or Assault Factor of any one unit in its hex.
AP Firepower ARMOR Value Type Range To Hit Save Number FormaUon Leadership Morale
Movement Command Range HE Firepower ASSAULT Factor
Underlined Range = no Extended or Reduced range
FATE POINTS • 1 point – re-‐roll any die OR raise/lower the number showing on a die by one OR remove an Out of Command marker from a hex • 2 points – remove an Ops Complete marker from a friendly unit OR return any just-‐drawn marker, before use, back to the cup
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[email protected] -‐ Based on the WSR Combat Summary from BGG: kentreuber