Here's the rules manual and army sheets for easy reference.
The Rules Manual
Urban Combat
Terrain Rules for Urban Combat
Urban Combat is an OPTIONAL rules module intended for use in heavily-developed map areas, such as the center of an urban sprawl under siege. Otherwise, miscellaneous buildings in a normal battlefield will simply use the basic Cover rules. If in doubt, ask Command whether the current mission is using the Urban Combat rules.
Generally speaking, Urban Rules should only be in effect if a map is composed of around 75% or more multi-story buildings and streets. The following rules assume a dense cluster of solidly-constructed multistory buildings, often in close proximity to one another and with restricted firing lanes. If the terrain does not suit this description, such as the outskirts of a city or a mostly-leveled wasteland of crumbling ruins, then Urban Combat will not apply.
Buildings have doors and windows. And if they don't, you can usually make your own. Unless otherwise specified, Infantry units may enter a building from any ground-level entry point, regardless of whether or not an obvious entrance is depicted. Vehicles may not normally do so, unless they first blaze a trail for themselves.
Buildings aren't always easy to extricate from or move within. When an infantry unit begins it's turn inside a building, it takes a -1 penalty to it's total Movement after calculating all other variables. A unit of Fusiliers that Runs out of a building onto the street may move a total of 5 hexes that turn (3 Move x 2 Run bonus - 1 Bldg penalty). If it moved to take cover in the building while starting from the street however, it does not take any Movement penalty... not until next turn.
Buildings are good cover for Infantry. That means a [-2] penalty to ranged attacks that attempt to target an infantry unit inside a building, if the weapons fire comes from a point outside. Like most forms of Cover buildings may be used for purposes of obtaining Stealth, but firing a weapon will reveal your position. Beware: Flame weapons ignore the cover penalty!
However, Buildings do crumble. Artillery shelling, High Explosive weapons, the melee attacks of Assault Walkers, Bulldozer-equipped vehicles, and Geomancy are but a few common effects in Crux Europa that may cause the abrupt collapse of building sections, or even entire buildings. Collapsed buildings reduce their Cover bonus to a standard [-1] and are treated as normal covering terrain from that point forward, allowing vehicles to move through them, removing the normal movement penalty, etc.
Watch out Below. If an attack is powerful enough to cause a building to collapse, the falling rubble may wound troops posted in the building even if they did not suffer the initiating attack. If the level of damage is deemed severe enough by Command to warrant this secondary effect, then Building Collapse damage is treated as a standardized attack roll: 1 x [4], D=2 to affected units. Damage from a collapsing building never kills, it only incapacitates. If there is excess damage after a single member of a squad is incapacitated, it does not carry over to other members of the same squad. Per the 5th Amendment in the Cendrian Constitution ("Autrefois Convict"), a unit that suffered a Hit from the collapsing attack is never placed in 'double jeopardy' with a Building Collapse attack roll.
Close Quarters Combat in the City is brutal. If an enemy infantry unit (or a Vehicle!!) should manage to occupy the same building you do, then neither side has any Cover bonus from the other for shooting or melee attacks. Units that are Stealthed in the same building may still have a chance to not be noticed if the enemy doesn't linger or stumble directly upon them.
Buildings have good firing lanes. Movement up and down stairs is not tracked in Crux Europa. All intact buildings have effectively one level that all Infantry units entering it immediately transit to: The Top Floor. Use lines of sight to your advantage. Firing on a street-level unit from a two-story or higher building grants a [+1] Hit rating bonus, but only if the enemy unit is within 5 hexes (providing a good shot angle). Once a building has Collapsed, this advantage is lost and Infantry and Vehicles are at that point considered to be moving about on ground level through the rubble.
Combat posting protocol
There are two necessary elements to a successful combat post, and one optional element. A successful combat post is one that will be clearly legible and not confuse Command, resulting in your fireteam completing their full intended actions.
The first important element is your unit card. The unit card must have your unit ID with your numeric designator. If you are a veteran, you should also track any unit upgrades bought, and remaining Experience you have left unspent. This is your service record, take care of it!
[F4] Cpl. Command
Health:{2}{0.5}{x}
Rifles: [/][/][/][ ]-[/][/][ ][ ]-[x][x][x][x]
Grenades: ( )-(X)-(x)
Rally! ( )
Upgrades: Deep Cover ([+1] bonus from Cover), Endurance Training (+.5 Health)
3 XP left
The optional (but encouraged) element is your combat fluff. Go ahead and show some individuality out there, contribute to the ongoing story of the Lionhearts. Keep this separated from the other items however.
Corporal Command shook his ringing head to clear it. "We need to go take care of that artillery before this position is finished." He dragged the shattered remnants of his fire-team out of their foxhole and pushed ahead.
The final element are your Orders for the turn. They belong in a bullet point format. Separate them with single-spaced paragraphs. Compass directions are preferred for movement and targeting for clarity. If necessary, separate actions out by the individual squad members for complex turns. Notice that a relevant upgrade which contributes to the actions was mentioned to help Command with processing. [Dice=My shooting actions]1d10[/dice] tags are used so that no mouse-overs are required to read the dice scores.
-Move 2 Northeast, 1 Southeast. (Deep Cover bonus for staying in the woods)
-Squad member: Fire one aimed shot, and one snap shot at the artillery crew South of us.
-Squad leader: Throw a grenade 3 hexes Southeast, and Rally! to regain 1 health on my injured squaddie.
The Voltigeurs are the forward vanguard of the Cendrian Army’s heavy infantry, and practitioners of a pragmatic fencing style that is an offshoot of Valtic martial tradition. A Voltigeur shield-line is an unbreakable bulwark that will give even the most determined attacker pause for thought. Although Tyrian Legionnaires consider Voltigeur arms and armor crude by comparison to their own advanced designs, the natural resources of Cendria allow their military to employ bonded Ebontium composites in their equipment, a luxury that few other nations could hope to afford. The result is a superior alloy granting heavy armor with easy mobility that will not fatigue the wearer, but is nonetheless proof against many ranged infantry weapons. Similarly it forges balanced blades that will hold their razor-like cutting edge even against the hull of a main battle walker.
Rules clarifications:
Block - In order to gain the Damage Reduction benefit from shield blocking, every member of the unit must spend the Action (unless they are gaining the Block for free from Running as described on their unit card). The entire squad defends in a single facing in order to gain the damage reduction effect, so be sure to declare a direction.
The heart and soul of most Volunteer infantry divisions, Fusiliers are the perfect embodiment of the core ideals of the Cendrian military. They are resourceful, spirited, and more then capable of holding back a numerically advantaged enemy through prolonged skirmishing tactics. Their principle tools are the superior range and accuracy of their finely tuned rifles. And when the circumstances call for an assault by grenade and bayonet to flush out a cautious enemy, the flexibility of Fusilier battle doctrine enables the Cendrian infantry forces to take the initiative and claim their objectives.
Rules clarifications:
Rally! - Only one of the members (typically the squad leader) must spend the Half Action required to Rally. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded.
Cendrian battle doctrine dictates the premier importance of speed, aggressiveness, and firepower against a critical point in order to break the enemy’s lines. Whether in attack or defense, few soldiers are as well equipped to handle these tasks as the Grenadiers. Sacrificing armor for mobility and a multitude of specialist ammunition for their launchers, these bold combatants use their ability to launch indirect attacks to shatter the opponent’s will to fight.
Rules clarifications:
Launcher - The AOE of the Launcher works differently to other grenades. First, if there is a unit in the targeted hex, roll an attack with a rating of [7] to cause 1 damage to it. Then roll an attack with a rating of [6] against every unit within 1 hex of the target hex, including the unit in the target hex that you just attacked (if there was one). In this way the target hex may take up to 2 damage from a single Launcher attack. Remember that the Launcher needs to be reloaded after every shot.
Specialty Ammo - Each member of the team has 1 Smoke and 1 Flare grenade. Smoke grenades obscure vision in a 1 hex AOE area where they land. For one turn, all shooting attacks through the smoke cloud suffer a [-2] Hit penalty (does not begin it’s effect until the start of the opponent’s turn). The smoke will dissipate at the end of your side’s following turn. Flare grenades may have a variety of mission-dependent uses, but are primarily helpful for lighting up areas of Fog of War on maps where vision is limited (approximately 2 hex AOE Reveal around the target hex). Be sure to declare at the time that you Reload if you are loading up a specialty grenade.
Brace for Impact - Explosive attacks are generally classified as any weapon that causes damage in an AOE pattern and is not also explicitly a “Flame” weapon. Brace for Impact’s Damage Reduction is automatic and requires no actions.
During his attempts to bring the Cendrian Fourth Volunteer Rifles to a decisive conflict in the foothills of the Cendrian border, Field Marshal Greiber of the Orlon Heavy Infantry Hunden Division is claimed to have called his elusive foes “sheer ghosts... we should perhaps have better luck if we train our weapons upon the mountain mists or the falling rain.” He spoke, of course, of the Chausseurs. These light infantry specialize in screening tactics, calling out targets for their allies, and the art of the one-shot kill. Commonly recruited from the big game hunters of the rugged frontier lands, Chausseurs are encouraged to maintain their independent streak and typically operate with very wide operational freedom, all the better to support the Cendrian Volunteers in the manner best suited to the situation.
Rules clarifications:
S. Rifle - When firing the Sniper Rifle, roll a single attack dice. If the roll score a rating of [7] or below, the result is 1 damage. If the roll hits a rating of [3] or below, the result is instead a Critical Hit for 2 damage.
Spotter - You may not Spot a single unit twice. Unless you specifically declare the allied recipient of the Spot effect, the Hit bonus will simply go to the first ally to post an attack against the target this turn (even if they posted before you).
Vanish! - When you declare you are using Vanish (usually at the end of your turn after performing other actions), your current position will be replaced with a marker. At the beginning of your next turn, pick a point anywhere within 4 hexes of your Vanish! marker to reappear within, then take a full turn from that starting hex.
The Officer Candidate School of the Cendrian Volunteers is unlike that of other Europan militaries. Instead of a rigid adherence to doctrine, creative thought and a pioneering spirit are cultivated very early in the careers of the Cendrian officer corps. As a result all ranks of command encourage free-thinking and resourcefulness in their subordinates, with final result at the field level by the first lieutenants and non-commissioned officers. The quick thinking of Cendrian field officers has salvaged many a desperate situation where any other military would have failed at the test of personal initiative.
Rules Clarifications:
Flank! - Only the Lieutenant of the squad may use this ability. Flank may only be used to grant a Movement bonus to Infantry units, not Armor. If the ally has already acted in this turn you may choose the additional hex they move to for them. An ally that Runs on their turn adds the +1 Move from Flank! AFTER they calculate their run speed based on their normal Move. The Lieutenant may choose to give the Flank movement bonus to his own squad.
First Aid - Only the Medic of the squad may use this ability. Remember that healing cannot be applied to an ally that is KIA, only those who are either Incapacitated or merely wounded. First Aid has unlimited uses.
Wounding Priority - As a mixed squad with varied abilities, wound allocation for the Officier unit works slightly differently. The first member of the squad to fall is the "Adjutant," the team member with no particular abilities beyond their Rifle (path upgrades may add unique abilities to them). After the hit that would Incapacitate or KIA the Adjutant, the next damaging hit that would Incapacitate a member will be allocated to the Lieutenant. If the next damaging hit would instead KIA a member, then the Medic will be the target.
The military leadership of Cendria pays considerable attention to matters of infantry resistance against armored assault, considering the likelihood that their own limited armored forces may be stretched thin in the event of a two-front war of invasion. The Lanciers are the premier resistance unit, employing powerful shoulder-mounted Anti-Tank recoilless rifles and infantry-repelling mines to form an effective defensive position. The ammunition employed in the Lance is a costly and difficult-to-manufacture multi-stage round that utilizes a lightweight yet dense Ebontium core for its penetrative properties. The combined weight of this weapon system is much less then the fixed AT gun emplacements sometimes used by other armies, allowing the Lanciers to bring their firepower on the move to support a mobile defense or an attack against fortified positions with ease.
AT Rifles - You have only 1 Reload to use! Consider working alongside Engineers and Chausseurs for ammunition and accuracy to gain maximum effectiveness.
Shred Mines - Mines may not be planted more then 1 to a hex. The AOE attack occurs at the end of the round, so if enemy troopers move rapidly over the mine hex it is possible the triggering unit may avoid the blast. On the other hand, it is possible to catch multiple targets if they all end their move within AOE.
Since the first time that an enterprising field mechanic resolutely continued fixing his assigned battle walker even in the midst of hostile fire, a dedicated corps of combat engineers has always been one of the defining characteristics of the Cendrian military. Despite lacking either the magi-scientific talents of Orlonni steel alchemists or the advanced machine-crafting abilities of the Tyrian Artificers, the Engineers of Cendria have always seemed able to make do with copious amounts of elbow grease and a rough-and-ready knowledge of how to bang a machine back into working shape.
In response to the difficulties experienced holding back the mighty biomechanical constructs of the Lavathian Combine in the last southern border conflict, the Engineers have taken to carrying newly-developed Volcano mines fashioned with magnetic sensor plates and a core consisting of rare earth metals and an Ebontium catalyst. When a Volcano mine is triggered a volatile chemical cocktail is injected into the Ebontium core and produces a directed energy reaction. The resulting upward geyser of superheated metal fragments is a highly effective anti-armor tool.
Rules Clarifications:
Engineering Kit (universal to all attached abilities) - All Engineering Kit abilities have a range of 1 Hex. Members of the team have 2 “ammunition” each for their Kits, and whenever they use an ability 1 kit is depleted. The exception to the ammo rule is Repair/Sabotage Armor, in which case a unit of “ammo” is lost only if the Hit roll to attack or repair the Armor unit was a success.
Ammo Drop! - This ability lays down an ammo cache in the targeted hex. Any allied unit other then the Engineers who dropped the ammo cache may use the Cache (0 action) at any point in their movement while they are adjacent to it, gaining ONE of the following benefits to a SINGLE weapon they have based on their Reload type:
Limited Reload weapon: The member/vehicle is restored to their starting Reload value with the weapon. If they use a Reload action (1 Act) at the same time they use the Ammo Cache, they may also fully restore current loaded ammunition, otherwise the loaded magazine is unchanged. (example: AT Lance, Quad Autocannon)
Unlimited Reload weapon: The member/vehicle may use a Reload action on your primary weapon for free. If you have an option of alternative ammunition, you may only use this to load a standard shot/magazine (examples: Rifle, Grenadier Launcher)
Miscellaneous Limited Supply Weapon: For a weapon that has unusual Reload rules, can load different ammunition types, or does not use Reloads at all but still has an ammunition reserve, instead simply restore full supplies of the chosen resource (examples: Fusilier Grenades, Grenadier Specialty Ammunition, SMGs, Walker Main Gun shells [reloads all types], etc.)
Limited Use Abilities (!) that are not Weapons: Cannot be restored by the Ammo Cache.
If a fireteam of multiple members, each member may choose to use a different form of Reload. The ammo cache disappears at the end of the phase, so coordinate their usage carefully! Engineers may never use an Ammo Cache to resupply their own Engineering Kits, or to replace their Volcano Mines.
Fortifications! - In the target hex, choose 2 linked facings (such as Northeast - Northwest, or West - Southwest). Any unit (whether infantry or armored) occupying that hex now receives a double cover bonus in those directions (enemies take a [-2] Hit rating penalty when firing at them through those facings). After any turn in which at least one attack was successfully negated by the fortification, its cover save deteriorates by 1 (first to a normal cover bonus, then collapsing entirely). A damaged or even collapsed Fortification may be repaired by a Geomancer using the Mend Fortification spell.
Repair/Sabotage Armor - Make the 1x[7] Hit rating roll in order to determine success or failure of the attempt to repair or damage the target. The Hit rating is normally the same for either result (but may be modified by Path upgrades). Only Armored vehicle targets may be attacked using Sabotage, you need to use regular Melee attacks vs. other Infantry units, even ones with a form of Damage Reduction.
Volcano Mines: Like Shred Mines, only 1 mine may be placed on a single Hex. The Volcano Mine's attack occurs as soon as an Armored unit triggers it, interrupting movement. If the vehicle survives the attack it is free to continue it's turn. Due to their extreme value and rarity, is not possible to recover Volcano Mine "ammunition" through the use of Ammo Drops.
Conquering the wild frontiers of Cendria after her founding was no easy feat, but the esoteric arts of the newly created Collegiate Magica proved amply ready to tackle the challenge and researched a new field of study, Geomancy. Decades later and it is an underappreciated and neglected art in most of Europa, leaving the nation of Cendria as one of the few to still encourage the studies of the Geomancer. The ability to mold earth and shape stone appeals to the heart of many Cendrians, who feel a deep connection with their land and it’s changing moods. Although it is only one of many career paths available to a young Collegia graduate, the Cendrian military commissions a steady supply of “Earth-casters” every year thanks to either patriotic fervor or a desire to travel and study distant lands.
Rules Clarifications:
Draw Sigil - Sigils can be planted on any space, regardless of the terrain. Once planted, a Sigil does not block movement over it. As the spell list should make clear, a varied assortment of Sigil locations will diversify your spell abilities.
Drain Essence - Be sure to specify exactly which Sigils you wish to drain. Any number of Sigils within the Control zone may all be drained with a single usage of the Drain Essence action... but be careful about accidentally cutting off your Control of more distant Sigils by breaking a Control chain.
Spells - Detonate Sigil: It is not possible to Drain Essence from a Sigil that is also the target of this spell from another Geomancer on the same turn. Nice try!
Spells - Mend Fortification: This spell may target the fortifications built by Engineers, returning them to full strength.
Spells - Steam Cloud, Make a Path, Raise Wall and Dig Trench: All spells with an Essence cost specified as "X Essence / Y Hexes" are limited in area size by your total available Essence. You may use fewer Hexes for the spell effect area then your Essence expenditure entitles you to if you choose.
Redline! - When Redline is used, it effects all of your Hit rolls taken throughout the turn, even if the Panhard took an Action prior to moving this turn. You must move at least 6 hexes when using Redline in order to benefit from the defensive bonus. Enemy Overwatch attacks that attempt to hit you this turn will take the penalty, as will shots in their following turn. Both Melee and AOE attacks are effected by the Hit penalty.
Renault Battle Walker
[Rbw] Bgdr. ________
Armor: \\3.0\\
Currently Loaded in Main Gun: ( )
Armor-Piercing Discarding Sabot [ ][ ][ ]
High Explosive Shell [ ][ ]
Main Gun - The example Data Card below is a demonstration of a Renault that begins the battle with an AP-DS shell loaded in it's main gun's breech. An HE shell may be pre-loaded prior to mission start in the same way. In order to benefit from Breech Pre-loading you must post a Data Card featuring a Loaded shell in the Main gun prior to Mission Turn 1. You may also instead choose to begin with an empty Main Gun.
Currently Loaded in Main Gun: ( AP-DS )
Armor-Piercing Discarding Sabot [X][ ][ ]
High Explosive Shell [ ][ ]
Specify your chosen shell type at the time of Reloading. If no shell type is specified, you will experience a combat stress-related Loading Mishap and end up with an empty breech mechanism. If you attempt to then fire a High Explosive or AP-DS shell before correcting yourself, both you and Command will be disappointed in the result.
Quad Autocannons: The Autocannons can be fired at both Ground and Air targets without penalty, although shots may not be split between two different kinds of target within the same firing Action.
Char Heavy Siege Walker
[Char HW] Bgdr. ________
Armor: \\4.5\\
Currently Loaded in Howitzer: ( )
High Explosive Shell [ ][ ][ ][ ]
Canister Shot [ ][ ][ ]
Unit Selection: The Char B1 is a Heavy Armor unit, and therefore costs 2 Armor slots to take. Since such vehicles are valuable commodities, maintaining a functioning B1 is important: Try not to lose the one you have, or it will become unavailable for future missions!
Howitzer: The howitzer has the same rules regarding loading shells into the breech as the main gun on the Renault. The Howitzer has the Arcing property. Any unit targeted by a Howitzer attack (regardless of which Shell type is used) receives a [-1] Cover bonus penalty, eliminating any advantages to Normal Cover and making attack against even entrenched troops in heavy fortifications easier. This property can be used against enemy Armor for an identical effect, negating normal hull-down terrain advantages.
Flak Turret: The Flak Turret is an Anti-Air weapon but may still be fired at ground targets for a [-1] Hit penalty... The fragmenting timed-fuze rounds used in the Flak turret tend to have inconsistent results against troops on the ground and vehicles. In addition, the Flak Turret has the Overwatch Bonus property indicated next to it's Range notation. Whenever a Flak Turret attack is triggered by Overwatch against enemy movement, it may take an extra attack action against the triggering target (effectively gaining a Hit rating of 4x[3] for that attack only).
It is important to note that due to their other special rules, neither the Howitzer nor the Flak Turret have the Ballistic property. They may not be fired beyond their listed range!
[S] Obrsch. _______
Health:{2}{2}{2}
Rifles: [ ]-[ ]-[ ]
R. Grenades: ( )-( )-( )
Iron Will! ( )
A dreaded sight in the eyes of their opponents, the Sturmgrenadiers are the leading edge of the Orlon offensive. At close range, their withering salvoes of assault rifle fire shred the enemy and rifle grenades shatter fortifications, exemplifying the Orlon ideals of overpowering determination and shock assault. Their heavy armor and combat gear would be impossible for the average soldier to move with in combat, so their armor integrates light load-bearing pneumatic harnesses that can be tapped into for short bursts of speed to surprise a fortified enemy that considers themselves outside the reach of these normally slow and methodical combatants.
Rules clarifications:
Run speed: Instead of a run speed of 4 as would be normal for their Move, Sturmgrenadier may run up to 5 hexes. This bonus does not apply while they are Prone.
Assault Rifle: The assault rifle's ammunition rules can cause confusion. The intent is that every time a Sturmgrenadier trooper uses his Automatic fire option he must spend an action to reload his assault rifle before firing on Automatic again, while Snap fire is always 'free' even when they are nominally in need of a reload. Snap fire is less accurate then Automatic by intention, to encourage usage of the Automatic feature which is the most efficient attack. Note that while it seem more accurate to simply fire with the Pistol sidearm instead of using Snap fire, that the Pistol requires 1 whole action per shot while Snap fire costs only half actions. Finding the proper rhythm for assault rifle fire amongst the entire squad is key to mastering their usage.
Rifle Grenades: Unlike most grenades, Rifle Grenades do not have the Indirect feature. They require line of sight to their target, and may not be fired at a hex beyond range 4.
Iron Will!: Only one member of the squad, normally the Oberschutzen leading them, needs to spend the Half action required to activate Iron Will. Once he has done so the entire squad will soak .5 Damage off of all (non-Armor Piercing) attacks in the enemies' ensuing turn.
Just as the Sturmgrenadier are instrumental in the attack, the Machine gunners of Orlon are the bulwark of their defense. Advances in lightweight liquid-cooled barrel systems and high-speed ammunition feeding mechanisms have given rise to a new generation of effective man-portable machine gun that no other nation has yet been able to match. Extensive training with their weapon results in highly disciplined fire teams that can coordinate to set up a weapon and lay down a withering storm of firepower in mere moments, making these normally static support gunner teams capable of supporting the Orlon infantry advance in characteristically blunt fashion.
The Machine Gun and Team Actions: Each soldier has 1 action, and they may both interact with the machine gun. For example, in a single turn one soldier may Set Up followed by the other shooting at a target, or reloading. With a fully-loaded machine gun the team may even shoot twice in a turn by using both of their actions!
Set Up / Break Down: Once set up the team cannot voluntarily move from their position. Orlon doctrine will not allow them to abandon their machine gun, so they may not Break Down and Run in the same turn.
Sweep: When firing the gun, you must divide your shots between 3 adjacent hexes and use the worst distance penalty among those hexes. You cannot fire on only 2 hexes or just one. If a single target without any nearby enemies to "sweep" hits onto is specified for the shooting, then it will simply be calculated as 3 x |6| vs. that target (modified for distance and other situational bonuses or penalties). Otherwise, you may divide the attacks up in any way chosen between 2 or 3 targets that are connected by hexes. For example, if two nearby enemy squads are separated by a 1 hex distance, you could direct 3 shots at one of the squads, 1 shot at the empty hex between them, and 1 shot at the second squad.
The very earth of Europa is sick. Nowhere is this malaise felt more then in the Machine-State of Orlon, whose close proximity to the Glassing on the day of the Lysian War's end caused paranormal fluctuations throughout the stone and soil. The full results of this event are unknown to any but the top researchers of the Orlon, but some of the fruits of the event can be seen today. Untermenschen are clay golems formed from the unsettled earth of Orlon, driven forward by a gemstone of unknown properties which seems to have a sharpening effect on their simple awareness. Outside of military psychological warfare applications, it is known that many Orlon factories and mills utilize the free labor of Untermenschen in order to make up for the population shortcomings of the Orlon workforce.
Untermenschen: The Untermenschen may not attack with the normal profiles for Melee or Pistol. They cannot operate machinery or make detailed observations about their surroundings. Their only combat ability is to Mob the opponent with the stated profile, or to prepare Overwatch to do the same on the enemy's turn. They may also be used for simple, menial tasks, such as carry no more complexity then road-obstacle clearance or stacking up boxes.
Geistfuhrer: The leader of the Untermenschen is a Geistfuhrer, who has two abilities that apply only to him. His Pistol has a better Hit rating then the normal Pistol profile, and by spending his action on the Command Gem he may resurrect the Untermenschen in his squad, or an adjacent Untermenschen mob. Only 1 Untermenschen (equivalent to 1 Heart) is raised at a time, and the Command Gem may not be used to heal his own injuries or those of any other soldier besides Untermenschen. If the Geistfuhrer is somehow directly targeted and slain or Incapacitated before the rest of the Untermenschen have fallen, then the mob will crumble and discorporate at the beginning of the next Orlon turn.
Fear!: The effect is a |-1| penalty to all Hit ratings and dice rolls that applies to the unit attacked, and lasts until the end of their following turn. Any unit that either suffers a Mob attack from the Untermenschen, or is shot at (within 3 hexes or less only) by the Geistfuhrer's pistol, suffers this penalty. It is possible for the Untermenschen and their leader to divide attacks and therefore inflict the penalty on multiple nearby units at once.
The light infantry and mountain troops of the Orlon military, Jäger fulfill a critical role in scouting ahead for the Orlon forces and directing the heavy machine of war to the most efficient means of crushing their opposition. Due to these skilled saboteurs and infiltrators, many opposing militaries are shocked to discover the sheer ingenuity of mayhem that the supposedly unsubtle Orlon can inflict. The success of the Jäger at hunting Chausseurs in the foothills of Cendria in the most recent conflict has led the Logic Engine to decree that the Orlon military step up the field training regimen and promotion schedules of Jäger troops by exactly 47%.
Sapper: Look out for map-based hints at the start of each turn. If the Jägertruppe move to within 4 hexes of a trap or hidden terrain, they will not be informed until the start of their following turn. Beware Running faster then your detection range if you suspect traps in the area!
Demolition Pack: The Demo Pack functions similar to a grenade, but with a 2-hex blast radius and a Timer. The earliest possible time setting for the explosion of the Pack is the START of the next Orlon turn, giving warning for troops in the blast radius to attempt to flee. Any timer condition after that must be stated by reference to the Start of a given turn, for example: "The start of the Cendrian Turn following their next one" or "The start of the third Orlon turn from now". The Hit of the Demo Pack to any targets in the AOE will be rolled for you at the time it detonates.
Oberleutnant
[O] Lt. _______
Health:{1}{1}{1}
Orlon military leadership is the instrumental point that has turned the tide of many a hopeless engagement. Their resolution has been tested in the fires of battle and hardship for generations, and the Orlon culture cannot tolerate weakness and insubordination if they hope to survive. A few stern words from an Orlon field officer can be enough to make the most significant battle injuries pale in comparison to the Duty of their soldiers... Duty to their homeland and Duty to each other as brothers and sisters in arms.
Stand Firm!: The bonus to Damage Reduction from Stand Firm can be used to stack with other sources of Damage Reduction. The Stand Firm bonus may be granted to your own team if you choose.
Resupply Kit: Whenever the Supply Officer spends an action on the Kit, he must choose 1 ally that is within 1 hex. That ally may be granted either 1 Reload (to replace a spent limited Reload weapon, such as the MG of the Machinegewehr Shutzen team) or to grant 1 Single-shot item that has already been spent (such as a Grenade spent by a Sturmgrenadier team, or a HEAT round fired by a StuG walker destroyer). It cannot replenish limited usage abilities that are not Weapons. The resupply kit has infinite usage, thanks to recent advances in Orlon supply chain technology.
SMG: Unlike other SMG equipped units, the Oberleutnant unit has unlimited ammunition (this is essentially a rules simplification of the fact that they could merely resupply themselves if they ever ran out). While the SMG is a strong weapon in the right situation, beware exposing your fragile officer team to do a job that is better meant for the Sturmgrenadiers.