Axis & Allies War at Sea - Special Abilities Revised for House Rules

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1 AA Veteran Once per game, this unit may reroll one Antiair attack. Advanced Fighter X This unit rolls X extra dice when making Antiair attacks against Fighters. Aggressive Tactics Friendly Cruisers and Destroyers adjacent to this ship roll one extra attack die when making Gunnery and Torpedo attacks if no other friendly ships are in their sectors. One fighter can move to your opponent's land airbase from the map edge, by spending an extra fuel token. That fighter can make an anti-air attack against one enemy aircraft Airfield Strike rearming this turn using the armor as its vital armor. The attacking fighter is placed in the map edge sector where it left the board at the end of the turn. The special abilities of aircraft at the land base don't apply during the attack. Alternate Payload X Once per game, this unit may make an X dice Bomb attack instead of a Torpedo attack during your Air Attack step. Antiair Barrage This unit can make two Antiair attacks against separate targets during your Air Defense phase. This unit has a 5-dice Antiair attack against the second target. Anti-Air Specialist This unit can make two antiair attacks against separate targets during your Air Defense step. Anti-Ship Missile Once per game, this unit can make a range-1 Bomb attack using its range-0 attack value. ASW Pinpointer Ships roll one extra attack die when making ASW attacks against any submarine this unit attacks this turn. Audacious Attack Once per game, this unit can make two Torpedo attacks during your Torpedo Attack phase. The targets must be in different sectors. Auxiliary Hunter This unit rolls one extra attack die when making Torpedo attacks against Auxiliary units. Bad Weather Fighter Whenever you make a concealment roll for this unit, add +1 to the roll. Battery Silencer This unit rolls 1 extra attack die when making gunnery attacks against Shore Batteries and Installations. Battleship Killer This unit rolls one extra attack die when making Torpedo attacks against Battleships. Bombard Once per game, instead of making a Main Gunnery attack, this unit can bombard your opponent's land airbase if this unit is in range of a map edge sector where your opponent's land based aircraft enter and exit the map from. At the end of that turn, place 2 additional rearming counters next to each aircraft at the airbase. Bristling With Guns This unit can make two Secondary Gunnery attacks against separate targets during your Surface Attack phase. Carrier Hunter This unit rolls one extra attack die when making Torpedo attacks against Carriers. Carrier Screen If this unit is in the same sector as a friendly aircraft carrier, this unit rolls one extra attack die when making antiair attacks for this turn. Cautious Approach After set up, if this unit is within 4 hexes of any enemy unit or objective, move it directly toward its own fleet flagship until it is not. Chase At the end of the Sea Movement phase, if there are no enemy Ships within range 3 of this unit, you may move the unit one sector toward the nearest enemy ship. Chase the Salvoes Whenever a larger class ship makes a Main Gunnery attack against this unit, roll a die. On a 5 or higher, this unit takes no damage from that attack. (For example: Destroyers are protected from Battleships and Cruisers while Cruisers are only protected from Battleships). Close Escort The sector this unit is in can contain one more friendly Ship than allowed by the stacking limits. Coastal Deployment This unit may deploy adjacent to an Island sector on your side of the map. If you do, this unit can't claim an objective on turn 1 or 2. Coastal Tactics This unit has concealment against attack at range 1 or greater if it is adjacent to a coast or island sector. Combat Air Patrol At the end of the Air Mission phase, if this unit is in a sector that contains a friendly Carrier and no enemy Aircraft, you may move this unit to a sector within range 2 that contains an enemy Aircraft. Combined Attack While this unit is in the same sector as a friendly Dive Bomber, it rolls one extra attack die when making Torpedo attacks. Commerce Raider This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units. Covering Fire Whenever this unit attacks a ship during the Surface Attack phase, during its next turn, that ship gets -1 on each attack die when making gunnery attack rolls against units other than this one. Crippling Salvo Whenever this unit damages a Cruiser or Battleship with its main gunnery attack, roll a die. on a 5 or higher, the target suffers the effect of crippled until the end of the next turn. (The target is not automatically reduced to 1 hull point.) Cruiser Hunter This unit rolls one extra die when making Main Gunnery attacks against Cruisers. Cruiser Killer This unit rolls one extra attack die when making Gunnery attacks against enemy Cruisers. Cruiser Leader While you control another Cruiser, you get +1 initiative. Damage Control At the end of each turn, roll a die. On a 5 or higher, remove 1 point of hull damage from this unit. You may remove only one point of hull damage per game with this ability. Defective Torpedoes Whenever this unit would make a torpedo attack, roll a die. On a 3 or less the attack automatically misses instead. This rule does not apply to any unit after July Defend the Flattop While this unit is in the same sector as a friendly Carrier, it rolls one extra attack die when making Antiair attacks. Defensive Armament Whenever this unit is attacked by an enemy Fighter during the Air Defense phase, this unit gets +2 armor this turn. Desperate AA Destroyer Hunter Destroyer Killer Destroyer Leader Determination Once per game, before you roll this unit's Antiair attack against an enemy Aircraft, you may declare that you are using Desperate AA. If you do, roll two extra dice against that Aircraft. This unit rolls one extra die when making Gunnery attacks against enemy Destroyers. This unit may ignore Submarine Suppression to attack local destroyers. While you control another Destroyer, you get +1 initiative. Whenever this unit would be destroyed, roll a die. On a 5 or higher, the destruction is prevented and this unit remains in the game with 1 hull point.

2 Determined Attack Disguise Divide the Defense Draw the CAP Drive Off Early Deployment Early Ear Experience Early Warning Radar Elusive Quarry Escape into Darkness Escort Escort Killer Establish Screen Evade Bombs Evade Torpedoes Excellent Endurance Excellent Spotting Expert ASW Expert Bomber X Expert Dogfighter X Expert Strafer Expert Torpedoes Export Version Extended Range X Fatal Flaw Fighter Cover X Fighter Director Fighting Instinct Whenever this unit is aborted by a Ship's Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit can make a Bomb attack or a Torpedo attack during the Air Attack phase. You get a -1 on each attack die for that Bomb attack, or roll one less attack die for the Torpedo attack. Until this unit attacks or ends a Sea Movement phase in the same sector as another ship or surfaced submarine, this unit can't be attacked. Once per game, you can declare you're using Divide the Defense. If you do, each ship in this unit's sector gets -1 on each attack die when making Antiair attacks this turn, and this unit gets -1 on each attack die when making Bomb attacks and can't make Torpedo attacks this turn. At the end of the Air Mission phase, if this unit is in the same sector as an enemy Fighter, roll a die. On a 4 or higher, enemy Fighters must attack this unit in the Air phase if able. As soon as a destroyed or aborted counter is placed on this Aircraft, enemy fighters are no longer required to attack it. Enemy fighters in the sector that have not yet made an antiair attack are free to select their targets normally. Once per game, at the end of the Surface Attack phase, choose one Destroyer or Torpedo Boat this unit attacked this turn. The target must immediately move one sector away from this unit. (If that movement isn't possible, you can't use this ability.) This unit may deploy in any sector on your side of the map. You may deploy one cruiser or destroyer in this unit's sector. Each unit deployed this way can't claim an objective on turn 1 or 2. This units gets +1 AA dice in any 1942 battles due to greater pilot experience. Once per game, each friendly unit in this unit's sector or sectors adjacent to this unit rolls one extra die when making Antiair attacks. Ships with Sub Hunter can't use that ability against this unit. Once per game, while in darkness, when this unit would be destroyed by an antiair attack, roll a die. On a 3 or higher, abort this unit instead. If this unit is in the same sector as a friendly Bomber, enemy Fighters get -1 on each attack die when making Antiair attacks against that Bomber. One fighter escorts all bombers in a sector This unit can make two Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Destroyer. Choose one local or adjacent Cruiser or Destroyer. After both fleets are deployed, this unit and the chosen unit can move one sector. Once per game, when this unit is the target of a Bomb attack, you may roll a die. On a 4 or Higher, the Bomb attack misses. Once per game, when an enemy unit would make a torpedo attack against this unit, you may roll a die. On a 3 or higher, the Torpedo attack automatically misses instead. This unit can't move during the Sea Movement Phase the turn after it uses this ability. Once per game, at the beginning of the air movement phase, you may remove a rearming counter from this unit. During your Surface Attack step, if another friendly Ship makes a Gunnery attack against an enemy Ship, this unit rolls one extra attack die when making Gunnery attacks against that enemy Ship this turn. Once per turn, you may choose a friendly Torpedo Bomber. That Torpedo Bomber rolls one extra attack die when making ASW attacks this turn. Once per turn, you may choose a friendly Dive Bomber. That Dive Bomber rolls X extra attack dice when making Bomb attacks this turn. Once per turn, you may choose a friendly Fighter. That Fighter rolls X extra attack dice when making Antiair attacks this turn. This unit can make Gunnery attacks without taking penalties to its armor or vital armor Once per turn, choose a friendly Torpedo Bomber. That Torpedo Bomber makes attacks with one extra die that turn. This unit can be based on a U.S. or U.K. Carrier While undamaged, this unit can make range X Main Gunnery attacks using its range 3 value. If an enemy battleship rolls 4 sixes against this unit at range 3 or greater, place a face-down destroyed counter on this unit. Once per turn during the Antiair phase, you may make a 5-dice Antiair attack against enemy Aircraft within range 3. This attack is in addition to your normal Antiair attack. The Escort ability works against this attack. Once per turn, you may choose a friendly Fighter within range 3 that aborted or destroyed an enemy Aircraft this turn. That Fighter may move to a sector it's adjacent to that contains an enemy aircraft and make an Antiair attack with -1 on each attack die against that aircraft. Aircraft are redirected at the end of the Air Defense phase. Only a non-aborted fighter can be redirected. If both players have Aircraft that can benefit from Fighter Director, they alternate their placements and attacks, with the first player acting first. Each redirected Aircraft is repositioned and attacks before the next Aircraft is repositioned. When this unit damages or destroys an enemy ship with its Torpedo Attack for the first time, it rolls one extra attack die when making Torpedo Attacks for the rest of the game. Finish Him Off This unit rolls one extra attack die when attacking damaged ships. Flank Speed At the beginning of your Sea Movement step, if this unit is within range 3 of an enemy Ship, this unit gets +1 speed this turn. Flotilla Leader You get +1 initiative for each Destroyer you control up to a maximum of +3. Fly-off Strike This unit may not land aircraft, but aircraft may remain on board indefinitely. Great Agility When an enemy fighter rolls exactly 8 successes against this unit and would destroy it, abort this unit instead. Guard Ship This unit may deploy in any sector adjacent to a coast or island on your side of the map. If deployed this way, this unit can't move until it has been attacked.

3 Guard the Convoy While this unit is in the same sector as a friendly Auxiliary unit, enemy units can't attack that unit Auxiliary unit until this unit has been attacked at least once in the same phase. Harass from a Distance This units Torpedo attack has range 1. When this unit makes a range-1 attack, it can't benefit from the Expert Torpedoes or Scout Planes abilities. Heavy Antiair This unit's Antiair attack has range 1. Heavy Strafer Once per game, this unit can make a range-1 Gunnery attack using its range-0 attack value. High-Speed Evasion Whenever this unit is attacked by an enemy Ship, roll a die. On a 5 or higher, this unit takes no damage from that attack. High-Speed Run Hi-Level Bomber Improved Radar Once per game, at the beginning of your Sea Movement step, you can give this unit +1 speed for the turn. You can t claim an objective with this unit the turn you use this ability. Whenever this unit makes a Bomb attack, it only scores hits on a 6. This unit can't hit Destroyers or Torpedo Boats with Bomb attacks. This unit can attack enemy units that have concealment without a penalty. Fog, smoke screens, and squalls don't block this unit's ability to trace line of sight to an enemy unit. Inactivity This unit gets -1 on each attack die when rolling its first Main Gunnery attack of the game. Incomplete No effect, other than being incomplete. Infiltrator This unit may deploy after surface units are placed on the map, but may not attack on turn 1. Inspire to Victory Once per game, if this unit damages or destroys an enemy battleship, you can declare you're using Inspire to Victory. If you do each of your ships rolls one extra attack die when making gunnery attacks during your next turn. Inspiring Example Once per game, if this unit damages or destroys an enemy Ship, you can declare you're using Inspiring Example. If you do, each of your Greek units (other than this one) rolls one extra attack die when making attacks during your next turn. Interceptor If there are no enemy Fighters in the same sector as this unit, this unit rolls one extra attack die when making Antiair attacks against enemy Bombers Jammed Mount Kamikaze Attack Kamikaze Survivor Killer Instinct Land Based Land Fighter Landing X Lay Smoke Screen Lead the Attack X Light Defensive Armament Limited ASW Threat Limited Radar Loiter Long Cruise Long Shot X Long-Lance Torpedoes Lucky Escape Lucky Hit Masked Guns Mines Mission Selection MTB Killer Near Miss Before this unit makes a Main Gunnery Attack, roll a die. On a 1, this unit rolls three lower attack dice when making Main Gunnery attacks until the end of your next turn. This unit can make a Range 0, 10-die Bomb attack instead of a Torpedo attack during your Air Attack phase. Destroy this unit after the attack. Whenever this unit takes damage from a unit with the Suicide Attack ability, roll a die. On a 4 or higher, this unit receives no damage from the attack. When this unit damages or destroys an enemy Submarine with its ASW attack for the first time, it rolls one extra die when making ASW attacks for the rest of the game. This unit can t be based on a carrier. This unit can't be based on a carrier, and can't benefit from the Expert Dogfighter bonus. Instead of attacking during your Surface Attack step, this unit can make a local smoke screen. A sector containing a smoke screen blocks line of sight. A unit in a smoke screen has concealment. Remove the smoke screen at the end of the next turn. A smoke screen takes effect from the moment it is created until the end of the next turn. A smoke screen provides concealment to all units in the sector, including Submarines and Aircraft. After both fleets are deployed, this unit can make a speed-x move before the first turn begins. Whenever an enemy Fighter attacks this unit during the Air Defense phase, this unit gets +1 armor this turn. This unit may conduct a sonar search as if it were a destroyer, but speed is considered 1 greater than it's actual speed. While undamaged, this unit rolls one extra attack die when making antiair attacks. This unit get 2 additional fuel token when rearming. This unit may deploy in any sea sector on the map. Once per game, this unit can make a range-"x" Main Gunnery attack against an enemy Battleship using its range-3 attack value. Each torpedo hit rolled by this unit deals 1 extra point of hull damage. When this unit would be hit by a Torpedo attack from an enemy Destroyer of Torpedo Boat, roll a die. On a 4 or higher, the attack misses instead. Whenever this unit hits an enemy Battleship with a Torpedo attack, roll a die. On a 5 or higher, that Battleship can t move next turn. If you win initiative, this unit rolls two extra dice when making Main Gunnery attacks within range-2 this turn. Once per game, instead of making an attack in the Surface Attack phase, this unit can mine its sector. Place a mine marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2 the ship takes 2 points of hull damage. Torpedo defense works against this damage. This unit may choose its aircraft type: Fighter, Dive Bomber or Torpedo Bomber. It's role is chosen when it is launched from a carrier or land base. The role chosen limits the type of attack it can make. As a fighter, it can only make Anti-air attacks. As a torpedo bomber is can only make torpedo or ASW attacks. As a dive bomber it can only make bomb attacks. Re.2001CB may choose Fighter or Dive Bomber. It may revert to Fighter after dropping its ordance load. Ordance may be jettisoned at anytime to facilitate this. Barracuda may choose Dive Bomber or Torpedo Bomber. This unit can make two Gunnery attacks against separate targets during your Surface Attack phase if at least one of the targets is a Torpedo Boat. The first time an attack would damage or destroy this unit, roll a die. On a 4 or higher, that attack has no effect instead.

4 Night Fighter Night Specialist Nimble No Sea Control Opening Salvo X Overstack Pinpointer Poor Facilities Press the Attack Protect Cripple Pursuit Ship Radar Fire Control Radar Picket Radar Solution Radar Solution Raider Raider Hunter Ram Rapid Fire Repair Replenish Aircraft Rescue Operations Risky Attack Rocket Attack Rugged Run Silent Scout Cruiser Scout Planes Scoutplane Attack Once per game, if it s turn 4 or later, this unit may reroll one Gunnery attack. This reroll comes before the targets concealment roll. This special ability also negates the range penalty for surface attacks when the Darkness rules are in play. While in darkness, this unit get +1 on each search check and ignores darkness penalties. Once per game, when an enemy fighter rolls successes exactly equal to this unit's Vital Armor and would destroyer it, abort this unit instead. Use the adjusted Vital Armor if it is reduces by strafing or other conditions. This unit can t claim objectives. Units with this special ability cannot claim objectives, but they do prevent an opponent from claiming an objective by being in or adjacent to that objective. This unit rolls X extra attack dice when making either a Gunnery or Torpedo attack for the first time each game. Only one attack receives the bonus. Your land airbase can base up to 3 additional Kamikazes in addition to 5 Aircraft. At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn. Can not be used while aborted Whenever there are two rearming aircraft on this unit, you may only remove one Rearming counter. Whenever this unit is aborted by a Ship s Antiair attack, you may roll a die. On a 1, destroy this unit. On a 4 or higher, this unit makes a Bomb attack during your Air Attack phase, hitting on a 5 or higher only. This unit gets +1 on each attack die when making Gunnery, Antiair, or ASW attacks while in the same sector as a friendly ship that is crippled. Instead of moving this unit during your Sea Movement step, if you are the first player for this turn, you may choose a local enemy ship. If that ship is within range 2 at the end of your opponents Sea Movement step, put this unit in that Ship s sector. While undamaged, this unit rolls one extra attack die when making Main Gunnery attacks. Once per game, at the end of the Air Mission phase, you can move one friendly Fighter that is in a sector that doesn't contain enemy Aircraft to any sector that contains an enemy Aircraft. The first time this unit makes a main gunnery attack during the game, roll 1 extra die. If this unit is undamaged, it can make the main gunnery attack against an enemy unit in darkness within range 4 without penalty. The first time this unit makes a main gunnery attack during the game, roll 1 extra die. If this unit is undamaged, it can make the main gunnery attack against an enemy unit in darkness within range 4 without penalty. This unit rolls one extra attack die when making Gunnery attacks against Destroyers and Auxiliary units. This unit rolls one extra attack die when making Gunnery attacks against Cruisers and Auxiliary units. Once per game, when this unit enters the same sector as an enemy submarine which is surfaced or at periscope depth, the submarine is immediately destroyed without damage to this unit. Once per game, before you roll this unit s Main Gunnery attack against an enemy Ship, you can declare you are using Rapid Fire. If you do, roll two extra attack dice against that ship. Once per game, at the beginning of your Sea Movement step, you can attempt to repair a local friendly Ship. If you do, neither this unit nor the damaged Ship can move or use Gunnery attacks that turn. At the end of the turn, roll a die. On a 2 or higher, remove 1 point of hull damage from the damaged Ship. Once per game, at the begining of the air return phase, choose a friendly fighter, dive bomber, or torpedo bomber that has been destroyed and roll a die. On a 4 or higher, return the choosen aircraft to play, based on this unit. (Your opponent doesn't lose the victory points.) Once per game, you can declare you're using Risky Attack during the Submarine Attack Phase,. If you do, this unit can roll one extra Torpedo die when making Torpedo Attacks this turn, and until the end of the next turn, this unit gets -1 armor. Once per game, this unit can make a 5-dice Gunnery attack during the Air Attack phase When an enemy unit rolls successes exactly equal to this units Vital Armor would destroy it, roll a die. On a 4 or higher, abort this unit instead. Use the adjusted Vital Armor if it is reduced by strafing or other conditions. If this unit doesn t move during your Sea Movement step, ASW attacks against it get -1 on each attack die this turn. At the beginning of your Air Attack step, you may choose an enemy Ship. Your units roll one extra attack die when making Bomb or Gunnery attacks against that Ship this turn. At the beginning of your Air Attack phase, you may choose an enemy Ship. Roll an extra attack die when making torpedo attacks against that ship this turn. This applies to all torpedo attacks from friendly units. Once per game, you may declare you are using a scoutplane attack. If you do assign the scoutplane attack during the Air Mission Phase. The Scoutplane can be attacked during the air defense phase. It has Armor 3, Vital Armor 5, Bomb 2, and it can be aborted or destroyed normally. The Scoutplane has no speed, it can be placed anywhere on the board.

5 Sea Basing Seaplane Detachments Pick a coast or island sector on your side of the map to be a sea plane base with capacity equal to the number of this unit purchased. This unit, and other seaplanes, may base in this sector as if it were a carrier. This unit comes with two small seaplane detachments that function as aircraft squadrons. The detachments can be based only on units with this ability or a sea plane base. Seaplane Detachment: Armor 3, Vital Armor 6, Gunnery 1, Antiair 4, ASW 2, Bomb 4, Fuel 4, Speed 5. The unit can rearm Seaplane Detachments or any other sea plane, if it did not move. If it does move the seaplanes are lost. Secret Cargo X No effect, point value has been reduced by 1 to compensate. Shadow Battleship Once per game, at the beginning of the Surface Attack phase, choose an enemy Battleship at range 3 or greater. That Battleship can't attack this unit during this phase. Shadowing At the beginning of your Air Attack step, you may choose an enemy Ship within range 2. Your Aircraft roll one extra attack die when attacking that Ship this turn. Can not be used while aborted. Shallow Draft This unit can enter sectors that contain islands or shoals. Sharpshooter Whenever this unit attacks a unit that has concealment, your opponent must roll a 6 on his or her concealment roll to negate this unit's attack. Shore Support This unit rolls 1 extra attack die when making gunnery attacks against land hexes. Skip Bomber Whenever this unit makes a Bomb attack, each 6 counts as 3 successes instead of 2. Slip Away X Once per game, when an enemy ASW attack scores exactly X successes against this unit, you may roll a die. On a 4 or higher, the attack has no effect. Slow X At the beginning of your Sea Movement step, roll a die. On an X, this unit gets -1 speed this turn. A crippled Ship with speed 2 and the Slow 1/2 special ability has its speed reduced to 0 for the turn by rolling a 1 (or 2) at the beginning of your Sea Movement phase. Sneak Attack If you roll a 10 or higher on your initiative roll before modifiers, your Torpedo Bombers roll one extra attack die when making Torpedo attacks this turn. Split Fire This unit can make two main gunnery attacks against separate targets in different sectors. This unit rolls four less attack dice for each attack. This unit can't make any other gunnery attacks the turn you use this ability. Stalwart This unit can make Gunnery attacks with no penalties while crippled. Stuka Operations The Ju-87B Stuka and the Ju-87 R2 Picchiatelli can base on this unit. Sub Hunter At the end of your Sea Movement step, you may place this unit in an adjacent sector that contains a detected an enemy Submarine. Submarine Mines Once per game, instead of making an attack, this unit can mine its sector. Place a marker on that sector. Whenever a Ship enters the mined sector, roll a die. On a 1, the Ship takes 1 point of hull damage. On a 2, the Ship takes 2 points of hull damage. Torpedo defense works against this damage. Submarine Scout Once per game, at the beginning of your Submarine attack step, you may choose an enemy Ship within three sectors of this unit. Your Submarines roll one extra attack die when making Torpedo attacks against that Ship this turn. Submerged Shot This unit can make a 1 die Torpedo attack against detected, local enemy Submarines that are submerged. Suicide Attack This unit is destroyed at the end of the Air Attack phase if it isn't at the land airbase. Surprise This unit rolls one extra attack die when making its first attack of the game. Surprise Raid If you roll a 10 or higher on your initiative roll before modifiers, choose two enemy ships. Those Ships roll one less attack die when making Antiair attacks this turn. Survivor If this unit receives hits equal to or greater than its vital armor, roll a die. On a 5 or higher, this unit takes 1 point of hull damage instead of being destroyed. Swarm Tactics If this unit is the only friendly unaborted and undestroyed Aircraft in its sector at the end of the Air Defense phase, this unit can make a second Antiair attack this turn. It can't attack an enmy aircraft this way that it has already attacked this turn. Tokyo Express Torpedo Defense X Each torpedo hit made against this unit deals X less point of hull damage. Torpedo Protection Whenever a torpedo hit is rolled against this unit, roll a die. On a 4 or higher, that hit deals 1 less point of damage. Torpedo Run Once per game, at the end of the Sea Movement phase, you may move this unit and a friendly Destroyer in its sector one sector. A unit moving this way can only move to a sector from which it will be able to make a Torpedo attack during the Surface Attack phase. Torpedo Swarm Whenever this unit makes a Torpedo attack, it may make an additional 1-die Torpedo attack against all other Ships in the same sector. Tough Cruiser X Whenever an enemy Destroyer or Fighter makes a Gunnery attack against this unit, this unit gets +X armor against that attack. Uncertain Arrival This unit begins the game with a rearming counter. At the start of each Air Return phase, roll a die. On a 4 or higher, remove the counter. Unique If this unit and the incomplete Jean Bart are used simultaneously, both units are immediately destroyed in the resulting space/time anomaly. No other units are effected and there is no compensation. Uniquely Tough Unmask Guns Valiant Stand Very Slow Target Veteran Pilot X Bomb attacks can't destroy this unit. This unit can't lose its last hull point to a Bomb attack, and bomb attack that equal or exceed this unit's vital armor cripple it instead. If you win initiative, this unit rolls two extra dice when making Gunnery attacks this turn. This unit rolls one extra attack die when making Torpedo attacks against Battleships. Whenever this unit is attacked by Large German units, those units lose 2 AA dice since their fire control systems were unable to track very slow targets. This unit rolls X extra attack dice when making Antiair attacks enemy Fighters that have an Antiair value of 6 or less.

6 Vindictive Fire Vital Cargo X Weak Steel X Wildcat Operations Wolfpack Worn-Out Boat This unit rolls one extra attack die when making Torpedo attacks against Cruisers. When an enemy unit rolls successes equal to, or greater than Vital Armor - X, but less than Vital Armor, this unit takes 2 hull hits. The F4F Wildcat and the Marlet can base on this unit regardless of whether this unit is in an Axis or Allied fleet.. If you control any other Submarines with Wolfpack, this unit rolls one extra attack die when making Torpedo attacks. This unit may not Dive Deep.

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