wsr play aid

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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 tohit = 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 – reroll 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 justdrawn marker, before use, back to the cup !"#$% '()* !"#$% +, -./ '01234 -./ -*5*67* !"#$% ' 8*#9*:7;3) () *+,-./0 $1#*$1 2<3 4 '5 0(/ 67,8 9(+* 4 :;:<,=>7/:+/0 ?"@ '5A 90=>8* B,:>/ 6C B,:>/@ <5 A 7;0:4 B,:>/ 6D E B,:>/@ 2#:9 +,B>/+*A !B7;B ' F/)G H;:=* ?0@ +,B>/+*A F/)G H;:=* 6*,I/ ;: J'@ A06$*#8*9A '5 0(/ !**,=K+ ' 8*#9*:7;3) () *+,-./0 $1#*$1 '5 () :;:<0(*B=L+/0 365#64:( 36 $34( B7C !+D* ;:KM -37:=)4*9 =:(+* 4 9(+ ;: 2N3 <5 () :;:<0(*B=L+/0 365#64:( B7C !+D* ;:KM O; F/)G H;:=* P) $(+* B/-/(I/0 QM F/)/:0/B C $(+* B/-/(I/0 QM !R,-./BS F/)/:0/B B/+B/,+* TI/BB=: U8 !**,=K+ I*G 70@ +,B>/+* O; F/)G H;:=* V(:/* O; W,I/* !! $(+ ;#:9 +,B>/+ ;: 2N3 E0 /8+/:0/0 B,:>/ 2#:9 +,B>/+*A !B7;B ' F/)G H;:=* 5 9(+ ;: #3:$:#@ 4 7(**(;: ,Q;B+/0 ' P) FN ;) D U /K(7(:,+/ ,(BLK,:/S B/+=B: +; -=L ;+9/BX(*/ !BYKK/BM# V;B+,B* 6/:YB/ 9/8@ !--=B,-M 6FN@ A 5 4 -,KK ),(K* Z<N 4 ;: +,B>/+ !BYKK/BM ,R,-.* 9/8 ' N ,0[,-/:+ 9/8/* 5 B;KK +;<9(+ );B *#$; 9/8 V;B+,B* ,R,-.* F ;*G ;:KM '5 F/)G H;:=* () ;#:9 +,B>/+#H:*$% (: 9/8 E0 7;0G );B A06$*#8I*64 \,B>/+* >/+* (:),:+BM F/)G H;:=* 6J'@ /0:4#:7 ;:KM 937:=)4 ;#:9 +,B>/+* !(B-B,] 6/:YB/ 9/8@ !--=B,-M 6FN@A 5 4 ,0[,-/:+ 9/8 60/)/:0/B^* -9;(-/@ Z 4 -9;*/: 9/8 ,+ <5 ?" U<N 4 :; 7;0G \,B>/+* >/+* (:),:+BM \/BB,(: F/)G H;:=* _;:-/,K/0 4 ' F/)G H;:=* 6";*+<!R,-.@ () FN C 9(+* (:`(-+/0S B/+=B: ,(B-B,] +; -=La ;+9/B 4 /K(7(:,+/ [email protected] Based on the WSR Combat Summary from BGG: kentreuber

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Play Aid for White Star Rising (Lock'n Load). English

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Page 1: WSR Play Aid

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