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At the end of the Command Phase, return this card to your hand.
All items on our website are of n/m or better condition.
Victory: At there end of the game, each player gains 1 victory token for each of their unit leaders within an enemy deployment zone.
This card has no effect.
The air is clear, the sun is shining and visibility is good. The troopers gathered for the fight know that perfect weather only heralds one thing- battle will soon be joined!
Each player must deploy at least 1 unit in each of their deployment zones.
Blue player- starting lower left, right range 4, up range 1
Blue player- starting upper right, down range 1, left range 4
Red player takes the remaining corners
Trooper units whose leader is not in base contact with a piece of terrain cannot remove suppression tokens during the End Phase.
Vicious weather and extreme temperatures send troops on both sides scrambling for shelter from the elements.
Setup: Place 1 objective token on the center of the battlefield. Then place 1 objective token halfway between the center token and the left short edge of the battlefield. Then place 1 objective token halfway between the center token and the right short edge of the battlefield.
Victory: At the end of rounds 2 and 4, each player gains 1 victory token for each objective token they control. At the end of the game, each player gains 2 victory tokens for each objective they control. A player controls an objective token if that have more trooper leader at range 1 of that token than any other player.
Setup: Starting with the blue player, players alternate placing objective tokens on the battlefield until 3 tokens have been placed, or no more tokens can be placed. Each token must be placed on a piece of terrain that is completely outside all deployment zones. Victory: At the end of the game, for each terrain piece with an objective token, the player who has the most unit leaders in base contact with that terrain piece gains 1 victory token.
During the first round, each unit’s line of sight beyond range 2 is blocked.
During the second round, each unit’s line of sight beyond range 3 is blocked.
A vicious storm has kicked up a cloud of debris, forcing a brief holdup. When the winds die down, the armies will advance once more.
Starting with the blue player, each player sets aside up to 2 non-commander trooper units and their order tokens, marking each with a condition token. At the end of the Command Phase of round 2, players add these set-aside order tokens to their order pools. When a player draws a token with a rank that matches a set-aside unit, if there are no other unactivated units with a matching rank, they must place that unit on the battlefield beyond range 2 of all enemy units. That unit is treated as activated and its order token is placed facedown on the order pile.
Setup: Place 1 unclaimed objective token on the center of the battlefield. Then, starting with the blue player, players alternate placing 4 more unclaimed objective tokens on the battlefield. Each token must be placed beyond range 1 of each deployment zone and beyond range 1 of any other objective token.
All trooper unts gain: “->CLAIM (Claim an objective token that is in base contact with your unit leader.)”.
Victory: At the end of the game, each player gains 1 victory token for each objective token that is claimed by 1 of their units.
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