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Home > Miniatures > Axis & Allies Miniatures > Axis & Allies: 1939-1945

 

Arisaka Rifle #54  1939-1945 Axis & Allies Miniatures
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Arisaka Rifle #54 1939-1945 Axis & Allies Miniatures
Rarity :Common
 
Product Review Rating : *** (1 reviews)

 
Complete Miniature Including Card $0.99  0 in stock  Sold Out  (E-mail me when this product is back in stock
Shipping weight: 0.02 pounds

1939-1945 Common Single

The Axis & Allies 1939-1945 is made up of fan favorites pulled from previous Axis and Allies miniatures expansions, including an uncommon T-34. Included in the new starter are new full color maps. 



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*** Rifle units are the basic building block of the Japanese army (and most other armies as well). The Arisaka Rifle unit differs from the average riflemen other nations can field in two ways. For one, its medium range attack against infantry is only 5, as opposed to the average of 6. It more than makes up for this deficiency however, with its Hand-to-Hand 12 ability. Twelve dice against an enemy infantry unit in the same hex can be quite devastating, especially since this attack ignores cover. This makes the Arisaka Rifle very useful on maps with a lot of terrain. The downside of this is that you still need to get through the enemy's defensive fire, which can be a problem if you're trying to attack from an open hex. However, using a combined arms approach by disrupting enemy units with artillery and heavy weapons can overcome this problem.

  -- By J.S. from Connecticut on October 08, 2009




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NECROMANCY
(optional) Give this warrior a special action. It cannot be in base contact with an opposing figure. Reanimate one of your eliminated figures (except a multiple-dial or titan figure), and turn its combat dial to the starting marker. Roll one six-sided die. On a result of 1-3, turn the reanimated figure's combat dial clockwise a number of times equal to the result. If three skulls are not showing in its stat slot, place it in base contact with this warrior. On a result of 4-6, remove it from the game. Do not turn the combat dial clockwise for reanimated figures with the words Zombie or Skeleton in their names; they always return to the battlefield with their combat dials at their starting markers.
SUMMON
(optional) Give this warrior a special action when it is not in base contact with an opposing figure. Reanimate one of your eliminated Mage Spawn figures with a point value no greater than this warrior's point value, turn its combat dial to the starting marker, and place it in base contact with this warrior.
TERRIFY
(optional) When an opposing player moves a non-Hero figure so that it would come into base contact with this warrior, that player rolls one six-sided die. On a result of l or 2, the figure cannot move into base contact with this warrior this turn. This warrior is not affected by another figure's Terrify.
GHOSTFORM
This warrior cannot be the target of ranged combat attacks. This warrior's base does not block line of fire. This warrior fails to break away only on a die roll result of 1.
HEX
(optional) Give this warrior a special action and a Hex token. Once until the beginning of your next command phase, you can choose a target friendly or opposing figure that has made an attack roll within 18inches of this warrior. The target must reroll the attack. Use the rerolled result instead of the initial result. Remove the Hex token when the target rerolls the attack or at the beginning of your next command phase.
LIFE DRAIN
(optional) When this warrior succeeds at a ranged combat attack against a target figure and deals at least l damage, it is healed of l damage.
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