Contains a number of action cards.
If you played DC2 they will be familair.
There are 2 kinds of cards in this library.
1) Low level cards that will appear if the officer is in a lowest level HQ
2) High level cards that will appear if the officer is in a higher level HQ
Basically each officer thus has the potential to have 2 decks and only have 1 available based on the level of HQ he is in.
Gives a unit an offensive-combat bonus dependent on Audacity score of the commander. Modified with HQ power % on unit.
Gives a unit a defensive-combat bonus dependent on the Determination score of the commander.
Gives a unit an action-point bonus dependent on the Audacity score of the commander.
Gives a unit extra entrenchment points, based on the Determination score of the commander.
Gives a unit extra morale points based on the Charisma score of the commander.
Gives each unit under command extra recon points based on the Intuition score of the commander.
Officer makes sure a unit takes the initiative. Gives the unit an offensive-combat bonus and a speed improvement in extra action points based on the Initiative score of the officer.
Gives a unit extra morale points and readiness points, based on the Charisma score of the officer.
Gives a unit extra supply points which will be divided if the unit consists of multiple subunits; the amount of supply points depends on the Charisma score of the officer.
Forced March [select unit] Gives artillery, horse and foot movement types extra action points at the cost of losing 75% offensive and 50% defensive power; the amount of extra points is based on the Determination score of the officer.
Improves experience of a normal non-HQ unit (as opposed to the personnel card that army HQ officers possess). Unit will get a defensive penalty due to the training exercises.
The offensive value of all guns in this unit is increased; the increase is based on the Intuition score of the officer.
You can select a hex within a certain range (dependent on the Organization score of the officer) and build a fortification there. Keep in mind fortifications can only be built on Plains, not on other type of hex. A fortification improves auto and maximum entrenchment of any of your troops in the hex and thus makes it harder to capture by the enemy. Fortifications can be destroyed.
NB: Pay attention. You need to set a location type in the libvars of this library to tell the card what locationType it should place.
Restore order and morale by instilling fear. In practice this means a loss of experience points but an increase in morale points.
Improve the offensive capabilities of selected mechanized or armored troops, based on the Audacity score of the officer.
A card that’s very similar to Exercising but it does not give a defensive penalty. You are awarded experience points based on the Intuition score of the officer.
Gives you a defensive bonus in exchange for a loss in offensive power and readiness. Keep in mind that this action works better if the unit has plenty of action points available – ideally all 100 action points.
Gives an HQ extra experience points based on the Organization ability of the commander. Getting the experience of your staff up is a big boost in combat!
Gives morale points based on the Charisma and Organization scores of the commander. This affects all the subordinate units of the selected HQ.
Gives an offensive bonus based on the Audacity and Organization scores of the commander. This affects all the subordinate units of the selected HQ.
You have chance to give a large offensive bonus to all the subordinate units of the HQ you have visited. However if the chance does not materialize it will result in negative modifiers for all these subordinate units. The Intuition and Organization scores influence the amount of bonus/penalty and the chance of a successful gamble.
You will recruit emergency unit(s) based on your Organization ability. Any recruited units will appear at your HQ’s hex.
NB: You need to set a libvar of this card library to indicate of which historical model a new instance should be placed.
All troops of the visited HQ will receive special Stavka attention, resulting in the addition of morale points and readiness points for all.
All troops of the visited HQ will receive an offensive and defensive bonus as well as extra AP, depending on the Organization ability of the commander.
Makes sure all troops are led by committed officers. Increases morale (loyalty) at the cost of losing some experience.