More finished version. I pulled the German/UK/US Light Tank options for a couple reasons:
Lack of a usable sculpt without 3rd party support. I have these but others wont
Redundancy with scout cars and mech inf. Maybe Mech Inf should go to 3/3 and not be supported by artillery?
Put a white dot on the wing-tips of a couple JU-88s for Air Transports :)
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Aerial Miner:
During the “Requisition Reinforcements” phase, when at least one of these units is within movement range of the Suez Canal Convoy Zone, the active player may deploy one requisitioned Sea Mine in that Convoy Zone.
This deployment is a ‘bonus’ and does not prevent this unit from moving normally during the Combat/Non-Combat movement phases of the turn.
Air Transport:
During the Non-Combat Movement phase, this unit may transport 1 non-tank land unit that has not moved this turn or 1 supply.
The Air Transport and any cargo move together and must end this movement in a legal landing zone observing all stacking limits as normal.
Armored:
The first hit to this unit has a 50% of leaving it damaged rather than destroyed. When you would remove this unit as a casualty, roll 1d6 instead. On a roll of 1-3, this unit is damaged rather than destroyed; turn it on it’s side like a damaged Battleship and continue combat as normal. On a roll of 4-6, this unit is destroyed and removed from the board as normal.
This ability never allows this unit to be assigned two hits simultaneously, or to survive more than one hit during a given combat, or to survive a situation where more hits were taken than could be legally assigned. Only one hit may be assigned to this unit in each combat phase, and a second hit (or any excess hits) always destroys it.
Damage to this unit does not otherwise affect it’s abilities in any way. It repairs any damage automatically for no cost at the start of it’s owner’s next turn.
Full Chart update:
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