Tank Hunter
second edition

English comprehensive manual

Backdrop

Sometime in the future, tank afﬁcionados have created models and robots tosimulate the tank showdowns of yesteryear, playing it out in huge campaigns.
You are one of these players; with all kinds of tanks, artillery and infantry, youmust show off your superiority, or, more importantly, just enjoy dishing it out
with all kinds of tanks. And, luckily for you, the concept of ”nationality” fortanks is not an important aspect anymore, so you have access to all kinds of
combinations of armour.
This game is a remake of ”Tank Hunter” from 1989. All art is new, and somerules have been adjusted, but the base rules remain the same.
All Tank Hunter 2e games share rules and are standalone games, but eachgame brings in some new aspects. These rules are comprehensive for the games including Tank Hunter 2e Commander. If you are playing Tank Hunter 2eor Tank Hunter 2e Jäger, you will encounter concepts and symbols that can’t
be found in your speciﬁc game.

points – how much points you get for
blowing it up.
Tank Hunter 2e is a light-hearted
The numbers on the bottom left arequick card game featuring a lot ofdifferent attack values, and the numtanks. At the start of the game, players bers on the bottom right are defence
will draft a hand of cards that can bevalue and supply value (how likely thiseither units (tanks, artillery, infanunit is to run out of ammo).
try...) or events (stuff that affects theThen all units have a nationality
battleﬁeld).
symbol and bunch of other symbols• Players will have their unit cards on that mean different things. We’ll get
the table in front of them, and event to those.
cards in hand.
In TH2: Commander, some of the• On a player’s turn, he can launch an Unit cards are Commanders. They areattack on a fellow player using one
not really units, they just share theof his units, play event cards to help card back.
him, or draw event cards.
The Event cards are less complex;• Attacks are resolved by one simple
they have an effect described in text,
die roll that is adjusted depending
and a colour that tells you whenon attacking unit and defending
you can play them (on your turn, on
unit.
another’s turn or immediately as you• Each unit a player destroys become draw them). The top left symbol also
points in his score pile. A player who tells you when you can play them;has all his units destroyed is out of
doubling the information with thethe game.
card colour.
• The game goes on until either all but
one player are out of the game or the
Unit card
event cards have ended the game.
PointsThe player with the most points
wins. The game also ends if the unit
Defence value
deck runs out, which won’t happen
Supply value
unless the players have decided toonly play with parts of the unit deck.
Attack values
Nationality
Symbols
The game consists of a bunch of Unit
Event card
Cards and a bunch of Event Cards.
TimingAnd some markers. And 2 dice.
The Unit cards have quite a lot of
Symbols
information on them. Don’t fret, thisgame is really quite easy. All numbers
Effectwill be explained in detail later, here’s
a preview:
The top right number is the card’s

Game overview

Components

Preparations

Note: When playing this game forthe very ﬁrst couple of times, youwill want to play with only tanks,and skip weak stuff like artillery andinfantry. So, remove all non-tanks
from the unit deck, leaving it with
only tanks (AFV). You’ll also want toremove the Events that handle nontank stuff; they are Trench (2pcs),
Heavy Guns (2pcs) and Escape (2pcs).
Note again: Using the Commandercards (TH2: Commander) is considered as ”optional” to spice the gameup a bit. Your ﬁrst plays, you’ll want
to remove the Commanders from theunit deck.
Also, in the future, in order to cut
down on the game time, or simply forthematic purposes, you can choose
to limit the units in the unit deck tocertain nationalities, or only have 1
copy of each different unit in the deck,or so on. You’re fully free to adjust theunit deck in any way you like.
• Shufﬂe the unit cards and deal 5
units to each player. The rest isplaced in a face down pile (=the unitdeck).
• Remove the 3 ”Carpet Bombing”
from the event deck, shufﬂe the restand deal 1 card to each player. Then,
divide the rest into 3 piles of about
the same size, shufﬂe 1 Carpet Bombing into each of them, then stackthem without shufﬂing further (=theevent deck).

Don’t know what drafting is?
Drafting is that all players simultaneously choose one card in hand to keep (putting it face down before them) and send
the rest to the next player. (They mustchoose what card to keep before looking
at the cards they get from their neighbour). From the new cards they get,they choose one card to keep and sendaway the rest. This is repeated until they
just get one card that they keep.

Each player now has 6 cards. First,
they should be drafted in clockwise
direction.
With these 6 cards, players keep
any Events in hand, but the Unit cards
should be lined up before each player,
face down. This is called the player’s
Front Line. Some unit cards allow theplayer to place them in the Rear Line,
this means they are placed in a secondline below the ﬁrst.
Commanders (found in TH2: Commander) are always placed in the rearline, and also, they are always face up.
Another thing about commanders,that will be repeated several times
because it’s important, is that, eventhough they have the same card backas unit cards, they do NOT count asunits for any other purpose.
Finally (although all cards are facedown) players announce aloud thevalue of their highest valued unit card
(top right number). The player withthe highest number is the ﬁrst player;
in case of a tie, roll a die.
And the game can begin.

A player’s turn

On a player’s turn, he can basicallyeither do one attack to anotherplayer, scout another player’s units,or he can draw one event card tohis hand. He can also play any number of event cards for free. However,there are some things that happen
before his turn actually starts.
These happen ”before the player’sturn”, and none of them have any
meaning at the start of the game, butthey do get important after a while:a) All the player’s exhausted cards are
now refreshed. (Some cards in thegame are turned sideways, ”exhausted” when their special effect isused).
b) The player may rearrange all his
hidden (face down) units as muchas he likes (not between Front andRear lines, though).
c) The player may move ONE unit
from his Rear line to his Front line.
d) The player may discard 3 Event
cards from hand to re-supply or
liberate one of his units. (Units
can run out of ammo or be pinned
down by the enemy; either will
disable the unit so it can’t attack.
Re-supplying/liberating the unit
makes it able to ﬁght again).
e) If the player has no units in his
Front line at this point, his Rearline now becomes his Front Line.
Please note that for rules purposes,
the above happens before the player’s
turn. What this really means is thatno one can play any Events during
the above, because Events can only beplayed on a player’s turn.

When the above has been taken careof, the player takes his turn, which
is either attack, scout or wait. The
player (and other players) can also
play event cards to their heart’s content.
Hidden and revealed units
Units can be either hidden (face down)or revealed (face up). A hidden unit
cannot do anything, has no abilities andcannot be attacked. Players can, at any
time during the game (even out of turn)reveal any number of their units at will,
even in mid-action. However, unlessspecial rules or events allow them to,players can never conceal their units at
will.
Hidden units can have markers or
counters on them. Markers or counters
do not go away just because a hidden
unit is revealed or vice versa.

Front line and rear line
All units are, unless stated otherwise,placed in the player’s front line. Someunits have the ability to be placed in therear line. As a base rule, units in the rearline cannot attack nor be attacked. They
can still be affected by event cards,
though. Also, there are special attacks
that they can perform (long range andanti-air attacks, see the section about
attacks).
Once before a player’s turn, he canmove one of his rear units to his frontline. However, unless special rules or
events allow them to, players can nevermove front line units to the rear line.
Finally, if a player has no units in his
front line before his turn starts, his rearline will be considered as his front line.

Attack

The most typical thing players’ll doin this game is attacking a unit of another player. The turn player chooses
which one of his units that will attack,and which unit (of another player) willbe the target. Both units must be in
the front row, and both units must be
revealed (face up).
(Revealing your enemy’s is done byscouting, and is explained below, but
we explain attacks ﬁrst.)
Attacks are resolved by rolling adie. If the die result is equal to or
below the attacking unit’s attack
value minus the target’s defence
value, then the attack has succeeded.
In most cases, this means the target
unit was destroyed and the turn player
gains it as points, but all this varies
depending on what type of unit has
attacked what type of target. If you’re
only playing with tanks, it’s easy as
pie, which is why we suggested you’dplay your ﬁrst games with only tanks.
Once you insert artillery and infantry
in the fray, there’s more to keep trackof, but the game also gets more fun.
At attacks can be a bit complex, it has
a whole section of its own later in therules, but as said, if you just play withtanks, it’s dead easy.
If the attack fails, the target unit
will in most cases get a chance tocounter the attack. In fact, with some
attacks the target gets to counter
before the attack! Counters work as
normal attacks, and follow the same
rules, with the same restrictions, withthe exception that they can’t be countered. Let’s say that again: counters
can’t be countered – that would
quickly get out of hand.

Scout

Scouting is quite similar to attacking.
In fact, if the scouting fails, the enemy
gets to launch a counterattack! The
turn player chooses which one of hisunits that will scout and it must be in
the front row and it must be revealed.
However, not all units can scout,
only units with a scouting symbol
can, and, also, the turn player doesn’t
target a speciﬁc unit; instead he target
an opponent.
The scouting player rolls a die, andif the result is equal to or below thescouting unit’s scouting value, theturn player gets to reveal as many ofhidden units in the opponent’s front
row as the die result shows.
However, if the scouting fails, thetarget player may choose any of hisunits in his front row (even a hidden
one, provided it’s revealed ﬁrst) toperform a counterattack against thescouting unit. However, tanks thatlack turret (carrying the No Turreticon) cannot counterattack a scouting.

Wait

The player can choose to neither attack nor scout, but instead draw an
event card to his hand. Event cards
are quite powerful; they can help aplayer to attack or get him more units.
The base hand limit in the game is
3 event cards (although the hand limit
might change during the game). If a
player who already has 3 events inhand is to draw a new, he must ﬁrst
discard an event in hand before hedraws a new.
If the player draws a red event
card, it must be played immediately.
In the highly unlikely event of the
Event deck running out, reshufﬂe thediscards to form a new deck.

Play Event cards

During a player’s turn (but not before
a player’s turn) all players (not justthe turn player) can play event cards– as long as the timing allows. Gray
event cards can only be played ona player’s own turn and gold event
cards can be (also) played on otherplayer’s turns. Red event cards
must be played immediately so if you
have them in hand, you’re doing it
wrong. This is also represented by the
top left symbol of the event card.
Event cards also feature a fancy
helping symbol on what happens withthem after they’ve been resolved.
In case many players want to play
simultaneously, the turn player haspriority, then in clockwise order around the table.

Turn end

When the turn player’s done, and it’s
clear that no one wants to play any
more events, turn goes to the next
player. Or, to be precise, ﬁrst the stuff
that happens ”before his turn” happens. Then it’s his turn.

Event cards: When can thecard be played?
Can only be played on yourown turn.
Can only be played on otherplayers’ turns.
Can be played on any
player’s turn.
Must be played immediately
when drawn.

Event cards: What happens
with the card after effect?
Discard.
Remove from game.
Attach to target card
(keep underneath).
Deploy in front of target
player. Stays in effect aslong as it’s there.

Attacks – details

Okay, so here we are with this important section where you learn how toblow up everyone’s tanks. With justtanks, it’s really easy, but if you add
artillery and infantry, it can end up
being a little messy. But the basic attack is this:
1. Turn player chooses which of hisunits will attack, and what unit totarget. Both units must be on theirrespective Front lines and bothmust be revealed (face up).
2. Turn player rolls a die.
3. If the result is equal to or below”attacking unit’s attack value minus
target’s defence value”, the attack isa success, and the target is destroyed. The turn player gains thedestroyed target card and puts it inhis score pile.
4. Regardless of fail or success, if thedie roll was equal to or above theattacking unit’s supply value, that
unit is ”out of ammo”. Place an ”outof ammo” counter on it. A unit thatis out of ammo cannot attack nor
scout further.
5. If the attack failed, the target unit
gets to launch a counterattack at
the attacking unit. A counterattack
works just like a normal attack,only no further counterattacks canhappen.
However, the above depends a biton what is attacking what. After all,infantry doesn’t attack tanks the same
way they attack other infantry. Tanks
rely mostly on their armour, whereas
artillery and infantry mostly rely on
being able to hide away.

So each unit has one defence value:either armour or agility. So mostunits have 2 different attack values,
depending on what defence the target
uses.

Tanks
Antiarmour
attackArmour(grey)
Non-AA
attackvalue
Tramplevalue

Artillery

Antiarmour
attackAgility(beige)Non-AA
attackvalue(GUNs can’t
trample)Infantry
INF have
no antiarmour
attackvalue
SuicideattackGunattackAgility(beige)There are ﬁve types of attacks in thisgame: Anti-armor, Grenades,
Trample, Suicide and Gunﬁght.
It’s rarely a matter of choice; it mostly
depends on how the target defends
itself (armour or agility). So you’ll
usually know what kind of attack itwill be just by looking at the target’s
defence symbol. But here’s the list:
An AFV or a GUN attacking
an AFV is always Anti-Armor.
Anti-armor attacks are the base of thegame, and they are resolved as per thebasic description above. The relevant numbers are the attacker’s Anti
Armour attack value and the target’s
Armour defence value. This is the onlyattack type you’ll ever see if you’re
only playing with tanks.
An INF attacking an AFV is a
Suicide attack. For suicide attacks,
there is no defence value, so the target
number for the die roll is simply thesuicide attack value of the INF. Also, asuicide attack can never be countered.
A GUN attacking a GUN or
INF is always a Grenade attack.
Defence against grenades are donewith Agility, so the relevant numbers
are the attacker’s non-AA attack value,
and the target’s agility value. Grenadeattacks differ from the base type inquite some ways. First of all, grenadeattacks don’t destroy when successful, instead they pin down the enemy(put a pinned down marker on thetarget unit), which basically means ”1
damage” (out of max 2). Also, counters to grenade attacks happen before
the attack! Which means, the attack isonly performed if the counter failed.
The attacker can get destroyed/pinned
down before he even shoots! However,

INFs cannot counter grenade attacks,
they’re too weak. But GUNs can!
An AVF attacking a GUN or an
INF can also be a Grenade attack(just like above), but against these targets, AFVs can also Trample. The
Trample attacks are a bit different.
The defender still checks his agility,
but the attacking AFV refers to his
Trample value. This attack signiﬁesthat the tank is physically crushingits target. So, a successful Trample
destroys the target (unlike grenadeattacks). Also, INFs get to counter aTrample if the Trample fails. GUNs
also get to counter Tramples, but justlike grenade attacks, they counter
before the Trample happens and canthus stop it prematurely. However,no counter attack can EVER be a
Trample. If a GUN attacks an AFV
and misses, the AFV can NOT choose
Trample as the counter attack.
An INF attacking an INF or a
GUN is a Gunﬁght. The relevant
numbers are the attacker’s Gun attack value and the target’s agility. If
the target is a GUN, the GUN gets tocounter before the Gunﬁght happens.
If the target is an INF, the counter attack happens after.
There are also a few other special
types of attacks, such as long-range
attacks, and event-triggered attacks.
They are described in the next section.

AFV vs AVF
AFV vs GUN
AFV vs INF
GUN vs AFV
GUN vs GUN
GUN vs INF
INF vs AVF
INF vs GUN
INF vs INF

Attack types chart
attack: anti-armour–>
counter: anti-armour
counter: anti-armour –>attack: grenade
counter: anti-armour –>attack: trample
attack: grenade(no counter)attack: trample–>
counter: suicide
attack: anti-armour–>
counter: grenade
counter: grenade–>attack: grenadeattack: grenade(no counter)attack: suicide(no counter)counter: grenade–>attack: gunﬁght
attack: gunﬁght–>
counter: gunﬁght

What-attack-value-to-use-memory-tech
If defending unit has armour, use anti-armour value.
If not, use the other attack value. One exception: Trample attacks uses the
trample value. Also remember: No defence value against suicide attacks.
The checklist:
Anti-armour: anti-armour attack vs armour
Grenade: non-AA attack vs agility
Trample: trample vs agility
Suicide: suicide attack value – no defence
Gunﬁght: gun attack vs agility
Attack is successfull if die roll is equal to or below [attack value–defence
value] A successfull attack destroys target, except grenade attacks thatpins down the target.

Rules concerning attacks
and special attacks
General attack rules

No voluntary cancelling attacks: Thebase rule is that once an attack has
been declared, it cannot be cancelled
at will by the attacking player – even
if the target is changed by some effect.
Event cards, however, might cancel
attacks as they happen.
No values below 0: Some effects in thegame lowers attack or defence values.
They can, however, never be negative.

Units with several attack values
Some units have attack values like
”1x4” or ”2x2”. This means that thisspeciﬁc unit can shoot several times
with just one attack action (1x4 means”4 times with value 1” and 2x2 means”twice with value 2”). Each shot is
resolved with a separate die roll, andeach such roll can trigger an out of
ammo status. However, for all otherpurposes, the whole salvo is still justone attack: it can only be counteredonce, and even if one of the rolls triggers an ”out of ammo”, the units stillgets to ﬁnish the salvo – rule-wise,
the player is merely repeating attack
sequence step 2 and 3 several times.
To decrease the risk of an out of
ammo-roll, the player can, before
the attack starts, decide not to ﬁre all
shots. This must be decided before theﬁrst roll, though, and he must shootat least one shot, as you can’t cancel
attacks fully.

Counter attacks

As speciﬁed before, counter attacks
follow the same rules as normal at-tacks (you roll the same die, you can
get out of ammo in the same way);
except for the fact that they cannot becountered.
Counterattacks are never mandatory. The target can choose not tocounterattack.
Please note that unless both attacker and target are of the same type,the counterattack is quite often of adifferent type than the attack. For
example, an INF attacks an GUN with
Gunﬁght. But the GUN won’t counter
with a Gunﬁght, it counters with a grenade attack, because that’s how GUNs
attack INF. Also, remember that acounterattack can never be a Trample.
An AFV can attack a GUN with eithera grenade attack or a Trample. However, if the attacker was the GUN and
the AFV is simply countering, it cannot choose Trample, and will have to
make do with a Grenade attack. If the
AFV attacked ﬁrst, it chooses between
Grenade or Trample, but if the GUN
counterattacks, it must be an AntiArmor attack, because that’s what a
GUN attacks an AFV with.

Out of ammo / pinned down

A unit that’s out of ammo or pinned
down is effectivaly disabled. Put therelevant marker on the unit. It cannot attack, counterattack, scout, or be
moved during ”before turn”. However, it retains all other abilities (seethe abilities list), and it can still be
attacked, and affected (and moved) by
event cards.
Pinned down is the effect of asucessful grenade attack. Hence, AFVs
can never be pinned down. A pinned
down unit that is further pinned down
is destroyed and gained by the at-tacker as points.
Out of ammo is what happens if
the attack roll was equal to or above
the unit’s supply value. Any unit canrun out of ammo. (Some units havesupply value ’7’; these will only run
out of ammo if any event says so or
if something lowers that value.) If by
any reason a unit that is out of ammo
would get further out of ammo (bysome event card effect), it is removed
from the game. Whoever caused theunit to be removed from the gamedoes not gain it as points.
A pinned down or out of ammo
condition can be removed by event
cards or if the owning player discarding 3 event cards from his hans
before his turn starts.
Remember: markers do not go
away just because a unit is concealed!

Exhaust and refresh cards

Some cards can be ”exhausted” whena special ability is used. This means
to turn the card sideways to show
that. An exhausted card retains all its
abilities, only it cannot be exhausted
again, so it can’t use any ability thatwould require it to be exhausted.
Being hidden/revealed is separate
from exhaustion. An exhausted cards
remain exhausted even if it’s concealed or revealed.
A player’s exhausted cards are refreshed (turned back again) before histurn starts.
Should an exhausted card forcibly
be exhausted again by some effect(or a refreshed card being refreshedagain), nothing happens.

Long-range attacks

Long range attacks work like normal
attacks but can only be performed byunits with the long range symbol. The
unit is here ﬁring at something they
can’t see, they’re shooting based onfriendly intel. They work as basic attacks with these differences:• The ﬁring unit must be in the Rearline. (The target must still be in thefront line, and both must still be
revealed.)• There is no defence against Long
range attacks. The target for the dieroll is the attacking unit’s long range
attack value.
• Long-range attacks can’t be countered, and they can’t be used as acounter either.
Do note that in all other aspects, theywork like basic attacks. So they destroy the target, and the attacker can
run out of ammo.

Event triggered attacks – airstrikes and anti-air attacks

Some events are ”attacks” in the formof air strikes (bombing from above).
Though they might destroy units,
rule-wise they aren’t really ”attacks”;
as they’re triggered by event cards
which isn’t an ”action” (rememberthat a player can many event cards
during his turn (or other’s turns)).
When playing such a card, just follow
the instructions on the card. Also,
please note that some events don’t
destroy the target, but simply remove
them from the game.
Some select units carry the antiair attack ability icon, and they may
counter these attacks before they
happen. So, in this aspect, air strikes
work as attacks, with the followingdifferences:• The attack is event-triggered, anddoesn’t count as an ”action” for theturn player.
• The countering unit can be in either
front or rear line and can counteran air strike that targets ANY unit of
the owning player.
• The countering player can counterthe same air strike with ALL his
anti-air able units, one at a time.
• The counter(s) happens before theair strike. Also, there is no defence
against an anti-air counter. The target for the die roll is the countering
unit’s anti-air attack value.
• If the counter is successful, theevent card is discarded.
But yes, units can run out of ammo
from an anti-air counter attack.

Evading (optional rule)

Evading is a rule for experienced
gamers to apply at will. If you don’t
want to use Evading, simply ignore
the relevant icon.
Evading is only possible for units
with a Evading skill. When such aunit is destroyed by an anti-armour
attack or pinned down by a grenadeattack, the owning player may do anevade roll, with the unit’s evade value
as the target. If the die roll is equal toor lower, the unit has evaded and theattack failed.
However, the catch is that a unitthat has evaded (even if it failed), cannot attack nor counter for the remainder of this player turn, and likewise,a unit that has attacked or countered
this player turn cannot evade. (In thiscase, ”attack/counter” means to rollthe die). So in cases where the counter
happens before the attack, you mightwant to refrain from countering, because if you do, you’re not allowed toevade later should you need. An AFV
attacking a GUN can evade the counter, because he hasn’t rolled his dieyet. However, if he evades, he doesn’t
get to shoot.
Also, tramples, suicide attacks andgunﬁghts cannot be evaded.
And ﬁnally, a unit that is pinned
down or out of ammo, cannot evade.

Charge (optional rule)

Charging is a rule for experienced
gamers to apply at will. If you don’t
want to use charging, then don’t. It’s
as simple as that.
Charging can only be applied whenan AFV is attacking an AFV with ananti-armour attack. It cannot be applied when countering. The turn player
must announce that he’s charging
before the dice are rolled. Picture thetank storming towards the other tank,
set on taking that enemy DOWN.
A charge changes the attack in thefollowing two ways:• The counter happens ﬁrst, and getsa +1 to the die roll target.
• The attack itself (should the counterfail) gets a +2 to the die roll target.

Commanders (optional rule)

Using the Commander cards is forexperienced gamers. If you don’t want
to use them, remove them from theunit deck prior to playing.
• Commander cards are in the unit
deck, and they are laid out among
the player’s units, but for all otherpurposes, they are not units, andcannot be target for anything that
normally targets ”units”.
• Commanders can never be pinneddown or run out of ammo. They can,however, be exhausted.
• A commander is never face down,
and always in the rear line. Theynever leave this place, they remain
there for the remainder of the game.
• If a player reinforces his troops
mid-game and draws a commander,
he puts it face up in the rear line
and immediately draws another unit
card.
• Again, they don’t count as a unit.
Which means, if a player at the endof his turn only has Commanders
among his cards, he’s out of thegame.

Special abilities and icons

This is a comprehensive list of all abilities a unit can have. You’ll ﬁnd icons
on the cards to signify what abilities aunit has. Some of them we’ve alreadycovered, some of them are new. If
the icon has a number, that’s... guess
what? Yes, you’re right. It’s the valueof that ability.
Scouting
This unit can scout.
Long-range attack
This unit can perform long range attack (i.e. attack from the rear line).
Anti-air counter
This unit can counter air strikes.
Rear line positioning
This unit can be positioned in the rearline.

No turretThis tank doesn’t have a turret. It’sslightly handicapped when scoutedand for some events.
Open top
This tank doesn’t have a lid. It’s weakagainst suicide attacks, so all suicide
attacks against this tank gets a +1 on
the die roll target.
SpyingThis unit can see far. If a player doinga long range attack has at least one
unit with this ability among his units,
the attack gets a +1 on the die rolltarget. This effect does not stack.
Evading
This unit can evade. (This rule isoptional).
AmphibianThis ability is invalid if unit is out of
ammo or pinned down.
The owning player may exhaust thison his turn. This allows the player tofully ignore one Water event card inplay of his choice, during this turn.
However, if the player uses this effectto attack an enemy unit, that unit canalso ignore the Water event whencountering.
When using this, the turn player mustroll a die, only to see if this unit runsout of ammo.

Transportation unit
This ability is invalid if unit is out ofammo.
The owning player may exhaust thison his turn in order to conceal one of
his INF or move an rear line positionable INF to his rear line.
Then the turn player must roll a die,
only to see if the transporting unit
runs out of ammo.
Pulling unit
This ability is invalid if unit is out ofammo.
The owning player may exhaust thison his turn in order to conceal one of
his GUN or move an rear line positionable GUN to his rear line.
Then the turn player must roll a die,
only to see if the transporting unit
runs out of ammo.
LeadershipIf this unit is in the front line, theowning player may exhaust this when
one of his AFVs does an anti-armour,
grenade or trample, in order to rollTWO dice and choose the lowest, foreach of his attack rolls (if the AFV
shoots several times, all rolls use 2dice). The out of ammo check, however, is done for both rolls. This ability
does not stack.
Also, while this unit is in the frontline, it cannot be targeted for an
attack as long as there are other, nonLeadership, units in the same frontline (counters against attacks issued
but this unit will still target this unit,
though).

Paratrooping
If this unit is in the rear line, it may
attack units in other player’s rear lines(not front lines). When doing so, treat
the attack as if both units were in
their respective front lines. (Meaning,the defender can counter as normal,
even if he doesn’t have Paratrooping
himself.)

Tank Hunter 2 edition
Game design: Atsuo Yoshizawa
Art (tanks): M. Wolverine
Art (commanders) Akira Takashi
English manual: Zimeon@ Arclight Games 2014, 2015