Babel 13, an outpost of New York... day after day it loses contact with its command. Its defenders must face enemies that they haven’t met before: the power of mutated Nature - Neojungle. The new battle starts, in which the stakes are survival. A team of trained soldiers has been sent from New York to help the base’s garrison, but will they succeed in time?
If a unit with a venom icon wounds an enemy tile (including HQs) then the wounded tile not only receives the wound as usual, but is also poisoned (shown by a venom icon on it). From now on the poisoned tile receives one wound from the poison at the beginning of each battle (before the initiative phases).
Unit with Venom Attacks
A Sharpshooter can choose which enemy unit in the line of fire it shoots. (It does not need to be the first enemy unit.) The armor of the unit being shot at works normally against the shot.
Unit with Sharpshooter Attack
A Spy can link itself to enemy Modules or HQs as if they were friendly Modules or HQs, automatically receiving their bonuses and benefits (Note that the module can still aid allies that are connected to it). If a Medic module is linked to several units (including a Spy) which all take damage simultaneously, then as usual the module’s owner decides which linked unit will be cured.
Units with Spy
The unit with the Push Back can - once during each of his turns - push back one enemy unit freely.
Unit with Push Back
Small bomb. It inflicts one wound to every unit (enemy and friendly) which stands on the three hexes under attack. The 3 hexes must be mutually adjacent (as shown on the tile for a Small bomb). All 3 hexes must be on the board. The small bomb does not wound HQs.
Castling. Two adjacent owned units (including HQs) can switch places, but they do not change their facing. Units caught in a net cannot castle.
A Foundation Tile can be placed only on an empty hex. Once it is placed, then any unit (friendly or enemy) can be placed or move onto (or be pushed onto, etc.) a foundation tile normally. Foundation Tiles are not considered units, and they cannot be moved, pushed, netted, taken over etc. They can be destroyed only by Grenade, Air Strike or Small Bomb instant action tiles - together with units placed on them. Foundation Tiles do not block lines of fire: it is possible to shoot over them. A hex with only a Foundation Tile is not considered occupied for purposes of a full board causing a battle.
Mine. If any unit (friendly or enemy) is placed or moved onto a Mine, both the unit and the Mine are automatically destroyed, and are removed from the board. If a Headquarters is placed or moved onto a mine, the Mine is destroyed, but the HQ remains unwounded.
Roots. Roots are part of the Motherland, a passive but hard to remove growth. Roots are not units, so modules cannot be linked to Roots.
If Medic adjacent to New York’s HQ takes wound, it is killed and removed from board immediately – bonus from New York’s HQ will not help him in that situation.
A Module must be directly linked to some unit in the Motherland (not only adjacent to an unit in the Motherland) to affect the Motherland. Enemy tiles affecting Modules of the Motherland (for example which cancel the effect of a Module) must directly affect the Module - not just any unit in the Motherland - in order to affect the target Module.
A netted unit still belongs to the Motherland - being in the Motherland is a passive feature (based on occupation of adjacent board hexes), not an active action. But if an enemy army takes control over such a unit (for example a Module taken over by a Scoper of the Outpost army), then it is no longer in the Motherland.
Enemy Modules which weaken linked units affect only the unit, not the whole Motherland.
Vines are a Module which affect only enemy units not friendly units, so Vines do not affect the Motherland.
No non-Neojungle Unit can be a part of Motherland (even a Spy unit connected to Neojungle HQ).
If an enemy unit is standing on Roots, they still belong to the Motherland and count for connecting to adjacent friendly Neojungle units.