harpi [autonoma] inferno [arms] marauder [human] medic [human

Transcription

harpi [autonoma] inferno [arms] marauder [human] medic [human
recruit
3
veteran
4
elite
7
health
recruit
3
veteran
6
elite
4
4
4
6
weapon range
5
4
4
3
3
close combat
2
2
3
3
4
ranged combat
3
3
4
5
7
defense
3
4
5
4
5
5
weapon range
4
5
close combat
2
ranged combat
2
defense
3
9
marauder
[human]
4
rebel leader
[human]
health
move
Move
weapon sensors
vanguard
[arms]
abilities
abilities
grenade
rocket launcher
recruit
5
veteran
12
elite
20
health
inferno
[arms]
recruit
2
veteran
3
elite
health
move
4
5
5
3
weapon range
4
4
5
2
2
close combat
1
2
2
3
5
6
ranged combat
2
2
3
6
8
9
defense
3
4
5
move
3
3
4
weapon range
3
3
close combat
2
ranged combat
defense
abilities
huge
leadership
flamethrower
recruit
2
abilities
inspire
veteran
3
elite
health
Move
5
5
6
weapon range
0
0
close combat
4
ranged combat
defense
4
harpi
[autonoma]
recruit
2
veteran
3
elite
health
move
5
5
5
0
weapon range
4
4
4
5
5
close combat
1
1
1
0
0
0
ranged combat
1
1
2
2
3
4
defense
3
4
5
repair
hover
surveillance
abilities
medkit
abilities
combat medic
4
medic
[human]
marauder [human]
medic [human]
rebel leader [human]
vanguard [arms]
harpi [autonoma]
marauder [human]
medic [human]
rebel leader [human]
vanguard [arms]
harpi [autonoma]
marauder [human]
medic [human]
rebel leader [human]
vanguard [arms]
harpi [autonoma]
inferno [arms]
inferno [arms]
inferno [arms]
GRENaDE / ROCKEt LaUNCHER
tEMPLatE
1
2
3
4
target
5-6
square
7
8
9
10
FLaMEtHROWER
tEMPLatE
place this edge
adjacent to inferno
MaRaUDER
aBILItIES
Combat Medic (Special Movement Action) This character can Move and heal a Human character (including itself) for one point of damage or heal a Human
character for one point of damage and then Move. The character cannot Move, heal a Human character for one point of damage, and then Move again.
Grenade (Ranged Combat Action - Area Attack) Place target square of grenade / rocket launcher template within Weapon Range and in line-of-sight. Roll one
10-sided die and shift the target square to the number rolled on the die. Ignore the result of the die roll if it would shift the target square into blocking terrain.
The elevation level of the target square is the elevation level affected by the template. Affects all squares within template on elevation level, regardless of line-ofsight.
Inspire (Special Action) Use an action to give a Human character within Weapon Range a free, immediate Close Combat, Ranged Combat, or Move action.
The granted action cannot include any of the following abilities: Ambush, Combat Medic, Grenade, Medkit, Rocket Launcher, Sharpshooter, or Sniper. A
character can only inspire a character of the same level or lower.
Leadership (SpecialPassive) +1 to initiative.
Medkit (Special Action) Heal an adjacent Human character or itself (must be on the same elevation level as the target of healing) for one point of damage.
Rocket Launcher (Ranged Combat Action - Area Attack) Double the character’s Weapon Range for this attack. Place target square of grenade / rocket
launcher template within Weapon Range and in line-of-sight. For this attack, only blocking terrain affects line-of-sight (not elevated terrain) Roll one 10-sided
die and shift the target square to the number rolled on the die. Ignore the result of the die roll if it would shift the target square into blocking terrain. The
elevation level of the target square is the elevation level affected by the template. Affects all squares within template on elevation level, regardless of line-of-sight.
COMBINE
aBILItIES
Flamethrower (Ranged Combat Action - Area Attack) Place entire Flamethrower template within weapon range. If the template covers more than one elevation,
player chooses which elevation level is affected before rolling an attack. Only squares in line-of-sight are affected.
Hover (Movement Action) Move through difficult, elevated, and water terrain with no Movement penalty.
Huge (Special Passive) This character occupies 4 squares. The entire character must be on one elevation level. The character can move through difficult and
water terrain with no Movement penalty. The character can choose either front square as the point of origin for attacks. Opponents may choose any square to
target.
Repair (Special Action) Heal an adjacent Cyborg, ARMS, Autonoma, or itself (must be on the same elevation level as the target of repair) for one point of
damage.
Surveillance (Special Passive) +1 to initiative.
Weapon Sensors (Ranged Combat Action) After this character makes a Ranged Combat attack, you can re-roll any 1’s that were rolled one time each.