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.