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Mega-Shield John Woo Style

“Try it. I dare you.” *Doves fly through a church in slow


motion as bullets fill the air*
Your Shield is re-charged and you gain an extra
d6 for a total Shield of 12. The extra Shield die's You can wield 2 weapons at once. You
points must be used first when taking damge may attack with all shots of both weapons
and cannot be re-charged. When its points are at any targets in range. All shots are taken
gone, place this card in the Power-up discard at a -1 penalty. This Power-up lasts 1d6
pile. rounds. When it expires, place this card in
the Power-up discard pile.

Stealth Unit Rocket Boots


“Where’d he go?” “I feel the need. The need for…SPEED.”

Light bends around you, leaving only a You roll 2d6+6 for movement. This Power-
barely visible distortion of your form. up lasts 1d6 rounds. When it expires, place
Weapon ranges are halved when another this card in the Power-up discard pile.
player attacks you. They also attack at -1.
These boots are fast but notoriously
This Power-up lasts 1d6 rounds. When it unreliable. If you roll double 1’s the boots
expires, place this card in the Power-up have blown your feet off. You take 3
discard pile. damage and now move 1d6" for movement.
Place this card in the Power-up discard pile.

Rocket Boots Grenades


“I feel the need. The need for…SPEED.” “Fire in the hole!”

You roll 2d6+6 for movement. This Power- Accuracy: 8 Dev


up lasts 1d6 rounds. When it expires, place
this card in the Power-up discard pile.
Shots: 1
Range: 8”
These boots are fast but notoriously Damage: 6 AOE 3”
unreliable. If you roll double 1’s the boots
have blown your feet off. You take 3 These are the standard fragmentation grenades used throughout space.
damage and now move 1d6" for movement.
Place the card at the bottom of the Power- You may bounce a grenade off a wall to hit a target around a corner, or
up stack. target a spot on the ground if you wish. If you bounce a grenade to hit a
target around a corner, you take a –1 penalty to your roll.

On a 1, you threw the pin. Kablooie. You blowed up.

Grenades Grenades
“Fire in the hole!” “Fire in the hole!”

Accuracy: 8 Dev Accuracy: 8 Dev


Shots: 1 Shots: 1
Range: 8” Range: 8”
Damage: 6 AOE 3” Damage: 6 AOE 3”
These are the standard fragmentation grenades used throughout space. These are the standard fragmentation grenades used throughout space.

You may bounce a grenade off a wall to hit a target around a corner, or You may bounce a grenade off a wall to hit a target around a corner, or
target a spot on the ground if you wish. If you bounce a grenade to hit a target a spot on the ground if you wish. If you bounce a grenade to hit a
target around a corner, you take a –1 penalty to your roll. target around a corner, you take a –1 penalty to your roll.

On a 1, you threw the pin. Kablooie. You blowed up. On a 1, you threw the pin. Kablooie. You blowed up.
Extra Ammo Extra Ammo
“Reload.” “Reload.”

If you have a weapon that has run out of If you have a weapon that has run out of
ammo, this Power-up reloads your ammo, this Power-up reloads your
weapon. Place this card in the Power-up weapon. Place this card in the Power-up
discard pile. discard pile.

If your weapon has ammo, you may keep If your weapon has ammo, you may keep
this card until you run out of ammo and this card until you run out of ammo and
use it then. This does not interrupt your use it then. This does not interrupt your
shooting. shooting.

Extra Ammo Ricochet Shot


“Reload.” “How’d he do that?”

If you have a weapon that has run out of You can bounce your shots off a wall to hit a
ammo, this Power-up reloads your weapon. target you can't see. You take a -2 to your
Place this card in the Power-up discard pile. attack roll. If the weapon doesn't have
enough range to get to the wall and then to
If your weapon has ammo, you may keep the target, the shots are wasted. This
this card until you run out of ammo and use Power-up lasts 1d6 rounds. When it expires,
it then. This does not interrupt your shooting. place this card in the Power-up discard pile.

Shield Recharge Shield Recharge


“Ahhhhh…” “Ahhhhh…”

If your Shield is not at full strength, this If your Shield is not at full strength, this
restores it to a 6. If your Shield is at full restores it to a 6. If your Shield is at full
strength already, this grants no benefit. In strength already, this grants no benefit. In
either case, place this card in the Power-up either case, place this card in the Power-up
discard pile. discard pile.

Shield Recharge Suicide Bomber


“Ahhhhh…” “Glory be to…BLAM!”

If your Shield is not at full strength, this You become a ticking time bomb. Discard any
restores it to a 6. If your Shield is at full Weapon Cards. Roll a d3. You blow up at the
strength already, this grants no benefit. In end of that many rounds. You may blow
either case, place this card in the Power-up yourself up sooner if you wish, but only during
discard pile. your turn.

You do 6 points of damage in a 4" radius


when you explode.

Do not -1 from your frag total for fragging


yourself.
Laser Sight Laser Sight
“What’s this little red dot mean?” “What’s this little red dot mean?”

You gain a +1 to all attack rolls with You gain a +1 to all attack rolls with
every Weapon except the Chainsaw every Weapon except the Chainsaw
and Laser Sword. You may keep and Laser Sword. You may keep
this card until you are fragged. this card until you are fragged.

Homing Shot Water Balloons


“Where’d that come from?” "OW! Those HURT when they don't break!"

You may ignore any cover or Accuracy: 8


elevation penalties to attack. Keep
this card until you are fragged.
Shots: 1
Range: 8”
Damage: 0
Water balloons are fun! They get stuff wet.

If you roll a natural 10, your target happened to be a witch and now they are
melting! Melting! O, what a world!

If you roll a 1, you're out of balloons. Boo-hoo.

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