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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.
Grenades Grenades
“Fire in the hole!” “Fire in the hole!”
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.
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.
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.
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 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.
If you roll a natural 10, your target happened to be a witch and now they are
melting! Melting! O, what a world!