fantastic worlds record cards (hydra miniatures) worlds... · fantastic worlds by rattrap...

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Energy - Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must expend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1" diamter. Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN test. If the model fails it falls to the ground, stunned. The character's DODGE stat drops to 0, but opponents get -2 to hit since the target is considered Prone. Each subsequent turn the stunned character may make a BRAWN test to recover. If he is successful he can immediately take his normal turn. Energy - Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must expend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1" diamter. !"#$ % !" # % % &’ () *+ # &* &* % $%&’ & % % % * &* ,( * * &* !$ !"$ !% $ -( !"$ * . % *’ ( )*+ % , !% $ () % & / & 0 122 &’ !$ * % % & & & & % !"$ 3 & -( !"$ . Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight. ( )*+ % , Savvy (+X) - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4" of an encounter chit he can use an action to make a BRAINS test to see what the encounter is. This skill can be combined with a Move action, but no other type of action. Nimble - Models with this ability have excellent balance and the ability to recover quickly if knocked off balance. Models with this ability may re-roll any failed test against DODGE score (tests that add DODGE with other stats cannot be re-rolled). The player must abide by the results of the second roll. &* 4 -56 . Dead Shot - Characters with this ability are experts with firearms and can attempt to hit specific locations on a target. By spending Hero Points, characters can move the location of their hit. It costs one (1) Hero Point for each point changed on the die roll. Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal. 4 Fencing +X - Characters with this ability are experts with long blades. They add +X to their BLADE roll whenever they are attacking with a long blade. (already included) % - .( /&0( 1%. ( 2 3&( 44 % * * Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN test. If the model fails it falls to the ground, stunned. The character's DODGE stat drops to 0, but opponents get -2 to hit since the target is considered Prone. Each subsequent turn the stunned character may make a BRAWN test to recover. If he is successful he can immediately take his normal turn. Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight. &* * * % % !"#$ % % *’ ,( *+ &* Pilot (+X) - The model is trained in piloting flying vehicles. The model gets an additional +X to their DODGE score for any die rolls involved with flying vehicles or jet packs. Ambidextrous - Characters with this ability can use two (2) one-handed weapons in combat at the same time, getting two (2) attacks per turn. This can apply to a combination of hand to hand weapons (a sword and a knife) or two ranged weapons, but not one of each. Force of Will - A model with this ability has learned to force itself to do things that would normally be impossible. Whenever this model needs to make a BRAWN test, it can spend a Hero Point to allow it to test against GUTS instead. The model can also use this ability with any BRAINS test to prevent mind control, the effects of gas or poison, to prevent being rendered unconscious by drugs, or to regain consciousness due to wounds. *56 6 4 ( )*+ % , &* 4 & / 3 % % % Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal. Savvy (+X) - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4" of an encounter chit he can use an action to make a BRAINS test to see what the encounter is. This skill can be combined with a Move action, but no other type of action. 3 1. - .( 52( ( . 6 ( 2 3&( ( 44 3. & %0% 2 $%&’ 52 6 3&0!% ( . *56 6 4 Quick (+X) - Models with this ability have quicker than normal reflexes. They add +X to their DODGE stat. (already included) * (( Lieutenant Jane Hunter, head of her class and former Olympic ZG-Ball Athlete, she's rapidly moving up the ranks of The Galacteers. This spunky young officer makes up for her lack of experience with her vast knowledge and quick reactions. Commander Ace McGuire, a veteran space explorer, has seen countless worlds and defeated many enemies of Earth. A living hero amongst the ranks of The Galacteers he's earned the undying loyalty of his crewmates. 4 -56 . 3 1. % Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls Created by Tom Kiley v1.01a

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Page 1: Fantastic Worlds Record Cards (Hydra Miniatures) Worlds... · Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls

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Energy - Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must expend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1" diamter.

Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN test. If the model fails it falls to the ground, stunned. The character's DODGE stat drops to 0, but opponents get -2 to hit since the target is considered Prone. Each subsequent turn the stunned character may make a BRAWN test to recover. If he is successful he can immediately take his normal turn.

Energy - Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must expend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1" diamter.

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Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

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Savvy (+X) - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4" of an encounter chit he can use an action to make a BRAINS test to see what the encounter is. This skill can be combined with a Move action, but no other type of action.

Nimble - Models with this ability have excellent balance and the ability to recover quickly if knocked off balance. Models with this ability may re-roll any failed test against DODGE score (tests that add DODGE with other stats cannot be re-rolled). The player must abide by the results of the second roll.

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Dead Shot - Characters with this ability are experts with firearms and can attempt to hit specific locations on a target. By spending Hero Points, characters can move the location of their hit. It costs one (1) Hero Point for each point changed on the die roll.

Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal.

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Fencing +X - Characters with this ability are experts with long blades. They add +X to their BLADE roll whenever they are attacking with a long blade. (already included)

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Stun Ray - Stun Rays do no physical damage. If target is hit it must make a BRAWN test. If the model fails it falls to the ground, stunned. The character's DODGE stat drops to 0, but opponents get -2 to hit since the target is considered Prone. Each subsequent turn the stunned character may make a BRAWN test to recover. If he is successful he can immediately take his normal turn.

Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

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Pilot (+X) - The model is trained in piloting flying vehicles. The model gets an additional +X to their DODGE score for any die rolls involved with flying vehicles or jet packs.

Ambidextrous - Characters with this ability can use two (2) one-handed weapons in combat at the same time, getting two (2) attacks per turn. This can apply to a combination of hand to hand weapons (a sword and a knife) or two ranged weapons, but not one of each.

Force of Will - A model with this ability has learned to force itself to do things that would normally be impossible. Whenever this model needs to make a BRAWN test, it can spend a Hero Point to allow it to test against GUTS instead. The model can also use this ability with any BRAINS test to prevent mind control, the effects of gas or poison, to prevent being rendered unconscious by drugs, or to regain consciousness due to wounds.

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Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal.

Savvy (+X) - The model with this skill has years of experience in dangerous and compromising situations. When the model moves within 4" of an encounter chit he can use an action to make a BRAINS test to see what the encounter is. This skill can be combined with a Move action, but no other type of action.

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Quick (+X) - Models with this ability have quicker than normal reflexes. They add +X to their DODGE stat. (already included)

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Lieutenant Jane Hunter, head of her class and former Olympic ZG-Ball Athlete, she's rapidly moving up the ranks of The Galacteers. This spunky young officer makes up for her lack of experience with her vast knowledge and quick reactions.

Commander Ace McGuire, a veteran space explorer, has seen countless worlds and defeated many enemies of Earth. A living hero amongst the ranks of The Galacteers he's earned the undying loyalty of his crewmates.

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Page 2: Fantastic Worlds Record Cards (Hydra Miniatures) Worlds... · Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls

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Hunter - Models with this ability add +2 to their chance, and +1 to the chance of all friendly models within 6" to avoid any trap encounters while outdoors. This includes, but is not limited to snare and pit traps. Models with this ability also gain a +1 when shooting at models with the Camouflage ability outdoors.

Nerves of Steel +X - Models with this ability add +X to their GUTS score. (already included)

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Communicators - A model with Communicator can swap his activation with another member of his team. Only the model using the attribute needs to take Communicator. It is assumed the entire team has them, but only the model purchasing the skill can swap activations.

Tactics +X - Models with this ability add +X to their initiative roll at the beginning of each turn.&*

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Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

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Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal.

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Fantastic Worlds by Rattrap ProductionsMiniatures by Hydra Miniatures

Fantastic Worlds Record Cards (Hydra Miniatures).xlsCreated by Tom Kiley

v1.01a

Page 3: Fantastic Worlds Record Cards (Hydra Miniatures) Worlds... · Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls

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Energy - Energy weapons do not run out of ammo, but if you roll a 1 the weapon is overheating. You must expend an action to drain the heat sink. If you do not, on a subsequent 1 the weapon will explode, doing its WS damage in a 1" diamter.

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Hide - Models with this ability can disappear into the shadows or have the ability to blend with their surroundings like a chameleon. Any model with this ability that does not move can attempt to hide as its action. Any time an enemy model more than 3" away tries to target the hidden model they must first make a test against their BRAINS stat. If they pass, they can target the model as normal. Failure to spot causes the spotting model to lose an action. Once a model is hidden it can move at half its current movement rate without losing its Hidden status.

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Pugilist (+X) - Models with this ability are trained in some form of boxing. They add +X to their BD score when attacking without a weapon. They attack unarmed as if they are using a club, but do not get the 1" range that a club provides. This skill cannot be taken in conjunction with Martial Arts. (already included)

Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

���"#���$$�Master Sergeant Rocky Rizzo, a former boxer who joined The Galacteers after his hometown of Peoria was destroyed in an alien attack. Rocky has been watching Ace's back for years often lending a hand, or a hearty fist whenever situations call for some heavy scrapping.

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Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal.

Expert Fighter - Characters with this ability are experts with in hand to hand combat and can attempt to hit specific locations on an opponent. By spending Hero Points, characters can move the location of their hit. It costs one (1) Hero Point for each point changed on the die roll.

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Devotion - Models with this ability are intensely loyal and would die for the hero (master). If the model with devotion is within 3" of the hero and the hero takes a wound, the wound can be transferred to the devoted model. The wound is in the exact same location. If the wound kills the devoted model, the hero may spend one (1) hero point and take an immediate action outside of its normal activation.

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Hustler - The model can use his natural charisma and fast talking skills to talk others into doing what he wants. Whenever he is within 2" of an opposing model (but not in hand to hand combat) he can use his action to hustle them. The two models make an opposed BRAINS test. If the model with Hustle wins he has convinced the other model to give him something the model is carrying. It can be a weapon or equipment or an item picked up during the game. The model with Hustle may use the item normally after that. If he fails the skill has no effect and the model he attempted it on cannot be hustled again for the remainder of the game.

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��%����&���&�%'Comet the Chimp - The Galacteers mascot and Dr. Zahn's assistant. Comet is helpful and courageous but is also mischevious and considered a pick-pocket.

Brothers in Arms - This model considers each and every one of his comrades more valuable than any goal or objective. If any of his party is in hand to hand combat he must go and help them out, rather than head to an encounter marker or achieve a goal.

Jet Pack - A jet pack allows the wearer to fly as described in the flying rules. A model with a jet pack has a minimum flight movement of 2 and a Maximum flight movement of 8. The jet pack is piece of equipment and not natural flight ability, models use their normal DODGE scores in flight.

Bug-Eyed - This feature provides the model with quicker than normal reflexes but also make them naturally skittish and nervous. The bug-eyed model may add +1 to its DODGE score but suffers a -1 to its GUTS score. (already included)

Jack of All Trades - The model has been around enough to have picked up bits and pieces of many skills. He may attempt to use the skills Language, Mechanic, Medical Knowledge or Robotics without owning the skills. However he must make all tests for the skill he is attempting to use as if he had a BRAINS score of 1.

Fantastic Worlds by Rattrap ProductionsMiniatures by Hydra Miniatures

Fantastic Worlds Record Cards (Hydra Miniatures).xlsCreated by Tom Kiley

v1.01a

Page 4: Fantastic Worlds Record Cards (Hydra Miniatures) Worlds... · Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls

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Fantastic Worlds Record Cards (Hydra Miniatures).xlsCreated by Tom Kiley

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Fantastic Worlds by Rattrap ProductionsMiniatures by Hydra Miniatures

Fantastic Worlds Record Cards (Hydra Miniatures).xlsCreated by Tom Kiley

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Page 6: Fantastic Worlds Record Cards (Hydra Miniatures) Worlds... · Fantastic Worlds by Rattrap Productions Miniatures by Hydra Miniatures Fantastic Worlds Record Cards (Hydra Miniatures).xls

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Observant - Models with this ability are trained to observe their surroundings and always be aware of what's going on. If the model is within 3" of an encounter chit they can take a BRAINS test to determine what it is. Models with this ability also gains a +1 when attempting to spot models with the Hide special ability.Robotics - The model with this ability has experience programming and controlling robots, and may bring one or more as part of its team. The model is also trained to repair robots. By spending an action and making a successful BRAINS test the model may restore one (1) wound when attempting to repair a robot.

Sustained Blast - A model may add +1 to its TH score for each subsequent turn after the first that it continues to fire at an object or opponent. If either model moves, the Sustained Shot is ended.

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Mechanic (+X) - Models with this ability are trained to work on the complex machines that populate the game. Any non-functioning mechanical device can be repaired by this model by spending an action and making a successful BRAINS test. Models add the +X to their BRAINS stat for these tests only.

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Fantastic Worlds by Rattrap ProductionsMiniatures by Hydra Miniatures

Fantastic Worlds Record Cards (Hydra Miniatures).xlsCreated by Tom Kiley

v1.01a