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  • 8/8/2019 Power Up Cards No Pics

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    Rocket BootsI feel the need. The need forSPEED.

    You roll 2d6+6 for movement. This Power-up lasts 1d6 rounds. When it expires, placethis card in the Power-up discard pile.

    These boots are fast but notoriously

    unreliable. If you roll double 1s the bootshave blown your feet off. You take 3damage and now move 1d6" for movement.Place this card in the Power-up discard pile.

    Stealth UnitWhered he go?

    Light bends around you, leaving only abarely visible distortion of your form.Weapon ranges are halved when another player attacks you. They also attack at -1.

    This Power-up lasts 1d6 rounds. When itexpires, place this card in the Power-updiscard pile.

    Rocket BootsI feel the need. The need forSPEED.

    You roll 2d6+6 for movement. This Power-up lasts 1d6 rounds. When i t expires, placehis card in the Power-up discard pile.

    These boots are fast but notoriouslyunreliable. If you roll double 1s the bootshave blown your feet off. You take 3damage and now move 1d6" for movement.Place the card at the bottom of the Power-up stack.

    GrenadesFire in the hole!

    Accuracy: 8 DevShots: 1Range: 8Damage: 6 AOE 3

    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 target a spot on the ground if you wish. If you bounce a grenade to hit atarget around a corner, you take a 1 penalty to your roll.

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

    GrenadesFire in the hole!

    Accuracy: 8 DevShots: 1Range: 8Damage: 6 AOE 3

    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 arget a spot on the ground if you wish. If you bounce a grenade to hit aarget around a corner, you take a 1 penalty to your roll.

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

    GrenadesFire in the hole!

    Accuracy: 8 DevShots: 1Range: 8Damage: 6 AOE 3

    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 target a spot on the ground if you wish. If you bounce a grenade to hit atarget around a corner, you take a 1 penalty to your roll.

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

    Mega-ShieldTry it. I dare you.

    Your Shield is re-charged and you gain an extrad6 for a total Shield of 12. The extra Shield die'spoints must be used first when taking damgeand cannot be re-charged. When its points aregone, place this card in the Power-up discardpile.

    John Woo Style*Doves fly through a church in slow motion as bullets fill the air*

    You can wield 2 weapons at once. Youmay attack with all shots of both weaponsat any targets in range. All shots are takenat a -1 penalty. This Power-up lasts 1d6rounds. When it expires, place this card inthe Power-up discard pile.

  • 8/8/2019 Power Up Cards No Pics

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    Extra AmmoReload.

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

    f your weapon has ammo, you may keephis card until you run out of ammo and

    use it then. This does not interrupt your hooting.

    Extra AmmoReload.

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

    If your weapon has ammo, you may keepthis card until you run out of ammo anduse it then. This does not interrupt your shooting.

    Extra AmmoReload.

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

    f your weapon has ammo, you may keep

    his card until you run out of ammo and uset then. This does not interrupt your shooting.

    Ricochet ShotHowd he do that?

    You can bounce your shots off a wall to hit atarget you can't see. You take a -2 to your attack roll. If the weapon doesn't haveenough range to get to the wall and then tothe target, the shots are wasted. ThisPower-up lasts 1d6 rounds. When it expires,place this card in the Power-up discard pile.

    Shield RechargeAhhhhh

    f your Shield is not at full strength, thisestores it to a 6. If your Shield is at full

    trength already, this grants no benefit. Ineither case, place this card in the Power-updiscard pile.

    Shield RechargeAhhhhh

    If your Shield is not at full strength, thisrestores it to a 6. If your Shield is at full

    strength already, this grants no benefit. Ineither case, place this card in the Power-updiscard pile.

    Suicide Bomber Glory be toBLAM!

    You become a ticking time bomb. Discard anyWeapon Cards. Roll a d3. You blow up at theend of that many rounds. You may blowyourself up sooner if you wish, but only duringyour turn.

    You do 6 points of damage in a 4" radiuswhen you explode.

    Do not -1 from your frag total for fraggingyourself.

    Shield RechargeAhhhhh

    f your Shield is not at full strength, thisestores it to a 6. If your Shield is at fulltrength already, this grants no benefit. In

    either case, place this card in the Power-updiscard pile.

  • 8/8/2019 Power Up Cards No Pics

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    Laser SightWhats this little red dot mean?

    You gain a +1 to all attack rolls withevery Weapon except the Chainsawand Laser Sword. You may keephis card until you are fragged.

    Laser SightWhats this little red dot mean?

    You gain a +1 to all attack rolls withevery Weapon except the Chainsawand Laser Sword. You may keepthis card until you are fragged.

    Homing ShotWhered that come from?

    You may ignore any cover or elevation penalties to attack. Keephis card until you are fragged.

    Water Balloons"OW! Those HURT when they don't break!"

    Accuracy: 8Shots: 1Range: 8Damage: 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 aremelting! Melting! O, what a world!

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