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Plot Chosen Prey

Cost 15 Reveal this card at the start of the game. Before initiative is rolled for the first Turn, choose 1 enemy Character. Your Party gets +1 Attack against the chosen character Choose one level 50 or lower prowler unit from your team. That character gains Advanced Deployment. Dawn of the Dark must be played at the beginning of any Action Phase. The Zone of Control of all units is reduced to 4 inches. Retire this card after use. Type-005s in your Party get +1 Attack. Gale must be played at the beginning of any Action Phase. During that turn, the reach of all ranged attacks is halved. Retire this card after use. Logistics increases your Deployment Zone by 3 Inches in all directions for this game. The special skill neokinesis grants all of the characters in your group grants an additional Level of Haste. For example, if a character has Neokinesis that grants Haste Lv2, with Neokinesis Magnus in play the Haste becomes lv3. Neokinesis Magnus stays in play for the entire game. At the start of the first turn of the game choose one piece of scenery on the board. Any Character that is on on it during the Recovery Phase recovers one Life Point. This effect lasts throughout the game. Reveal this card at the beginning of the game and put 3 Action points on it. In any Recovery Phase you can retire one point from the power source to give an additional Action point of Recharge to one character. When all the points are used, retire this card from the game. Reveal this card after all Characters have been setup at the beginning of the game to place 3 "Trap" markers on the board. A "Trap" marker cannot be placed within 8" of an enemy Unit. If a Character (friend or enemy) comes within 2 inches of a "Trap" marker then that marker makes an attack on them at 5 Attack / 5 Damage. If a Charging or Running Character takes damage from this they stop their movement. Hidden or flying Characters do not trigger these attacks from "Trap" markers. After a "Trap" marker has resolved an attack it is removed from play. Reveal this card at the start of the game. You get +1 to all initiative checks. After the end of the Deployment phase, you may redeploy 3 units. If two or more players use the Tactics plot card, each user rolls a die. The highest roll determines who redeploys first. Retire this card after use.

Covert Operation Dawn of the Dark

5 10

Elite Squadron Gale

10 10

Logistics Neokinesis Magnus

5 10

Pool of Life

Power Source

20

Supernatural Traps

10

Tactical Advantage Tactics

10 10

Equipment Bell of Fortune Black Candle Blood Stone

Cost 5 10 10

Actions Restrictions Light Azur Alliance O

Blood Omen Ceridwen Chaos Clock of Cronos Control Bound Doom Silver Elemental Weapon Fate Clock

5 5 5 5 5 10 5 5 O O

Dark

Mystic Black Sun Warrior

Greater Life Potion Ikaro Jedah's Eye

15 5 10

Life Potion Mikael's Tear Nephiros Nine Lives

5 10 5 10

O Light

Retire this card to give +1 to a roll made by the Character carrying it. All enemy units within the Control Zone of the character carrying this card lose 1 Life Point during the Upkeep Phase. Effect 13. An enemy unit in the owner's Control Zone loses 3 Life Points. Effect 15. If the target loses Life Points due to the Advantage Card, the owner recovers 3 Life Points. Retire after use. Whenever an Attack made by the Character carrying this card causes damage, they recover 1 Life Point. This ability only allows a Character to recover 1 Life Point per Attack, even if it damages multiple targets. The bearer is Intangible until end of turn. This ability must be activated during the Upkeep Phase. Enemy units within 3 inches of the Character carrying this card are moved 2 inches away in a straight line. This ability will move engaged units. Effect 14. (Once per turn) Retire this card to grant an additional action point to Possessor. (Reactive) The owner of this card increases the difficulty check of their Effects of magical special skills by 1. The Character carrying this card gets +1 Guidance Points. The Character who has this card gets +1 Damage. Once per Turn the possessor of Fate Clock may choose to recover an Action point. If the character makes use of this ability he receives Doom (Lv 1). Fate Clock can not be used by a character naturally immune to Doom. (Reactive) Possessor recovers 10 Life Points. Retire this card after use. The Character carrying this card gains Flight until the end of the turn. Retire this card after use. Any enemy unit that comes into base-to-base contact with the Character that is carrying this card is no longer Hidden. Effect 18. Retire this card after use. Possessor recovers 5 Life Points. Retire this card after use. The Character carrying this card is immune to all negative States. Every time this character kills a enemy unit he recovers 1 Action Point. Whenever the unit carrying this card would be reduced to 0 or less LP by an attack, the attacker must reroll the attack. This ability will only trigger once per attack. This card can only be carried by one character in a party.

Nullifier

10

Nullum Lusec Orb of Power

5 5

Piercing Weapon

When the Nullifier is activated, remove all Positive States (Haste. Shield, Healing and Protection) inside the Zone of Control of the owner. Retire this card after use. Retire this card during the Maintenance Phase to give its owner +2 Attack for this turn. The Character who has this card starts the game with an additional point of any special bookkeeping device that is specific to that Character. For example, Lorenzo starts the game with an additional "Energy" token. Warrior, Prowler All the owner's attacks ignore 2 points of the defender's Armor.

Ring of Erebus Ring of Rudrashka Seal of Bones Serum Smoke Cloud

10 5 5 5 5

Mystic OO Mystic O O

Supernatural Armour Supernatural Devourer Supernatural Weapon Talisman of Eriol Transfer Rod Ultimate Weapon Vial of Life

10 5 10 5 5 10 10

Warrior Mystic Warrior

OO Mystic O Warrior O

+4 inches to the maximum range of Magical Ranged Attacks The owner of this card can make a Ranged Attack (16 inches). The Ring uses either the stats of the character or Attack 5 / Damage 5. Discard this card after use. The Character who has this card adds +1 to Stability rolls made for their summons Owner is automatically immune to Poison Status. Remove one Poison level from one friendly unit within the owner's Control Zone. The Possessor may automatically escape from hand-to-hand combat as if they had conducted a successful escape attempt. Retire this card after use. +1 to Possessor's Armour attribute. The bearer of this card recovers one Action Point each time they deal damage to an enemy. This effect is limited to one Point per Attack and three Points per Turn. +1 to Possessor's Attack attribute. The Talisman of Eriol allows its Possessor to re-roll one die. Retire this card after use. One friendly Mystic unit with the owner's Control Zone recovers one action point. Once Per Round The Character carrying this card gets +2 Attack until the end of the turn. The Character carrying this card or any friendly Unit within its Control Zone heals 5 Life Points. Retire this card after Use.

Power Aberration Power

Cost 5

Actions Restrictions The owner of this card may roll a die at any time to gain a random benefit or disadvantage. Each time this power is used put a Counter on this card. Each subsequent roll adds a +1 to the result for each Counter. 1: Recover all Action Points and 10 LP 2/3: +1 Attack, Defense and Damage until the end of the Turn 4/5: Recover an Action Point and 3 LP 6/7: Recover 1 LP 8/9: Lose 3 LP 10+: Retire the character from the game The owner gains +1 Defense against Ranged Attacks. Owner may re-roll any failed Resistance Check against negative Effects cast by enemy units. If there is a friendly unit engaged in hand to hand combat with the same target as the owner, the owner gains +1 Attack and +1 Defense against the target. When the Character that holds this card is reduced to 0 or fewer Life Points, the Character that caused the demise of the holder of this card suffers Doom Lv.2. Effect 15. Before you would roll a die, retire this card to automatically roll a 7 instead.

Afterimage Aura Combined Combat Curse Destiny

5 5 5 5 5 Dark, Mystic

Dragon Blood

10

Familiar

10

Mystic

This Advantage card may only be taken by at maximum one Character in a party. When the Life Points of the bearer of this card are reduced to zero, instead of removing it from the game normally, roll on the following chart and apply the results: 1-5: The character is removed from the game as normal. 6-7: The character remains in play with one LP. Remove this card from it. 8-9: The character remains in play with three LP. Remove this card from it. 10: The character remains in play with three LP. One Summon associated with this card's owner may appear with one additional bind point when it enters play. This card has no effect on Aeons. Retire this card to grant the character ONE of the following states: Lv1 Shield, Lv1 Healing, Lv1 Protection or Lv1 Haste. When the Character who has this card takes damage due to a hand-to-hand attack, the Unit that caused the damage suffers Seal lv 2. Effect 13. When the owner has less than half of his total Life Points, he gains +1 Attack and +1 Damage. When the owner dies, any friendly unit with the character's Control Zone recovers 5 Life points. While the owner of this card is Hidden, any enemy character attempting to locate the owner adds 1 to the Difficulty of their Seek ability. This card remains in play Increases the Control Zone of the character that possess this card by 2 inches. Protective Shield allows its owner to use Dodge as a free action. Any time a character makes use of this power, roll a die; with a result of 6+ retire this card. The possessor of Raphael's Gift regains 2 Life points at the beginning of the Recovery Phase. Retire this card to increase the Speed of its possessor by 4 inches this turn. The Character carrying this card no longer needs Line of Sight to the target of its Ranged Attacks. Any Ranged Attack made against a non-visible Unit suffers the penalties for Solid Cover. After the Unit carrying Vision makes a Ranged Attack against a Character that it cannot see, roll a die. On a 6+ retire this card.

Fantasy Bless Gabriel's Gift Last Stand Martyr Nue

5 5 10 10 5 Light

Church Prowler

Presence Protective Shield Raphael's Gift Tempus Fugit Vision

10 15 5 5 10

Mystic

Mystic

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