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assault lEaDEr

inCinErator

2
MP
Courage ER Repair

4 7
Reaction
3 2 6 (5)
Melee

2
Armor Value

2
Armor Failure

1 2
MP
Courage ER Repair

4
Reaction
5 2 7 (6)
Melee

3
Armor Value

4
Armor Failure

+1

+1

1
4

WEAPONS Semi-Auto FN: 7 Wpn Str

WEAPONS

Personal Abilities
Leadership: +1 to all rolls for allied MERCS within 1 card length Lucky: Can negate 1 success per match

Flame

Auto Hit

Wpn Str

Personal Abilities
Sweep: Attack sweeps across hitting all in 90 degree arc Tough As They Come: + 1 Blood

2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN Pistol FN: 5 Wpn Str

1 attack vs. 1 target; only short range

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

Hits all targets in template; Armor Failure check +2; Courage check +2 to targets next action

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

CCC DECK

EMP Grenade x1; Armor Failure check +2

Range: 2

mEDiC

hEavy assault

2
MP
Courage ER Repair

4 6
Reaction
5 2 6 (5)

2
Armor Value

3
Armor Failure

1 2
MP
Courage ER Repair

4
Reaction
5 2 7 (6)
Melee

3
Armor Value

3
Armor Failure

Melee

+0

+1

WEAPONS Semi-Auto FN: 7 Wpn Str

WEAPONS

Personal Abilities
Medic: Restores 1 Blood if adjacent with MedKit Speedy: +1 MP

Full Auto

FN: 8

Wpn Str

Personal Abilities
Wall Of Lead: +1 to targets Suppression rolls Brawler: +1 to Melee damage

2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN MedKit x3; restores 1 Blood Range: M

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

Cant fire in melee CCM - Set & Rip: Must stay set for 1 round; 3 attacks per target on all targets in the Extended T firing zone

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

DEmolition

snipEr

2
MP
Courage ER Repair

4 6
Reaction
5* 2 4*(3)

2
Armor Value

3*
Armor Failure

2
MP
Courage ER Repair

4 5
Reaction
5 2 7 (6)

1
Armor Value

2
Armor Failure

Melee

+0*

Melee

+0*

WEAPONS Semi-Auto FN: 7* Wpn Str

WEAPONS

Personal Abilities
Demolitions: Multiple Grenades; Repair check to disarm mines to actions *Heroic: +1away when 1 card

LRK

FN: 5

Wpn Str

Personal Abilities
Crackshot: Can score 1 success per match Stealth: -1 MP; considered to have half-cover

2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN Frag Grenade Range: 2 Wpn Str

1 attack vs. 1 target; not short range CCM - Load & Aim: Two rounds between shots Pistol FN: 5 Wpn Str

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

x3; 1 attack vs. all targets in template

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

1 attack vs. 1 target; only short range

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