Sie sind auf Seite 1von 6

Card Glossary

Refer to the Card Glossary if youre unsure on the rules of a certain card.

Card Terminology:
Below is a list of terms used on cards and what they mean.
ATK: The damage it inflicts upon hitting. Deducts from the targets LIFE.
HIT: The chance of hitting with the weapon. For example, a HIT of 3+ would mean you would need to
roll threes or higher on the dice to deal damage and inflict status effects from the weapon.
9mm, CAL45, 5.56 etc: These are types of ammunition that the cards use. Weapons you equip must
be loaded with the same ammunition before they can be attacked with.
REA: The chance of an equipped item or weapon activation or Counter attacking. For example, a 3+
REA rating would mean you need threes or higher on the dice for it to activate.
FALL, FAINT, BLEED, BURN etc: Various status effects that can be inflicted. See the Rule Book for
more information.

ACTION Cards
Action+ : Cost 6. Grants you an extra action per turn, where 2 is the default and 4 is the maximum
amount of allowed actions.
Add Fall: Costs 5. Attaches to an equipped weapon. Successful hits with the weapon infer the FALL /
FAINT status effect. Discards after use.
Concentrate: Costs 4. Attaches to an equipped weapon to grant +40 ATK. Also adds 4 to the Cost of
firing equipped weapon. Discards after use.
Equipment LV.2: Costs 7. Increases your Equipment level from 1 to 2, allowing you to equip 2 more
items. Discard the card after use.
Quick Draw: Costs 4. Attaches to equipped weapon. Each hit with the equipped weapon will deal 5
less damage, however HIT chance is increased by 1 and shooting the weapon has no Cost.
Strand: Costs 5. Attaches to equipped weapon. A target hit with the attached weapon suffers 1
additional Cost for each HIT.

CHARACTER Cards
Cyborg Ninja: Costs 6. Attacks a target of your choice for 50 damage regardless of location and
visibility.
Genome Soldiers: Costs 4. A movement card. Can be used to move 4 Blocks.
Johnny Sasaki: Costs 5. Discard all of the cards in your hand and draw 6 new cards.
Liquid Snake: Costs 4. Equip Liquid Snake like you would other equippable cards. While it is
equipped, you deal 40 more damage with every ATK and your HIT and REA go up by 1. Discard after
using this cards effect once.
Mei Ling: Costs 10. The INTERRFERENCE effect is disabled. See the INTERFERENCE section for more
details. Discards at the end of the turn it is played.
Meryl Silverburgh: Costs 0. Halves your current Cost displayed on the counter.
Metal Gear REX: Costs 30. Each enemy discards 2 random cards from their hand.
Naomi Hunter: Costs 5. Your LIFE increases by 10 for every 5 Cost that passes. Use a counter to keep
track of the passed Cost.
Otacon: Costs 6. Attaches to weapon. Adds Anti-Armor to the equipped weapon, making it capable
of damaging machines. Increases the ATK by 10 and HIT by 1. Lasts 2 weapon uses.
Revolver Ocelot: Costs 4. The Cost to fire a weapon becomes 2 until the end of the turn.
Roy Campbell: Costs 5. Choose an area within 5 x 5 Blocks. After 10 Cost, the 5 x 5 section around
the selected area is hit by an ATK : 150.
Sniper Wolf: Costs 5. Attaches to a weapon. Its HIT chance is upped by 3. For example, a weapon
with HIT: 4+ would become HIT: 1+.
Solid Snake: Costs 6. Restores 500 LIFE. Cannot exceed max LIFE limit.
Vulcan Raven: Costs 8. Attaches to weapon. Turns single-attack weapon into a 3 x 3 area weapon.
Lasts 1 use.

ITEM Cards
Bandage: Costs 12. Restores 400 LIFE. Cannot exceed max LIFE.
Body Armour: Costs 5. Must be equipped to use. Reduces damage by 50. REActs on a 3+.Discard
after use.
Detonator: Costs 5. Detonates any and all planted bombs (C4).
Ration: Costs 4. Restores 150 LIFE. Cannot exceed max LIFE.
Scope: Costs 5. Must be equipped to use. Attacks 3 or more Blocks away get HIT +20. Discard after
use.
Sneaking Suit: Costs 8. Must be equipped to use. Reduces 1 ATK by 5 damage. Discard after use.
Styptic: Costs 4. Stops BLEED status effect.
Styptic +: Costs 6. Stops BLEED status effect. Restores 100 LIFE. Cannot exceed max LIFE.
Timer: Costs 4. Attaches to a placed bomb (C4). Detonates after 10 Cost.

SUPPORT Cards
Cost -4: Costs 0. Reduces users current cost by 4. Cannot be used as a movement card.
Cost -8: Costs 0. Reduces users current cost by 8. Cannot be used as a movement card.
Cost -12: Costs 0. Reduces users current cost by 12. Cannot be used as a movement card.
Endure: Costs 7. Must be equipped to use. Reduces damage by 5 when it REActs. REActs on a 4+.
Discard after use.
Evade LV.1: Costs 10. Must be equipped to use. Dodges attack when it REActs. Reacts on a 3+.
Evade LV.2: Costs 12. Must be equipped to use. Dodges attack when it REActs. Reacts on a 2+.
Evade LV.3: Costs 14. Must be equipped to use. Dodges attack when it REActs. Reacts on a 1+.
Front Evade LV.1: Costs 4. Must be equipped to use. Dodges an attack from the front when it
REActs. REActs on a 3+.
Front Evade LV.2: Costs 5. Must be equipped to use. Dodges an attack from the front when it
REActs. REActs on a 2+.
Front Evade LV.3: Costs 6. Must be equipped to use. Dodges an attack from the front when it
REActs. REActs on a 1+.
Rear Evade LV.1: Costs 4. Must be equipped to use. Dodges an attack from the rear when it REActs.
REActs on a 3+.
Rear Evade LV.2: Costs 5. Must be equipped to use. Dodges an attack from the rear when it REActs.
REActs on a 2+.
Rear Evade LV.3: Costs 6. Must be equipped to use. Dodges an attack from the rear when it REActs.
REActs on a 1+.
Reaction Block: Costs 7. Must be equipped to use. Blocks 1 REAction or Counter attack. After
equipped, it disappears after 20 Cost.

WEAPON Cards
C4: Costs 5. Places a bomb where you are standing that when exploded, deals 150 damage in a 3 x 3
explosion. Can only be detonated by using a Detonator or Timer card.
Chaff Grende: Costs 5. All equipment by every player has no use for 20 cost after card is played.
Desert Eagle: Costs 10. HITs on a 4+ using 1 x CAL50 round. On a successful hit, the targets LIFE is
reduced by half.
FAMAS: Costs 6. ATK: 30. HITs on a 3+. Uses 6 x 5.56 rounds. Successful hits add 1 Cost to the target
for each HIT.
Grenade: Costs 7. The Range of the throw is determined by the dice +1. Detonates after 8 Cost in a 3
x 3 explosion dealing 120 damage.
MP5: Costs 6. Must be equipped and loaded to be fired. Can REAct with or without ammo. ATK: 50.
HITs on a 3+. REActs on a 5+. Fires 3 x 9mm rounds. Attacks with this weapon are counted as an Area
Attack (it hits whatever it on the same Block)
SOCOM: Costs 5. ATK: 10. HITs on a 2+. Fires 4 x CAL45 rounds. Successful hits knock the target to
the ground, giving them the FALL / FAINT status effect.
Stun Grenade: Costs 5. Range is determined by the dice. Produces a 3 x 3 explosion adding FAINT to
anyone in the blast range, instantly.

Keep an eye out for more card packs regularly updated on the Tabletop Simulator workshop by
Steam user Stab Master Arson! Thanks for playing AC!D and have fun!

AC!D for Tabletop Simulator is in no way affiliated with Konami, FOX Studios or Berserk Games

Das könnte Ihnen auch gefallen