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Integral Card Glossary

This Glossary contains information for Integral Set cards only


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

CHARACTER Cards
Decoy Octopus: Costs 8. Must be equipped to be used. Any damage you receive from any source is
given to your ally in form of LIFE up. You still receive the damage as normal. Discard after 1 use.
Hind D: Costs 10. Target takes damage according to your hand size, where the number of cards in
the users hand x100 damage is dealt. Destroys all the targets equipped cards.
M1 Abrams: Costs 10. The damage is calculated by your current LIFE /2. Attacks a 3 x 3 area. The
users LIFE is then halved.
McDonnell Miller: Costs 3. Card has no effect if used. Can be used to move.
Wolf Dog: Costs 7. Attaches to equipped weapon. Destroys targets armor of your choice on a
successful HIT. Wolf Dog is then discarded.

ITEM Cards

Handy Medical Kit: Costs 6. Revives an ally from any location, from 0 LIFE to 10 LIFE.
Medical Kit: Costs 9. Revives a defeated ally. Allys LIFE is returned to maximum. Can be
used from anywhere.
Survival Kit: Costs 9. Restores 200 LIFE to an ally. Can be used from anywhere.

SUPPORT Cards
1st Aid Kit: Costs 6. Restores 300 LIFE to adjacent allies only.
Ally Cost -4: Costs 6. Reduces allys current Cost by 4.
Ally Cost -8: Costs 8. Reduces allys current Cost by 8.
Ally Cost -12: Costs 10. Reduces allys current Cost by 12.
Card Seal: Costs12. Must be equipped to be used. Neither player can use a card that was just used
while it is equipped. Is discarded when equipment overrides it.
Close-Range Soak: Costs 8. Must be equipped to be used. Close-range attack damage adds to users
LIFE. Projectile attacks do double damage to the user. Discards after 1 calculation and use.
Cost Counter: Costs 12. Must be equipped to be used. Returns the next Cost added to your total
Cost to an opponent instead. Discards after 1 use.
CQC Counter: Costs 8. Must be equipped to be used. Counters a CQC attack. Projectile damage is
doubled until the end of the turn. Discard after use.
Handy 1st Aid Kit: Costs 4. Restores 200 LIFE to adjacent allies only.
Near Atk. Support: Costs 6. Must be equipped to be used. Nearby allies have ATK + 5. Nearby
means within a 5 x 5 grid of the user. Is discarded after 5 turns.
Near Def. Support: Costs 7. Must be equipped to be used. Nearby allies receive 50 less damage from
attacks while Near Def. Support is active. Nearby means within a 5 x 5 grid of the use. Is discarded
after 5 turns.
Projectile Counter: Costs 8. Must be equipped to be used. Counters 1 projectile attack. Close-range
damage is doubled until the end of the turn. Discard after use.
Projectile Soak: Costs 8. Must be equipped to be used. Projectile damage adds to LIFE. CQC attacks
deal double damage. Lasts the turn it is activated. Discard after use.
Remove Trap: Costs 10. Disarms and discards 1 trap you are adjacent to or on top of.
Transfuse Blood: Costs 8. User restores 100 LIFE. Ally loses 50 LIFE. If one of these actions cannot be
performed, the card cannot be used.

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

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