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Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Terribly Good Luck Play when you are about to make a.

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Presentation on theme: "Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Terribly Good Luck Play when you are about to make a."— Presentation transcript:

1 Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Terribly Good Luck Play when you are about to make a Bravado task. Add 3D6 to your skill roll. Guesswork Roll a die. On an odd result your task gets +2D6, otherwise it gets -2D6. Impressive Feat Play when you are about to take a Brawn or Bravado test. The attempt succeeds - there is no need to roll. Lateral Thinking You may immediately reroll a failed Brain test. Dodgy Prop Immediately cancel an action just declared by your opponent, or move any item of scenery up to 2”. Lateral Thinking You may immediately reroll a failed Brain test. Impressive Feat Play when you are about to take a Brawn or Bravado test. The attempt succeeds - there is no need to roll. Guesswork Roll a die. On an odd result your task total gets +2D6, otherwise it gets -2D6. Terribly Good Luck Play when you are about to make a Bravado task. Add 3D6 to your skill roll. Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Transgress the First Law of Time If more than one Doctor is in play. Randomly remove one Doctor from the game.

2 Unconscious Place one Companion Out of the Fight. Unconscious Place one Companion Out of the Fight. 1 st Law of Robotics You may cancel the action of any one Mechanoid model which has just been declared. Don’t Wander Off Fast Move any companion in the direction of your choice. Sonic Screwdriver Use the Sonic Screwdriver to automatically complete a task. Bessie Place Bessie within 12” of one of your models. Personal Agenda The Master may take an immediate move action and now returns fully to your control. Sonic Screwdriver Use the Sonic Screwdriver to automatically complete a task. Don’t Wander Off Fast Move any companion in the direction of your choice. 1 st Law of Robotics You may cancel the action of any one Mechanoid model which has just been declared. Venusian Aikido Automatically win a melee. Disguise Replace any non character with the Master.

3 Summon Courage You may immediately reroll a failed Reaction check. You Will Obey Me Automatically win the Imposing My Will test. Lightning Strike Choose any point on the table. Models within 2” will be stunned Raston Warrior Robot You may place the Raston Warrior Robot anywhere on the table, more than 12” from any player’s models. Here boy! Place K9 next to any Doctor or Companion in play. Time Scoop Nominate any point on the table and add or remove a figure of your choice. Transformation Replace any non character with a monster. Reinforcements Nominate a point on a table edge. Roll 1D6. Add this number of non unique models at that point. Reinforcements Nominate a point on a table edge. Roll 1D6. Add this number of non unique models to that point. Broken Sonic Use this card to nullify any Sonic Screwdriver card or action. Broken Sonic Use this card to nullify any Sonic Screwdriver card or action. Knockout Gas Choose any point on the table. Models within 2” will be stunned

4 Jelly Babies Automatically win the Talk the Talk test. Recorder Pass any opposition figure without triggering an In Sight test. “When I say run, run!” One of your models may make an immediate Fast Move action. Play in opponents turn. Handle In Sight as per normal. Giant Galactic Glitter Stunned - Figure cannot act or react until having spent one full turn of activation doing nothing. Jelly Babies Automatically win the Talk the Talk test. 5 Rounds Rapid Your weapon has twice the usual number of shots. Discard after use. 5 Rounds Rapid Your weapon has twice the usual number of shots. Discard after use. Time Crash Play this event only when the Doctor is in play to add another Doctor to the game. Time Crash Play this event only when the Doctor is in play to add another Doctor to the game. Psychic Paper Pass any opposition figure without triggering an In Sight test. Turncoat One character (excluding the Doctor) is now controlled by your opponent. Zombie Your last “Obviously Dead” figure comes back to life as a zombie controlled by your opponent.

5 Obstacle The Doctor and each companion must pass a Brawn test before they can continue on with their current action. My Head Hurts The Doctor and each companion must pass a Brain test before they can continue on with their current action. Call My Bluff The Doctor and each companion must pass a Bravado test before they can continue on with their current action. My Head Hurts The Doctor and each companion must pass a Brain test before they can continue on with their current action. My Head Hurts The Doctor and each companion must pass a Brain test before they can continue on with their current action. My Head Hurts The Doctor and each companion must pass a Brain test before they can continue on with their current action. Obstacle The Doctor and each companion must pass a Brawn test before they can continue on with their current action. Obstacle The Doctor and each companion must pass a Brawn test before they can continue on with their current action. Obstacle The Doctor and each companion must pass a Brawn test before they can continue on with their current action. Call My Bluff The Doctor and each companion must pass a Bravado test before they can continue on with their current action. Call My Bluff The Doctor and each companion must pass a Bravado test before they can continue on with their current action. Call My Bluff The Doctor and each companion must pass a Bravado test before they can continue on with their current action.

6 Feeling Lucky! You may immediately reroll a failed dice roll. Spoilers Play before you roll for Initiative. You automatically gain the Initiative this turn. Both sides can move all figures. No more, no more! Play this card to cancel any other event card just played. Your opponent may not draw another card. Terribly Bad Luck! Play when your opponent is about to make a reroll. Instead of rolling, the original result stands. Cannon Fodder If within 3 inches of a higher rep figure that is hit, takes the hit instead. Cannon Fodder If within 3 inches of a higher rep figure that is hit, takes the hit instead. Spoilers Play before you roll for Initiative. You automatically gain the Initiative this turn. Both sides can move all figures. Feeling Lucky! You may immediately reroll a failed dice roll. No more, no more! Play this card to cancel any other event card just played. Your opponent may not draw another card. A nice cup of tea Immediately bring this turn to an end. Terribly Bad Luck! Play when your opponent is about to make a reroll. Instead of rolling, the original result stands. A nice cup of tea Immediately bring this turn to an end.

7 Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Dazed & Confused Play before your opponent activates any models. One of his models of your choice may not activate this turn (can react as normal). Wary Add 1d6 when taking In Sight tests. Bad Shot Play when one of your models is about to be fired upon. The shot automatically misses. Roll for Received Fire as per normal. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact. Red Mist! Must fast move (towards an appropriate enemy) and fire every turn if he can, moving the full distance until he makes contact.

8 Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. Something in my eye -1 to Rep penalty on In Sight checks. Nerves of steel Not subject to Duck Back. Tough Treats Runaway as Duck Back. Something in my eye -1 to Rep penalty on In Sight checks. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 2). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 3). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model. I.E.D Nominate a point on the table. Models within 2” must roll on the Ranged Combat Damage Table (Impact 1). Roll for each model.

9 Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Invulnerable One model on your side cannot be harmed by ranged weapons this turn (Can only be Knocked Down). Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Second Chance Choose one enemy model. You may reroll any rolls made to hit or wound this model. Brawler Adds 1d6 when in melee but can still only count the best two. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned. Fog of War Choose an opposition figure or group. On their next turn they will move in a direction of your choice. Retreat One of your models can take an immediate Duck Back action if an enemy model is within 6”. No In Sight allowed. Clumsy When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned.


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