14
Close Assault! Any of your Marines armed with Bolters may fire them AND attack in hand-to-hand combat this turn. Discard this card after use. BLOOD ANGELS l ORDER Move It! Each of your Marine miniatures may move twice. They may move, fire, and then move again, OR move twice before or after firing. Discard this card after use. BLOOD ANGELS l ORDER Fire! Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card after use. BLOOD ANGELS l ORDER Photon Grenades! Any Alien miniatures you attack in hand-to-hand combat this turn must roll one die less (the strongest one) than normal. Discard this card after use. BLOOD ANGELS l ORDER Blind Grenades Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use. BLOOD ANGELS l EQUIPMENT Bionic Arm Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score. Remains in use for the entire mission. BLOOD ANGELS l EQUIPMENT Bolt Pistols All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission. BLOOD ANGELS l EQUIPMENT Force Field Your Commander is wearing a force field generator which increases his armour value to 3. Remains in use for the entire mission. BLOOD ANGELS l EQUIPMENT Close Assault Blades All your Marines with Bolters may attack diagonally in hand-to-hand combat. Opponents roll one die less (the strongest one) than normal in hand-to-hand combat against them. Remains in use for the entire mission. BLOOD ANGELS l EQUIPMENT Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0

Close Assault! Fire! - The Lost and the Damned Forumthe-lost-and-the-damned.664610.n2.nabble.com/file/n7020388... · Close Assault! Any of your Marines armed with ... Design by Mikael

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Close Assault!

Any of your Marines armed with Bolters may fire them AND attack in

hand-to-hand combat this turn.Discard this card after use.

BLOOD ANGELS l ORDER

Move It!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing.

Discard this card after use.

BLOOD ANGELS l ORDER

Fire!

Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card

after use.

BLOOD ANGELS l ORDER

Photon Grenades!

Any Alien miniatures you attack in hand-to-hand combat this

turn must roll one die less (the strongest one) than normal. Discard this card after use.

BLOOD ANGELS l ORDER

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

BLOOD ANGELS l EQUIPMENT

Bionic Arm

Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score.

Remains in use for the entire mission.

BLOOD ANGELS l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters are also carrying Bolt Pistols and

may roll one extra light weapons die in hand-to-hand combat. Remains in

use for the entire mission.

BLOOD ANGELS l EQUIPMENT

Force Field

Your Commander is wearing a force field generator which increases his armour value to 3. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

Close Assault Blades

All your Marines with Bolters may attack diagonally in hand-to-hand

combat. Opponents roll one die less (the strongest one) than normal in hand-to-hand combat against them.

Remains in use for the entire mission.

BLOOD ANGELS l EQUIPMENT

Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0

Melta Bomb

Any one of your Marine miniatures may roll two extra heavy weapons

dice in a hand-to-hand combat attack. Discard this card after use.

BLOOD ANGELS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

BLOOD ANGELS l EQUIPMENT

By Section!

Each of your Marine miniatures may EITHER move twice OR fire twice.

They may not move AND fire.Discard this card after use.

IMPERIAL FISTS l ORDER

Heavy Weapon!

One of your heavy weapon Marines may move twice and fire twice. This

may be done in any order.Discard this card after use.

IMPERIAL FISTS l ORDER

Fire!

Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card

after use.

IMPERIAL FISTS l ORDER

Move It!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing.

Discard this card after use.

IMPERIAL FISTS l ORDER

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

IMPERIAL FISTS l EQUIPMENT

Bionic Eye

Your Commander miniature may re-roll one die whenever he fires,

to try to improve his score.Remains in use for the entire

mission.

IMPERIAL FISTS l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters are also carrying Bolt Pistols and

may roll one extra light weapons die in hand-to-hand combat. Remains in

use for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures may roll two extra heavy weapons

dice in a hand-to-hand combat attack. Discard this card after use.

IMPERIAL FISTS l EQUIPMENT

Combi-Weapon

To use this card your Commander miniature must have the Heavy

Bolter. He may then fire the Heavy Bolter normally OR as if it were a

Plasma Gun. Remains in use for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Suspensors

All your Marines with heavy weapons may move as though they have Bolters. Remains in use for the

entire mission.

IMPERIAL FISTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

IMPERIAL FISTS l EQUIPMENT

Close Assault!

Any of your Marines armed with Bolters may fire them AND attack in

hand-to-hand combat this turn.Discard this card after use.

ULTRAMARINES l ORDER

Move It!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing.

Discard this card after use.

ULTRAMARINES l ORDER

Fire!

Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card

after use.

ULTRAMARINES l ORDER

By Section!

Each of your Marine miniatures may EITHER move twice OR fire twice.

They may not move AND fire.Discard this card after use.

ULTRAMARINES l ORDER

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

ULTRAMARINES l EQUIPMENT

Bio-Scanner

At the beginning of each of your turns you may inspect three blip

tokens anywhere on the board to see what they are. Remains in use for the

entire mission.

ULTRAMARINES l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters are also carrying Bolt Pistols and

may roll one extra light weapons die in hand-to-hand combat. Remains in

use for the entire mission.

ULTRAMARINES l EQUIPMENT

Medi-Kit

The Medi-Kit will restore all your Commander’s life points. It may

not be used if they have just been reduced to zero. Discard this card

after use.

ULTRAMARINES l EQUIPMENT

Digital Weapons

Your Commander may re-roll one die whenever he attacks, either when

firing or in hand-to-hand combat, to try to improve his score. Remains in

use for the entire mission.

ULTRAMARINES l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures may roll two extra heavy weapons

dice in a hand-to-hand combat attack. Discard this card after use.

ULTRAMARINES l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

ULTRAMARINES l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

ULTRAMARINES l EQUIPMENT

Recon!

You may inspect up to 5 blip tokens anywhere on the board to see what they are. You may swap the location of any number of them. Discard this

card after use.

RAVEN GUARD l ORDER

Move It!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing.

Discard this card after use.

RAVEN GUARD l ORDER

By Section!

Each of your Marine miniatures may EITHER move twice OR fire twice.

They may not move AND fire.Discard this card after use.

RAVEN GUARD l ORDER

To Battle!

Each of your Marine miniature may attack in hand-to-hand combat twice.

They may attack, move, and then attack again, OR attack twice before or after moving. Discard this card

after use.

RAVEN GUARD l ORDER

Recon Drone

At the beginning of each of your turns you may reveal one blip token anywhere on the board and replace it by the corresponding miniature.

Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Jump Pack

All your miniatures may move an extra square every turn.

Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Lightning Claws

All your Marines armed with Bolters are equipped with Lightning Claws. They roll two heavy weapons dice in hand-to-hand

combat, instead of two light weapons dice, but they can not fire. Remains in use

for the entire mission.

RAVEN GUARD l EQUIPMENT

Ghost Suit

Your Commander may always move through squares occupied by enemy miniatures, as long as he can finish

his move on an empty square. Remains in use for the entire mission.

RAVEN GUARD l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures may roll two extra heavy weapons

dice in a hand-to-hand combat attack. Discard this card after use.

RAVEN GUARD l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

RAVEN GUARD l EQUIPMENT

By Sections!

Each of your Marine miniatures may EITHER move twice OR fire twice.

They may not move AND fire.Discard this card after use.

SALAMANDERS l ORDER

Move it!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing. Discard this

card after use.

SALAMANDERS l ORDER

Fire!

Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card

after use.

SALAMANDERS l ORDER

Flamethrowers!

All your Marine miniatures who fire this turn roll an extra heavy weapons

die if the target is no farther than 6 squares away. Discard this card

after use.

SALAMANDERS l ORDER

Remote Lock

At the beginning of each of your turns you may lock one door anywhere on the board (if it is open, close it). That door will remain locked until the beginning of your next turn, or until

a Marine player opens it. You may not lock the same door two turns in a row. Remains in use

for the entire mission.

SALAMANDERS l EQUIPMENT

Terminator Armour

All your Marines with heavy weapons may move 5 squares instead of 4. Also, if they lose in hand-to-hand

combat, the damage they recieve is reduced by 1. Remains in use for the

entire mission.

SALAMANDERS l EQUIPMENT

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

RAVEN GUARD l EQUIPMENT

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

RAVEN GUARD l EQUIPMENT

Control Override

Your Commander takes control of any one Android or Dreadnought he

can see until the end of your turn. The Commander may not move or attack this turn, but you may do so with the

controlled miniature. Discard this card after use.

SALAMANDERS l EQUIPMENT

Blind Grenades

Play this card at the end of your turn. The Alien player may not attack

any of your miniatures on his next turn. Discard this card after use.

SALAMANDERS l EQUIPMENT

Incendiary Bomb

Instead of firing this turn, any one of your Marine miniatures can throw an Incendiary Bomb as if firing with the Missile Launcher.

After damage is resolved, place a Fire Marker on each empty square in the area of effect. Until the beginning of your next turn, Fire Markers block movement and line of sight.

Discard this card after use.

SALAMANDERS l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters are also carrying Bolt Pistols and

may roll one extra light weapons die in hand-to-hand combat. Remains in

use for the entire mission.

SALAMANDERS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

SALAMANDERS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

SALAMANDERS l EQUIPMENT

Psy Focus!

You may play two Psy Power cards this turn. Discard this

card after use.

GREY KNIGHTS l ORDER

Move It!

Each of your Marine miniatures may move twice. They may move, fire,

and then move again, OR move twice before or after firing.

Discard this card after use.

GREY KNIGHTS l ORDER

Fire!

Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card

after use.

GREY KNIGHTS l ORDER

By Section!

Each of your Marine miniatures may EITHER move twice OR fire twice.

They may not move AND fire.Discard this card after use.

GREY KNIGHTS l ORDER

Combat Psyker

Your Commander is a Psyker and can use Psy Powers. When you pick

this card during the setup of the game, take two Combat Psy Power cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Aegis Suit

To use this card your Commander must have the Bolt Pistol and Power

Axe. His base move is 4, but his armour value is 3. He loses one life less when

he is defeated in hand-to-hand combat. Remains in use for the entire mission.

GREY KNIGHTS l EQUIPMENT

Control Psyker

Your Commander is a Psyker and can use Psy Powers. When you pick

this card during the setup of the game, take two Control Psy Power cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Bolt Pistols

All your Marines armed with Bolters are also carrying Bolt Pistols and

may roll one extra light weapons die in hand-to-hand combat. Remains in

use for the entire mission.

GREY KNIGHTS l EQUIPMENT

Kinesis Psyker

Your Commander is a Psyker and can use Psy Powers. When you pick

this card during the setup of the game, take two Kinesis Psy Power cards. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Melta Bomb

Any one of your Marine miniatures may roll two extra heavy weapons

dice in a hand-to-hand combat attack. Discard this card after use.

GREY KNIGHTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

GREY KNIGHTS l EQUIPMENT

Targeter

Mark one of the four weapon boxes on your Scanner. Any of your

Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use

for the entire mission.

GREY KNIGHTS l EQUIPMENT

Psionic Blast

Range: 8 squares.Your Commander may not move or attack this turn. Select an area of effect, within range, as if you were

firing with the Missile Launcher. Roll two heavy weapons dice against

each miniatures in the area of effect, with the exception of Androids and Dreadnoughts which are immune to this Psy Power. Discard this card

after use.

PSY POWER l COMBAT

Psy Armour

Range: Your Commander.Your Commander’s armour value is increased by 1 and he loses one life less when he is defeated in hand-

to-hand combat until the beginning of your next turn. Discard this card

after use.

PSY POWER l COMBAT

Fiery Aura

Range: Your Commander.Your Commander may not attack this turn. After your Commander

has finished his move for the turn, roll two heavy weapons dice against

each miniatures in the 8 squares surrounding him. Discard this card

after use.

PSY POWER l COMBAT

Jinx

Range: 6 squares.Your Commander may not attack

this turn. After your Commander has finished his move for the turn, select

up to 3 Androids within range, OR one Dreadnought within range. These miniatures are disabled until the end of the Alien player’s next turn. They may not move or attack, and roll one less heavy weapons die if attacked in hand-to-hand combat. Discard this

card after use.

PSY POWER l COMBAT

Mind Grip

Range: 6 squares.Your Commander may not move or attack this turn. Select one Alien miniatures, which may not be an Android or a Dreadnought. Take

control of this miniature until the end of your turn. You may move and

attack with it as if it were one of your own. Discard this card after use.

PSY POWER l CONTROL

Bio Control

Range: Your Commander.Your Commander gains 3 lives (this

may not grant him more than 6 lives). Discard this card after use.

PSY POWER l CONTROL

Clairvoyance

Range: 1 room.Select one room anywhere on the

board (corridors do not count as a room). The Alien player must reveal all blips in this room and place the corresponding miniatures on the

board. Discard this card after use.

PSY POWER l CONTROL

Divination

Range: None.You may play this card immediately after the Alien player has revealed an Alien Event card. This Event card is discarded with no effect. You will not be able to play a Psy Power card on your next turn. Discard this card

after use.

PSY POWER l CONTROL

Purge the Vermin

Range: 5 squares.Your Commander may not attack this turn. After your Commander

has finished his move for the turn, roll 1 heavy weapons die against all

the Gretchins and Orks within range that he can see. Hidden Gretchins or Orks that become visible after the destruction of another miniature are also targeted as long as they

are within range. Discard this card after use.

PSY POWER l COMBAT

Psychic Ram

Range: 5 squares.Your Commander may not attack

this turn. After your Commander has finished his move for the turn, destroy

any one closed door in range. Roll a number of heavy weapons dice against

miniatures on the squares on the opposite side as shown on the diagram below. Against Dreadnoughts, roll only once the highest number applicable.

Discard this card after use.

PSY POWER l KINESIS

Open Portal

Range: 1 square.Place a portal token on a square next

to your Commander. Then, during a subsequent turn, place a second

portal token in the same way. As long as two portals are open and on the same board section, any miniature (except Dreadnoughts) can move

from one to the other as if the two squares were adjacent. You may

permanently close the portals at the end of any of your turns. Discard this

card after use.

PSY POWER l KINESIS

Burst of Speed

Range: 1 square.Your Commander may not attack

this turn. After your Commander has finished his move for the turn, select any one of your Marine miniatures on

an adjacent square. This miniature may perform any or all of the

following actions, in any order: fire, fire again, attack in hand-to-hand combat, move, and move again.

Discard this card after use.

PSY POWER l KINESIS

Portal markers Fire markers

Confusion

Range: 5 squares.Your Commander may not attack this turn. During the Alien player’s next turn, all the Gretchins miniatures

within range will not move (even those that the Commander can not see). They will be forced to fire, and you choose their target instead of the

Alien player. They may target other Alien miniatures, including themselves. The Alien player still decides in which order his miniatures act. Discard this

card after use.

PSY POWER l CONTROL

Barricade

Range: 5 Squares.Place an unused door on the board, on the lines between squares (this may be used to effectively close

an open door). This door acts in all ways as a wall, and even if placed in a doorway, it can not be opened by anyone. Remove it from the board at the beginning of your next turn.

Discard this card after use.

PSY POWER l KINESIS

Teleport

Range: Your Commander.Before or after your Commander’s move for the turn, you may teleport him to any other square visible from his starting location and that is no farther than 10 squares away. For

the purpose of this Psy Power, only walls and doors block the line of

sight. Discard this card after use.

PSY POWER l KINESIS

Psy Power cards: play exactly like any other card (play at the beginning of the turn, only one card per turn. Thus, players cannot play both a standard order/equipment card and a psy power card on the same turn. Important difference: if their Commander (who is the Psyker) is killed,

players may no longer use psy powers. Range is always determined from the Commander’s miniature.

Alien Elite

You may pick any one Alien miniature on the board. That miniature may then be used

twice this turn.

Alien Task Force

Mix up the unused Reinforcement tokens and then pick two at random to add to your Reinforcement pool.

Android Fault

You may not move or fire any of the Androids or Dreadnoughts this turn,

due to a control malfunction.

CommunicationsMalfunction

Choose one of the Marine players, who may not use any Order cards

on his next turn.

Booby Trap

A Marine steps onto a defence charge. Pick any one Marine

miniature, not a Commander, and make a Missile Launcher attack on

that square.

Battle Plan

Each Marine player may pick one extra Order card.

Automated Defences

You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die

for this attack.

Alien Teleporter

You may swap over any two Alien miniatures on the board.

Automated Defences

You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die

for this attack.

Pick one Equipment card owned by any one Marine player. That

Equipment card is then discarded due to a malfunction.

EquipmentMalfunction

Mechanical Assault

All the Androids and Dreadnoughts may move up to twice their normal

move this turn as well as attack.

Master Control

You may open or close as many doors on the board as you wish.

Lure of Chaos

Choose one Marine miniature, not a Commander, and roll one

heavy weapons die. If you roll a 3, replace the figure with a Chaos

Space Marine if available, if possible with the same weapon.

Gretchin Bomber

Choose one Gretchin who throws a frag grenade, instead of firing.

Treat this attack as an attack with a Missile Launcher.

Genestealer

Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and

move as normal this turn.

Genestealer

Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and

move as normal this turn.

Genestealer

Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and

move as normal this turn.

Frenzy!

Any one Gretchin or Ork may attack twice in hand-to-hand combat this

turn.

Suicide Android

Any one Android may self-destruct after moving. If you choose to do so, roll two heavy weapons dice. Each miniature

adjacent to the exploding Android is attacked with the total of the two

dice. Remove the destroyed Android.

Report In

Play on one of the Marine players. That player may not move or attack with his Commander miniature on

his next turn, as he must report in.

Re-Deploy

You may place up to three Blip tokens onto a board that has

been scanned. These tokens may be taken from elsewhere on the board. The normal rules apply as to where

these tokens may be placed.

Psychic Attack

The Mothership channels a psychic attack onto the Alien vessel. The

Gretchin and the Orks are affected and may not move or fire that turn.

Out of Ammo

Choose any one Marine miniature armed with a heavy

weapon. That miniature’s weapon must be replaced with a Bolter. If there is no Bolter he may only attack in hand-to-hand combat.

Ork Mekaniak

An Ork Mekaniak uses an experimental weapon. Any one Ork

miniature may fire as though he has a Plasma Gun. The weapon, however,

blows up after firing, destroying the Ork.

New Orders

Choose one of the Marine players, who then may pick one extra Order

card.

Mothership Scan

Choose one of the Marine players, who then picks one of the boards. All Blip tokens on this board must then

be revealed.

Read out the text shown in the Mission of Secondary Mission.

MothershipCommunication

Blood Rage

All Gretchin and Orks miniatures roll an extra light weapons die when

attacking this turn.

Reinforced Armour

ALIEN GUILE

Force a Marine player to reroll all dice of a roll made against an Android, a Dreadnought, a Chaos Marine, or a Chaos Commander.

Discard this card after use.

Tough Hide

ALIEN GUILE

Force a Marine player to reroll all dice of a roll made against a

Gretchin, an Ork, or a Genestealer. Discard this card after use.

Gretchin Pack

ALIEN GUILE

When you place a Gretchin miniature on the board after revealing the

corresponding blip token, place up to two more on adjacent squares.

Discard this card after use.

Alien Brawler

ALIEN GUILE

Reroll all the dice of any one roll an Alien miniature just made when fighting in hand-to-hand combat, to try to improve its score. Discard

this card after use.

Alien Brawler

ALIEN GUILE

Reroll all the dice of any one roll an Alien miniature just made when fighting in hand-to-hand combat, to try to improve its score. Discard

this card after use.

Alien Sharpshooter

ALIEN GUILE

Reroll all the dice of any one roll an Alien miniature just made when firing, to try to improve its score.

Discard this card after use.

Alien Sharpshooter

ALIEN GUILE

Reroll all the dice of any one roll an Alien miniature just made when firing, to try to improve its score.

Discard this card after use.

Weapons Jammed

Choose one of the Marine players. That player’s miniature may not fire any heavy weapons on his next turn.

Alien Guile cards: when this Event is revealed, the Alien player keeps the card and draws a second Alien Event card, unless it is already the second card of his turn. He can keep them for as many turns as he likes, and use it at any time that is appropriate, and discard it afterwards.