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KUNTHAR 05
KUNTHAR 05
KUNTHAR 05
Health Booster Conservative Good Start
Assault Play this card to give one of the
following choices to a marine that
When picking up a health token, Play this card at the beginning of
is about to respawn:
the marines may play this card to the marines turn. All attacks made
regain 6 wound markers instead of during this round ignore the bullet
2 bullets / shells
only 3 once. symbol and do not consume ammo.
1 rocket / grenade
1 cell
Discard after use. Discard at the end of the turn.
Discard after use.
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Great Reflexes Strafing Run Armor Piercing
Play this card on any one marine
Play at any time during the When attacking with a weapon
before making an attack with
invaders turn. Treat this card as if capable of blowthrough, the marine
bullets / shells. His ammo becomes
it where a guard order on any one may walk the attackby 1 additional
armor piercing, reduce the targets
marine that does not already has an space without dropping a green or
armor rating by 1 for this attack.
order placed. blue die.
Discard this card only when the
Discard after use. Discard after use.
attack roll shows a bullet symbol.
KUNTHAR 05
KUNTHAR 05
KUNTHAR 05
Lucky Shot Critical Hit Killspawn
Play this card to allow a marine to
Play this card after an attack is
When attacking and dealing at spawn in a space occupied by a
rolled to add
least one wound, the marines may creature. Roll all six doomdice and
play this card to immediately give deal the rolled damage to this
the invader another wound token. creature. Ignore range and ammo.
to the die roll.
If the creature survives, the marine
Discard after use. must leave its space to end his
Discard after use.
movement on an empty space.
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