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Loaded Treasure Mislabeled

Play at any time. The invader must


place 2 ammo tokens within 6
When picking up a weapon token, When picking up an ammo token,
spaces and in the LOS of a marine
the marines may play this card to the marines may play this card to
of his choice. Roll two GREEN dice
additionally gain two ammo tokens get an ammo token of their choice
to determine the two ammo tokens:
suitable to the new weapon. instead of the one found.
1 - cells
2 - bullets / shells
Discard after use. Discard after use.
3 - rockets / grenades
Discard after use.

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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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Armor Pads Protected Vengeance


Play this card when a marine
When this card is played, a marine respawns. He may respawn on any
Play this card to increase one being fragged while wearing one free space, ignore the rules
marines armor by 1. additional armor, may keep his about the distance to where he fell.
additional armor when In addition, the marine
Discard when the marine suffers respawning. immediately goes berserk, as if he
one or more wounds. had just picked up the berserk
Discard after use. token.
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.

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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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Maintenance Sealing Kit Confusion


Play this card to gain control over a
The marines may seal one door
Zombie, Commando, Imp, Trite,
Play this card to prevent one with this card by standing beside it
Cherub, Demon, Maggot or Hell
weapon from being destroyed. and spending an attack, do the
Knight. This invader figure is now
same to reopen it, the door then is
controlled by the marines. It has its
Only use this card in campaign destroyed and removed from game.
turn before the first marine and
games. Invaders cannot open a sealed
can only "advance". Killing this
door.
invader does not count towards the
Discard after use. Sealed doors can be "smashed".
fraglimit.
Discard after sealing one door.
Discard after use.
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