fantasy flight games - beastial hunger · 2015. 7. 28. · ©2008 mutant chronicles int’l. ©2008...

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58 ©2008 Mutant Chronicles Int’l. ©2008 FFG 58 ©2008 Mutant Chronicles Int’l. ©2008 FFG 58 ©2008 Mutant Chronicles Int’l. ©2008 FFG Play as an action for the chosen MONSTER unit. If the chosen unit attacks alone and damages an adjacent enemy unit this activation, heal one point of health to the chosen unit for every point of damage dealt to the target by this attack. Beastial Hunger

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  • 58©2008 Mutant Chronicles Int’l. ©2008 FFG 58©2008 Mutant Chronicles Int’l. ©2008 FFG 58©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen MONSTER unit.If the chosen unit attacks alone and damages an adjacent enemy unit this activation, heal one point of health to the chosen unit for every point of damage dealt to the target by this attack.

    Beastial Hunger

  • 59©2008 Mutant Chronicles Int’l. ©2008 FFG 59©2008 Mutant Chronicles Int’l. ©2008 FFG 59©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen MONSTER unit.You may move the chosen unit up to 8 hexes with a move action on this activa-tion, as long is it ends its move on a hex adjacent to a damaged enemy unit.

    Drawn by Blood

  • 60©2008 Mutant Chronicles Int’l. ©2008 FFG 60©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit has an activation token.You may activate the cho-sen unit a second time with an activation token of the same rank.

    Driven by Hate

  • 61©2008 Mutant Chronicles Int’l. ©2008 FFG 61©2008 Mutant Chronicles Int’l. ©2008 FFG 61©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play before the chosen unit rolls its attack dice.You may move the chosen unit one hex closer to the target.

    Frenzied Charge

  • 62©2008 Mutant Chronicles Int’l. ©2008 FFG 62©2008 Mutant Chronicles Int’l. ©2008 FFG 62©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.If the chosen unit attacks alone against an adjacent enemy unit this activa-tion, double the number of > symbols rolled on red (light melee) and yellow (heavy melee) dice for that attack.

    Necro-Muscles

  • 63©2008 Mutant Chronicles Int’l. ©2008 FFG 63©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Choose an adjacent friend-ly unit. Spend a Bronze order to heal that unit up to 2 points of health.

    Battlefield Repairs

  • 64©2008 Mutant Chronicles Int’l. ©2008 FFG 64©2008 Mutant Chronicles Int’l. ©2008 FFG 64©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when you activate the chosen unit.The chosen unit gains an additional action from this activation.

    For the Ministry!

  • 65©2008 Mutant Chronicles Int’l. ©2008 FFG 65©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as 2 actions for the chosen unit.Choose any empty hex within the chosen unit’s LOS. Then, roll 1 yellow (heavy melee) die, damag-ing any unit adjacent to the chosen hex once for each blast rolled. This damage can be absorbed by armor, but not by cover.

    Grenade Launch

  • 66©2008 Mutant Chronicles Int’l. ©2008 FFG 66©2008 Mutant Chronicles Int’l. ©2008 FFG 66©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play after the chosen unit is attacked if it is standing adjacent to a wall.For the duration of this at-tack, the chosen unit gains armor 1.

    Reinforced Walls

  • 67©2008 Mutant Chronicles Int’l. ©2008 FFG 67©2008 Mutant Chronicles Int’l. ©2008 FFG 67©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen CAVALRY unit.The chosen unit can make two attacks, against two different enemy targets, this activation. One of the targets must be adjacent to the chosen unit.

    Rider and Steed

  • 68©2008 Mutant Chronicles Int’l. ©2008 FFG 68©2008 Mutant Chronicles Int’l. ©2008 FFG 68©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Until the end of your op-ponent’s next turn, enemy units within LOS of the chosen unit suffer a -2 Pen-alty to all Accuracy rolls.

    Blinded by the Light

  • 69©2008 Mutant Chronicles Int’l. ©2008 FFG 69©2008 Mutant Chronicles Int’l. ©2008 FFG

    Cured by Faith

    Play as an action for the chosen unit.Choose an adjacent friendly } unit. Heal that unit 1 point of health.

  • 70©2008 Mutant Chronicles Int’l. ©2008 FFG 70©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play after the chosen unit is destroyed.Roll 1 green (light ranged) die. If a > is rolled, place the unit on any empty hex in your deployment zone, with 1 point of health.

    Desperate Prayer

  • 71©2008 Mutant Chronicles Int’l. ©2008 FFG 71©2008 Mutant Chronicles Int’l. ©2008 FFG 71©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play before the chosen unit rolls its attack dice.This attack gains \.

    Divine Concentration

  • 72©2008 Mutant Chronicles Int’l. ©2008 FFG 72©2008 Mutant Chronicles Int’l. ©2008 FFG 72©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as 2 actions for the chosen ASSASSIN unit.Place a dark WILD token on the chosen unit and on any one un-activated enemy unit within LOS of the chosen unit. At the end of your opponent’s next turn, the chosen unit can take 4 free attacks against the enemy unit if it is still in LOS.

    Seek and Destroy

  • 73©2008 Mutant Chronicles Int’l. ©2008 FFG 73©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Choose an un-activated en-emy unit within LOS of the chosen unit. Your opponent must activate that unit on his next turn.

    Written in the Book

  • 74©2008 Mutant Chronicles Int’l. ©2008 FFG 74©2008 Mutant Chronicles Int’l. ©2008 FFG 74©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit attacks an enemy unit that is stationed on a Victory Zone.This attack gains an ad-ditional blue (heavy melee) die and 1 \.

    Calculated Assault

  • 75©2008 Mutant Chronicles Int’l. ©2008 FFG 75©2008 Mutant Chronicles Int’l. ©2008 FFG 75©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as 3 actions for the chosen unit.Place the chosen figure on any empty hex within its LOS. Then, take 1 free attack action against any adjacent enemy figure. Then, roll 1 green (light melee) die. If a > is scored, you may place the chosen figure on any empty hex in your deployment zone.

    Commando Raid

  • 76©2008 Mutant Chronicles Int’l. ©2008 FFG 76©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when you activate the chosen unit.Reduce the cost of any “Action” ability triggered during this activation by 1.

    Field Specialist

  • 77©2008 Mutant Chronicles Int’l. ©2008 FFG 77©2008 Mutant Chronicles Int’l. ©2008 FFG 77©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen RANGER unit.Place a light WILD token on the chosen unit. At the end of the round, before order tokens are removed, the chosen unit can take 1 free action. Remove the WILD token at that time.

    Laying in Wait

  • 78©2008 Mutant Chronicles Int’l. ©2008 FFG 78©2008 Mutant Chronicles Int’l. ©2008 FFG 78©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Choose an enemy figure still in its controller’s deployment zone. Roll 1 green die, ignoring accu-racy and LOS, against that unit. Any damage rolled is dealt to the target, and can-not be absorbed by armor or cover.

    Surgical Strike

  • 79©2008 Mutant Chronicles Int’l. ©2008 FFG 79©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when you activate the chosen unit.For the duration of this activation, the chosen unit gains Infiltrate.

    Cloaked in Shadows

  • 80©2008 Mutant Chronicles Int’l. ©2008 FFG 80©2008 Mutant Chronicles Int’l. ©2008 FFG 80©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit when it is adja-cent to an enemy unit.If the adjacent enemy unit is completely surrounded by $ units you control and/or walls, destroy that unit.

    Dark Swarm

  • 81©2008 Mutant Chronicles Int’l. ©2008 FFG 81©2008 Mutant Chronicles Int’l. ©2008 FFG 81©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Place a dark WILD token on the map on any hex within the chosen unit’s LOS. Until the end of the round, that hex is consid-ered to be covering and hindering terrain. Remove the WILD token at the end of the round.

    Evil Fog

  • 82©2008 Mutant Chronicles Int’l. ©2008 FFG 82©2008 Mutant Chronicles Int’l. ©2008 FFG 82©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play after the chosen unit has completed a move action.The chosen unit may be moved an additional 2 hexes in any direction, ignoring the effects of walls and hindering ter-rain. Guard attacks cannot be made against the chosen figure while it is using this effect. It must end its move in an unoccupied hex.

    Ghost Walk

  • 83©2008 Mutant Chronicles Int’l. ©2008 FFG 83©2008 Mutant Chronicles Int’l. ©2008 FFG 83©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as three actions when the chosen unit is holding a Victory Zone. Remove that Victory Zone from the map. Then, place this card with your destroyed enemy figures, where it counts as 1 Vic-tory Point for you.

    Into the Void

  • 84©2008 Mutant Chronicles Int’l. ©2008 FFG 84©2008 Mutant Chronicles Int’l. ©2008 FFG 84©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play any time the chosen unit does not have an order token assigned.The chosen unit gains the HERETIC trait until the end of your next turn.

    Swayed by the Dark

  • 85©2008 Mutant Chronicles Int’l. ©2008 FFG 85©2008 Mutant Chronicles Int’l. ©2008 FFG 85©2008 Mutant Chronicles Int’l. ©2008 FFG

    Place as an action for the chosen unit.Place a dark WILD token on any enemy unit within LOS of the chosen unit. That enemy unit is dealt 1 point of Armor Pierc-ing damage at the start of every round.

    Toxic Cloud

  • 86©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play after the chosen unit has been left on guard at the end of a round.If no opponent is holding the Command Tower Vic-tory Zone, you become the first player. No other player can play the Advance Scout command card this round.

    Advance ScoutNO

    NE

  • 87©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit is declared as the target of a combined attack. The chosen unit gains Dodge 6 against each of the supporting attacks, and Dodge 1 against the lead attack.

    Anti-Targeting Maneuvers

  • 88©2008 Mutant Chronicles Int’l. ©2008 FFG 88©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as three actions when the chosen unit is holding a Victory Zone. Remove that Victory Zone from the map, and replace it with a different Victory Zone that is not currently in play.

    Battlefield Fortifications

  • 89©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as 3 actions for the chosen unit.Roll 2 green (light ranged)dice. Each > rolled deals 1 point of Armor Piercing damage to every unit with the Armor keyword within LOS of the chosen unit.

    Chain Lightning

  • 90©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit is attacked.Spend any number of Bronze order tokens. For each order token spent, the chosen unit gains Armor 1 for the duration of this attack.

    Circle of Protection

  • 91©2008 Mutant Chronicles Int’l. ©2008 FFG 91©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Until the end of this activa-tion, the chosen unit can move over walls if it is a single-based unit.

    Climb WallsAN

    Y / N

    ONE

  • 92©2008 Mutant Chronicles Int’l. ©2008 FFG 92©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit when it is hold-ing a Victory Zone.Place the chosen unit on any unoccupied Victory Zone on the map.

    Dark Gate

  • 93©2008 Mutant Chronicles Int’l. ©2008 FFG 93©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.On each opponent’s next turn, only Gold units can be activated. If no Gold units are available for acti-vation, skip the remainder of that player’s turn.

    Fear of the Dark

  • 94©2008 Mutant Chronicles Int’l. ©2008 FFG 94©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.On each opponent’s next turn, only Gold units can be activated. If no Gold units are available for acti-vation, skip the remainder of that player’s turn.

    Fear of the Faith

  • 95©2008 Mutant Chronicles Int’l. ©2008 FFG 95©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play after one of your units has been damaged by an attack. Place the damaged unit on any empty space in your deployment zone.

    Feigned PanicNO

    NE

  • 96©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit takes a move action.Place a light WILD token on the hex from which the unit begins its move. At the end of the activation, return the chosen unit to that hex.

    Feint

  • 97©2008 Mutant Chronicles Int’l. ©2008 FFG 97©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen INFANTRY unit.The chosen unit can take an additional move action this activation.

    Forced MarchAN

    Y / N

    ONE

  • 98©2008 Mutant Chronicles Int’l. ©2008 FFG 98©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as an action for the chosen unit.Place a light WILD token on the chosen unit. Until the end of the round, any enemy unit attacking the chosen unit rolls 1 green (light ranged) attack die instead of its regular dice.

    Litany of Justice

  • 99©2008 Mutant Chronicles Int’l. ©2008 FFG 99©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit is chosen as the target of an attack.The chosen unit can take a free attack action against the enemy unit leading the attack before the enemy’s attack is made.

    Quickdraw

  • 100©2008 Mutant Chronicles Int’l. ©2008 FFG 100©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play as 2 actions for the chosen unit after it has taken a move action.You may activate any number of units with the ^ icon this turn, but they may only take move actions.

    Seizing the Field

  • 101©2008 Mutant Chronicles Int’l. ©2008 FFG 101©2008 Mutant Chronicles Int’l. ©2008 FFG

    Play when the chosen unit could make a guard attack, but does not have a guard order.The chosen unit may make a guard attack against the active enemy unit. After the attack, you may place the chosen unit on guard with an order from your order pool.

    Target of Opportunity

  • 102©2008 Mutant Chronicles Int’l. ©2008 FFG©2008 Mutant Chronicles Int’l. ©2008 FFG

  • 103©2008 Mutant Chronicles Int’l. ©2008 FFG 103©2008 Mutant Chronicles Int’l. ©2008 FFG

  • 104©2008 Mutant Chronicles Int’l. ©2008 FFG 104©2008 Mutant Chronicles Int’l. ©2008 FFG