help or hindrance? roll a die. on an odd result your brain task gets +1d6, otherwise it gets -1d6....
TRANSCRIPT
![Page 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](https://reader035.vdocuments.us/reader035/viewer/2022072014/56649e9d5503460f94b9ec8b/html5/thumbnails/1.jpg)
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 itemof 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.
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Unconscious
Place one Companion Out of the
Fight.
Unconscious
Place one Companion Out of the
Fight.
1st Law of Robotics
You may cancel the action of any one Mechanoid
modelwhich 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 andnow 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.
1st Law of Robotics
You may cancel the action of any one Mechanoid
modelwhich has just been declared.
Venusian Aikido
Automatically win a melee.
Disguise
Replace any non character
with the Master.
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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 onthe 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
![Page 4: 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](https://reader035.vdocuments.us/reader035/viewer/2022072014/56649e9d5503460f94b9ec8b/html5/thumbnails/4.jpg)
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.
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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.
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Feeling Lucky!
You may immediately
reroll afailed 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 afailed 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.
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Resilient
Treats OOF as
Knocked Down.
Hard to kill
Treat Obviously
Dead result as a Knock Down
instead.
Wary
Add 1d6 when taking
InSight tests.
Bad Shot
Play when one of yourmodels is about
to be firedupon. The shot automatically
misses. Roll for Received Fireas per normal.
Dazed & Confused
Play before your opponent
activates any models. One of his models of
your choice maynot 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 maynot activate this turn (can react as normal).
Wary
Add 1d6 when taking
InSight tests.
Bad Shot
Play when one of yourmodels is about
to be firedupon. The shot automatically
misses. Roll for Received Fireas per normal.
Red Mist!
Must fast move (towards an
appropriate enemy) and fire every
turn if he can, moving the full distanceuntil he makes
contact.
Red Mist!
Must fast move (towards an
appropriate enemy) and fire every
turn if he can, moving the full distanceuntil he makes
contact.
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Nerves of steel
Not subject to Duck Back.
Tough
Treats Runaway asDuck 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 toRep penalty on
In Sight checks.
Nerves of steel
Not subject to Duck Back.
Tough
Treats Runaway asDuck Back.
Something in my eye
-1 toRep 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.
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Invulnerable
One model on your side cannot be
harmed by rangedweapons this turn
(Can only be Knocked Down).
Invulnerable
One model on your side cannot be
harmed by rangedweapons 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.