help or hindrance? roll a die. on an odd result your brain task gets +1d6, otherwise it gets -1d6....

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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 item of 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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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

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.

Page 2: 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

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.

Page 3: 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

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

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.

Page 5: 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

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.

Page 6: 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

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.

Page 7: 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

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.

Page 8: 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

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.

Page 9: 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

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.