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  • 7/29/2019 ccc_cards

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    2012 MERCS Miniatures LLC. All rights reserved. MERCS and the MERCSlogo are trademarks or registered trademarks of their respective owner.

    CCC

    DECK

    Hits all targets in

    template; Armor

    Failure check +2;

    Courage check +2

    to targets next

    action

    Auto HitFlame

    assault lEaDEr inCinErator

    mEDiC hEavy assault

    DEmolition snipEr

    4 4

    4 4

    4 4

    2 2

    2 2

    2 2

    1Melee +1 1Melee +1Courage 3ER 2Repair 6(5)

    Courage 5ER 2Repair 7(6)

    Courage 5ER 2Repair 6(5)

    Reaction Reaction

    Reaction Reaction

    Reaction Reaction

    Armor Value Armor Value

    Armor Value Armor Value

    Armor Value Armor Value

    Armor Failure Armor Failure

    Armor Failure Armor Failure

    Armor Failure Armor Failure

    2 1

    2 1

    2 2

    7 4

    6 4

    6 5

    MP MP

    MP MP

    MP MP

    2 3

    2 3

    2 1

    2 4

    3 3

    3* 2

    Personal Abilities Personal Abilities

    Personal Abilities Personal Abilities

    Personal Abilities Personal Abilities

    Corporate Abilities Corporate Abilities

    Corporate Abilities Corporate Abilities

    Corporate Abilities Corporate Abilities

    Nanite Armor: -1 to repairrolls; self heals after 2 rounds

    Nanite Armor: -1 to repairrolls; self heals after 2 rounds

    Nanite Armor: -1 to repair

    rolls; self heals after 2 rounds

    Nanite Armor: -1 to repair

    rolls; self heals after 2 rounds

    Nanite Armor: -1 to repairrolls; self heals after 2 rounds

    Nanite Armor: -1 to repairrolls; self heals after 2 rounds

    Reliable: Low failure rate Reliable: Low failure rate

    Reliable: Low failure rate Reliable: Low failure rate

    Reliable: Low failure rate Reliable: Low failure rate

    Lucky: Can negate 1success per match

    Tough As They Come:+ 1 Blood

    Speedy: +1 MP Brawler: +1 to Meleedamage

    *Heroic: +1 to actionswhen 1 card away

    Stealth: -1 MP; consideredto have half-cover

    Leadership: +1 to all rollsfor allied MERCS within 1card length

    Sweep: Attack sweepsacross hitting all in 90degree arc

    Medic: Restores 1 Blood if

    adjacent with MedKit

    Wall Of Lead: +1 to targets

    Suppression rolls

    Demolitions: MultipleGrenades; Repair check todisarm mines

    Crackshot: Can score 1

    success per match

    3 3

    3 3

    3 3

    WEAPONS WEAPONS

    WEAPONS WEAPONS

    WEAPONS WEAPONS

    1Wpn Str

    2Wpn StrFN: 7Semi-Auto

    FN: 5Pistol

    EMP Grenade

    x1; Armor Failure check +2

    1 attack vs. 1 target; only short range

    2 attacks vs. 1 target; cant re in melee

    CCM- Fire & Move: -1MP; + 2FN

    Range: 2

    2Wpn Str

    MedKit

    x3; restores 1 Blood

    2 attacks vs. 1 target; cant re in melee

    CCM - Fire & Move: -1MP; + 2FN

    1Melee +0

    Range: M

    2Wpn StrFN: 7Semi-Auto

    3

    1Melee +0* 1Melee +0*Courage 5*ER 2Repair 4*(3)

    Courage 5ER 2Repair 7(6)

    2Wpn StrSemi-Auto FN: 7*

    x3; 1 attack vs. all

    targets in template

    2 attacks vs. 1 target; cant re in melee

    CCM - Fire & Move: -1MP; + 2FN

    3Wpn StrRange: 2Frag Grenade

    4

    2Melee +13

    Courage 5ER 2Repair 7(6)

    Wpn Str

    Cant re in melee

    CCM - Set & Rip: Must stay set for

    1 round; 3 attacks per target on all

    targets in the Extended T ring zone

    Full Auto FN: 8 3

    Wpn StrLRK

    Wpn StrFN: 5Pistol

    1 attack vs. 1 target; only short range

    1 attack vs. 1 target; not short range

    CCM- Load & Aim: Two rounds

    between shots

    FN: 5

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