cso_starter_cards

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  • 8/7/2019 CSO_Starter_Cards

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    Troopers Faction: CSO Class: HumanWeapons & Equipment :9mm PistolRange: 6/ 14 -2LR Damage: 3d 6

    Assault RifleRan ge: 10/ 22 - 1LR Damag e: 5d 6 P1Special:Can be used for suppressing fire at shor t range

    Combat Knif eRange:Close Combat Only Damage:2d6

    Smoke GrenadeRange:Thrown (BDY + 5") Damage:NoneSpecial: Smoke Grenade template blocks line of sight .Roll 1d6 each control phase smoke stays in pl ay to seewhat happens. 1-3,remove template;4-5 template staysin play;6 moves randomly

    Crew Allowance: 0+ Team Allowance: 4-10

    Aberrant Games 2005

    Engineer Faction: CSO Class: HumanWeapons & Equipm ent:Combat KnifeRange:Close Combat Only Damage:2d6EMP Grenad eRange:Thrown (BDY + 5") Damage:4d6 P0(3)Special:3" Blast TemplateOnly effects robot s.Cyborgs take half damage.Heavy PistolRan ge: 8/ 18 - 2LR Dam ag e: 4d 6 P1Remote BoardRange: 12" + 1X-Tec BeamerRan ge: 8/ 16 - 1LR Dam ag e: 5d 6 P2Special:Critical Fire - On the role of a 6 during thedamage role the model has caught on fireFlamethrowerRange:Templat e Damage:4d6 P1(0 )Special: Fire - any model touched by the template is onfire and cannot activate until it is extinguished.A modelmust roll a 4-6 in the control phase to put itself out or itwill automatically take 1 damage and move randomly

    Skills & Abilities:Handy: Model may un-jam and give reloads to othermodels by moving within 1/2" of them. This ends turn.Controller: (Opt.) Model may control up to 3 Bomb-botsor 2 MedibotsRecon Dr one: (Opt.) +5 Points - may re-arrange set-upon d3 independent models or teams on its crew after allmodels have been placed.If bot h players have recondrones roll for priority.

    Crew Allowance: 0-3 Independent

    Aberrant Games 2005

    Marshal Faction: CSO Class: HumanWeapons & Equipm ent:Combat KnifeRange:Close Combat Only Damage:2d6GrenadesRange:Thrown (BDY+5") Damage:4d6Special:3" Blast TemplateHammerhead Assault PistolRange: 10/18 Damage: 5d6 P1Special:Can be used for suppressing fire at shor t range.

    Skills & Abilities:Leadership: If a crew model is wit hin 6 or i s a memberof th e same team,it may use this models NRV attribut efor all mor ale-based tests.Legendary: If this model fails a fatal damage roll or fillsits Damage Guage and would normally be counted asdead,on a roll of 4-6 on 1d6 it remains in playRun 'n' Gun: May run and fire small arms weapons with a-1 penalty to their RCA in addition to any other penaltiesShrug-it-Off: If a model only receives 1 point of damage,it is ignored and not marked on the Damage Guage.Anyadditional effects such as poison and fire still take effectSnap Shot: This model may fire twice per turn with apistol with a -1 to RCA in addition to any other penalties

    Crew Allowance: 0-5Up to 1 addit ional Marshal per 2 Trooper or PeaceKeepers in play.

    Aberrant Games 2005

    5 4 3 3 3 5

    Marshal2

    0 6 7 2

    -1 -1

    Skills & Abilities:LeadershipLegendaryRun 'n' GunShrug-it-OffSnap Shot

    2

    Weapons & Equip:Combat KnifeGrenadesHammerhead AssaultPistol

    5 2 1 2 3 2

    CSO Troopers1

    0

    -1 -2

    0 2 5

    Weapons & Equip:9mm PistolAssault RifleCombat KnifeSmoke Grnd.

    -1 -2-1 -2-1 -2

    5 3 2 2 3 3 1

    2 CSO Field Engineer

    0 2 8

    -1 -2

    Skills & Abilities:HandyControllerRecon Dron e

    Weapons & Equip:Combat KnifeEMPGrenadesHeavy PistolRemote BoardChoose One: X-Tec Beamer Flamethrower

    0