NEO-COMBAT
the cybervaran fierce card game
varan cards
Id |
Type |
Speed |
Health |
Extra Attributes |
|
A1 | Assault | 2 | 6 | Fighter, Tough, Flamer |
Unofficial way to balance: speed + health + 1 per sniper,
flamer, tough, berserk, firepower + 2 per any other attribute = 13-14
Health should be 5-8. Any good combination is worth +1, as is speed 3.
If a Neo-Troops varan is converted, change +2 or +3 Neo-Troops
attribute for corresponding Neo-Combat attribute (fighter, accurate,
sensors, attacks/berserk), speed according to tal normal speed +
running speed + jump distance, and flamer, sniper, firepower and
tough according to equipment. Health is combination of varan health and
armor carried. Please note that both system may create unbalanced
varans which are too weak or too strong, when compared to other
varans. |
A2 | Firepower | 1 | 6 | Tough, Accurate, Firepower | |
A3 | Scout | 3 | 5 | Fighter, Sensors, Sniper | |
A4 | Support | 2 | 6 | Sensors, Accurate, Sniper | |
A5 | Melee | 3 | 5 | Fighter, Berserk | |
A6 | Infiltrator | 2 | 5 | Sensors, Accurate, Sniper, Flamer | |
A7 | Support | 1 | 7 | Tough, Berserk, Firepower | |
A8 | Incinerator | 2 | 7 | Tough, Firepower, Flamer | |
A9 | Firepower | 1 | 6 | Sensors, Accurate, Firepower | |
B1 | Commando | 2 | 6 | Tough, Sensors, Sniper | |
B2 | Sniper | 2 | 6 | Sensors, Accurate, Sniper | |
B3 | Assault | 2 | 6 | Tough, Fighter, Berserk | |
B4 | Firepower | 1 | 7 | Accurate, Firepower, Berserk | |
B5 | Blaster | 2 | 5 | Tough, Accurate, Firepower, Flamer | |
B6 | Fighter | 2 | 5 | Sensors, Fighter, Berserk | |
B7 | Incinerator | 3 | 6 | Sensors, Firepower, Flamer | |
B8 | Support | 2 | 6 | Tough, Fighter, Firepower | |
B9 | Firepower | 1 | 6 | Sensors, Accurate, Firepower | |
C1 | Firepower | 2 | 8 | Tough, Firepower | |
C2 | Commando | 3 | 6 | Accurate, Sniper | |
C3 | Recon | 2 | 7 | Sensors, Accurate | |
C4 | Assault | 3 | 6 | Fighter, Flamer | |
C5 | Support | 1 | 8 | Tough, Firepower, Flamer | |
C6 | Hunter | 3 | 5 | Sensors, Fighter |
Total 24 varan cards.
action cards
Card |
# |
Type |
Effect | ||||||||||||||||||||||||||||||||
Detect | 4 | Combat | Sensor. Target varan in any sector is revealed. Extra card: sensors | ||||||||||||||||||||||||||||||||
Spot! | 8 | Combat | Sensor. Target varan in the same sector as the spotter is revealed. Extra card: sensors | ||||||||||||||||||||||||||||||||
Spot! or Snapshot | 4 | Combat | Sensor. Target varan in the same sector as the spotter is
revealed. Extra card: sensors - or -
Power 1 shot. If the shooter has the attibute sniper,
he is not revealed. Extra card: accurate | ||||||||||||||||||||||||||||||||
Snapshot | 5 | Combat | Power 1 shot. If the shooter has the attibute sniper, he is not revealed. Extra card: accurate | ||||||||||||||||||||||||||||||||
Incinerate | 5 | Combat | Power 1 shot. If the shooter has attibute flamer, target cannot use glance to defend against the shot and the target is flamed up and cannot cloak normally or with cards until the damage is repaired. Extra card: accurate | ||||||||||||||||||||||||||||||||
Burst | 4 | Combat | Power 2 shot. Extra card: accurate | ||||||||||||||||||||||||||||||||
Rapid fire | 4 | Combat | Power 3 shot. Extra card: accurate | ||||||||||||||||||||||||||||||||
Lethal Shot | 2 | Combat | Power 4 shot. Extra card: accurate | ||||||||||||||||||||||||||||||||
Burst or Slash | 6 | Combat | Power 2 shot. Extra card: accurate - or -
Power 2 strike. Extra card: fighter | ||||||||||||||||||||||||||||||||
Cut | 6 | Combat | Power 1 strike. Extra card: fighter | ||||||||||||||||||||||||||||||||
Slash | 4 | Combat | Power 2 strike. Extra card: fighter | ||||||||||||||||||||||||||||||||
Slice'n'Dice | 3 | Combat | Power 3 strike. Extra card: fighter | ||||||||||||||||||||||||||||||||
Maim | 1 | Combat | Power 4 strike. As long as this damage is not regenerated, the target varan has speed 1. Extra card: fighter | ||||||||||||||||||||||||||||||||
Slash or Parry | 4 | Combat/Defense | Power 2 strike. Extra card: fighter - or -
Any strike just targeted at the varan is parried. Extra card: fighter | ||||||||||||||||||||||||||||||||
Parry | 2 | Defense | Any strike just targeted at the varan is parried. Extra card: fighter. After being played, remove this card from the game | ||||||||||||||||||||||||||||||||
See it coming | 3 | Defense | Any strike just targeted at the varan is dodged. In addition, the attacking varan is automatically revealed. Extra card: sensors | ||||||||||||||||||||||||||||||||
Duck! | 6 | Defense | Any shot or strike just targeted at the varan misses | ||||||||||||||||||||||||||||||||
Duck! | 2 | Defense | Any shot or strike just targeted at the varan misses. After being played, remove this card from the game | ||||||||||||||||||||||||||||||||
Glance | 10 | Defense | Any shot or strike just targeted at the varan glances from the armor. Extra card: tough | ||||||||||||||||||||||||||||||||
Glance | 4 | Defense | Any shot or strike just targeted at the varan glances from the armor. Extra card: tough. After being played, remove this card from the game | ||||||||||||||||||||||||||||||||
Cloak damaged | 2 | Extra damage | Play when a varan is damaged. The cloaking system of the varan is damaged and the varan cannot cloak until it has repaired this damage. | ||||||||||||||||||||||||||||||||
Weapon malfunction | 2 | Extra damage | Play when a varan is damaged. The varan cannot fire until the damage is repaired. If targeted on a varan with firepower attribute, this card only removes that attribute until repaired. | ||||||||||||||||||||||||||||||||
Deep Wound | 2 | Extra Damage | Play when a varan is damaged. +1 damage. This damage is regenerated separately. | ||||||||||||||||||||||||||||||||
Ammo Explosion! | 2 | Extra damage | Play when a varan is damaged. The ammunition of the varan explodes, doing +2 damage. In addition, if the target varan has attribute flamer, the varan is flamed up and cannot cloak until this damage is regenerated. | ||||||||||||||||||||||||||||||||
Jury Rigging | 2 | Repair | One extra damage card is discarded. Cannot target cards
that have caused health damage. The varan targeted must have its
action left (not turned sideways), it may not have attacked this turn.
Regenerate | 5 |
Repair |
The smallest damage card on varan is discarded, being that
a shot, strike or extra damage. If the varan has multiple of same
damage level, the player is free to choose, which on is discarded.
| D'uh! | 3 | Special |
Counter any card just played. The player who just played
that card cannot play a new one to replace the first one, and if a
shot card is countered, the varan is still revealed | Target Locked | 2 | Special |
Counter any card that would cloak a varan or prevent the varan
from cloaking in the cloaking phase. Extra card: sensors | Hide | 7 | Special |
Can either be used to counter any sensor card targeted at
your varan, or can be played in movement or cloaking phase, just after when
your varan is handled. The varan is immediately cloaked.
Cannot cloak varans with damaged cloak or
which have been flamed up. | Sneak Move | 3 | Special |
Play only at your cloaked varan, at anytime as long as it has
not done an action. | The varan has succeeded to sneak to other place than scanners have shown, and any sensor card just played on it is countered. In addition, the player can move the varan to any sector he wishes. Out of Ammo! | 1 |
Special |
This card can be used to counter a shot after it has been
announced. The varan stays revealed. | Target varan cannot fire. Discard this card when the varan is in repair phase in a sector without any hostile varans and a varan has died in that sector this turn or there is friendly varans in the area. Confused | 1 |
Special |
Play on a varan, which has not yet performed its action
this turn. The varan is confused this turn and cannot do any action.
Turn the varan sideways to indicate this. | Sprinklers Activated | 1 |
Special |
Play during combat phase, at a sector with a flamed varan,
shooting varan or a target of shooting. The water extinguishing system
is started and all varans in the sector are immediately revealed
| |