NEO-HUNT 2 CARDS
Each sector is double-sided. If any exits are blocked, walls are always on opposite sides.
Tunnel Complex (3) (5,4,3 exits) No shooting possible to or from
adjacent sectors.
Storage Hall (4) (6,5,5,4 exits) 1 cover against shooting
Empty Halls (4) (6,5,5,4 exits)
Plant Garden (3) (6,5,4 exits) 1 cover if cloaked
Snapshot (priority 1): Turn varan face-up and fire at
lower firepower. If varan is Sniper, turn it face-down unless
visible
Run&Hide (priority 2): Unless varan is visible, turn it
face-down and remove the varan piece from gaming board. Varan is now
Hidden. If varan is visible, move it to any sector.
Service (priority 3): Either discard one Service special card
affecting the varan or 2 points of armor damage. Turn varan
face-down unless visible.
Max Fire (priority 4): Turn varan face-up and fire at
higher firepower
Assault: (priority 5): Turn varan face-up and deal melee
damage to targets in same sector
A1 Assault A #45, armor 3, health 4, firepower 2/3*, melee 0/4,
flamer, fast
A2 Firepower A #23, armor 4, health 5, firepower 2/4*, melee 0/2,
sensors
A3 Scout A #46, armor 3, health 3, firepower 2/2, melee 2/3,
sensors, sniper, very fast
A4 Support A #12, armor 4, health 4, firepower 2/4, melee 1/2,
sensors, sniper
A5 Melee B #95, armor 3, health 3, firepower 1/2, melee 2/4,
very fast
A6 Infiltrator B #25, armor 3, health 4, firepower 2/4, melee 0/3,
sensors, fast
A7 Support B #19, armor 4, health 4, firepower 2/4*, melee 1/3
A8 Incinerator B #38, armor 4, health 5, firepower 1/3*, melee 1/3,
flamer, fast
A9 Firepower C #55, armor 3, health 4, firepower 2/4*, melee 1/3,
fast
B1 Commando C #66, armor 4, health 3, firepower 2/3*, melee 0/4,
sensors, flamer, fast
B2 Sniper C #74, armor 3, health 4, firepower 2/2, melee 1/3,
sensors, sniper, fast
B3 Assault C #92, armor 3, health 4, firepower 1/3, melee 2/4,
fast
Standard A (5) #4,5,6,7,8, armor 1, health 2, firepower 2*
Tough B (2) #9,10, armor 1, health 3, firepower 2*
Support B (4) #11,12,13,14, armor 1, health 2, firepower 4
Crack C (3) #19,20,21, armor 1, health 4, firepower 3*, melee 1
Armored C (4) #15,16,17,18, armor 3, health 2, firepower 2*
Elite B (2) #22,23, armor 3, health 4, firepower 4*, melee 2
Scouts A (2) #1,2, health 2, firepower 1. At the start of scout action,
turn all face-down varans in same sector face-up. If there is no
varans in same sector as scouts are, all hidden varans must be placed
on board, in number order.
Hunter-Killer A (1) #3, armor 4, health 6, firepower 4*, melee 2. At
the start of Hunter-Killer action, turn all face-down varans in same
sector face-up, and if there is any armor damage at Hunter-Killer,
remove one of them. Hunter-Killer does not panic when Ignited.
Each special card has 2 uses, so there is total of 80 effects in cards. The combinations are on prints and not repeated here. Some cards might have different wording on card itself, that is fixed in future. Use card wording, not this, when they contradict. Letters after each card are sheets in which they are found, and how many numbers.
Ambush AABB (8) play when Assault or Snapshot action is done. Acting varan is
turned face-down, not face-up.
Cloak damaged CC (2) (service) play at varan just damaged. That varan's cloak
is damaged and it is visible until repairs the damage.
Clumsy move AB (4) play at any time. Target face-down varan is
turned face-up, or target Hidden varan is put on board, face-down.
Cover AB (4) play when damage is dealt. Target takes 2 points
less damage from the attack.
Fireworks AABCC (8) play when Max Fire action is done. Put this card
next to acting varan, which is visible until its next action.
Flaw in Armor AAB (6) play when damage is dealt. At least one point
of damage causes wound instead of hitting cover or armor.
Good Hit ABB (6) dealt damage is increased by one
Grenade AAB (6) play when your varan is going to do Max Fire
action. Instead of normal
action, it throws grenade to any adjacent (or same) sector, causing hit of
damage 2 (3 in Tunnel Complex) to all in that sector. Turn your varan
face-down, unless visible.
Hide CC (2) play at any time at any face-up but non-visible
varan. Turn that varan face-down.
Ignite AABB (8) (service) play at unit just damaged when firer
has Flamer, or at any time at target already Ignited. Target now
burns and if varan, face-up and visible, while trooper panicked and
cannot act. Discard this card at the end of the next turn or if new
Ignite played.
Initiative CC (2) play when your varan has not yet done its action
but its priority would allow it to. Do your action now, instead of
current player, and then select next player. If several players play
this card, the one who played last gets the initiative.
Move AABB (8) play at your varan or trooper under your control,
just before it does itds action. Move target to any adjacent sector
with no intervening wall.
Out of Ammo CC (2) (service): play at varan performing Max Fire
action. Leave this card next to target. Varan cannot select Max
Fire action until gets rid of this card in Service action.
Reactive move CC (2) play before your varan has done its action.
Change its action to any other action.
Regenerate CC (2) play at your varan when it is going to do Service
action. Instead, remove one wound at your varan.
Scan AABB (8) play at any time. Until end of turn, your varan
can attack face-down varans as if they were face-up. If your varan
has Sensors, playing this card is not counted against one card per
turn limit.
Sprinklers CC (2) play to target area where someone is just shooting
from or at, or at any time at area with Ignited unit.
Sprinklers start and everyone in area is visible until
end of turn. Any Ignited unit is automatically exhausted.
All cards are available as gni-zipped tar file, as Xfig source file (20kb) or ready-to-be-printed postscript file (100kb). See my generic guidelines on how to use those postscript files.
[NEO-HUNT 2 and NEO-TROOPS © Kalle Marjola 1998-2001.
All rights reserved. Last modification
24.05.2001] |