Sector Tiles (7)
A: Storage Hall (6 exits) / Plant Garden (6)
B: Tunnel Complex (3, x-xx--) / Storage Hall (6)
C: Plant Garden (5) / Bridges (4, x-x---)
D: Debris (5) / Hall (6)
E: Bridges (5) / Tunnel Complex (4, x--x--)
F: Hall (5) / Bridges (6)
G: Vats (5) / Storage Hall (6)
Varan Cards (18)
A1: (assault) speed 2, health 4, heavy armor, fighter, berserk, flamer
A2: (firepower) speed 2, health 5, sensors, accurate, rapid fire, big gun
A3: (scout) speed 4, health 3, avoid, sensors, fighter, accurate, sniper
A4: (support) speed 2, health 5, sensors, accurate, big gun, sniper
A5: (melee) speed 4, health 4, avoid, fighter, berserk
A6: (infiltrator) speed 3, health 4, sensors, accurate, big gun
A7: (support) speed 2, health 4, heavy armor, accurate, rapid fire
A8: (incinerator) speed 2, health 5, heavy armor, accurate, flamer
A9: (firepower) speed 3, health 4, heavy armor, sensors, rapid fire
B1: (commando) speed 3, health 4, heavy armor, sensors, flamer
B2: (sniper) speed 3, health 4, sensors, accurate, sniper
B3: (assault) speed 3, health 4, heavy armor, fighter, berserk
B4: (firepower) speed 2, health 5, heavy armor, rapid fire, big gun, flamer
B5: (melee) speed 3, health 5, sensors, fighter, berserk
B6: (incinerator) speed 4, health 4, avoid, berserk, flamer
B7: (commando) speed 4, health 4, avoid, rapid fire, flamer
B8: (scout) speed 4, health 3, avoid, sensors, fighter, big gun, sniper
B9: (support) speed 2, health 4, heavy armor, sensors, big gun, rapid fire
Trooper Cards (17)
Standard (4 cards): health 1
Support (3): health 1, accurate, big guns
Crack (3): health 2, fighter, accurate
Armored (4): health 1, heavy armor, rapid fire
Elite (2): health 2, heavy armor, fighter, accurate, rapid
fire
Hunter-Killer (1): health 5, heavy armor, fighter, accurate, rapid
fire, auto-search, no-fire-panic, detonate
Action Cards (80)
This is only preliminary list, with number of each cards (value in
parentheses) but not card combinations, as each have one sector, one
action and (possibly) one special effect.
Sectors: 10 of each (A-G) and 10 Hide/special.
Actions: Assault (30), Shoot (30), Grenade (10), Service
(10).
Special Effects: see main rules for burning and extra
damage. Service is a card (possibly) left next to target
and is get rid with 'service' action, while sensors and
avoid entitle user to draw a card if the varan has a speciality
with same name.
- Flame Up! (extra damage, service, burning) (12): only when
shooting with flamer or flamer ammo explosion: Target is
now burning (see main rules)
- Ammo Explosion (extra damage, (service, burning)) (2):
only at target with
'flamer', 'rapid fire' or 'big guns': +1 damage and explosion,
which cannot hit target (but reveals). In addition, if target had
'flamer', it is now burning (see main rules)
- Cloak Damaged (extra damage, service) (2): target varan's
cloaking device is damaged and it is visible until damage
repaired in service action
- Leg Wound (extra damage) (2): target varan, if gets any
damage, has its speed halved (round down) until regenerates one
hit point, when this card is discarded
- Spot! (sensors) (12): take a look at any unknown trooper on
board, at any grenade target, or at any hidden varan's latest place
card. If used on varan and that card was not Hide, your varan can
attack that varan as it was cloaked until its next action or end of
turn.
- Track Move (sensors) (4): play at target hidden varan just
performing a spotted action: that action is revealing.
This card can be used to negate just played Ambush card.
- Ambush (avoid) (4): your varan's revealing
action is just spotted. This card can also be used to negate
just played Track Move.
- Reactive Move (avoid) (6): play just when it is your turn
to act. instead move your order card at the bottom of the order
deck (your grenades still explode, however)
- Run&Hide (avoid) (8): play just when a order card which
is not yours is drawn and your varan has not yet done its action: do
it immediately but you must choose movement. Cannot be used if no
speed left or illegal move would occur. When your normal turn comes,
your grenades explode but nothing else happens.
- Sprinklers (2): play on target sector with burning trooper
or varan, or to sector where somebody just shoots or is shot at:
sprinklers are started and all varans are now visible. If any unit
moves to sector, it immediately becomes visible but any burning cards
are discarded. Remove this card and effect at the end of turn.
- Out of Special Ammo (service) (2): play on varan just starting to
shoot with any special gun attribute: after this shooting the varan
runs out of any special ammo, and cannot use any 'gun' special
attribute until discards this card with service action.
- Premature Detonation (1): target grenade explodes
immediately
- Dud Grenade (1): target grenade does not explode but
is a dud. Play before target grenade is turned face-up prior explosion.
- Flesh Wound (4): your varan takes only one point of damage
from attack. In addition, if that would be the last health left, on
d6 roll 4+ no damage is taken at all. Play after heavy armor is rolled.
- Regenerate (service) (4): play in service action to your
varan instead of removing any previous card. During any subsequent
service action, by removing this card the varan is healed one damage
point. Can only be played on varan with at least one point of damage.
- No special effect (16): some cards have no special effect
possibility