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assassin
2
MP
Courage ER Repair
4 7
Reaction
3 2 7
2
Armor Value
6
Armor Failure
2
MP
Courage ER Repair
4 7
Reaction
4 2 9
1
Armor Value
6
Armor Failure
3
FN: 7 Wpn Str
3
Range: M Wpn Str
WEAPONS Semi-Auto
WEAPONS
Personal Abilities
Leadership: +1 to all rolls for allied MERCS within 1 card length Brawler: +1 to melee Wpn Str
Energy Knife
Melee
2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN Sword Range: M Wpn Str
+2
+3
Personal Abilities
Charge: Melee attack after move at +1 Wpn Str; does 2 Blood Speedy: +1 MP
kemvar DECK
Melee
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
1 attack vs. 1 target; Armor Failure check +1 PA - Charge: Wpn Str 4; 2 Blood Pistol FN: 5 Wpn Str
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
monkeywrench
heavy assault
2
MP
Courage ER Repair
4 5
Reaction
5 2 4
2
Armor Value
7
Armor Failure
2
MP
Courage ER Repair
4
Reaction
6* 2 8*
2
Armor Value
7*
Armor Failure
Melee
+1
Melee
+0*
WEAPONS
Personal Abilities
Climb: Move up 1 level of elevation at no cost Monkeywrench: Can use Repair Kits
Full Auto
FN: 8*
Wpn Str
Personal Abilities
Eyes In Back Of Head: Cannot be attacked from Rear; treat like Flank Heroic: +1 to actions * when alone
2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN Repair Kit x3; auto repair Range: M
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
Cant fire in melee CCM - Set & Rip: Must set for 1 round; 2 attacks/target on all targets in the Twin T firing zones, if combined 4 attacks/target
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
demolition
sniper
2
MP
Courage ER Repair
4 5
Reaction
5 2 7
2
Armor Value
7
Armor Failure
2
MP
Courage ER Repair
4 5
Reaction
6 2 8
1
Armor Value
5
Armor Failure
Melee
+1
Melee
+1
WEAPONS
Personal Abilities
Demolitions: Multiple Grenades; Repair check to disarm mines Strong Arm: +1 throw
LRK
FN: 5
Wpn Str
Personal Abilities
Marksman: Takes only 1 round between Load & Aim Quick: Always acts first; negates Simultaneous Actions
2 attacks vs. 1 target; cant fire in melee CCM - Fire & Move: -1MP; + 2FN Worm Grenade FN: 5 Range: 2
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
1 attack vs. 1 target; not short range CCM - Load & Aim: 2 (1) rounds between shots; alternate modes = no downtime Alternate Firing Mode - Repulsor Tag: tagged targets cant be within 1 card Pistol FN: 5 Wpn Str
Corporate Abilities
Active Camouflage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins
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