j'ai commencé! il y aura don 50bfc au choix! tiré avec un dé 60
11: legendary day : abilities can't be countered, all characters can use willpower. 12 sabotage: Before the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one. 13:Shrunk: All characters with the {giant} damage symbol have the {starburst} damage symbol instead. All range values are halved, as is the range of all effects that have a range. 14: Earthquake : en debut de chaque tour de chaque joueur lancer 2D6, si 2ou3, 3 dommages sauf au fig avec le symbole aile. 15: Crosswinds les figs avec le symbole ailes ont retour à la terre 16: malice: At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage. 17: War Zone le soin via support sont egaux à la valeur de dégats. 18: White Noise quand un personnage est ciblé par outwit ou perplex sur 4,5,6 la cible ignore l'effet 19: Astral Plane terrain genant sont considéré comme degagé dans le mouvement 20: exhaustion Modify all pushing damage by +1. 21: Low Gravity Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken. 22: Poor Teamwork Characters may not be carried. Friendly characters may not target each other with Telekinesis. 23: Power Dampening Field Damage values higher than 3 become 3 instead. 24: Disbanded Ignore all team abilities. 25: Bright Lights When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth. 26: Deep Shadows Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away. 27: inferno: At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities. 28: Overconfidence A character with Perplex may use it only on its own combat values. 29: Poor Teamwork Characters may not be carried. Friendly characters may not target each other with Telekinesis. 30: cosmic radiaton interfence : hindering and blocking terrain makers can't be placed 31: Radiation Leak When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced. 32: Infiltration: When placing characters at the beginning of the game characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas. Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified values away from their starting areas. 33: Madness Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit. 34: Internal Strife Characters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol. 35: Rally Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game. 36: Ordinary Day no bfc 37: Armor Wars When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects. 38: Inertial Interference Field When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1. 39: Isolation Combat values may not be replaced when the replacement value would be higher than the original value. 40: Assembled When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol. 41: imbulwinter: characters with two actions tokens modify their defense value by -1 42: Debris Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield. 43: Proximity Mines At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game. 44: hight gravity l Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves. 45: Ground Zero Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage. 46: Rushed Assault The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves. 47: Telekinetic Strain When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved. 48: retour de combat: BFC maison, tous les personnages commencent avec un clic de vie en moins. 49: Fearless assault Characters get +2 to their speed values when they begin move actions in their starting areas. 50: memorial day ( si un personnage est mis KO, aucune attack ne peuvent eter fait durant le même tour. 51: Damage control Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player's turn, all destroyed walls and blocking terrain (except Barrier markers) are no longer destroyed. 52: Alpha Strike Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all character on that player's force until that force defeats an opposing archenemy. That player's characters are not arch enemies of opposing characters with the chosen team symbol. 53: Extraordinaty Day: A roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss. 54: Loyalty After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability. 55: grounded ( carry ability can't be used) 56: Resistance Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol. 57: knout out gas : characters occuping indoor terrain modify their speed value by -2.characters using smoke cloud can place up 8 markers.
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