7th Members Cards

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BREACHER

MEGACON SECURITY

2
MP
Courage ER Repair

6 4
Reaction
4 2 4 (3)
Melee

2
Armor Value

3
Armor Failure

2
MP
Courage ER Repair

4
Reaction
7 2 9

1
Armor Value

6
Armor Failure

+1

2
FN: 8 Wpn Str

WEAPONS Carbine FN: 7 Wpn Str

WEAPONS

Personal Abilities
Doorman: -1FN when entering; same turn only. They Shot Bill: If within 1 card length of a downed friendly, get an immediate attack

Semi-Auto

Personal Abilities
-

Melee/Short 2 attacks vs. 1 target; Long 1 attack vs. 1 target CCM - Fire & Move: -1MP; + 2FN

2 attacks vs. 1 target; cant re in melee


-

7TH MEMBERS

Aperture Charge

Range: M

Corporate Abilities
Nanite Armor: -1 to repair rolls; self heals after 2 rounds Reliable: Low failure rate

Corporate Abilities
-

x1; Creates base width entry into 1 or less man-made walls. Breacher determines explosion.

GUNNER

SHOCK TROOPER

2
MP
Courage ER Repair

5 4
Reaction
5 2 6

2
Armor Value

5
Armor Failure

3 2
MP
Courage ER Repair

6 4
Reaction
3 2

1
Armor Value

5
Armor Failure

Melee

+0

3
Range: M Wpn Str

WEAPONS Auto Shotgun FN: 6 Wpn Str

WEAPONS

Personal Abilities
Motivated: Gets 2 S2C per Move Tough As They Come: + 1 Blood

Kinetic Fists
Melee

1 roll per target; 1 two-card I template; 2 Blood near card/1 Blood far card CCM - Fire & Move: -1MP; + 2FN Gasmask Immune to airborne toxins

+2 (3)

Personal Abilities

Fighter: Can attack at the end of a Move, +1 melee Contortionist: Can move through MERCS

Corporate Abilities
Dense: Str 1 weapons require no armor check Intimidate: +1 to any opponent Courage checks

Melee attack during a Move; 0MP = Armor Failure +1; 1MP = Armor Failure +3; 2MP = Armor Failure +5; 3MP = WpnStr 1, AF +7, Target Repulsed 1MP; Loses AC after attack. Returns during Refresh Phase unless broken.

Corporate Abilities
Active Camouage: Grants stealth: +1 to cover, no move penalty Gasmask: Immune to airborne toxins

SABOTEUR

2
MP
Courage ER Repair

4
Reaction
4 2 4

0
Armor Value

0
Armor Failure

2
FN: 8 Wpn Str

WEAPONS Semi-Auto

2 1

Personal Abilities
Martyr: Death gives FCC +1 to all die rolls Civilian: Increased +1FN when targeted by MERCS Resourceful: Task locations are easier (+1 to rolls) or take 1 round less Taunt: Once per match can force a target to attack you

2 attacks vs. 1 target; cant re in melee Molotov Range: 2 Wpn Str

One card template; 1 attack vs. all targets in template Fire: +2 Courage check Smoke: Lasts 2 rounds; +1FN/Reaction for targets with smoke in LOS.

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