|
Coagulant Auto-Injector
|
5 Remaining
Effect: Single use, roll three red dice
and every "hit" rolled restores one wound |
| Cost: 1 |
|
|
|
Laser Sight
|
5 Remaining
Effect: For every shooting action one
missed die roll may be re-rolled |
| Cost: 1 |
|
|
|
Cybernetic Power Arm
|
5 Remaining
Effect: Increase all Close Combats by
one die. Also up to one miss may be re-rolled |
| Cost: 2 |
|
|
|
Explosive Ammo
|
5 Remaining
Effect: Increase the number of dice
rolled for Ranged Attacks by one |
| Cost: 2 |
|
|
|
Disruptor
|
3 Remaining
Effect: Renders all targets at minus
one level of Armor for the Ranged attack. |
| Cost: 3 |
|
|
|
Grenade Launcher
|
5 Remaining
Effect: Mounts on the Plasma
Carbine. Uses Three red dice using the blast rule. |
| Cost: 2 |
|
|
|
Molecular Phaser
|
2 Remaining
Effect: Single use, Doomtrooper may
ignore any obstructions to Movement for one turn. |
| Cost: 3 |
|
|
|
Teleporter
|
2 Remaining
Effect: Single use, Doomtrooper may be
moved to any open square. |
| Cost: 3 |
|
|
|
Combat Medic Unit
|
3 Remaining
Effect: Remove up to four wounds from a
Doomtrooper. Can't be used if already dead. |
| Cost: 3 |
|
|
|
Targeting Eye
|
3 Remaining
Effect: For every Ranged attack up to
two misses can be re-rolled |
| Cost: 3 |
|
|
|
|
Command Helmet
|
2 Remaining
Effect: Doomtrooper wearing the helmet
gets one additional action per turn during the mission |
| Cost: 3 |
|
|