Bassilus is the only hero that starts with two Action cards with 1 for the cooldown track slot specification. One is an Effect type action card that has an on going “good” effect as long as it remains in the cooldown track, so when played, you actually may wish to place it in the 4 slot so it would be available to you over several turns.
Highlights for Bassilus Action cards:
- One of just two heroes that have grenades
Here are the five unique Action cards for Bassilus:
High Impact Grenade
- Card classification: Weapon (explosive)
- Cooldown Track Slot: 4
- Dice: 1 die (not tied with the action)

Choose a square within a range of 6 and deal 2 unblockable damage to all objects within a range of 1 of the chosen square.
Remember that range 1 includes diagonals to the chosen square, so the explosion area will be a 3×3 square (of 9 map squares) which is quite an extensive area. Plus, you can use a grenade to blow up a fuel barrel, and the barrel’s explosion will do further damage! Two boosts are available:
- Green token: place in cooldown track 3 instead of 4
- Blue token: place in cooldown track 3 instead of 4
Cipher Interface Glove
- Card classification: Gear (translator)
- Cooldown slot: 3
- Dice: 3 (adds to interact number)

Interact with an adjacent object for [1].
Roll 3 dice that can increase this number. Two boosts are available:
- Red token: also do 2 damage to an adjacent enemy
- Blue token: also move an ally up to 3 squares
LP Plasma Blaster
- Card classification: Weapon
- Cooldown Slot: 2
- Dice: 1 (can increase damage)

Deal [2] damage to an enemy within a range of 3. If the enemy has any shields get +1 die on your next action this turn.
The die roll can increase the damage. It is advantageous to use this action card as your first action since it can give you an addition die on your next action this turn!
Proton Power Bank
- Effect action card
- Card classification: Gear
- Cooldown Slot: 1
- Dice: 2 (not tied with the action)

Both your basic actions have +1 die
When you play this card you also roll two extra dice, but they do not enhance the action itself (but you might roll a shield or move that can be taken before or after your action). This card’s action allows you to roll one extra die with your Basic Move and your Basic Interact cards. And since this is an Effect, as long as it is in your cooldown track, it applies to each time you use your Basic Move or Basic Interact cards (thus you may wish to place it in slot 4 so it remains there for several turns). Subsequent use (while on the cooldown track) only gain the +1 die benefit Effect (not the added 2 dice nor the available boosts). Boosts available:
- Red token: Push all adjacent enemies 2 squares away from you.
- Enemies are pushed in a straight line from your location (can be diagonal).
- Can push more than one enemy if each is adjacent to you.
- Yellow token: +2 move.
- Move up to 2 squares before or after this action
Tail Defense
- Card classification: Ability (Movement)
- Cooldown Slot: 1
- Dice: None (as part of the card action)

Move 2 squares in a straight line and then gain either 2 focus or 2 shields.
Since you can place this card in slot 1 of your cooldown track, you will get it back into your hand as soon as your turn is over. However, since you must wait till after your turn ends to get the card back you cannot use it for both of your actions on one turn like a Basic Move (with slot 0 in the cooldown track). Two boosts are available:
- Green token: Roll one die (not tied with this action)
- Yellow token: An ally gains 1 shield

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