Hiro Action Cards

Some action cards have ongoing effects as long as they remain in your cooldown track. Not every hero has one of these cards (example: Vera does not have any Effect cards). Hiro has not just one but TWO effect cards (the only hero with two valuable Effect cards). However, Hiro also is the only hero with NO movement ability action cards as well (which, of course, balances out his unique cards).

Highlights for Hiro Action cards:

  • Has TWO Effect Action cards
  • Has ZERO movement Action cards (other than the basic Move card)
  • Has two weapon Action cards

BMS Device

  • Card classification: Gear
  • Cooldown Track Slot: 3 (but since it is an ongoing effect, you likely want to play it in slot 4)
  • Dice: 3 dice (but dice are not interconnected with the card’s action)

At the end of your turn, before the free rest action, move an ally 2 squares, the ally also gains 1 focus

Since this is an EFFECT card, as long as it is on your cooldown track you gain the stated action after your turn. This card is interesting in that it helps AN ALLY (and not yourself). When you play the card you also roll 3 dice (which do not interconnect with the card’s action). Dice results of Shields or Movement can be utilized. Note that on subsequent turns you do NOT roll dice. Also note that the boosts are only available when the card is played and not on subsequent turns. Boosts available:

  • Green token: Your next action this turn has +1 damage
  • Blue token: 2 allies gain 1 shield

Power Armor

  • Card classification: Gear
  • Cooldown Track Slot: 2 (but since it is an ongoing effect, you likely want to play it in slot 4)
  • Dice: 2 dice (but dice are not interconnected with the card’s action)

After you have been dealt damage regardless of amount) gain 1 focus and move 1 square

Since this is an Effect Action card, it’s action is ongoing as long as the card remains in your cooldown track. And the effect of the card is interesting in that if 2 or 3 enemies hit you causing damage, you get to move 1 square after each attach plus gain a focus! This might actually get you out of range from another enemy if you are being surrounded! Shield and Move results on the two dice could be useful when you play the card, but a +1 or +2 has no effect. Boosts available (only when the card is played, boost are not ongoing):

  • Red token: Deal 2 damage to an adjacent enemy
  • Yellow token: Gain 1 shield

Grid Slicer

  • Card classification: Gear
  • Cooldown Track Slot: 2
  • Dice: 1 die (can increase the interact tokens you draw)

Interact with an object for [2] within a range of 2

One of the few heroes that can interact with an object (such as a door) without needing to be adjacent to it! Plus you draw 2 interact tokens (or more if your die rolls a +1 or +2). Boosts available (only when you play the card on your first action):

  • Yellow token: Your next action this turn has “+1”
  • Blue token: Your next action this turn has “+1”

Scoped M160 Rifle

  • Card classification: Weapon
  • Cooldown Track Slot: 3
  • Dice: 2 dice (can increase the range)

Deal 3 damage to an enemy within [4] squares

If you have a good roll of the two dice your range will increase (all the way up to 8 if you roll +2 and +2). No default boosts available, but some can be gained during game play.

Close Combat Pistol

  • Card classification: Weapon
  • Cooldown Track Slot: 2
  • Dice: 1 die (does not affect the card’s action)

Deal 1 unblockable damage to an enemy within a range of 3. If this is your second action this turn, deal 2 unblockable damage instead.

This is an Action card you should play as your second action (while the Grid Slicer was best played as your first action). Boosts available:

  • Red token: Roll 1 extra die (total of 2 dice)
  • Green token: -1 on cooldown track (place the card on the 1 slot instead of the 2 slot)

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