Jastin Action Cards

Jastin is one of just four heroes with healing ability plus an Effect card that can be used at the end of every turn as long as it remains on the cooldown track. Jastin also is the only hero with an Action card that can be treated as either a weapon or as an ability (thus if instructions for the mission state that heroes must discard (for the time being) all weapon cards, Jastin can keep the card by referring to it as an Ability card.

Hacker Drone

  • Card classification: Gear
  • Cooldown Track Slot: 1 (but since it is an ongoing effect, you likely want to play it in slot 4)
  • Dice: 1 die (but dice are not interconnected with the card’s action)

At the end of your turn, before the free rest action, you may interact with an object within a range of 3 for 2.

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 lets you interact with any object within a range of 3 for 2 (the die is only used when the card is played, not subsequent turns while on the cool down track). No boosts available to begin with.

Assembly Evac Protocol

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: 2 dice (but dice are not interconnected with the card’s action)

Heal yourself or an adjacent character for 2 damage cards, or move an ally 3 squares

As long as you can play this card into cooldown track slots 2, 3 or 4 you can remove two damage cards from yourself or any hero that is adjacent to you. The two dice rolled do not interconnect with the card’s ability, but might also give you a shield or movement! Boosts available:

  • Green token: +1 damage / +2 squares (remove 3 damage cards OR increase the movement to an ally to 5 squares)
  • Blue token: You and an ally gain 1 shield

Fast Approach

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: 2 dice (can add to movement)

Move [2] squares. If all movements were in a straight line, gain 2 focus

With a good roll of the two dice (+2 and +2) you could move 6 squares! The card also let’s you regain focus if you move in a straight line. Boosts available:

  • Red token: Deal 1 damage to all adjacent enemies.
  • Yellow token: +3 rerolls on your next action this turn

Close Combat Agility

  • Card classification: Ability
  • Cooldown Track Slot: 2
  • Dice: 1 die (can add to damage and movement)

Deal [3] damage to an adjacent enemy, or move [3] squares. Treat this card as an interact or a movement action depending on choice.

You can either move or deal damage with this card and the die rolled can increase either! Boosts available:

  • Green token: Change “or” to “and then” (you can deal damage AND move)
  • Blue token: Move 2 allies 1 square

Assembly Std Rifle

  • Card classification: Weapon
  • Cooldown Track Slot: 3
  • Dice: 2 dice (but dice are not interconnected with the card’s action)

Deal 4 damage to an enemy. Reduce the damage dealt by 1 for every square that the enemy is closer or further away from the optimal range of 4

The card will do less damage if the enemy is not exactly 4 squares away. The dice rolled do not affect the damage nor the range. Boosts available:

  • Red token: +1 damage
  • Yellow token: +2 movement

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