| Card |
Result |
| Ace |
Bonus Players only get extra points if they are holding the card at the end of the game |
| 2* |
Trap! The pickup point is rigged. Roll a D6 to see what happens to the player. Frag, Flash, Alarm (everyone on the board can hear it), Smoke, Hallucinogenic, Cage (Trapped for D6 turns) |
| 3 |
Clip of Ammo for a weapon of your choice |
| 4 |
Any tool of your choice! (Anything from an Auspex to a chair!) |
| 5 |
Sword, Axe, Whip, Knife, Staff |
| 6 |
Laspistol, Autopistol, Plasma Pistol, Cross Bow, Revolver |
| 7 |
Lasgun, Autogun, Plasma Gun, Kroot Rifle, Shotgun |
| 8 |
Lascannon, Multi-melta, Plasma Cannon, Shuriken Catapult, Heavy Stubber |
| 9 |
Frag, Krak, Melta Bomb, Proximity Mine, Gas Grenade (Choke, Hallucinogenic, Stun, Flash, Smoke) |
| 10 |
Flak Jacket, Flak Trousers, Flak Cap |
| Jack |
Mesh Jacket, Mesh Trousers, Mesh Hat |
| Queen |
Carapace Jacket, Carapace Trousers, Carapace Helmet |
| King** |
+D6 health, +2D6 health, Slaught, Spur, Rage |
| Joker** |
Special: The cards effects only last whilst in possession of the card. Energy Drain All damage you cause is halved. God-like All damage you cause is doubled. Cursed Add 10 to any D100 roll made (not when rolling for location) Rabbits Foot Deduct 10 from any D100 roll made (not when rolling for location) Remember a natural 01-05 always passes and 96-100 always fails. Time Warp Your speed is halved. Bullet Time Your speed is doubled. |
* This card is the only card that a player will not keep.