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Action: Push a chosen Robot away. It cannot attack you next turn, unless it uses a ranged weapon.
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Action: Attack a Robot Component, adding two to your roll.
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Gerbil Powered Engine (Internal) (2)
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Thing
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Steam Powered Engine (Internal) (3)
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Thing
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Solar Powered Engine (4)
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Thing
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Radio Scrambler (Internal) (2)
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Thing
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Action: Discard a card. A chosen Robot may not use any of its Components during its next turn.
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Nuclear Engine (Internal) (3)
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Thing
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You need not discard cards when using Components' Actions. If Nuclear Engine is destroyed, destroy all Components you control.
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Scary Face is automatically destroyed if your Robot has no other external components.
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Action: Attack all external components (or all internal if they have none external) of one robot with a single roll, subtracting three from the roll.
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Flamethrower Nozzle (3)
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Thing
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Action: Discard 2 cards, and attack all external components (or all internal if they have none external) of one robot with a single roll, subtracting one from the roll.
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Action: Attack a Robot Component. If you destroy an external one in this way, you may then attack an internal one on the same Robot.
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Precision Steering (Internal) (2)
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Thing
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Add one to all attack rolls you make.
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Action: If you roll higher than the number of components on an opposing Robot, that Robot misses three turns.
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Make an attack with a weapon of your choice, adding four to all rolls for it. Then destroy that Component.
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You may not be attacked until your next turn.
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Discard a card immediately before an attack roll to give it a -2 penalty. Use this ability only once per attack.
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Destroy an external component on a Robot which has fewer components than your own. (If it has no external ones, destroy an internal.)
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Quadrupedal Module (3)
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Thing
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Discard a card immediately before an attack roll to give it a -3 penalty. Use this ability only once per attack.
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Action: Make a ranged attack on a Robot Component. If it is an Engine, add two to the roll.
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Destroy a component of a Robot which has more than 6 components.
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Return a Component to its owner's hand.
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Action: Shove a chosen Robot away. It cannot attack you next turn, unless it uses a ranged weapon. You may also cause it to trigger a Hazard if there are any in play.
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Any Robot using an Action that involves moving must roll higher than 2, or destroy one of their components and Landmine.
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Titanium Padding (6)
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Thing
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Wood Paneled Shell (3)
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Thing
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Action: Look at an opponent's hand.
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Action: Make an attack on a Robot component.
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Action: Make an attack on a Robot component, subtracting one from the roll.
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Paint Balloon Catapult (2)
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Thing
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Action: Make an opponent discard a card.
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AI Module (Internal) (4)
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Thing
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You cannot use any other components, and nothing can be used on your other components, while this is in play.
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If a Robot uses an Action that involves moving, its controller must discard a card at random. He or she may then choose to destroy Oil Slick.
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At the end of your turn, discard a card, and put this card under the control of the next player. Action: Destroy this.
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Mechanical Grabber Arm (2)
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Thing
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Whenever a Component is destroyed, you may discard a card and put that Component into your hand.
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Helicopter Rotors (3)
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Thing
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Discard your hand when you play this; you may not draw cards while it remains in play. Your Robot may only be attacked by ranged weapons, and ignores Hazards.
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Action: Discard two cards. Attack a component, adding four to the roll.
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Nanobots (Internal) (3)
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Thing
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Action: Draw a card. If it isn't a Component card, discard it.
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