jueves, 24 de abril de 2008

7.- Equipment - I Want to Believe edition

1) FINAL CARD DESIGNS - DOWNLOAD HERE

2= FIRST CARD DESIGNS

(XF08-0289v1 - XF08-0314v1)

  PLAYTEST SHEET 1 - DOWNLOAD HERE

  PLAYTEST SHEET 2 - DOWNLOAD HERE

  PLAYTEST SHEET 3 - DOWNLOAD HERE

 Card Analysis

  -  The African Artifact (5 RP): Allows players to ask an extra characteristic question about an opponent's X-File after successfully investigating a Site. Valuable for gaining additional information on opponents' X-Files, but sacrificing an Agent of cost higher than 3! Killer card.

 - Precision Sniper Rifle (5 RP): Adds three to the Agent’s LONG RANGE COMBAT skill once per Combat. Enhances the offensive capability of your teams significantly.

 - Social Worker Contact (1 RP): Discard during the Investigation phase to retrieve one Keyword RESOURCE card from your Discard Pile. Useful for recycling valuable resource cards.

 - Emergency Quarantine (3 RP): Prevents an Adversary attack by placing the card under it, delaying the attack until the next Site. Specially useful for buying time and strategizing against powerful adversaries.

- Pheromone Bio-Sensor (2 RP): Increases the cost of all Adversary cards by 2 at a Site being investigated by the equipped Agent. Effective for making adversary plays more costly and less frequent.

- Security Pass (3 RP): Changes the Site Prerequisite to ALIEN INVESTIGATION or BUREAUCRACY. Versatile for adapting to various Site requirements when you don't have a specific Site in your hand.

- FBI Ballistics Lab (4 RP): Allows any Agent in the Bureau to add their COMPUTER or CRIMINAL INVESTIGATION skills to any Field skill check once per turn. Enhances overall team skill checks by leveraging Bureau resources.

- Telemedicine Tools (3 RP): Stores up to two MEDICAL or SCIENCES ACTIVE cards to be played for 2 RP less during Investigation. Cost-effective for utilizing important medical and scientific skills.

- Portable Radio (2 RP): Allows an Agent forced back to the Bureau to contribute their skills to any skill check that turn. Maintains team skill contributions even when agents are out of the Field. Specially useful against cards like "Section Chef Joseph McGrath" or "Caryna Sayles".

- ChemElement Analyzer (4 RP): Adds 1 to the Agent's SCIENCES and SUBTERFUGE skills. Provides critical skill boosts for scientific investigations and covert operations. Useful to prevent an attack from specific Adversaries.

- Satellite Navigator (3 RP): Allows you to search for and draw a Site card that asks a MOTIVE or METHOD question twice before discarding. Excellent for targeting specific Site investigations or, at least, to get a Site at the moment you don't have one in hand (when you need it desperately).

 - Handheld Digital Recorder (3 RP): Adds 1 to the Agent's EVIDENCE COLLECTION skill, and can be discarded to add two to CRIMINAL INVESTIGATION. Increases evidence collection and criminal investigation skills.

 - Scuba Suit (2 RP): Adds 2 to OBSERVATION or SUBTERFUGE skills for coastal or water-related Sites. Enhances skills specifically for aquatic environments.

- Otoscope (3 RP): Adds 1 to OBSERVATION and can be discarded to add two to CRIMINAL INVESTIGATION. Useful for boosting observation and criminal investigation skills.

 - Forward-Looking InfraRed (FLIR) (3 RP): Adds 1 to OBSERVATION and can be discarded to skip a LRC round against a PRIMORDIAL or EVOLUTIONARY Adversary. Useful for evading powerful adversary LRC attacks.

 - High Focus Camera (3 RP): Adds 1 to OBSERVATION and can be discarded to add two to BEHAVIORAL. Enhances observational skills and behavioral analysis.

 - Biohazard Protection Suit (3 RP): Adds 1 to ALIEN INVESTIGATION and prevents effects from ALIEN MANIPULATION card. Provides protection and skill enhancement against alien threats and can be discarded to get an extra +1 on SCIENCES skill.

- Specimen Vessels (3 RP): Adds 1 to CRIMINAL INVESTIGATION and can be discarded to add two to EVIDENCE COLLECTION. Boosts criminal investigation and evidence collection skills (2 of the most generic skills in the game).

- Forensic Collection Kit (3 RP): Adds 1 to EVIDENCE COLLECTION and can be discarded to add two to BEHAVIORAL. Improves evidence collection and behavioral skills.

- Midnight Inquisitor (3 RP): Discard to draw three cards from your Bureau deck during the requisition phase. Provides card advantage and strategic flexibility if you are not lucky during the Briefing phase.

- Head X-Ray Special (3 RP): Adds 1 to MEDICAL and can be discarded to add two to ALIEN INVESTIGATION. Enhances medical skills and alien investigation capabilities.

- Forensic Face Lab (3 RP): Adds 1 to COMPUTER and can be discarded to add two to EVIDENCE COLLECTION.  Boosts computer skills and evidence collection capabilities.

 - Face Mask (4 RP): Adds two to Agent's HEALTH. With "Mojo Bag", it is the only card that increases that skill. This card can be very important even to accelerate the healing rate of Agents with just 3 HEALTH.

- Bio-medical Division Card (3 RP): Changes the Site Prerequisite to MEDICAL or SUBTERFUGE. Adaptable for various investigative requirements.

- Ophthalmoscope (3 RP): Adds 1 to MEDICAL and can be discarded to add two to SCIENCES. Enhances medical and sciences skills.

- Emergency Admission (3 RP): Allows healing of one point of damage to an Agent in the Hospital once per turn by removing from play 1 card from hand.  Provides crucial healing and agent recovery.

List of Equipment cards  (29 cards):

XF08-0287v1 - Road Map
XF08-0288v1 - Unclassified Reports
XF08-0289v1 - The African Artifact
XF08-0290v1 - Precision Sneaper Riffle
XF08-0291v1 - Social Worker Contact
XF08-0292v1 - Emergency Quarantine
XF08-0293v1 - Pheromone Bio-Sensor
XF08-0294v1 - Security Pass
XF08-0295v1 - FBI Ballistics Lab
XF08-0296v1 - Telemedicine Tools
XF08-0297v1 - Portable Radio
XF08-0298v1 - ChemElement Analyzer
XF08-0299v1 - Satellite Navigator
XF08-0300v1 - Handheld Digital Recorder
XF08-0301v1 - Scuba Suit
XF08-0302v1 - Otoscope
XF08-0303v1 - Forward-Looking InfraRed (FLIR)
XF08-0304v1 - High Focus Camera
XF08-0305v1 - Biohazard Protection Suit
XF08-0306v1 - Specimen Vessels
XF08-0307v1 - Forensic Collection Kit
XF08-0308v1 - Midnight Inquisitor
XF08-0309v1 - Head X-Ray Plate
XF08-0310v1 - Forensic Face Lab
XF08-0311v1 - Face Mask
XF08-0312v1 - Bio-medical Division Card
XF08-0313v1 - Ofthalmoscope
XF08-0314v1 - Emergency Admission
XF08-0315v1 - Samantha’s Diary
 
Equipment - 6 cards (original designs - 2008)

XF08-0045x3 - Biohazard Protection Suit *
XF08-0046x3 - Access Level 4 Key *
XF08-0047x3 - FBI Escort
XF08-0048x3 -
XF08-0049x3 -
XF08-0050x3 -



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