Fireteam Zero: Recon Event Pack
Fireteam Zero: Recon Event Pack Rulebook
Table of Contents
Table of Contents
- Recon Event Cards
- RE 01: Eye of the Storm
- RE 02: Booby Trap
- RE 03: Bad Omen
- RE 04: Unexpected Company
- RE 05: Dazed
- RE 06: Change of Plans
- RE 07: The Wrong Reflection
- RE 08: Déjà Vu
- RE 09: Floating Rift
- RE 10: Written in Flesh
- RE 11: The Dollhouse
- RE 12: From Below
- RE 13: Hand of Glory
- RE 14: Parasitic Wasp
- RE 15: Accidental Desecration
- RE 16: Epiphany
- RE 17: Voices from the Future
- RE 18: Cage of Bones
- RE 19: Guide from Elsewhere
- RE 20: Unwanted Gift
- RE 21: Insidious Whisper
- RE 22: Combat Prowess
- RE 23: Harbinger Flock
- RE 24: Close Call
- RE 25: Destiny Prism
- RE 26: Battlefield Instincts
- RE 27: Rearm
- RE 28: Miasmic Chill
- RE 29: Crystal Menagerie
- RE 30: The Pit
Recon Event Cards
Each card below is an Event card from the Recon deck. The heading gives the card code and card name; the text under it is the card's printed rules text.
RE 01: Eye of the Storm
You find yourself in a pocket of calm amidst the chaos. A clear path opens up before you.
You may immediately move to any adjacent location.
RE 02: Booby Trap
You see a nearby creature begin to charge towards you, only to be engulfed by a fountain of debris. The sound of the explosion punches you in the chest and rocks you back on your heels.
Roll one attack die and apply any Bomb damage to the nearest Minion or Elite.
RE 03: Bad Omen
You find a crude wooden doll wrapped in cloth. The more you look at it, the more convinced you are that it has your features. You toss it aside, but the uneasy feeling lingers.
Advance the Threat Track one space.
RE 04: Unexpected Company
Maybe it caught your scent, or maybe it just doesn't like the way you look. Either way, it's headed right for you.
The nearest monster immediately activates and targets you.
RE 05: Dazed
You clutch your head as a deafening howl cuts right through you. Mercifully it stops before your eardrums burst. You look around in a daze. What were you doing a moment ago? You can't remember.
Discard one card at random.
RE 06: Change of Plans
They say no plan survives contact with the enemy. That's not always a bad thing.
Discard any number of cards, then draw the same number of new cards.
RE 07: The Wrong Reflection
You find a locked box containing only a cracked hand mirror. You look at your reflection and notice that the area behind your reflection is all wrong. When you look away from the mirror, you find that you're no longer standing in the same place.
Move all figures in this location to the nearest spawn point on an adjacent tile of your choice.
RE 08: Déjà Vu
The old rucksack has nothing useful inside, so you toss it aside. You wipe the sweat from your eyes and start to walk away, only to trip over the rucksack at your feet. A chill goes down your back as you search it again.
Return the top card from your discard pile to your hand.
RE 09: Floating Rift
You jump back with a yell as a monster appears right in front of you. Instinctively you attack, just as the monster vanishes.
As a free action, you may perform an immediate attack against a monster anywhere on the battlefield as if it were in your location.
RE 10: Written in Flesh
Your arm itches and burns as if a thousand ants were attacking it. You pull up your sleeve to find words in a strange language cut into your skin. You can't read them, but somehow you know it's a warning. You feel prepared, but for what?
Draw a card.
RE 11: The Dollhouse
You find a discarded dollhouse, dirty but intact. Through the tiny windows you can see furniture and little figures made of clay. You lift off the roof to get a better look and discover that the figures are you and your squad. You pick one up to examine it and the world spins around you.
Swap locations with any other hero on the battlefield.
RE 12: From Below
The ground shifts and bulges under your feet as nightmare creatures claw their way into the light.
Spawn 3 monsters from the Spawn Pool in this location, selecting Elites if possible. If fewer than 3 monsters are available, spawn all available.
RE 13: Hand of Glory
The severed hand is old and withered, its gray skin dry as leather. Tattooed into the palm are strange symbols that seem to force a guttural string of sounds out of your mouth. A feeling of dread overcomes you and you point the hand at a monster before you finish uttering the foul words.
Kill one Minion or Elite anywhere on the battlefield.
RE 14: Parasitic Wasp
You hear the buzzing whine of its wings before you feel the pain. Soft-bodied and pale, it clings to the back of your hand and drives its barbed mouthparts deep into your skin. Instantly, you find yourself looking out of other eyes and moving with other limbs.
Select any Minion or Elite. You may move it a distance up to its speed, then make it attack another monster.
RE 15: Accidental Desecration
While searching the area, you find a wooden box that rattles when shaken. Prying it open you find dust and bone fragments and a single faded hair ribbon. The dust swirls up out of the box with an unearthly shriek and despair overwhelms you.
If the Lucky Coin is face up, flip it face down.
RE 16: Epiphany
Suddenly, everything becomes clear. The battle unfolds in your mind's eye and all things become possible.
Search your deck or discard pile for any reaction card and add it to your hand, then shuffle your deck.
RE 17: Voices from the Future
You uncover a battered radio. The case is cracked and shattered glass from the tubes rattles when you pick it up. The power cord dangles uselessly in the air, but the radio plays softly all the same. A voice calls out to you over the weird, atonal music playing in the background. You never reveal what it said, but you prepare nonetheless.
Shuffle your discard pile into your deck.
RE 18: Cage of Bones
You find a delicate cage of bones hidden underneath some debris. Inside is what appears to be a translucent beetle. It glows with a soft blue light and the sound of chimes and distant laughter fills the air as it rustles its wings. You break open the cage and it circles you in gratitude before vanishing into the distance.
Flip the Lucky Coin face up.
RE 19: Guide from Elsewhere
An Allied soldier beckons from a nearby corner. You arrive just in time to catch a glimpse of them as they dart out of sight once more. When you finally catch up they smile and vanish.
You may immediately move to any adjacent location.
RE 20: Unwanted Gift
You find a small box tied shut with brightly colored ribbon. Its warm and feels heavy for its size. As soon as you untie the ribbon, the lid bursts open and a geyser of blood erupts, drenching you.
Advance the Threat Track one space.
RE 21: Insidious Whisper
You can't recall when you started hearing the whisper, but now there's nothing else in your head. You begin shouting to drown out the horrible words but no matter how loudly you scream, you can still hear them.
Discard one card at random.
RE 22: Combat Prowess
You step over the creature's corpse with a smile. It never had a chance. You think you may be getting used to this.
Draw a card.
RE 23: Harbinger Flock
A foul wind blows over you, carrying with it the stench of decay. The sound of wings rises to a deafening roar and the light dims as hundreds of small shadows pass over you. When the light returns you find yourself surrounded by dead crows.
If the Lucky Coin is face up, flip it face down.
RE 24: Close Call
You turn over a piece of debris and your blood freezes in your veins as the grenade underneath it is revealed. It isn't until you realize that the handle is rusted in place that your heart starts beating again. You never know when fate is going to smile on you, but it looks like this one of those times.
Flip the Lucky Coin face up.
RE 25: Destiny Prism
You find a glittering gem among the debris. It seems to pull you deep into its shimmering depths, showing you visions of what may be. You get the distinct impression that you are being watched just before gem shatters in your hand.
Look at the top three cards of the twist deck and put them back in any order.
RE 26: Battlefield Instincts
You look at the battle unfolding around you with an experienced eye. The ebb and flow of events unfold in your mind and you begin to plan your next moves.
Look at the top five cards of your deck and put them back in any order.
RE 27: Rearm
This rare moment of calm gives you the chance to check over your equipment and shift some things around in your pack. Experience guides your hands and in seconds you're ready to charge back into combat.
Discard any number of cards of a single attack type, then draw the same number of new cards.
RE 28: Miasmic Chill
Fog escapes your lips as the temperature plummets. Your hands go numb and you can barely think.
Place this card on top of your Focus cards. You may not use your Focus abilities while you have it. At the start of the Tactics Phase, discard this card.
RE 29: Crystal Menagerie
Two tiny crystal figures sit inside the velvet box. Reflections of things that aren't here move endlessly across the facets. Forbidden knowledge wells up in your mind as the figures burst.
You may swap the locations of one Minion and one Elite or move a Minion to any spawn point of your choice.
RE 30: The Pit
The ground beneath you vanishes and you fall though pitch black emptiness. Below you a spark of light grows as you plummet towards it.
Move your hero to any other spawn point on the battlefield.
Printed as "though" on the card; the intended word is probably "through". Transcribed as printed.