The Others: 7 Sins – Gamma Team Expansion
The Others: 7 Sins – Gamma Team Expansion Rulebook
Table of Contents
Table of Contents
Gamma Upgrade Cards
The Gamma upgrade sheet has six cards, two copies of each. Each card shows its name, its type (Cyberwear, Item or Ability), and its printed rules text.
Bionic Arm
Type: Cyberwear
+1 die in Fight and Skill rolls.
Inner Peace
Type: Ability
At the start of your turn, you may destroy this item to reset your Corruption to level 1.
Marksmanship
Type: Ability
You gain Ranged. If you already had Ranged, you gain [fist icon] [fist icon] with each roll against targets at least one Space away.
The two fist icons are printed on the card as symbols. The source does not spell out what they are; check them against the base rulebook's icon key.
Suitcase Bomb
Type: Item
At the start of your turn, you may destroy this item and up to 2 Acolytes or Abominations in your Space.
Self Sacrifice
Type: Ability
At the start or end of your turn, you may take 1 Wound to automatically remove a Fire, Corruption or Pentagram token in your Space.
Darkmatter Rig
Type: Cyberwear
If you take Voluntary Corruption, gain an extra +1 die.
Gamma Acolytes
The two Gamma Acolyte cards are shown below. Each card shows its name, the Acolyte label, and a once-per-round ability. The combat stat icons on the cards are not transcribed here.
Corrupted Gangster
Acolyte
Once per round: Summon up to two dead Gangsters to join a non-Ranged Fight (before dice are rolled).
Corrupted Diplomat
Acolyte
Once per round: Summon a dead Diplomat to join a non-Ranged Fight (before dice are rolled). Mark current Hero until end of Round; who loses their Natural Ability.
Missing Text
The following Gamma content is not included in this file because no text for it was found in the sources checked:
- Gamma hero dashboards, including each Gamma hero's Natural Ability. The Gamma heroes are not identified here.
- Gamma Story Maps booklet (new setup plans for the base stories).
- Any other Gamma component rules.