Extreme Storm
+3 To Hit with all missile or ballistic attacks.
-4 Heat per turn
At the end of each turn, roll 2d6 for each unit in heaviest to
lightest order. Apply a -1 modifier
for 'the heaviest unit. The first unit to roll a 1-4
is struck by lightning, and is hit. If the roll was
a 1 or 2, they are hit for 15 damage; 3 or 4, for 10
damage. Stop after a unit is struck or all units
have rolled. Edge, Lucky, or similar effects may
be used on lightning strikes
Active Probes do not function in storms
Card Comments