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Sgt. Billy
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May begin game with a Combat Knife and is +2 to hit and damage with it. You may rotate Billy to reveal one hidden movement marker at same or adjacent location. Whenever Billy enters a location with an enemy Trap, roll d6: 1-4 the Trap is discarded with no effect, 5-6 Trap resolves normally. "Billy! Find us a way out of this hole!"
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