Keywords

Every keyword printed on a Danger Room card, and what it does. Where a keyword carries a number, N stands for it: Line 5 fires 5 hexes, Lucky 2 lasts 2 turns.

Attributes

Every fighter has five attributes: Brawn, Agility, Endurance, Intellect and Perception. 10 is average. Each attribute gives a bonus, and the bonus decides how many dice it adds to a roll: 3 dice, plus the bonus (never fewer than 1).

ScoreBonusDice
6−21
8−12
10+03
12+14
14+25
16+36
18+47
Saving Throws

Some effects aren't stopped by Soak or blocking: the target resists them with a Saving Throw, rolled against the attacker. Reflex rolls Agility, Fortitude rolls Endurance and Willpower rolls Intellect — each with its dice, plus one die per point of the character's save bonus (from their Physiology and their own upgrades, as on the Core Rules). Willpower is rolled against the attacker's Intellect; Reflex and Fortitude against their Perception. Illusions are resisted with Perception instead.

On a successful save, damage is halved and everything else the card does is ignored. Allies never resist, and a body that is immune to a save simply isn't affected.

Saving Throws
  • Fortitude Save. Enemies can make a Fortitude save (Endurance dice + Fortitude bonus) against the attacker's Perception. If they save, the damage is halved and everything else is ignored. Allies never resist. Archangel, Dust, Gorgon, Pixie
  • Illusion. The target resists with Perception instead of a saving throw (their Perception against the attacker's Perception). Seeing through it halves any damage and ignores everything else. Hellfire, Nightmare
  • Reflex Save. Enemies can make a Reflex save (Agility dice + Reflex bonus) against the attacker's Perception. If they save, the damage is halved and everything else is ignored. Allies never resist. Chamber, Darkstar, Glob, Hellfire, Mach Two, Omega Red, Wither
  • Willpower Save. Enemies can make a Willpower save (Intellect dice + Willpower bonus) against the attacker's Intellect. If they save, the effect is ignored. Every Psionic power is resisted this way. Catseye, Hellfire, Scarlet Witch, Three-In-One
Card Keywords
  • Abort. Can replace your chosen maneuver after cards are revealed, for 1 Fatigue. Chamber, Hand Operative, Hellfire, Lady Deathstrike, Mercury, Omega Red, Pixie, Rockslide, Roulette, Tarot, Three-In-One, Wither, X-23
  • Aerial. Airborne: crouching attacks can't hit you, but you can't hit crouching targets. Anti-Air moves knock you down. Hand Operative, The Chariot, X-23
  • Ambush. The target rolls Perception against hers. If they fail, they never saw it coming: +2 Damage. Elektra, Psylocke
  • Anti-Air. Knocks down airborne enemies. Hand Operative, Lady Deathstrike
  • Area. Hits everyone in the area. Pixie
  • Armor Up. Toggle: +1 Toughness, +2 Damage on punches and strikes, -1 Speed, and Shield +1 at the end of every turn (up to 3). Armor
  • Avenger. Only once an ally has been knocked out this fight. Icarus
  • Backflip N. After the hit, you flip N hexes straight back from the target. Icarus, X-23
  • Bladed. Your punches and strikes get +2 Damage until the fight ends or you are dizzied. Marrow, Mercury, Psylocke, X-23
  • Block. Defensive: reduces the damage you take this turn. Chamber, Glob, Hand Operative, Hellfire, Lady Deathstrike, Marrow, Mercury, Omega Red, Pixie, Rockslide, Roulette, Tarot, Three-In-One, Wither, X-23
  • Blood Frenzy. Needs Bloodscent 3. Frenzy for 3 turns: +1 Speed, +2 Damage, she heals half of the damage she deals, and she can only attack. Caracal
  • Callus. While she blocks, every hit she takes grows 1 Bone Outgrowth. Marrow
  • Cashes in Jinxed. Against a Jinxed target: +3 Damage, and the Jinx is spent. Roulette
  • Cat Form. Toggle: a small purple cat. Only her cat cards (and Bye, Felicia and Tumble Terror). -1 success on attacks against her (not area attacks), +2 Move, and grabs slip right off her. Catseye
  • Chain. After the hit, the lightning jumps to the nearest other foe within 2 hexes, up to 2 more times (3 at Overcharge 3), -1 Damage each jump. At Overcharge 2 or more it jumps to whoever is nearest, friends included. Surge
  • Companion. An ally appears beside you and fights on its own. Darkstar, X-23
  • Cone N. Hits everyone in a 60° wedge spreading N hexes out from you. Hellfire, Omega Red
  • Consumes Enveloped. The target's Enveloped is spent. Dust
  • Cooldown N. After you use it, it needs N full turns to recharge before you can pick it again. Catseye, Gorgon, Rockslide, Roulette
  • Counter. A melee attack on her doesn’t land: it hits the attacker instead, and she throws them into the hex behind her, knocked down. Against shots, Focus powers and area attacks it is an ordinary Block. Doesn’t work on anyone with greater Super-Strength than hers (more Brawn is fine). Sage
  • Covers user. The protection also covers the one who casts it. Hellion
  • Crouching. Ducks low: Aerial attacks pass over you, but you can't hit airborne targets. Hand Operative, Lady Deathstrike
  • Desperate. Only at a quarter of your Health or less. Mach Two
  • Dismiss. Your companion heads home afterwards. X-23
  • Dodge. This turn, attacks that travel (Line, Cone, thrown) can be dodged: Agility + Athletics against the attacker. Catseye, Elektra
  • Endurance-based. Damage is based on Endurance instead of Brawn. Chamber, Mach Two
  • Evasive. Projectiles miss you this turn. Hand Operative, X-23
  • Explosion N. Causes an explosion of N-hex radius at the point of impact: everyone in it is hit, and crates, drums and cars there are smashed. Enemies caught in the blast (not the one it hits) can make a Reflex save to halve the damage. Chamber
  • Exsanguinate. +2 Damage per Bleeding stack on the target; the Bleeding is used up. Caracal
  • Fastball. Their next attack this turn, if Aerial, gets +3 Damage and Knockdown. Rockslide
  • Feral. After this attack she goes feral: the AI controls her for 2 turns and she attacks whoever is nearest, friend or foe, in Frenzy (+1 Speed, +2 Damage). Caracal
  • Finisher. Double damage against a target at 25% Health or less. Elektra, Psylocke, X-23
  • Firewall. The first Psionic attack on her this turn is turned back on the attacker, damage or debuff. Mind control is repelled instead: she doesn’t take control of them. Sage
  • Follow-up. Only works on someone you are holding; the hold continues. Glob, Mercury, Omega Red
  • Friendly Fire. Hits allies in its area or line too, even when the host has turned friendly fire off.
  • Gathering Storm. Every Steel Tempest that lands adds 1 (up to 2). At 2 the next Steel Tempest is a Whirlwind: Line 5 through everyone, Knockdown. Gorgon
  • Guard. Until the end of next turn, attacks on that ally hit the guard instead (area attacks still hit both). Archangel, Armor
  • Hits Air. Also reaches airborne targets: fliers and fighters in mid-jump. Icarus, Omega Red, Pixie
  • Hits friends. Affects everyone in the area, allies included. Pixie
  • Hold. Grabs the target and keeps hold: they must break free before they can act. Hand Operative, Lady Deathstrike, Mercury, Omega Red, Rockslide, Strength
  • Instant. Happens the moment you pick it, without using your turn: pick a normal card after it. Each Instant card once per turn. Armor, Caracal, Catseye, Chamber, Honey Badger, Marrow, Pixie, Psylocke, X-23
  • Knockback. Knocks everyone hit back. Omega Red
  • Knockback N. Knocks everyone hit back N hexes. Armor, Chamber, Hellion, Marrow
  • Knockdown. Knocks the target down when it deals damage. Armor, Catseye, Darkstar, Hand Operative, Hellion, Lady Deathstrike, Roulette, X-23
  • Lacerating. Cuts through armour: ignores Toughness and Toughskin. Caracal, Catseye, Chamber, Dust, Elektra, Gorgon, Marrow, Nightmare, X-23
  • Last One Standing. Only when every other fighter on your team (not counting summons) is down. Hellion
  • Leap N. Leap onto an enemy up to N hexes away, over anything in between. You land in their hex (or right behind them if it already holds two fighters) and strike. X-23
  • Lift. Picks up a fighter (Heavy Load up to your Super-Strength − 1) or an obstacle. While you carry something, this card becomes Toss. A carried fighter can’t move unless you do, and enemies can’t attack them; a carried enemy can only attack you. Rockslide
  • Line N. Fires in a straight line up to N hexes and hits the first fighter or obstacle in its path. Chamber, Marrow, Omega Red, Rockslide, Roulette
  • Magic only. Does nothing to anyone without the Magic Nature. Pixie
  • Metal only. The damage only hurts fighters made of metal (Mercury, Lady Deathstrike); everyone else just gets the other effects. Mach Two
  • Mimic Physiology. Her body copies the toughest mutant within 3 hexes, friend or foe: their Soak and their Healing Factor, if better than hers. Hope
  • Mind Control. The target joins your side and you choose its actions. One at a time. Three-In-One
  • Multi-Hit. Strikes several times; each hit is rolled and Soaked on its own. Sage
  • Multi-Hit N. Hits N times. Each hit is rolled on its own, and each one is Soaked. Elektra, Lady Deathstrike, Sage
  • Needs Dazzled. Only works on a target who is Dazzled. Pixie
  • Needs Down. Only works on a knocked-down or dizzied target. Gorgon, Lady Deathstrike, Rockslide
  • Needs Enveloped. Only works on a target who is Enveloped. Dust
  • Needs Halo 3. Only with a full Halo (3). Icarus
  • Needs Honey Badger. Only while Honey Badger (Dynamic Entry) is in the fight. X-23
  • Needs Kindled. Only works on a target with at least 1 Kindled. Hellfire
  • Needs Swagger. Needs at least 1 Swagger. Hellion
  • Never harms Inorganic. Does nothing to bodies with no life in them (Mercury, Rockslide). A living body laced with metal (Wolverine) is fair game. Wither
  • No Soak. Endurance does not reduce this damage. Glob, Mercury
  • On the Brink. Only at Encroachment 5. Darkstar
  • Once per fight. Can only be used once per fight. Dust, Hellion, Icarus, Mach Two, X-23
  • Piercing. Goes straight through fighters and hits everyone in the line. Chamber, Darkstar, Omega Red
  • Pixie Teleport. She vanishes in a burst of pink light and reappears up to 6 hexes away, taking the friend next to her who needs it most - out of any grip. Pixie
  • Projectile. Ranged attack. Evasive moves avoid it. Archangel, Chamber, Rockslide, The Magician
  • Psionic. A mind attack. Rolls Intellect (+1 die per Abuse of Power) against the target's Willpower save. No damage, no Soak, no blocking. Hellfire, Three-In-One
  • Psychic N. N Psychic damage straight to the mind: no Soak. Stepfords
  • Pull. Drags the target to your side, hex by hex (stops if something is in the way). Wither
  • Raise Dead. A fallen enemy NPC within 3 hexes stands back up and fights for you (on its own) for the rest of the fight. Up to 2 at once. Wither
  • Reach N. Can hit targets up to N hexes away. Archangel, Darkstar, Death, Dust, Hellfire, Hellion, Mach Two, Omega Red, Pixie, Scarlet Witch, The Magician, Three-In-One, Wither
  • Revive. Knocked-out allies get back up. Icarus
  • Rush. Hits whoever you pass through while moving. The Chariot
  • Shadow. Not an X-Gene power: the shadows of the Crimson Dawn. Powerless doesn't stop it. Elektra, Psylocke
  • Spends Halo. Spends all of Icarus's Halo. Icarus
  • Spends Swagger. Spends all your Swagger (unless you are the Main Character). Hellion
  • Sticky. While he blocks, anyone who hits him in melee sinks in and is Entangled 1 (can't move). Glob
  • Stone Gaze. Fortitude save or turned to stone: they lose their action, and every hit on them is +3 Damage while it lasts. Gorgon
  • Summon. A Major Arcana appears beside you and fights on its own. Up to 2 at once (a 3rd replaces the oldest). They stay from round to round; any struck down are discarded at the end of the round, and all of them leave if you are dizzied. Tarot
  • Survivor. Only once you have been Dizzied this fight.
  • Take Cover. Sharing a hex with someone she is not grappling, single-target attacks on her hit them instead; with an obstacle, the obstacle takes the hit (a crate breaks at once, an oil drum after 2 hits, a car after 3). Hope
  • Throw. Throws the target: you choose where they land. Obstacles in the way add damage, and landing on someone hurts them too. Hand Operative, Hellion, Lady Deathstrike
  • Toggle Form. Turns the form on, or off. Only entering it costs Fatigue; leaving is free. Dust
  • Transform. Changes into another form for the rest of the fight. Pixie
  • Unblockable. Blocking doesn't reduce its damage. Chamber, Death, Hand Operative, Hellfire, Lady Deathstrike, Mercury, Omega Red, Pixie, Rockslide, Roulette, Strength, Tarot, Three-In-One, Wither, X-23
  • Werecat Form. Toggle: the panther. She keeps all her cards and adds Rending Sweep and Primal Roar. Catseye
  • Wind Wall. While it is up, attacks that travel to him (shots, thrown, lines from afar) are torn out of the air. Gorgon
Conditions
  • Acid. It keeps burning: Corrosive damage at the end of the next 2 turns (less the second time). Glob
  • Battle Plan. +1 Toughness next turn: everyone knows where the blows are coming from. Sage
  • Bleeding N. +N Bleeding (up to 3, 2 turns, refreshed): 1 damage a stack at the end of every turn. Caracal
  • Chilled. On damage: −2 Speed next turn. Death
  • Confused N. For N turns, each of their attacks has a 50% chance to hit one of their own allies in range instead (or to miss, if no ally is in range). The worse version of Dazzled. Nightmare
  • Dazzled N. For N turns, each of their attacks has a 50% chance to strike at nothing. Chamber, Pixie
  • Deluded N. For N turns, every attack the target makes on Hellfire must beat her Intellect with their Perception, or it strikes an illusion and misses. Hellfire
  • Dizzy. The target is dizzied: they lose their next action. If they haven't acted yet this turn, they lose this turn's; if they have, next turn's. Three-In-One, Psylocke
  • Dragonfire N. Burns for 1 Fire damage at the end of every turn for N turns. A new hit starts it again. Pixie
  • Dull N. Dull: −1 Damage per stack on all their attacks, stacking to 3 (2 turns, refreshed). Three-In-One
  • Empowered N. The target is Empowered for N turns: every 0 (the 10 on the die) they roll counts as 2 successes. Roulette
  • Engulfed. A sustained hold: the target loses their actions and must win a Brawn roll to escape at the end of each turn. Glob, Mercury, Omega Red
  • Enhanced Physicality. Stacks up to 3 for the fight: +2 Agility, +2 Brawn and +2 Endurance a stack. Psylocke
  • Entangled N. The target cannot move for N turns. Darkstar, Glob, Wither
  • Enveloped N. The target is Enveloped for N turns: −1 success on their attacks. Dust
  • Exposed. She has read them: +1 success on her attacks on them, next turn. Catseye, Sage
  • Favored. Attacks on them deal −1 Damage per stack (up to 2) for 2 turns. Scarlet Witch
  • Fear. They lose their action this turn if they haven't acted yet, and keep fleeing until they win a nerve roll at the end of a turn. Catseye
  • Fighting Spirit N. +1 Speed and +1 Damage on every card for N turns. Caracal, Mercury
  • Flying. Always Aerial, so only aerial attacks and projectiles reach you. Falls if dizzied. Archangel, Darkstar, Hellfire, Hellion, Icarus, Mach Two, Pixie
  • Forgiving Friend N. +2 Endurance (more Soak, harder to dizzy) for N turns. Pixie
  • Fumble Ward. For 2 turns she can't be Fumbling: her own luck can't turn on her. Scarlet Witch
  • Fumbling N. The target is Fumbling for N turns: on every roll they make, each 1 cancels a success, and more 1s than successes is a botch. Roulette
  • Hexed. Attacks on them deal +1 Damage per stack (up to 2) for 2 turns. Scarlet Witch
  • Immobile N. Held fast: they can't move. Turns it lasts: N. Darkstar
  • Jinxed N. The target becomes Jinxed: −1 success on every attack roll (psionics and mind games included) for N turns (can turn a hit into a miss). Roulette
  • Kindle N. Everyone hit gains N Kindled. Hellfire
  • Kindled. Kindled (stacks up to 3): flames Hellfire planted in the target. Conflagration of Sin ignites them for +2 Damage each. Hellfire
  • Lucky N. The target becomes Lucky: +1 success on every attack roll (psionics and mind games included) for N turns. Roulette, Lady Deathstrike, Pixie
  • Magnetized N. Magnetized for N turns: can’t move. Mach Two
  • Overstimulation. +1 Agility per stack (up to 5). At 5, every turn she rolls Willpower or goes Frenzied. Catseye
  • Poisoned. −1 Damage on all their attacks per stack (up to 2) for 2 turns. Archangel
  • Powerless. Their X-Gene is switched off for a turn: no X-Gene cards. Tech, Training and Mystic cards still work. Sage
  • Scared Straight. “You think the Three-In-One are beautiful.” They can’t attack whoever whipped them for the rest of the fight, and can’t be whipped again. Three-In-One
  • Shaken. −2 Speed and −2 Move next turn. Hellfire
  • Shield N. White life on the Health bar that soaks the next N damage, then breaks. Darkstar, Hellion, Mach Two, Pixie, Psylocke
  • Slow N. Slow: −1 Speed per stack on all their cards, stacking to 3 (2 turns, refreshed). Caracal, Catseye, Psylocke, Surge, Three-In-One
  • Stoked. Their next card gets +2 Damage and +2 Speed. Hope
  • Taunted N. The target can only attack the one who taunted them (if in reach) for N turns. Hellfire
  • Uplifted N. Uplifted for N turns: +1 Willpower save. Icarus
  • Weakened N. -N Damage on all their attacks next turn. Wither
Resources & Healing
  • Abuse of Power. Stacks up to 3: +1 die on psionic rolls. Psionic powers build it; the strongest ones spend it. Stepfords, Three-In-One
  • Abuse of Power N. You gain N Abuse of Power. Abuse of Power (stacks up to 3): +1 die on psionic rolls. Psionic Draw adds a stack; Mindfuck and Bolster the Mind each spend one. Three-In-One
  • Bone Outgrowth N. +N Bone Outgrowth when it lands. Bone Outgrowth (up to 5): +1 Soak a stack. Her bone powers spend it. Marrow
  • Charge N. +N Charge (up to 3). Each Charge powers up Chamber’s next Unleash, which spends it all. Chamber
  • Cleanse. Removes every debuff from the target. Pixie
  • Cleanse N. Removes N debuffs from the target. Pixie
  • Concentration. Stacks up to 5. Psychic Knife needs all 5 and spends them. Psylocke
  • Data N. She gains N Data. Data stacks up to 3 for the fight, and every stack is +1 Damage on her attacks - so spending it costs her. Sage
  • Drain. Steals 1 Stamina from the target. Pixie
  • Drain N. Steals N Stamina from the target. Omega Red, Three-In-One
  • Encroachment N. +N Encroachment (up to 5): the Darkforce seeps in, −1 Willpower save per stack. At 5 she is On the Brink. Darkstar
  • Free at half Health. No Health cost when you are at half your Health or less. Pixie
  • Free with N Rubble. Costs no Stamina while he has N Rubble. Rockslide
  • Halo N. +N Halo (up to 3): light gathers around Icarus's head. Falling Angel spends it for more Damage and splash; at 3, Hallelujah. Icarus
  • Heal N. Restores N Health. Icarus, Pixie, Scarlet Witch
  • Health Cost N. Costs N Health to use (it can’t take your last N). Pixie
  • Hunger N. You gain N Hunger. Hunger (up to 3) is fuel: Hungering Draw and Command the Rot feed it, Death and Decay burns it. Wither
  • Lifesteal. Heals you for as much Health as it deals. Omega Red, Wither
  • Needs Charge. Needs at least 1 Charge. Chamber
  • Needs Concentration N. Needs N stacks of Concentration. Combat Telekinesis builds it, one stack a use. Psylocke
  • Needs Hunger. Needs at least 1 Hunger. Wither
  • Needs Overcharge. Needs at least 1 Overcharge. Surge
  • Overcharge N. +N Overcharge when it lands. Overcharge (up to 3): +1 Speed a stack and +1 Damage on her lightning. She also builds it by covering 3 or more hexes in an action. The more she has, the less she controls it. Surge
  • Overcharged. +1 Damage per Overcharge stack, and it gets wilder as she charges up (see the card). Surge
  • Spends all Charge. Spends all your Charge: each one powers it up. Charge goes back to 0. Chamber
  • Spends all Data. Spends every Data stack she has - the more she spends, the more it does. Blueprint needs at least 2, Assault at least 1. Sage
  • Spends all Hunger. Spends all your Hunger: each one powers it up. Wither
  • Spends all Overcharge. Spends all your Overcharge: each one powers it up. Surge
  • Spends Charge. Uses all your Charge: each level powers it up. Charge goes back to 0. Chamber
  • Spends Concentration. Spends every stack of Concentration she has. Psylocke
  • Spends Data N. Needs N Data and spends it. What's left still adds +1 Damage a stack. Sage
  • Spends Hunger. Burns 1 Hunger at the end of every turn; ends when there is none left. Wither
  • Swagger N. On damage: +N Swagger. Swagger (up to 3): +1 Damage and +1 Speed per stack on all his attacks. Breaks when he is Dizzied or takes 3 or more damage from one attack. Hellion