NOTE: ALL CARDS SHOWN ON THIS PAGE ARE MY OWN IDEAS, SO PLEASE ASK ME BEFORE YOU USE ANY CARD APPEARING ON THIS DOCUMENT. |
Back to The Garden of Hell
BITTER
Warrior/Dark Legion
5/5/5/5
FOLLOWER OF NON. Always strikes first in FIGHT combats. If opponent is not wounded, it may retaliate.
COOK
Warrior/Dark legion
2/2/7/8
FOLLOWER OF NON. While the COOK is in play, followers of NON in your kohort (but not the cook himself) automatically kill every warrior they wound.
DANUS SHLOMIUS
Warrior/Generic
12/2/9/8
PERSONALITY. The DANUS SHLOMIUS is not a Doomtrooper or a Dark Legionnaire, place it aside of your squad and kohort. may never gain promotion points.
GARBAGE FLY
Warrior/Generic
1/0/0/3
MAY NEVER PARTICIPATE IN COMBAT. The garbage fly is not a Doomtrooper or a DL warrior. Place it aside your squad and kohort. When a warrior is wounded, you may pay 5 D to flip a card. If it turns heads down - the warrior is not affected. If it turns out heads up - the warrior is discarded. No points are earned. You may use this ability only IMMEDIATLY after the warrior is wounded.
GULPER
Warrior/Dark Legion
10/2/7/8
FOLLOWER OF NON. When the Gulper attacks a Doomtrooper in a FIGHT combat, it may strike first in combat. if the enemy is not wounded, it may retaliate.
HERETIC HUNTER
Warrior/Generic
6/9/8/8
CONSIDERED AN INQUISITOR AND A DOOMTROOPER WITH NO AFILLIATION. MAY NEVER GAIN ANY AFFILIATION. MAY GAIN PROMOTION POINTS. The Hunter gets +2 to F and S when battling Dark Legion warriors. A Heretic wounded by the Hunter is automatically killed.
HOT
Warrior/Dark Legion
8/1/6/5
FOLLOWER OF NON. Always strikes first in FIGHT combats. If opponent is not wounded, it may retaliate.
LIUTENENT JHONSON
Warrior/Capitol
10/5/10/11
PERSONALITY. CONSIDERED A SCUBA WARRIOR AND A SEA LION. MAY NOT RECIEVE ANY SHOOT OR FIGHT/SHOOT WEAPON. While in play, all SCUBA WARRIORS and SEA COMMANDO'S (but not Jhonson himself) Always strikes first in combat. If the opponent is not hit, it may retaliate.
NON LEGIONNAIRE
Warrior/Dark Legion
4/3/4/3
FOLLOWER OF NON. IMMUNE TO THE ART. Automatically killes his wounded opponents.
NON - APOSTLE OF JUNK FOOD
Warrior/Dark Legion
-/-/-/20
MAY NEVER PARTICIPATE IN COMBAT OR BE UNDER COVER. IMMUNE TO THE ART AND TO THE DARK SYMMETRY. For 3D, NON may heal any wounded DL warrior in play, or for 5D, he may wound any healthy Doomtrooper in play. May cast any spell on any warrior. When NON does so, consider the chosen warrior as the caster.
NON'S MACULATOR
Warrior/Dark Legion
9/6/7/7
FOLLOWER OF NON. IMMUNE TO THE ART.
NYNNYS
Warrior/Dark Legion
13/0/9/11
PERSONALITY. Nynnys is the wife of NON, and gets +4 to F and A if he is in play. If Nynnys wounds a warrior, it is automatically killed.
OMARIGAIOS
Warrior/Generic
10/10/8/8
PERSONALITY. The OMARIGAIOS is not a Doomtrooper or a Dark Legionnaire, place it aside of your squad and kohort. may never gain promotion points.
"PEACE MAKER"
Warrior/Brotherhood
5/5/7/6
CONSIDERED A HERETIC. MAY NOT CAST ANY ASPECT OF THE ART. The peace maker is a DL spy, and may be bestowed with any Dark Symmetry card. May attack any non-brotherhood Doomtrooper in play. The peace maker may never attack your own warriors.
POZY
Warrior/Cybertronic
9/3/9/11
PERSONALITY. IMMUNE TO THE DARK SYMMETRY, BUT NOT TO GIFTS OF APOSTLES. May never cast the art. When Pozy is put into play, put a number of counters equal to the number of DL warriors in play. Pozy will alwas have counters equal to the num. of DL warriors in play. While in combat with a DL warrior, you may remove a counter to give Pozy +1 to F or S. You may divide the counters any way you want. While engaged in combat, POZY cannot recieve new counters, but after the combat he can.
SALTY
Warrior/Dark Legion
4/3/8/5
FOLLOWER OF NON. Always strikes first in FIGHT combats. If opponent is not wounded, it may retaliate.
SCUBA WARRIOR
Warrior/Capitol
7/3/7/6
MAY NOT RECIEVE ANY SHOOT OR FIGHT/SHOOT WEAPON. Always strikes first in combat. If the opponent is not hit, it may retaliate.
SEA COMMANDO
Warrior/Capitol
10/1/8/8
CONSIDERED A SCUBA WARRIOR. MAY NOT RECIEVE ANY SHOOT OR FIGHT/SHOOT WEAPON. Always strikes first in combat. If opponent is not hit, it may retaliate.
SOUR
Warrior/Dark Legion
6/6/6/6
FOLLOWER OF NON. Always strikes first in FIGHT combats. If opponent is not wounded, it may retaliate.
SWEET
Warrior/Dark Legion
2/8/5/5
FOLLOWER OF NON. Always strikes first in FIGHT combats. If opponent is not wounded, it may retaliate.
ALEGROTH'S GREAT DEPT PAYER
Equipment/Dark Legion
PLAY THE DEPT PAYER DIRECTLY TO YOUR KOHORT. When the dept payer is played, you must pay 8D. For 2 actions, The dept payer will discard any fortification in play. for 3 actions, it will discard any vehicle in play.
ANGER
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. Once in play, put on the "anger" 10 counters. If there are no counters on the "anger", it is annihilated. For 3D, remove one counter from this card and give the warrior +2 to F until the end of it's turn.
BONG
Equipment/Generic
GIVE TO ANY DOOMTROOPER. This warrior only pays half of the D (rounded up) needed for DRUGS.
DELUSION MAKER
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. As 10D, the warrior gets +3 to F, S and A for one turn.
EYE SHARPENER
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. Once in play, put on the eye sharpener 5 counters. If there are no counters on the eye sharpener, it is annihilated. For 3D, remove one counter from this card and give the warrior +2 to S until the end of it's turn. After using this card, the warrior may not preform attack actions for two turns.
LONGBOW
Equipment/Generic
GIVE TO ANY DOOMTROOPER. TANK and VEHICLE. A warrior may not have more than one VEHICLE. The warrior may not use EQUIPMENT while using the LONGBOW. Gives +8 to S and +3 to A. As TWO actions, you may discard any fortification in play.
NEMESIS HANDGUN
Equipment/Brotherhood
GIVE TO ANY BROTHERHOOD WARRIOR. FIGHT/SHOOT WEAPON. Gives +3 to F and S. A Mortificator using the NEMESIS HANDGUN gains an additional +2 to F and S, and automatically kill any opponent he wounds.
PAIN REMOVER
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. Once in play, put 2 counters on the Pain Remover. If there are no counters on this card, it is annihilated. For 15D, this warrior may not be killed or wounded until his next draw step. When you do this, remove one counter from this card.
PEACEMAKER SWORD
Equipment/Generic
FIGHT WEAPON. Gives +5 to F. If used in a combat between a DL warrior and a Doomtrooper, the DL warrior will strike first, no matter who of the combatants is using the sword.
SCUBA GEAR
Equipment/Generic
Enemies that this warrior attacks may not retaliate.
SPEED
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. For 4D, this warrior gets +3 to A until the end of his turn.
"SPYCRAFT" CONCEALED MINIBLADE
Equipment/Generic
FIGHT WEAPON. Gives +2 to F. If a warrior uses the SCMB when attacked, he may strike first. If the opponent is not wounded/killed, he may retaliate. You may use the SCMB with the SPYCRAFT CONCEALED MINIGUN.
"SPYCRAFT" CONCEALED MINIGUN
Equipment/Generic
SHOOT WEAPON. PISTOL. Gives +2 to S. If a warrior uses the SCMG when attacked, he may strike first. If the opponent is not wounded/killed, he may retaliate. You may never use another pistol with the SCMG, But you may use the SPYCRAFT CONCEALED MINIBLADE with it.
"SPYCRAFT" CONCEALED PORLABLE SHIELD
Equipment/Generic
ARMOR. CONSIDERED A FORTIFICATION. Gives +2 to A. If a warrior with a SCPS is attacked, he may strike first. If the opponent is not wounded/killed, he may retaliate. A warrior may not have more than one ARMOR.
STEROIDS
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. For 4D, this warrior gets +3 to F and S until the end of his turn.
TELEPORTER
Equipment/Generic
MAY NOT BE DISCARDED UNTIL USE. If the warrior is in a just-discarded vehicle, discard the teleporter to automatically exit the vehicle without harm.
THOUGHT SCRAMBLER
Equipment/Generic
DRUG. REFFER TO THE DRUG RULES INFO CARD. ATTACH TO ANY DOOMTROOPER IN PLAY AS TWO ACTIONS. As 5D, This warrior gets -1 to either his (unmodified) F, S or A. Those ratings may not drop beneath 1.
ARMOR OF INQUISITION
Special/Brotherhood
PLAY AS ONE ACTION ON ANY BROTHERHOOD WARRIOR WITH V4 OR HIGHER. THIS CARD WILL REMAIN IN PLAY. The warrior is now a member of the second directorate - the inquisition. As long as this card is in play, the warrior will get +2 to F, S and A when combating a DL warrior. A warrior may never be a member of more than one directorate.
BOOK OF MISSIONARY
Special/Brotherhood
PLAY AS ONE ACTION ON ANY BROTHERHOOD WARRIOR WITH V3 OR HIGHER. THIS CARD WILL REMAIN IN PLAY. The warrior is now a member of the third directorate - the missionary. The warrior may now recieve reinforcement from as much Brotherhood warriors as you want in your squad. The reinforcement's total F and S is added to the missionnaire's. A warrior may never be a member of more than one directorate
ADMINISTRATION REINFORCEMENTS
Special/Brotherhood
PLAY AS ONE ACTION ON ANY BROTHERHOOD WARRIOR WITH V3 OR HIGHER. THIS CARD WILL REMAIN IN PLAY. The warrior is now a member of the fourth directorate - the administration. As long as the warrior and this card are in play, you may play any Brotherhood fortification/equipment/relic/warzone card with no action cost. A warrior may never be a member of more than one directorate.
CLOUDS
Special/Brotherhood
PLAY ON A WARRIOR DEFENDING IN COMBAT, THAT IS USING AN AIRCRAFT. The warrior is hidden in the clouds, and the combat ends immediatly. If the second warrior is also using an aircraft, this card may not be played.
MYSTICAL TURF
Special/Brotherhood
PLAY ON ANY WARZONE. THIS CARD WILL REMAIN IN PLAY. Choose a warrior that can defend from this warzone. from now on, this warrior MUST defend from that warzone, as long as this card is in play.
MISSED!
Special/Generic
PLAY ON A WARRIOR ATTACKING YOU. AFTER PLAYED, REMOVE THIS CARD COMPLETELY FROM THE GAME INSTEAD OF JUST DISCARDING IT. The clumsy attacker has missed and hit a warrior in the same squad/kohort as the defender, which is wounded as if he was wounded in combat. If there are no warriors in the defender's squad/kohort, you may not play this card.
PAIN
Special/Dark Legion
PLAY AS TWO ACTIONS. THIS CARD REMAINS IN PLAY. In his draw step, each player must pay 1D for each wounded warrior in his squad or kohort. Warriors not payed for are discarded. No points are earned.
DRUG TEST
Special/Generic
PLAY AS ONE ACTION. All Doomtroopers with DRUGS are IMPRSONED for the next two turns. Place them away from the table. After two turns, the warriors return to play with -1 to F and S and -2 to V. All drugs on imprisoned warriors are annihilated. Equipment and Relcs are returned to owner's hand.
DEDUCTION
Special/Generic
PLAY AFTER AN OPPONENT HAS GAINED PROMOTION POINTS. REMOVE FROM GAME AFTER USE. Half of the P the player earned goes to you as D.
LANDMINE
Special/Generic
PLAY DURING A FIGHT COMBAT. one of the warriors stepped on a landmine. both warriors are wounded and the combat ends immediatly.
TEAM WORK
Special/Generic
PLAY ON TWO WARRIORS IN THE SAME SQUAD/KOHORT. The warriors now count as a team, and may attack together in combined F, S and V. the A is as the original attacker from the two. This happens when defending too. If one of the warriors is discarded, remove this card from the game.
BACKUP
Special/Cybertronic
PLAY AS THREE ACTIONS. You may retrieve a Cybertronic warrior from your discard pile directly to your squad. You must pay that warrior's V in D.
MANIA
Special/Dark legion
PLAY AS ONE ACTION ON ANY DOOMTROOPER IN PLAY. This warrior may attack any warrior in play (but not yours), and automatically kills any warrior he wounds. For each warrior the warrior kills, wound him. If he is killed, no points are earned.
FEAST
Special/Generic
PLAY AS TWO ACTIONS IF YOU HAVE MORE THAN ONE WARRIOR IN YOUR SQUAD. ONCE PLAYED, REMOVE FROM THE GAME INTIERLY INSTEAD OF JUST DISCARDING. All the warriors in your squad gain +1 to F, S, A and V. All wounded warriors are healed.
FRAUD CATHEDRAL
Fortification/Dark legion
PUT IN YOU KOHORT AS ONE ACTION. YOU MAY PLAY THIS CARD ONLY IF YOU HAVE A WARRIOR IN YOUR KOHORT. If at any time your kohort is empty, this card is discarded. For 3 actions, you may LURE an opponent's Brotherhood warrior into the cathedral. A warrior in your kohort now attacks the Brother and strikes first in combat. this is not considered an attack action. If the brother is killed, points are earned.
CANNON POST
Fortification/Generic
PLAY INTO YOUR SQUAD AS ONE ACTION. You may put a Doomtrooper into the post as two actions, and give him +3 to S and A. The warrior may now preform TWO SEPERATE attack actions in one turn. For one action, you may remove the warrior out of the post, and the bonuses are lost. The post may never hold more than one warrior.
SECRET MOTORIZED BASE
Fortification/Generic
PUT IN YOUR SQUAD AS ONE ACTION. MAY NEVER BE DISCARDED. You may spend one action to put a VEHICLE that is not a SUBMARINE under the SMB. You don't have to show the opponents what card did you play. As one action, you may take a VEHICLE from te SMB and give it to a legal Doomtrooper.
SECRET WEAPON BUNKER
Fortification/Dark legion
PUT IN YOUR KOHORT AS ONE ACTION. MAY NEVER BE DISCARDED. You may spend one action to put a WEAPON under the SWB. As THREE actions, you may give any number of weapons from the SWB to any number of legal warriors in your kohort.
CONQUEROR OF DARKNESS
Relic/Dark Legion
GIVE TO ANY DARK LEGIONNAIRE. IF DISCARDED, REMOVE COMPLETELY FROME GAME. For each 8D spent, put 1 counter on the conqueror. when the conqueror will have 4 counters, you must flip a card. if it turns heads up, choose a doomtrooper and discard it. points are'nt earned. if it turns heads down, nothing happens, but on each draw phase of yours you MUST flip again. For each additional time you flip the card, you get one P when the doomtrooper is discarded. if the chosen trooper is removed from play by any other way before the conqueror - discarded it, the conqueror is removed from play. once somebody manages to discard a warrior with the conqueror, it may never come back to play.
THE TRUE ONE
Relic/Mishima
GIVE TO ANY MISHIMA WARRIOR. The warrior may now recieve all non-Dark Legion weapons, and may attack twice in one action.
LOOSE ENDS
Art/Brotherhood
ART OF EXORCISM. CAST AS 3 ACTIONS. ONCE CAST, REMOVE FROM GAME INTIERLY INSTEAD OF JUST DISCARD IT. Choose a non-personality follower of Demnogonis, and wound it. you must also pay the warrior's V in D. If the warrior is killed, points are earned.
PURITY BLOCK
Art/Brotherhood
ART OF EXORCISM. CAST AS 3 ACTIONS. ONCE CAST, REMOVE FROM GAME INTIERLY INSTEAD OF JUST DISCARD IT. Choose a non-personality follower of Ilian, and wound it. you must also pay the warrior's V in D. If the warrior is killed, points are earned.
ONE MINDED
Art/Brotherhood
ART OF EXORCISM. CAST AS 3 ACTIONS. ONCE CAST, REMOVE FROM GAME INTIERLY INSTEAD OF JUST DISCARD IT. Choose a non-personality follower of Mauighe, and wound it. you must also pay the warrior's V in D. If the warrior is killed, points are earned.
BROTHERLY LOVE
Art/Brotherhood
ART OF EXORCISM. CAST AS 3 ACTIONS. ONCE CAST, REMOVE FROM GAME INTIERLY INSTEAD OF JUST DISCARD IT. Choose a non-personality follower of Semai, and wound it. you must also pay the warrior's V in D. If the warrior is killed, points are earned.
DIET
Art/Brotherhood
ART OF EXORCISM. CAST AS 3 ACTIONS. ONCE CAST, REMOVE FROM GAME INTIERLY INSTEAD OF JUST DISCARD IT. Choose a non-personality follower of NON, and wound it. you must also pay the warrior's V in D. If the warrior is killed, points are earned.
MAGICA SUPREME
Art/Brotherhood
ART OF MANTALISM. COMBAT SPELL. The opponent's immunities do not work for this combat.
ULTRA PHYSICS
Art/Brotherhood
ART OF KINETICS. PERSONAL COMBAT SPELL. For each 3D spent, gain +2 to either S or F. If the opponent is wounded, he is automatically killed. Cards that prevent this are ignored and discarded.
DEATH BEAM
Art/Brotherhood
ART OF MENTALISM. PLAY AS THREE ACTIONS. ONCE PLAYED, REMOVE FROM GAME INTIERLY INSTEAD OF SIMPLY DISCARDED. Choose one warrior, and attack it with +4 to F, S and A. This is NOT considered an attack action.
BLESSING
DS/Dark legion
PLAY AS FOUR ACTIONS AND 5D. The bestowed warrior was blessed by the great apostles, and is now immune to all effects of DS, art and special cards played against HIM, unless, he chooses not to be.
HUNGER
DS/Dark Legion
GIFT OF NON. the warrior gets +5 to F and is immune to the art.
DISEMBOWEL
DS/Dark Legion
GIVE TO ANY DARK LEGION WARRIOR WITH V:8 OR HIGHER. If the warrior wounds a warrior with V:7 or less, he automatically kills him.
PURIFY
Mission/Brotherhood
ASSIGN TO ANY BROTHERHOOD MEMBER. The brotherhood warrior must choose a healthy TAINTED personality-doomtrooper, and kill him. The warrior will earn twice the total points that he got for the killing.
RACE TRACK
Warzone/Generic
-2/+2/+-0/-1
PLACE IN YOUR SQUAD. FREELANCERS defending from this warzone gain another +2 to S, A and V.
INFO CARD #2 - RESTRICTIONS
The following cards in the NON expansion are restricted to one card only in your collection:
ALL RELICS IN NON EXPANSION
LIUTENENT JHONSON
PAIN
MISSED!
VR CENTER
INTERNAL SHUTDOWN
PURITY BLOCK
LOOSE ENDS
ONE MINDED
BROTHERLY LOVE
SECRET MOTORIZED BASE
SECRET WEAPONRY BUNKER
DIET
DEATH BEAM
all cards that are ANNIHILATED after use mention that on them.
INFO CARD #3 - DOOMTROOPER ONLINE 1/2
Visit the Israeli Gaming site!
NON's site is the home of these cards. You can also find the CITADEL, the B5 EXPRESS SERVICE, SPOILERS, FAQ'S, AND MORE...
http://www.oocities.org/Area51/Vault/4587/doom.htm
INFO CARD #4 - DOOMTROOPER ONLINE 2/2
Other DoomTrooper sites on the web:
DoomTrooper central
Target Games AB
Uncle Booboo's page
Patrik Wandmark's page
Rob's DoomTrooper page
Alex Lundh's Hompage
Cris Nordberg's page
INFO CARD #5 - NON, THE APOSTLE OF JUNK FOOD
In NON expansion, as suspected, there is a new apostle - NON. this apostle
(which is the writer of the expansion) is just like the others - gifts,
followers, etc. the rules are the same for non as for all apostles.
A little about NON:
Was born on Nero - the son of Ilian. Likes animals very much - especially on
a nic silver plate with an apple in thier mouth. Has a wife (Nynnys, a 6-headed dragon) and has a personal set of guards: SOUR, HOT, SALTY, BITTER and SWEET. Sweet has a very wild past, as the bad boy of the NON citadel. NON, soon after his birth took control on an abandoned citadel, and with an old book of his mom he ressurected the citadel's residents who changed thier names and bacame loyal to him. He also built the citadel again, and it turned into the biggest citadel ever.
NON does not try much to actually attack the humans, but to tempt them into
eating and getting out of shape. then he leaves the job to his warriors and
collegue's warriors that attack the humans.