ARMORY
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. You may attach Equipment cards to the
Armory at any time without action cost. Will never hold more than 5 cards.
Warriors in your Squad may place or take legal Equipment from the Armory
as one action each. You may discard equipment in the Armory at any time.
ARMS CONVOY
SPECIAL / GENERAL
PLAY DURING YOUR TURN. ONLY USABLE DURING TEAM GAMES. All members of your
team may transfer Equipment cards between legal warriors as one action
each. Cards may be moved between Squads and Kohorts.
ATILLA III
WARRIOR / CYBERTRONIC
8/7/8/9
PERSONALITY. CONSIDERED A CUIRASSIER. IMMUNE TO ALL DARK SYMMETRY CARDS.
May never cast Art spells. While in play, all your CUIRASSIERS automatically
kill anyone they wound.
ATTRITION
SPECIAL / GENERAL
ATTACH TO GAME AS TWO ACTIONS. REMAINS IN PLAY. At the beginning of each
player`s turn, before anything else takes effect, that player must pay
1D per Warrior, Equipment, Fortification, Relic and Warzone card he or
she has in play. Cards not paid for are discarded.
BACKLASH
SPECIAL / GENERAL
PLAY DURING COMBAT ON A WARRIOR BESTOWED WITH A DARK SYMMETRY CARD. All
Dark Symmetry effects providing positive modifiers to F, S or A instead
provide negative modifiers during this combat. A value may not drop below
0.
BANISHMENT
ART / BROTHERHOOD
ART OF MANIPULATION. CAST AS TWO ACTIONS AND PAY 5 D. The caster forces
any one Dark Legion warrior in play to return to its owner`s hand. Attached
cards are discarded.
BANK OF BAUHAUS
SPECIAL / GENERAL
PLAY AT ANY TIME. May never be discarded or removed from game. You may
spend D you do not have. Keep track of D you spend "on credit".
D on credit may be erased at any time by paying 2D per 1D on credit. You
may not win the game while you have D on credit. D gained by this card
are not affected by ECONOMIC BREAKDOWN.
BARRACKS
FORTIFICATION / GENERAL
ATTACH TO YOUR SQUAD AS ONE ACTION. While The Barracks is in play you only
pay half the V (rounded up) to bring Doomtroopers into play. Personalities,
Brotherhood warriors, and warriors that are considered VEHICLES or COMMANDERS
are not affected by this card.
BAUHAUS
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. Equipment cards attached to
your Bauhaus warriors may never be discarded unless possessing warrior
is also discarded.
BEHEMOTH ARMOR
EQUIPMENT / DARK LEGION
ARMOR. MAY ONLY BE GIVEN TO A FOLLOWER OF ALGEROTH. A warrior may only
have one suit of ARMOR. +2 to A. If given to a PRETORIAN BEHEMOTH, it instead
provides +6 to A and allows the warrior to be bestowed with GIFTS OF ALGEROTH.
CALLISTONIAN SUNDANCER
WARRIOR / DARK LEGION
12/4/7/9
FOLLOWER OF SEMAI. The Sundancer automatically kills any Dark Legion warrior
it wounds.
CAPITOL
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. You may add Capitol warriors
to your Squad at any time with no action cost. You must still pay the warrior`s
V in D. CARCASS SUIT
EQUIPMENT / DARK LEGION
ARMOR. MAY ONLY BE GIVEN TO A DARK LEGION WARRIOR. A warrior may only have
one suit of ARMOR. The warrior`s base F is doubled, its base S becomes
0, and it gains +5 to A. The warrior may not use any other Equipment with
the Carcass Suit.
CARTEL ENFORCEMENT
SPECIAL / GENERAL
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. While in play, only
D are awarded when a player kills a warrior in his or her own Squad or
Kohort.
CHANGE IN MOMENTUM
SPECIAL / GENERAL
PLAY AT ANY TIME. THIS CARD MAY ONLY EFFECT EACH GAME ONCE. If unsuccessfully
played, other copies of this card may be played until it successfully takes
effect. The direction of play changes to the opposite direction after the
current player`s turn.
CHANGELING POWER
DARK SYMMETRY / DARK LEGION
GIFT OF ILIAN. You may alter the warrior`s unmodified F, S and A to anything
you want, as long as the three numbers add up to the total of its actual
F, S and A. None may be altered below 0.
CHRIS JACKSON
WARRIOR / CAPITOL
4/8/8/7
PERSONALITY. CONSIDERED A SEA LION. While in play, all your SEA LIONS (but
not Jackson himself) gain + 3 to F, S and A and may use any non-Dark Legion
Equipment.
CLIFFHANGER
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANOTHER PLAYER`S DOOMTROOPER IS KILLED. The warrior
is miraculously saved and regains the status it had before the combat.
Attach this card to the warrior. While attached, the warrior may not attack
your Doomtroopers.
CLOSE BUT NO CIGAR
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER AN OPPONENT HAS WON THE GAME. May only be played
once during each game, and may never be countered. The victory condition
is raised to the opponent`s current
amount of Promotion Points, plus 3.
CLOSE CALL!
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ONE OF YOUR SPECIAL CARDS THAT HAS "REMAINED
IN PLAY" IS DISCARDED, THEN REMOVE THIS CARD FROM GAME. You may immediately
take the discarded card back into your hand. You may only have one Close
Call in your deck.
COMBAT FATIGUE
SPECIAL / GENERAL
PLAY AS ONE ACTION ON ANY SQUAD OR KOHORT. All warriors in the affected
Squad/Kohort are at half their base F, S and A (rounded up) until the beginning
of your next turn.
CORAL BEACH
WARRIOR / CYBERTRONIC
7/8/7/8
PERSONALITY. CONSIDERED A CHASSEUR. IMMUNE TO THE EFFECTS OF DARK SYMMETRY
GIFT CARDS, BUT NOT GIFTS OF APOSTLES. May never cast Art spells. While
in play, all of your CHASSEURS (but not Beach himself) gain +2 to their
F, S and A.
CYBERTRONIC
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. All your Cybertronic warriors
may use all Equipment and Relic cards except those restricted to the Dark
Legion.
DESERT SCORPION
WARRIOR / CAPITOL
3/6/4/5
Desert Scorpions may attack in Shoot combat while in cover. May enter cover
at any time without performing a Seek Cover action.
DOOMSDAY PROCLAIMER
WARRIOR / DARK LEGION
3/7/7/5
FOLLOWER OF MUAWIJHE. While in play, you and all your FOLLOWERS OF MUAWIJHE
are immune to the Art.
DOUBLE TIME
SPECIAL / GENERAL
PLAY AS TWO ACTIONS. While in play, you may discard up to two cards during
each of your discard steps. Playing this card discards your MANIFEST DESTINY
and vice versa.
ECONOMIC COLLAPSE
SPECIAL / GENERAL
PLAY AT ANY TIME. All players lose half their D (round up) and all FACTORIES
and INDUSTRIAL COMPLEXES in play are flipped over and considered shut down.
You must spend two actions to reactivate a FACTORY and three actions to
reactivate an INDUSTRIAL COMPLEX.
EQUAL RIGHTS
SPECIAL / GENERAL
ATTACH TO GAME AS ONE ACTION. While in play, no player may ever perform
more than one attack action between his or her Draw steps.
EXTORTION
SPECIAL / GENERAL
PLAY ON ANY PLAYER DURING HIS OR HER TURN, BEFORE ACTIONS ARE PERFORMED.
For every 4 D you spend, the player loses one action. You may never take
away a player`s last action.
FESTERING WOUNDS
SPECIAL / GENERAL
PLAY AT ANY TIME. All wounded warriors in play are discarded. No points
are earned. FOOL`S GOLD
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A WARRIOR HAS BEEN PAID FOR. The D spent was counterfeit
and must be repaid. If not paid, the warrior is discarded.
FORTIFY WARZONE
SPECIAL / GENERAL
PLAY ON YOUR WARZONE AT ANY TIME. Warriors may no longer attack YOU and
earn Promotion Points. They may still attack you to earn Destiny Points.
Discard this card when a warrior is placed in your Squad or Kohort.
FURY ELITE GUARD
WARRIOR / BROTHERHOOD
5/6/7/7
May conjure the Arts of Premonition and Exorcism. Once in play, you may
at any time assign the Guard to any one Brotherhood personality. It will
battle in that warrior`s place during combat if you so choose. You may
assign the Fury to another Brotherhood warrior by spending 5D at any time.
GOLGOTHA_MISTRESS OF SYMMETRY
WARRIOR / DARK LEGION
-/-/-/12
FOLLOWER AND NEPHARITE OF ALGEROTH. PERSONALITY. May never participate
in combat or be in cover. May provide any Dark Legion warrior with any
Dark Symmetry card at any time with no action cost. May cast any Art spell
on any warrior.
GOLGOTHA`S MIRROR
EQUIPMENT / DARK LEGION
PLACE DIRECTLY INTO YOUR KOHORT AS TWO ACTIONS. While the Mirror is in
play, you only pay half the V (rounded up) to bring non-Personality Dark
Legion warriors into play. You may only have one Golgotha`s Mirror in your
deck.
HONOR THE EMPEROR
MISSION / MISHIMA
ASSIGN TO ANY PLAYER. While this Mission is in play the assigned player
gains 1 Promotion Point for each Mishima warrior that is put into play
by any player. This Mission is never fulfilled.
HOSTILE TAKEOVER
SPECIAL / GENERAL
PLAY AS ONE ACTION. You may immediately remove any one ALLIANCE card from
the game.
IMPALE
SPECIAL / GENERAL
PLAY ON A DARK LEGION WARRIOR DURING A FIGHT COMBAT. The warrior permanently
impales its opponent if it manages to wound it (no points are earned).
Place the opponent under the Dark Legion warrior. The impaled warrior provides
+X to A, where X is the base V of the impaled warrior. The warrior may
only have that one impaled warrior.
IMPERIAL
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. If your Imperial warrior is
wounded when combating a Dark Legion warrior, it is immediately healed
unless the wound causes the warrior to be automatically killed.
INFANTRY SNIPER
WARRIOR / CAPITOL
3/9/5/9
May perform a Shoot attack against any warrior that attacks any other Capitol
warrior in play. This attack occurs before the Battle Tactic is announced.
The original combat continues if the warrior survives. If more than one
Sniper wishes to Shoot, the original Defender chooses the order of attacks.
INFRARED GOGGLES
EQUIPMENT / GENERAL
User gains +2 to S and is not affected by HEAVY FOG. Opponents may not
HIDE IN SHADOWS against the user.
INQUISITION
SPECIAL / BROTHERHOOD
ATTACH TO ANY BROTHERHOOD WARRIOR AS ONE ACTION. This warrior may now force
any CULTIST in play to switch declared affiliation (Doomtrooper or Heretic)
at any time. This takes precedence over the CULTIST`s wishes.
INQUISITOR SIMON
WARRIOR / BROTHERHOOD
5/10/8/9
PERSONALITY. CONSIDERED AN INQUISITOR. May cast all aspects of the Art.
May never be turned into a Heretic. Dark Legion warriors wounded by Simon
are automatically killed.
LACK OF FAITH
SPECIAL / GENERAL
ATTACH TO ANY BROTHERHOOD WARRIOR AS ONE ACTION. This warrior may not attack
or use the Art as long as this card remains in play. It may be attacked
as normal.
LAST RITESMAN
WARRIOR / DARK LEGION
3/7/8/7
FOLLOWER OF DEMNOGONIS. As three actions, the Ritesman may transform any
non-Personality Doomtrooper in play into a FOLLOWER OF DEMNOGONIS. It loses
all other affiliations and now- illegal attached cards.
LEASHED
SPECIAL / GENERAL
ATTACH TO ANY DARK LEGION WARRIOR AS ONE ACTION. The affected warrior may
not attack unless its controller first pays 5D.
LEVELED FIELD
SPECIAL / GENERAL
PLAY AS THREE ACTIONS AND REMOVE FROM GAME. All cards in play, except warriors,
are discarded. You may only have one Leveled Field in your deck.
LIMITED RESOURCES
SPECIAL / GENERAL
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. While in play, any
warrior that successfully attacks a PLAYER only earns Destiny Points. It
may not gain Promotion Points.
MARTYR
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A DOOMTROOPER PERSONALITY IS KILLED. The death of
the Personality inspires all the other Doomtroopers of the same affiliation
in play, giving them +2 to F, S, and A. This card remains in play until
the corresponding Personality is brought back into play.
MISHIMA
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. Your Mishima warriors gain
+5 to F, S and A when combating Dark Legion warriors.
MISSING IN ACTION
SPECIAL / GENERAL
ATTACH TO ANY DOOMTROOPER AT ANY TIME. While in play, the warrior is considered
MISSING IN ACTION and may not perform any actions, be attacked or use the
Art. Solitary MIA warriors do not prevent a PLAYER from being attacked!
MUTINY
SPECIAL / DARK LEGION
PLAY AS ONE ATTACK ACTION ON AN ENEMY DARK LEGION WARRIOR THAT MAY PARTICIPATE
IN COMBAT, THEN REMOVE THIS CARD FROM GAME. The warrior attacks its controller
and you earn half its modified V (rounded down) in Promotion Points.
NOTHING IS SACRED
SPECIAL / GENERAL
PLAY AS ONE ACTION AND REMOVE FROM GAME. You may immediately change places
with any other player. Only the seating order changes and all players keep
their own cards. May not be used in 2-player games.
OUT OF FUEL
SPECIAL / GENERAL
PLAY AS ONE ACTION AND REMOVE FROM GAME. All VEHICLES and cards that are
considered VEHICLES in play are discarded. Warriors discarded in this way
do not earn points.
PRETORIAN BEHEMOTH
WARRIOR / DARK LEGION
13/7/9/10
FOLLOWER OF ALGEROTH. Considered a PRETORIAN STALKER. Immune to the Art.
May not use Dark Symmetry. The Behemoth gains +2 to F if another PRETORIAN
STALKER is in the same Kohort.
RESCUE MISSION
SPECIAL / GENERAL
PLAY AS ONE ACTION. All your warriors that are IMPRISONED or considered
MISSING IN ACTION are returned to your Squad and/or Kohort.
SALADIN
WARRIOR / DARK LEGION
12/8/10/11
FOLLOWER AND NEPHARITE OF ALGEROTH. PERSONALITY. Immune to the Art. Saladin
may not be in the same Kohort as ALAKHAI THE CUNNING and may only attack
ALAKHAI if he is in play.
SCRAMBLING DEVICE
EQUIPMENT / GENERAL
GIVE TO ANY DOOMTROOPER OR HERETIC. Remove from game at any time to discard
any one Special card currently in play.
SECOND THOUGHTS
SPECIAL / GENERAL
PLAY DURING COMBAT, THEN REMOVE FROM GAME. The combat immediately ends
and all warriors involved return to their controllers` hands. Attachments
on the combatants are discarded.
SERGEANT CARTER
WARRIOR / CAPITOL
2/6/8/7
PERSONALITY. CONSIDERED INFANTRY. COMMANDER (SERGEANT). While in play all
your non-Personality INFANTRY gain +4 to F, S and A. Other SERGEANTS have
no effect on these cards.
SHINOBI
WARRIOR / MISHIMA
5/9/8/8
PERSONALITY. CONSIDERED A HATAMOTO. COMMANDER (CAPTAIN). While in play
all your non-Personality HATAMOTO gain +5 to F, S and A.
STOLEN PAPERWORK
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A SPECIAL CARD HAS BEEN PLAYED BY AN OPPONENT. THEN
REMOVE THIS CARD FROM GAME. The opponent may not use the card but YOU are
free to use the card as you wish. You must be able to use the card, and
it must be played immediately.
SURPLUS
SPECIAL / GENERAL
PLAY AT ANY TIME. REMAINS IN PLAY. While in play, you are immune to the
ATTRITION and the ECONOMIC BREAKDOWN cards.
SYMMETRY FAILURE
SPECIAL / BROTHERHOOD
PLAY AT ANY TIME. All Dark Symmetry cards in play are discarded. TAX REFUND
SPECIAL / GENERAL
PLAY AS ONE ACTION AND REMOVE FROM THE GAME. Discard one of your warriors
in play to gain twice its modified V in D.
TERRITORIAL ADVANTAGE
SPECIAL / GENERAL
PLAY ON A WARRIOR ATTACKING A WARRIOR DEFENDING FROM A WARZONE. The attacking
warrior gains EITHER all the positive modifiers OR all the negative modifiers
to F, S A and V listed on the Warzone card (you choose which). The Defender
gains the Warzone modifiers as normal.
THE BROTHERHOOD
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. All your Brotherhood warriors
may cast all Art cards, and they treat all PERSONAL COMBAT SPELLS as COMBAT
SPELLS.
THE DARK LEGION
ALLIANCE
ALLIANCE. Refer to the ALLIANCES RULES CARD. You may bestow any Dark Symmetry
cards on your Dark Legion warriors at any time with no D or action cost.
THE FIRST AMENDMENT
SPECIAL / GENERAL
ATTACH TO GAME AT ANY TIME. MAY NEVER BE DISCARDED. All warriors that are
"considered" something will also get all the special abilities
written on the card they are considered, but only when that other card
is in play.
TIMOTHY MACGUIRE
WARRIOR / IMPERIAL
4/10/7/7
PERSONALITY. CONSIDERED A GOLDEN LION. While in play, all your non-Personality
GOLDEN LIONS gain +4 to F, S and A and automatically kill any Dark Legion
warriors they wound.
TOSHIRO
WARRIOR / MISHIMA
10/2/7/7
PERSONALITY. CONSIDERED A SHADOW WALKER. May never be in cover. Toshiro
always strikes first in combat. While in play, all your SHADOW WALKERS
automatically kill any warrior they wound.
TOTAL ECLIPSE
SPECIAL / DARK LEGION
PLAY AT ANY TIME. Flip ALL cards currently in play face-down. Face-down
cards do not have ANY effect on the game (except warriors, who are considered
in cover). A player must spend one action to flip any one card in play
face-up. Attachements are not flipped face-up with their base cards; they
must be individually flipped to again take effect.
TOUCHED BY THE LIGHT
SPECIAL / BROTHERHOOD
PLAY ON ANY HERETIC AT ANY TIME. This warrior has been turned to the forces
of good and is now considered a non-affiliated Doomtrooper. All attached
Dark Legion affiliated cards are discarded. This card will cancel DARK
VISITATION and TAINTED.
TROOP TRANSFER
SPECIAL / GENERAL
PLAY DURING YOUR TURN. ONLY USABLE DURING TEAM GAMES. All members of your
team may transfer warriors between your Squads and between your Kohorts
as one action each. Warriors may not be transfered from a Squad to a Kohort
and vice versa.
TRUCE
SPECIAL / GENERAL
PLAY AT ANY TIME DURING A TEAM GAME. Choose two teams when playing this
card. Until the beginning of your next turn, warriors from those two teams
may not perform attack actions directed against one another, or play Special
cards designed to impede one another.
TUCKED AWAY
SPECIAL / GENERAL
PLAY ON ANY PLAYER AT ANY TIME. Affected player must replace all the cards
in his or her hand with an equal amount of cards from the bottom of his
or her Draw pile (put the original hand on the bottom of the Draw pile).
UNDYING LOYALTY
SPECIAL / GENERAL
ATTACH TO ANY DOOMTROOPER AS ONE ACTION. This warrior will never change
allegiance, gain another affiliation, or be turned into a Heretic as long
as this card remains in play. If the warrior already has gained a different
affiliation, it reverts to its original affiliation only.
WARTIME RETRIBUTION
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A PLAYER DECIDES TO EARN PROMOTION POINTS FROM ATTACKING
ONE OF YOUR WARRIORS. The player must pay you 2D for each earned Promotion
Point. If the player cannot pay for ALL the points, he or she earns none
of them. Any D earned is kept, and may be used to pay for the Promotion
Points.
YAHOO!
MISSION / GENERAL
GIVE TO ANY DOOMTROOPER OR HERETIC. Each time this warrior kills another
warrior, it gains two extra points. Any other modifications to the total
points gained are made BEFORE adding these points.
YUICHIRO
WARRIOR / GENERAL
7/7/9/9
PERSONALITY. CONSIDERED A SAMURAI. Immune to all Dark Symmetry effects.
While in play, your SAMURAI gain double the effects provided by their FIGHT
WEAPONS.
ALLIANCES RULES CARD (INFO CARD #1/11)
The seven Alliances are the cornerstones of the Mutant Chronicles universe,
and most warriors belong to one of them. Players may openly state they
wish to play one of the alliances, giving his or her warriors from that
alliance a considerable bonus.
The EFFECT of each Alliance card is written on it. Alliance cards may be played AT ANY TIME. Each player may only have ONE ALLIANCE CARD IN PLAY. Alliance cards may NEVER BE DISCARDED, except by cards that specifically discard or otherwise remove Alliance cards from the game (for example HOSTILE TAKEOVER). All Alliance cards are UNIQUE; you may never play an Alliance card if there already is an identical Alliance card in play.
RELIC RULES CARD (INFO CARD #2/11)
Relics are ancient artifacts of great power. Originally, Relic cards could
only be played if you had previously played a NOTED COLLECTOR card. This
is hereby changed; you do NOT need to be a NOTED COLLECTOR in order to
put a Relic card into play. Instead, all Relic cards go under the following
rules:
The EFFECT of each Relic card is written on it. Relic cards are played on your warriors as ONE ACTION EACH. All Relic cards are UNIQUE; you may never play a Relic card if there already is an identical Relic card in play. Copies of discarded Relics may enter play again later. Relics are not considered Equipment.
WARZONE RULES CARD (INFO CARD #3/11)
Warzones are raging battlefields in the Mutant Chronicles Universe. Originally,
Warzone cards could only be played if you had previously played a GRAND
TACTICIAN card. This is hereby changed; you do NOT need to be a GRAND TACTICIAN
in order to put a Warzone card into play. Instead, all Warzone cards go
under the following rules:
The EFFECT of each Warzone card is written on it. Warzone cards are added to your Squad/Kohort as one action each. Any number of identical Warzones may be in play. When your warrior is the Defender in a combat, that warrior may choose to defend from one of the Warzones in its Squad/Kohort. During the combat, the Defender gains the effects and modifiers to F, S, A and V listed on the Warzone card. If you defend from a Warzone, neither combatant may use effects from Fortification cards. Equipment and warriors that are considered Fortifications may be used. When attacking, you may not use your Warzones. Your Squad members may not use your Kohort`s Warzones and vice versa.
MUTANT CHRONICLES ROLE-PLAYING GAME (INFO CARD #4/11)
Mutant Chronicles Techno-Fantasy Role-Playing Game Sourcebooks, complete
with adventures GM`s Screen DOOMTROOPER (INFO CARD #5/11)
Doomtrooper, Starter Decks (60 cards) and Booster Packs (15 cards)
Inquisition, Booster Packs (8 cards)
Warzone, Booster Packs (8 cards)
Mortificator, Booster Packs (8 cards)
WARZONE TABLE TOP GAME #1 (INFO CARD #6/11)
144 page full color rules book Over 100 detailed figures!
WARZONE TABLE TOP GAME #2 (INFO CARD #7/11)
IN NOMINE CARDINALIS!
The Solar System is a roaring mayhem of death and war. The surfaces of
the inner planets have been swept clean by the violent onslaught of the
Dark Legion`s storming hordes of Necromutants, Nepharites, Razides, Pretorian
Stalkers, and Undead Legionnaires. The human corporations have offered
fierce resistance, but divided they fall. In WARZONE, you have the opportunity
to scramble your own squad of trusted elites_of Imperial Blood Berets,
Capitol Free Marines, Brotherhood Sacred Warriors and others_and battle
in the name of the Cardinal to stop the tidal wave of blood created by
the neverending assaults of the five Dark Apostles.
OTHER MUTANT CHRONICLES PRODUCTS (INFO CARD #8/11)
Comics
Video Games
CD-ROM Computer Games
Boardgames
Novels
(Contact your distributor for details.)
DARK EDEN PREVIEW (INFO CARD #9/11)
Dark Eden Collectable Card Game
Paradise Lost
Mutant Chronicles returns to Earth Fall `96!
MUTANT CHRONICLES HARDWARE (INFO CARD #10/11)
Caps
T-shirts
Jacket
Backpack
Mug
Pins
and much more
(Contact your distributor for details.)
2ND DIRECTORATE REGISTRATION CARD (INFO CARD #11/11)
Join the Mutant Chronicles Mailing List today! Be sure to be the first
one in your block to receive all the latest info on Mutant Chronicles and
Doomtrooper!
Name:_______________________
Address:______________________
City & Zip Code:________________
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Country:_____________________
Age:________________________
Of course I play:
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Mutant Chronicles RPG (_)
Mutant Chronicles Boardgames (_)
Warzone Tabletop Game (_)
Please send this card to one of the following addresses:
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