Please note that while I tried to make sure this list is as accurate as
possible to the final set, small variations may be present due to last
minute
changes and oversights on my part. However, the following should be very
accurate and any such changes will probably be minor.
Thanks,
WARRIORS
BIO-GIANT
WARRIOR / DARK LEGION
22/14/26/20
FOLLOWER OF ALGEROTH. May never attack more than once in a turn. May never
be
bestowed with any Dark Symmetry cards, have Equipment, or gain the effects
of
Fortifications. You may not play Special cards on the Bio Giant, but other
players may.
BRASS APOCALYPT
WARRIOR / DARK LEGION
6/13/10/7
FOLLOWER OF ALGEROTH. When you put the Brass Apocalypt into play, assign
it
to a Dark Legion warrior in your Kohort with V: 6 or less. The chosen warrior
may not be attacked while the Apocalypt is in play. If the chosen warrior
is
somehow killed or discarded, the Apocalypt is also discarded (no points
are
earned). The Apocalypt may attack and defend normally.
DESTROYER
WARRIOR / DARK LEGION
7/7/7/7
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. Warriors wounded by the Destroyer
are automatically killed and permanently removed from the game.
EAONIAN JUSTIFIER
WARRIOR / DARK LEGION
-/-/-/10
FOLLOWER OF ALGEROTH. May never participate in combat or be in cover. If
any
of your FOLLOWERS OF ALGEROTH wounds (not kills) a Doomtrooper and survives
the combat, the Justifier may IMPRISON the Doomtrooper. The prisoner's
attached cards are discarded. Prisoners may never attack or be attacked.
If
the Justifier is discarded, all its prisoners return to their Squads.
IMMACULATE SPAWN
WARRIOR / DARK LEGION
3/9/6/6
FOLLOWER OF ALGEROTH. Whenever the Immaculate Spawn kills a Doomtrooper,
you
may immediately replace the Spawn with an IMMACULATE FURY from your
collection. All cards attached to the Spawn stay in play on the IMMACULATE
FURY.
KARNOPHAGE
WARRIOR / DARK LEGION
2/2/2/3
FOLLOWER OF ALGEROTH. Each Karnophage in your Kohort will automatically
kill
one wounded warrior of your choice (never a Nepharite) during each of your
Discard phases. No points are earned. If there is no wounded warrior in
play,
the Karnophage is discarded.
MERCURIAN MACULATOR
WARRIOR / DARK LEGION
8/14/6/6
FOLLOWER OF ALGEROTH. May only be added to your Kohort if you have a
MERCURIAN WARZONE in play. If all your MERCURIAN WARZONES are discarded,
all
your Mercurian Maculators are also discarded (no points are earned).
REAPER OF SOULS
WARRIOR / DARK LEGION
8/3/6/6
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. Warriors wounded by the Reaper
in
a Fight combat are automatically killed.
SCOUT BAT
WARRIOR / DARK LEGION
-/1/1/1
FOLLOWER OF ILIAN. May never be affected by any cards (except attacking
warrior cards) or perform Attack actions. As two actions, the Scout Bat
may
look at any number of randomly picked cards in any player's hand. You must
first pay 1 D per card.
SUPREME NECROMAGUS
WARRIOR / DARK LEGION
4/4/5/5
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. While in play, all your HERETICS
(but not the Necromagus itself) gain +3 to F, S and A.
TECHNOMANCER
WARRIOR / DARK LEGION
3/3/4/5
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. The Technomancer may be equipped
with any Equipment cards regardless of affiliation restrictions.
VENOM BAT
WARRIOR / DARK LEGION
-/1/1/1
FOLLOWER OF ILIAN. May never be affected by any other cards (except attacking
warrior cards) or perform Attack actions. If you inspect a player's hand
with
a SCOUT BAT, the Venom Bat may automatically discard all warrior cards
that
you pick during the inspection.
PAPARAZZO
WARRIOR / GENERAL
2/2/2/4
May not use any Equipment cards. While in play, all your Doomtroopers earn
three extra points whenever killing an opponent in combat.
WAR MEDIC
WARRIOR / GENERAL
0/0/5/3
May never use any Equipment cards or be an Attacker. May heal any wounded
Doomtrooper as three actions.
AIDE-DE-CAMP
WARRIOR / BAUHAUS
3/4/7/7
COMMANDER (SERGEANT). Assign a non-Personality Bauhaus warrior card to
the
Aide-de-Camp. That card, and copies of that card in your Squad gain +4
to F,
S, A and V while this warrior is in the Squad.
BAUHAUS COP
WARRIOR / BAUHAUS
2/2/2/4
If a Doomtrooper wounds or kills your Bauhaus warrior, the Cop may IMPRISON
the Doomtrooper. You may choose to discard any or all cards attached to
the
prisoner when you Imprison it. Prisoners may never attack or be attacked.
If
the Cop is discarded, all its prisoners return to their Squads.
CAPITAINE
WARRIOR / BAUHAUS
5/6/9/10
COMMANDER (CAPTAIN). While in your Squad, all your Bauhaus warriors with
V: 9
or less automatically kill anyone they wound.
EVA VALMONTE
WARRIOR / BAUHAUS
1/1/1/4
PERSONALITY. A famous movie star of Bauhaus, Eva can also double as your
spy.
For each action dedicated to spying, your Doomtroopers (but not Eva herself)
gain +2 to F, S and A until the beginning of your next turn. An opponent
must
spend 1 Promotion Point to attack Eva.
KOMMANDANT
WARRIOR / BAUHAUS
5/6/9/10
COMMANDER (CAPTAIN). While in the Squad, all of your Bauhaus warriors with
TANKS, and all Bauhaus warriors that are considered TANKS or VEHICLES,
gain
+5 to their F, S, A and V. The Kommandant will not affect its own ratings,
but others may.
STAFF GENERAL CONSTANCE ROMANOV
WARRIOR / BAUHAUS
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in
cover. While in play, you may convert any number of non-attack actions
to
attack actions, but they must be performed by Bauhaus warriors.
CAPTAIN
WARRIOR / CAPITOL
6/8/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Capitol warriors with
V: 8
or less automatically kill anyone they wound.
FLIGHT COMMANDER
WARRIOR / CAPITOL
5/9/7/9
COMMANDER (CAPTAIN). While in the Squad, all of your Capitol warriors with
AIRSHIPS, and all Capitol warriors that are considered AIRSHIPS or VEHICLES,
gain +3 to their F, S, A and V. The Commander will not affect its own
ratings, but others may.
GENERAL MICHAEL KELL
WARRIOR / CAPITOL
7/11/9/12
PERSONALITY. While in the Squad, all of your Capitol warriors (but not
Kell
himself) gain +3 to their F, S, A and V.
PRESIDENT CHARLES W. COLDING
WARRIOR / CAPITOL
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in
cover. While in play, you may convert any number of non-attack actions
to
attack actions, but they must be performed by Capitol warriors.
SERGEANT
WARRIOR / CAPITOL
3/7/5/6
COMMANDER (SERGEANT). Assign a non-Personality Capitol warrior card to
the
Sergeant. That card, and copies of that card in your Squad gain +4 to F,
S, A
and V while this warrior is in the Squad.
BATTLE FUNCTIONARY
WARRIOR / CYBERTRONIC
6/5/9/10
COMMANDER (CAPTAIN). IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS,
BUT
NOT GIFTS OF APOSTLES. May never cast Art spells. While in your Squad,
all
your Cybertronic warriors with V: 9 or less automatically kill anyone they
wound.
CHARLES SYKES
WARRIOR / CYBERTRONIC
8/7/11/13
PERSONALITY. IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT
GIFTS
OF APOSTLES. May never cast Art spells. While in the Squad, all of your
Cybertronic warriors (but not Sykes himself) gain +3 to F, S, A and V.
COMBAT OVERSEER
WARRIOR / CYBERTRONIC
4/3/7/7
COMMANDER (SERGEANT). IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS,
BUT
NOT GIFTS OF APOSTLES. May never cast Art spells. Assign a non-Personality
Cybertronic warrior card to the Combat Overseer. That card, and copies
of
that card in your Squad gain +4 to F, S, A and V while this warrior is
in the
Squad.
CYRIL DENT
WARRIOR / CYBERTRONIC
11/8/11/9
PERSONALITY. CONSIDERED A CUIRASSIER. IMMUNE TO THE EFFECTS OF DARK SYMMETRY
GIFT CARDS, BUT NOT GIFT OF APOSTLE CARDS. May never cast Art spells.
Opponents of total V: 7 or less are automatically killed when wounded by
Cyril.
THE NINETEENTH EXECUTIVE
WARRIOR / CYBERTRONIC
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in
cover. While in play, you may convert any number of non-attack actions
to
attack actions, but they must be performed by Cybertronic warriors.
BANNER BEARER
WARRIOR / IMPERIAL
5/1/4/4
STANDARD BEARER. This warrior inspires his comrades. All Imperial warriors
in
the Squad, except this Banner Bearer, gain +2 to A while this warrior is
present. The Banner Bearer will not affect its own ratings, but others
may.
COMMANDER CHIEFTAIN
WARRIOR / IMPERIAL
9/5/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Imperial warriors with
V:
8 or less automatically kill anyone they wound.
FIELD MARSHAL JOHNSTONE
WARRIOR / IMPERIAL
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in
cover. While in play, you may convert any number of non-attack actions
to
attack actions, but they must be performed by Imperial warriors.
SQUADRON COMMANDER
WARRIOR / IMPERIAL
7/3/5/6
COMMANDER (SERGEANT). Assign a non-Personality Imperial warrior card to
the
Squadron Commander. That card, and copies of that card in your Squad gain
+4
to F, S, A and V while this warrior is in the Squad.
BUSHI
WARRIOR / MISHIMA
3/3/4/4
STANDARD BEARER. This warrior inspires his comrades. All Mishima warriors
in
the Squad gain +2 to A while this warrior is present. The Bushi will not
affect its own ratings, but others may.
JITO
WARRIOR / MISHIMA
5/5/5/6
COMMANDER (SERGEANT). Assign a non-Personality Mishima warrior card to
the
Jito. That card, and copies of that card in your Squad gain +4 to F, S,
A and
V while this warrior is in the Squad.
LORD NOZAKI
WARRIOR / MISHIMA
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in
cover. While in play, you may convert any number of non-attack actions
to
attack actions, but they must be performed by Mishima warriors.
SHUGO
WARRIOR / MISHIMA
7/7/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Mishima warriors with
V: 8
or less automatically kill anyone they wound.
FORTIFICATIONS
BARRAGE BALLOONS
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. CONSIDERED A MINEFIELD. If your Doomtrooper
is the Defender against an opponent using an AIRSHIP you may activate the
Barrage Ballons by removing this card from the game entirely. The Attacker
is
automatically wounded, the AIRSHIP is discarded, and the combat immediately
ends. If opponent is killed by the wound, points are earned.
PRISON CAMP
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. If one of your Doomtroopers wounds (not
kills) a Doomtrooper and survives the combat, you may IMPRISON the opponent.
All Prisoner's attached cards are discarded. Prisoners may never attack
or be
attacked. If Prison Camp is discarded, all its prisoners return to their
Squads.
EQUIPMENT
AIRBRUSH / M516S SHOTGUN
EQUIPMENT / MISHIMA/GENERAL
GIVE TO ANY WARRIOR. SHOTGUN. Considered a SHOOT WEAPON, but may only be
used
in Fight combats. +3 to F. If warrior's total F is more than double the
total
A of its opponent, the opponent is automatically killed.
BLACK WIDOW
EQUIPMENT / DARK LEGION
GIVE TO ANY DARK LEGION WARRIOR. VEHICLE. A warrior may only have one
VEHICLE. Warrior may not use other Equipment with the Black Widow. Warrior
gains +4 to F, S and A. Opponents of this warrior may not gain the benefits
of Fortifications.
COMMAND HELMET
EQUIPMENT / CYBERTRONIC
GIVE TO ANY COMMANDER. A warrior may only have one Command Helmet. This
warrior may make one extra attack action every turn in addition to its
player's three actions.
CRUSADER SP ROCKET LAUNCHER
EQUIPMENT / IMPERIAL
GIVE TO ANY IMPERIAL WARRIOR. VEHICLE and ARTILLERY. As three actions,
this
warrior may discard one Fortification, one Warzonem and one VEHICLE card.
A
warrior in a discarded VEHICLE is killed and points are earned as usual.
This
is considered an Attack action. Remove this card fro the game after use.
DEATH ANGEL
EQUIPMENT / BROTHERHOOD
GIVE TO ANY BROTHERHOOD WARRIOR WITH V: 3 OR LESS. VEHICLE. A warrior may
only have one VEHICLE. Warrior may not use other Equipment with the Death
Angel. Warrior gains +12 to S when in combat with a Dark Legion warrior.
DRAGONFISH
EQUIPMENT / MISHIMA
GIVE TO ANY MISHIMA WARRIOR. VEHICLE and SUBMARINE. A warrior may only
have
one VEHICLE. The warrior may not use other Equipment with the Dragonfish.
This warrior always strikes first in all combats. If the opponent survives,
it may strike back. Opponents wounded by the Dragonfish are automatically
killed.
GIACCHIO FORZA 750
EQUIPMENT / BAUHAUS
GIVE TO ANY FREELANCER OR HERETIC. VEHICLE. A warrior may only have one
VEHICLE. The warrior may not use Equipment when using the Giacchio Forza.
This warrior always attacks first in Shoot combats. If opponent survives,
it
may shoot back.
GREAT GREY
EGIVE TO ANY COMMANDER. AIRSHIP AND VEHICLE. A warrior may only have one
VEHICLE. The warrior may not use Equipment while using the Great Grey.
As two
actions, warrior may STRAFE any one warrior in play. A Strafed warrior
automatically Seeks Cover (if normally allowed). A Strafed warrior already
in
cover is killed and earns points. This is considered an Attack action.
GT OFFROAD B52
EQUIPMENT / GENERAL
GIVE TO ANY DOOMTROOPER. TANK AND VEHICLE. A warrior may only have one
VEHICLE. The warrior may not use Equipment while using the B52. Warrior
gains
+2 to S and A. This warrior always attacks first in Shoot combats. If
opponent survives, it may strike back.
HAGELSTURM / M516D SHOTGUN
EQUIPMENT / BAUHAUS/CAPITOL
GIVE TO ANY BAUHAUS OR CAPITOL COMMANDER. SHOTGUN. Considered a SHOOT WEAPON,
but may only be used in Fight combats. +4 to F. If the warrior's total
F is
more than double opponent's total A, opponent is automatically killed.
JET PACK
EQUIPMENT / GENERAL
GIVE TO ANY WARRIOR WITH V: 5 OR LESS. AIRSHIP and VEHICLE. A warrior may
only have one VEHICLE. Warrior may not use Equipment or gain the effects
of
Fortifications while using the Jet Pack. Opponents of this warrior never
recieve any positive modifiers from Warzones.
KLEIN HELITEK DRAGONFLY
EQUIPMENT / BAUHAUS
ADD TO YOUR SQUAD AS ONE ACTION. AIRSHIP and VEHICLE. +5 to A. Holds up
to
three Bauhaus warriors (enter or exit the Dragonfly as one action each).
Warriors in the Dragonfly may not use other Equipment cards, and can only
be
wounded by opponents using SHOOT WEAPONS or VEHICLES. If Dragonfly is
discarded all warriors in the Dragonfly are killed (points are earned as
normal).
LANCELOT LIGHT FREIGHTER
EQUIPMENT / IMPERIAL
ADD TO YOUR SQUAD AS ONE ACTION. AIRSHIP and VEHICLE. You may add Equipment
cards from your Squad or from your hand to the Lancelot as one action each.
The cards have no effect on the Lancelot, and may be given to any legal
warrior or discarded at any time. The Lancelot may never hold more than
three
Equipment cards at a time. If the Lancelot is discarded, so are its Equipment
cards.
MANDIBLE / SA-SG 7200 SHOTGUN
EQUIPMENT / IMPERIAL/CYBERTRONIC
GIVE TO ANY IMPERIAL OR CYBERTRONIC COMMANDER. SHOTGUN. Considered a SHOOT
WEAPON, but may only be used in Fight combats. +5 to F. If the warrior's
total F is more than double the total A of its opponent, the opponent is
automatically killed.
META CANNON
EQUIPMENT/DARK LEGION
GIVE TO ANY DARK LEGION WARRIOR WIHT V: 6 OR LESS. SHOOT WEAPON. +4 to
S.
Warriors wounded by this warrior are automatically killed. If this warrior
is
killed or otherwise discarded, shuffle the Meta Cannon into your Draw pile.
If the warrior is permanently removed from play, the Meta Cannon is put
in
the Discard pile.
MISHIMESE DRAGONBIKE
EQUIPMENT / MISHIMA
GIVE TO ANY MISHIMA WARRIOR. VEHICLE. A warrior may only have one VEHICLE.
The warrior may not use Equipment when using the Dragonbike. Gives +2 to
F
and +5 to S. This warrior always attacks first in Shoot combats. If opponent
survives, it may shoot back.
PEGASUS SCOUT BIKE
EQUIPMENT / CAPITOL
GIVE TO ANY CAPITOL WARRIOR WITH V: 4 OR LESS. AIRSHIP and VEHICLE. A warrior
may only have one VEHICLE. Warrior may use other Equipment while using
the
Pegasus. This warrior flies recon and also gives +3 to A for all warriors
in
the same Squad, including this warrior.
RATTLESNAKE
EQUIPMENT / CAPITOL
GIVE TO ANY CAPITOL WARRIOR. VEHICLE. A warrior may only have one VEHICLE.
Warrior gains +5 to S. The warrior may not use Equipment when using the
Rattlesnake. The warrior may attack two opponents as one attack action.
Choose two targets before combat begins. The same warrior may be attacked
twice. Treat each attack separately.
REAVER TROOP CARRIER
EQUIPMENT / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. TANK and VEHICLE. +5 to A. Holds up to
three Dark Legion warriors (enter or exit the Reaver as one action each).
Warriors in the Reaver may not use other Equipment cards, and can only
be
wounded by opponents using SHOOT WEAPONS or VEHICLES. If Dragonfly is
discarded all warriors in the Dragonfly are killed (points are earned as
normal).
TA6500 CYBERMECH
EQUIPMENT / CYBERTRONIC
ADD TO YOUR SQUAD AS ONE ACTION. TANK and VEHICLE. By spending three actions
and one Promotion Point, this remote-controlled tank will discard any one
Equipment, Fortification or Warzone card in play.
TACTICAL COMPUTER
EQUIPMENT / CYBERTRONIC
GIVE TO ANY COMMANDER. A warrior may only have one Tactical Computer. This
warrior may change the Battle Tactics once during every combat in which
it
participates.
TORMENTOR INCINERATOR
EQUIPMENT / DARK LEGION
GIVE TO ANY DARK LEGION WARRIOR WITH V: 5 OR LESS. FLAME THROWER. Considered
a SHOOT WEAPON, but may only be used in Fight combats. +6 to F. If the
warrior's total F is more than double the total A of its opponent, the
opponent is automatically killed.
UNHOLY CARRONADE
EQUIPMENT / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. VEHICLE. As three actions, the Unholy
Carronade may discard any one Warzone or Fortification in play.
WARZONES
ASTEROID SETTLEMENT
WARZONE / GENERAL
+2/-1/+1/+2
ASTEROID BELT WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND
TACTICIAN. Warriors may not use SHOOT WEAPONS or FIGHT/SHOOT WEAPONS while
combating in this Warzone.
CITADEL SANCTUM
WARZONE / DARK LEGION
+3/+3/+3/x2
GENERIC WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors
defending from this Warzone automatically kill any Doomtrooper they wound.
Doomtroopers who kill warriors defending from this Warzone earn double
the V
of the opponent.
CRATER OF ANATHOLIA
WARZONE / DARK LEGION
-3/+1/+2/+2
MERCURIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors
defending from this Warzone may freely receive any legal Dark Symmetry
cards
during combat and automatically kill opponents they wound in Fight combats.
CYBEROPOLIS
WARZONE / GENERAL
-1/-1/+3/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Cybertronic
warriors defending from this Warzone gain an additional +3 to F, S, A and
V.
If the HOME TURF MARS card is played on this Warzone it affects Cybertronic
warriors and not Capitol warriors.
GRAVETON ARCHIPELAGO
WARZONE / GENERAL
-1/+4/-/+1
VENUSIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN.
SEA LIONS defending from the Graveton Archipelago earn gain an additional
+4
to F, S and A.
GREAT RUST DESERT
WARZONE / GENERAL
-/+6/-2/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN.
Any warrior wounded while combating in this Warzone is automatically killed.
HELSTROM MOUNTAINS
WARZONE / DARK LEGION
+2/-3/+3/+4
VENUSIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. If your
warrior kills a Doomtrooper in a Shoot combat while defending from this
Warzone, your earn double points.
INFESTED ASTEROID
WARZONE / DARK LEGION
+2/-/+3/+2
ASTEROID BELT WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN.
Warriors defending from this Warzone against attacking Imperial warriors
gain
an additional +5 to F, S, A and V.
McCRAIG LINE
WARZONE / CAPITOL
-1/+3/+2/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Capitol
defending from this Warzone gain an additional +2 to F, S and A. When you
have this Warzone in play, you may add TRENCHERS to your Squad with no
action
or point cost.
MERCURIAN DIAMOND CAVERNS
WARZONE / MISHIMA
-2/-2/+5/+4
MERCURIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. If a
Mishima warrior defending from this Warzone kills its opponent, the Mishima
warrior earns 3 extra Promotion Points.
NO-MAN'S LAND
WARZONE / GENERAL
+1/+1/+1/+4
GENERIC WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN.
Freelancers who kill their opponents while defending from this Warzone
may
earn Promotion Points.
PHOBOS & DEIMOS
WARZONE / DARK LEGION
+1/+1/-1/+2
MARTIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. FOLLOWERS
OF SEMAI and MUAWIJHE defending from this Warzone against attacking
Doomtroopers gain an additional +5 to F, S and A.
SACRED OUTPOST
WARZONE / BROTHERHOOD
+3/+3/+3/+6
GENERIC WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Brotherhood
warriors defending from this Warzone may cast any Art spell and automatically
kill any warrior they wound. Doomtroopers attacking a Brotherhood warrior
defending from this Warzone are at -2 to F, S and A.
SHINRIKYO UNDERWORLD
WARZONE / GENERAL
+3/+3/-2/+3
MERCURIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN.
Warriors defending from this Warzone may be freely equipped with legal
Equipment cards during the Modify Combat Ratings step of combat.
VENUSIAN JUNGLE
WARZONE / BAUHAUS
+2/-2/+3/+3
VENUSIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Warrior's
combating in the Venusian Jungle may not use VEHICLES. VENUSIAN RANGERS
defending from this Warzone gain an additional +3 to F, S and A.
VICTORIA
WARZONE / IMPERIAL
+3/-1/+2/+2
ASTEROID BELT WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN.
Imperial warriors defending from this Warzone gain an additional +3 to
F, S
and A.
SPECIALS
AIR ASSAULT
SPECIAL / GENERAL
PLAY DURING COMBAT. No Warzones may be used during this combat.
Fortifications may be used as normal.
AMNESTY
SPECIAL / GENERAL
PLAY AT ANY TIME. All IMPRISONED warriors are immediately released and
returned to their owner's hands, along with any cards in their possession.
ANTI-TANK MINEFIELD
SPECIAL / GENERAL
PLAY DURING A COMBAT WHERE THE ATTACKER USES OR IS CONSIDERED A TANK. ONCE
PLAYED, REMOVE THIS CARD FROM THE GAME ENTIRELY. The attacker is
automatically wounded, the TANK is discarded, and the combat ends
immediately. If opponent is killed by the wound, points are earned. If
the
Attacker is considered a TANK, it is killed and points are earned.
ARTILLERY SUPPORT
SPECIAL / GENERAL
PLAY ON A WARRIOR DURING COMBAT. The affected warrior gains +5 to S during
this combat. This card has no effect if the warrior's opponent is in a
VEHICLE, or is considered an AIRSHIP, TANK or VEHICLE.
ASSAULT ENGINEER
SPECIAL / GENERAL
PLAY AT ANY TIME ON ANY DOOMTROOPER. THIS CARD REMAINS IN PLAY. This warrior
may discard any Fortification or Warzone card as three actions and by
spending 1 Promotion Point. No MINEFIELDS affect your Doomtroopers when
you
have an Engineer inyour Squad. Playing this card will cancel the effects
of
the just-played MINEFIELD card.
BACKFIRE
SPECIAL / GENERAL
PLAY DURING COMBAT ON A WARRIOR USING A SHOOT WEAPON. The weapon backfires
and attacks the user instead. Resolve the combat as usual, but the affected
warrior's SHOOT WEAPON modifiers are given to the opponent, in addition
to
any SHOOT WEAPON modifiers the opponent already has. The SHOOT WEAPON is
discarded.
BRAIN STRAIN
SPECIAL / BROTHERHOOD
PLAY ON ANY BROTHERHOOD WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY.
Starting immediately, and each turn hereafter (from your Draw step to your
next Draw step), the affected warrior may only spend 3 D on Art spells.
CLAN MEMBERSHIP
SPECIAL / IMPERIAL
PLAY ON ANY NON-CYBERTRONIC DOOMTROOPER AT ANY TIME. THIS CARD REMAINS
IN
PLAY. The warrior is considered a CLANSMAN and gains +2 to F and S. This
card
does not give the warrior Imperial affiliation.
CLEANSING FLAME
SPECIAL / BROTHERHOOD
PLAY AT ANY TIME. ONCE USED, REMOVE THIS CARD FROM THE GAME ENTIRELY. For
8D,
any one Dark Legion warrior in play is discarded. You may only use this
card
against one Dark Legion warrior. This is not considered an Attack action.
CLOSE AIR SUPPORT
SPECIAL / GENERAL
PLAY ON A WARRIOR DURING COMBAT. The affected warrior gains +5 to F during
this combat. This card has no effect if the warrior's opponent is in a
VEHICLE, or is considered an AIRSHIP, TANK or VEHICLE.
CLUMSINESS
SPECIAL / GENERAL
PLAY DURING COMBAT ON A WARRIOR USING A FIGHT WEAPON. The warrior slips
and
attacks a member of the affected warrior's Squad/Kohort. The player of
the
card chooses which warrior is attacked. The attacked warrior may not
retaliate. No points are earned, and no modifiers from any other cards
apply
during the combat.
CODE OF HONOR
SPECIAL / BAUHAUS
PLAY ON ANY DOOMTROOPER AT ANY TIME. THIS CARD REMAINS IN PLAY. The warrior
becomes a member of Bauhaus, in addition to any affiliations it currently
holds. Warrior gains +2 to F and S, and may never attack a Doomtrooper
with a
lower total V.
COMMANDO RAID
SPECIAL / GENERAL
PLAY DURING COMBAT. No bonuses for Fortifications apply during this combat.
DEATH ROW
SPECIAL / GENERAL
PLAY AS ONE ACTION ON ANY WARRIOR THAT IS IMPRISONED. You may discard this
warrior by paying the warrior's V in D. No points are earned.
EJECTION SEAT
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A WARRIOR USING A VEHICLE IS WOUNDED. The warrior
manages to eject and escapes the combat unharmed, even if the wound would
have killed the warrior. Discard the VEHICLE. If the warrior entered the
combat with a wound, it remains wounded.
ELITE TROOPER
SPECIAL / GENERAL
PLAY ON ANY DOOMTROOPER OF V: 4 OR LESS AS TWO ACTIONS. THIS CARD REMAINS
IN
PLAY. Affected warrior's F, S, A and V are doubled.
ESCAPE!
SPECIAL / GENERAL
PLAY ON YOUR IMPRISONED WARRIOR AS TWO ACTIONS. Affected warrior escapes,
and
returns to your hand.
EXCRUTIATING POWER FLOW
SPECIAL / DARK LEGION
PLAY AT ANY TIME ON A WARRIOR USING A DARK SYMMETRY ABILITY. The effects
of
one of the warrior's Dark Symmetry cards are doubled (when applicable)
until
the beginning of your next turn.
FAULTY SUPPLIES
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A PLAYER PLAYS ANY EQUIPMENT CARD. The just played
Equipment card has no affect on the game. It is discarded.
FIZZLE
SPECIAL / BROTHERHOOD
PLAY IMMEDIATELY AFTER ANY ART SPELL IS CAST. Spell is mis-cast and
ineffective. The spell is discarded, and has no effect on play. Any actions
or D spent casting the spell are wasted.
FRUITS OF WAR
SPECIAL / GENERAL
PLAY ON ANY WARRIOR AS ONE ACTION. The warrior may take any one Equipment
card in play that is about to be discarded and give it to a legal warrior
in
its own Squad/Kohort (even itself). Discard this card after use.
GRAND ASSAULT
SPECIAL / GENERAL
PLAY AT ANY TIME EXCEPT DURING COMBAT. You may immediately perform one
attack
action with one of your warriors.
GRAND TACTICIAN
SPECIAL / GENERAL
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY AND MAY NEVER BE DISCARDED.
You
are now considered a GRAND TACTICIAN and may add Warzone cards 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.
GRIM REAPER
SPECIAL / GENERAL
PLAY ON ANY DARK LEGION WARRIOR OF V; 4 OR LESS AS TWO ACTIONS. THIS CARD
REMAINS IN PLAY. Affected warrior's F, S, A and V are doubled.
HERO AWARD
SPECIAL / CAPITOL
PLAY ON ANY DOOMTROOPER IMMEDIATELY AFTER IT KILLS A WARRIOR OF HIGHER
TOTAL
VALUE. THIS CARD REMAINS WITH THE WARRIOR. The affected Doomtrooper gains
+3
to F, S, A and V. A warrior may have any number of Hero Awards.
HOME TURF ASTEROID BELT
SPECIAL / IMPERIAL
PLAY AT ANY TIME ON AN ASTEROID BELT WARZONE. THIS CARD REMAINS IN PLAY.
Imperial warriors defending from this Warzone may ignore all of the Warzone's
negative ratings modifiers, and opponents wounded by defending Imperial
warriors are automatically killed.
HOME TURF MARS
SPECIAL / CAPITOL
PLAY AT ANY TIME ON A MARTIAN WARZONE. THIS CARD REMAINS IN PLAY. Capitol
warriors defending from this Warzone may ignore all of the Warzone's negative
ratings modifiers, and opponents wounded by defending Capitol warriors
are
automatically killed.
HOME TURF MERCURY
SPECIAL / MISHIMA
PLAY AT ANY TIME ON A MERCURIAN WARZONE. THIS CARD REMAINS IN PLAY. Mishima
warriors defending from this Warzone may ignore all of the Warzone's negative
ratings modifiers, and opponents wounded by defending Mishima warriors
are
automatically killed.
HOME TURF VENUS
SPECIAL / BAUHAUS
PLAY AT ANY TIME ON A VENUSIAN WARZONE. THIS CARD REMAINS IN PLAY. Bauhaus
warriors defending from this Warzone may ignore all of the Warzone's negative
ratings modifiers, and opponents wounded by defending Bauhaus warriors
are
automatically killed.
HONOR AWARD
SPECIAL / CAPITOL
PLAY ON ANY DOOMTROOPER IMMEDIATELY AFTER IT KILLS A WARRIOR OF HIGHER
TOTAL
VALUE. THIS CARD REMAINS WITH THE WARRIOR. The affected Doomtrooper gains
+1
to F, S and A. A warrior may have any number of Honor Awards.
LAMB FOR THE SLAUGHTER
SPECIAL / GENERAL
PLAY AS ONE ACTION. You may immediately perform an Add Warrior action in
which the warrior is added to an opponent's Squad/Kohort. Treat the warrior
as if the opponent put it into play. Opponent controls the warrior.
MINEFIELD
SPECIAL / GENERAL
PLAY DURING A COMBAT IN WHICH YOUR WARRIOR IS THE DEFENDER. ONCE PLAYED,
REMOVE THIS CARD FROM THE GAME ENTIRELY. The attacker is automatically
wounded and the combat ends immediately. If attacker is killed by the wound,
points are earned.
MISFIRE
SPECIAL / GENERAL
PLAY DURING COMBAT ON A WARRIOR USING A SHOOT OR FIGHT/SHOOT WEAPON. The
weapon misfires and attacks a member of the affected warrior's Squad/Kohort.
The player of this card chooses which warrior is fired upon. The fired-upon
warrior may not retaliate. No points are earned, and no modifiers from
any
other cards apply during the combat.
NATURAL DISASTER
SPECIAL / GENERAL
PLAY AT ANY TIME. You may discard one Warzone card currently in play.
POINT GUARD
SPECIAL / GENERAL
PLAY ON YOUR WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Move affected
warrior in front of your Squad/Kohort. At any time the warrior may take
the
place of any warrior behind it who is attacked in a Fight combat. If it
does
this the Guard is automatically wounded after combat. If the Guard is killed
in this way points are earned.
PRESSING MATTERS
SPECIAL / GENERAL
PLAY IMMEDIATELY BEFORE YOUR DISCARD STEP. THIS CARD REMAINS IN PLAY. During
each player's Draw Step, each of his or her warriors of V: 7 or higher
go
into cover, unless it is not allowed to be in cover or perform a Seek Cover
action.
PROGRAMMED
SPECIAL / CYBERTRONIC
PLAY AS ONE ACTION ON ANY DOOMTROOPER IN PLAY. Pay the affected warrior's
total V in D when you play this card. The affected warrior recieves
Cybertronic affiliation and is placed in your Squad. All other affiliations
are removed. Warrior is immune to Dark Symmetry Gifts, but not Gifts from
Apostles, and may never use the Art.
REAR GUARD
SPECIAL / GENERAL
PLAY ON YOUR WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Move affected
warrior behind your Squad/Kohort. At any time the warrior may take the
place
of any warrior in front of it who is attacked with a Shoot combat. If it
does
this the Guard is automatically wounded after combat. If the Guard is killed
in this way points are earned.
RECRUITMENT
SPECIAL / BROTHERHOOD
PLAY AS ONE ACTION ON ANY NON-CYBERTRONIC DOOMTROOPER IN PLAY. Pay the
affected warrior's V in D when you play this card. Affected warrior recieves
Brotherhood affiliation and is placxed in your Squad. All other affiliations
are removed. It may cast all Art spells and retains all abilities listed
on
its card.
SCHEDULED BRIEFINGS
SPECIAL / GENERAL
PLAY AS TWO ACTIONS. Choose one type of COMMANDER (CAPTAIN or SERGEANT).
All
warriors in play with the chosen designation are shuffled back into their
owner's Draw piles. Include their equipment in the shuffle, but discard
all
attached Special cards.
SECRET ASSASSIN
SPECIAL / DARK LEGION
PLAY AT ANY TIME. ONCE USED, REMOVE THIS CARD FROM THE GAME ENTIRELY. For
8
D, and one Doomtrooper in play is discarded. You may only use this card
against one Doomtrooper. This is not considered an Attack action.
SELF-DESTRUCT PROGRAMMING
SPECIAL / CYBERTRONIC
PLAY ON YOUR CYBERTRONIC WARRIOR DURING COMBAT. The affected warrior's
F is
tripled until the end of the combat. After the combat, the affected warrior
is killed. No other cards may save the warrior, and the opponent earns
the
points as normal.
SHELL SHOCKED
SPECIAL / GENERAL
PLAY ON ANY WOUNDED WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Put
warrior in cover. Warrior will not Exit Cover unless healed. You may not
play
this card on a warrior who may never be in cover.
SHELTER OF THE CROWD
SPECIAL / GENERAL
PLAY DURING COMBAT. The combat ends immediately. Attacker may perform a
new
Attack action, but may not attack the same warrior.
SPECIAL FORCES TRAINING
SPECIAL / GENERAL
PLAY ON ANY NON-PERSONALITY DOOMTROOPER AS ONE ACTION. THIS CARD REMAINS
IN
PLAY. As three actions, this warrior may discard any one Special card.
STRATEGIC BOMBING
SPECIAL / GENERAL
PLAY AT ANY TIME. All FACTORIES and INDUSTRIAL COMPLEXES in play are
discarded.
SUBTERFUGE
SPECIAL / GENERAL
PLAY AS THREE ACTIONS. ONCE PLAYED, REMOVE THIS CARD FROM THE GAME ENTIRELY.
You may force any player to discard his or her entire hand.
SUDDEN DEATH
SPECIAL / DARK LEGION
PLAY DURING A FIGHT COMBAT IN WHICH YOUR DARK LEGION WARRIOR IS DEFENDING
AGAINST A DOOMTROOPER. The Doomtrooper is immediately discarded. No points
are awarded.
SUICIDE ATTACK
SPECIAL / GENERAL
PLAY ON YOUR WARRIOR AS THREE ACTIONS. This warrior performs a suicide
attack
against any one player, who loses as many Promotion Points as this warrior's
total V (or all Promotion Points if the player has less). This warrior
is
discarded. This is not considered an attack and does not earn any points.
THE UNOFFICIAL DOCTRINE
SPECIAL / BROTHERHOOD
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY. While in play, Brotherhood
warriors and Cybertronic warriors may freely attack each other.
TRANSFER
SPECIAL / GENERAL
PLAY DURING COMBAT. The Atatcker may choose which of the Defender's Warzones
that is in effect, or may decide that no Warzone is in effect.
TURN OF EVENTS
SPECIAL / GENERAL
PLAY ON YOUR WARRIOR DURING COMBAT. You may switch the warrior's F and
S, F
and A, or S and A. This effect lasts until the combat is over. This card
will
only let you switch ratings once, and you must make the switch when you
play
this card. You may not alter the warrior's V.