WARRIORS
BAUHAUS SECURITY GUARD
WARRIOR / BAUHAUS
3/5/7/6
While in your Squad, only you may manipulate your Destiny Points and Promotion
Points, and they are unaffected by all card effects unless you say otherwise.
CRENSHAW THE REDEEMER
WARRIOR / BROTHERHOOD
7/4/6/7
PERSONALITY. MORTIFICATOR. The Redeemer may cast all aspects of the Art.
Warriors wounded by the Redeemer are automatically killed and removed from
the game. The Redeemer will never attack a Brotherhood warrior.
ERWIN STAHLER
WARRIOR / BAUHAUS & DARK LEGION
6/6/7/7
PERSONALITY. You may add Stahler to either your Squad or your Kohort. He
is considered both a Doomtrooper and a Dark Legion Heretic. He may receive
DARK SYMMETRY GIFTS and GIFTS OF ALGEROTH. As one action you may move him
to and from your Squad and Kohort.
GOLGOTHA UNLEASHED
WARRIOR / DARK LEGION
8 /-/ 8 / 12
FOLLOWER AND NEPHARITE OF ALGEROTH. PERSONALITY.
May never participate in a Shoot combat or be in cover. May only
be wounded by a Doomtrooper equipped with any Relic. May cast
any Art spell on any warrior.
JAKE KRAMER
WARRIOR / CAPITOL
5/6/5/6
PERSONALITY. Kramer may be given any non-Dark Legion Equipment.
Kramer may use two actions to Attack and gain +5 to F, S and A.
LOCAL THUG
WARRIOR / GENERAL
15/5/13/5
The Thug is not considered a Doomtrooper, Dark Legion warrior,
or Freelancer. Place it aside from your Squad or Kohort. All points
earned by the Thug must be converted to D. If it is wounded, it is killed.
MERCENARY
WARRIOR / GENERAL
15/15/15/?
ADD TO YOUR SQUAD. CONSIDERED A DOOMTROOPER. PERSONALITY.
Pay whatever you wish in D when adding the Mercenary. This is the opening
bid.
Then go around the table, each player bidding. Highest bid keeps the Mercenary.
Its base V equals its final price.
METROPOLITAN PROPHET
WARRIOR / DARK LEGION
4/5/5/7
CONSIDERED A FOLLOWER OF ALL FIVE APOSTLES. The Prophet always
attacks first in combat. If the opponent survives, it may retaliate.
SPIRIT OF NATHANIEL
WARRIOR / BROTHERHOOD
-/-/-/30
PERSONALITY. May never participate in combat or be in cover. While in play,
all Brotherhood warriors in play may cast all Art spells, and automatically
kill any
Dark Legion warrior they wound in combat. As FOUR actions, the Spirit will
discard
any APOSTLE.
WOLFE
WARRIOR / BAUHAUS
3/9/9/8
PERSONALITY. CONSIDERED A VENUSIAN RANGER. If Wolfe uses a
DEATHLOCKDRUM in combat, he gains an additional +5 to S.
DARK SYMMETRY
MORAL DECAY
DARK SYMMETRY / DARK LEGION
GIFT OF DEMNOGONIS. As three actions, this warrior may remove this
card from the game and convert any non-Personality Doomtrooper into
a FOLLOWER OF DEMNOGONIS. The warrior loses all affiliations,
attachments and abilities (not restrictions). Place it in your Kohort;
you control it.
POUND OF FLESH
DARK SYMMETRY / DARK LEGION
DARK SYMMETRY GIFT. MAY NOT BE BESTOWED ON A HERETIC.
This warrior may remove this card from the game to force any player to
discard his or her entire hand, or discard any one specific Doomtrooper
in play, or lose 20 D (your choice).
SYMMETRY FLOW
DARK SYMMETRY / DARK LEGION
DARK SYMMETRY GIFT. MAY NOT BE BESTOWED ON A HERETIC.
This warrior may be bestowed with multiple copies of any DARK SYMMETRY
GIFT
that provides bonuses to F, S, A and/or V.
ART
REPUDIATE
ART (GENERIC ASPECT) / BROTHERHOOD
THIS SPELL MAY BE CAST BY ANY WARRIOR ABLE TO CAST AN ART SPELL.
Cast immediately after any player plays any Special card. That card has
no effect
on play and is discarded. If any actions or D were spent, they are lost.
Once cast,
remove this card from the game.
FORTIFICATIONS
CLUB ARKADIN
FORTIFICATION / GENERAL
PUT INTO PLAY AS ONE ACTION. Club ArkaDin is not in your Squad
or Kohort; it is separate. While in play, all warriors with the General
affiliation
gain +5 to F, S and A. You may only have one Club ArkaDin in
play.
GOLGATHA'S CITADEL
FORTIFICATION / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. While in play, all your
FOLLOWERS OF ALGEROTH automatically kill any warrior they wound.
You may only have one Golgatha's Citadel in play. If descarded, remove
it from the game.
LUNA MEMORIAL HOSPITAL
FORTIFICATION / CAPITOL
ADD TO YOUR SQUAD AS ONE ACTION. While in play, wounded warriors
in the Squad may be healed as two actions. This card may be put back into
your hand as two actions, even from the discard pile. You may only have
one
Luna Memorial Hospital in play.
REACTIVE ARMOR PLATES
FORTIFICATION / GENERAL
ATTACH TO ANY VEHICLE AS TWO ACTIONS. The Vehicle may not be
discarded unless this card is discarded first. If the warrior in the Vehicle
is killed
or discarded, this card and the Vehicle are also discarded. A Vehicle may
only
have one Reactive Armor Plates at a time.
REPLICANT LAB
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. While in play, copies
of your non-Personality warriors already in play may be added to your Squad/Kohort
with no D cost. A warrior may only use a Lab if it is in the same Squad
or Kohort. You may
only have one Replicant Lab in play.
THE STAHLER PALACE
FORTIFICATION / DARK LEGION
ADD TO YOUR KOHORT AS ONE ACTION. While in play, your Heretics may
only be attacked if the Attacker first pays 10 D. MORTIFICATORS are not
affected.
You may only have one Stahler Palace in play.
WATCH TOWER
FORTIFICATION / GENERAL
ADD TO YOUR SQUAD AS ONE ACTION. As one action you may move one
warrior into or out of the Watch Tower (it holds one warrior). While inside,
all of
your like-affiliated Squad members strike first in combat. If opponent
survives,
it may retaliate. You may only have up to two Watch Towers in play.
EQUIPMENT
ARMOR-PIERCING AMMO
EQUIPMENT / GENERAL
ATTACH TO ANY NON-FLAMETHROWER SHOOT WEAPON. All opponents
of the warrior who uses the affected weapon lose all ARMOR they possess.
The
ARMOR is removed from the game.
AUTOGYRO
EQUIPMENT / BAUHAUS
GIVE TO ANY DOOMTROOPER. AIRSHIP AND VEHICLE. A warrior may only
have one VEHICLE. Warrior gains +4 to S and A and its opponents may not
gain
the effects of Fortifications or defend from Warzones.
BLACK VENOM
EQUIPMENT / BROTHERHOOD
POISON. ATTACH TO ANY MORTIFICATOR'S WEAPON. If the weapon wounds
a warrior in a Fight combat, discard this card to paralyze the wounded
opponent.
It may not perform actions until healed, and may not retaliate if attacked.
CARDINAL'S BLOOD
EQUIPMENT / BROTHERHOOD
POISON. ATTACH TO ANY MORTIFICATOR'S WEAPON. A warrior wounded by
the affected weapon in a Fight combat is not wounded, but its unmodified
F, S, and
A drop to 1.
CENSER DROPS
EQUIPMENT / BROTHERHOOD
POISON. GIVE TO ANY MORTIFICATOR. Discard at any time to prevent all the
members of any one Kohort from attacking until the beginning of your next
turn.
This will also cancel any combat with a Kohort member.
FORESEEING TALISMAN
EQUIPMENT / BROTHERHOOD
GIVE TO ANY MORTIFICATOR. You may spend 12 D immediately after any player
plays any Special card. That card has no effect on play and is discarded.
If any actions
or points were spent, they are lost.
LIFEGUARD ARMOR
EQUIPMENT / GENERAL
GIVE TO ANY DOOMTROOPER. ARMOR. Warriors A is -4. If warrior is wounded,
wound the Armor instead; the warrior is unaffected. If wounded twice or
"automatically
killed", remove the Armor from the game. May never be repaired. A
warrior may only
have one suit of ARMOR.
LOTUS BLOSSOM
EQUIPMENT / BROTHERHOOD
POISON. GIVE TO ANY MORTIFICATOR. If the Mortificator survives a Fight
combat,
it may discard this card immediately after the combat to wound its opponent
(even if
it was already wounded) If the warrior is killed, points are earned.
MINDSLAYER
EQUIPMENT / BROTHERHOOD
POISON. ATTACH TO ANY MORTIFICATOR'S WEAPON. A warrior wounded by the
affected weapon in a Fight combat is not wounded but loses all special
abilities written
on its card (not restrictions), and any attached Special cards you choose.
PANDORA'S BOX
EQUIPMENT / DARK LEGION
GIVE TO ANY DARK LEGION WARRIOR. As one action, you may attach any one
Dark
Symmetry card to the Box. For every card attached to the Box, the warrior
gains +1 to F
and S. The Dark Symmetry effects are ignored.
PANIC BUTTON
EQUIPMENT / GENERAL
When the warrior is in combat, remove the Panic Button from th egame to
call one
reinforcement of the same affiliation from the same Squad/Kohort. The reinforcement
adds its F, S, A, V and any special abilities to the warrior. The opponent
must attack
the original warrior.
PLATINUM DREAM
EQUIPMENT / BROTHERHOOD
POISON. GIVE TO ANY MORTIFICATOR. The Mortificator may discard the card
at
any time to permanently remove any warrior's immunity to the Art.
SACHS 9000GL
EQUIPMENT / BAUHAUS
GIVE TO ANY COMMANDER. If the Commander is ever wounded or killed in
a Shoot combat, you may discard this bullet-proof car to return the Commander
to its status before the combat began.
SMOKE SCREEN
EQUIPMENT / GENERAL
ATTACH TO ANY WARRIOR AS THREE ACTIONS. You may discard the Smoke
Screen immediately after any Special card is played to return the warrior
and its
Equipment to your hand BEFORE the card takes effect. Any other cards attached
to the warrior are discarded.
SPIRALING DEATH
EQUIPMENT / BROTHERHOOD
POISON. ATTACH TO ANY MORTIFICATOR'S WEAPON. A warrior wounded
by the weapon in a Fight combat is not wounded, but unless its controller
spends
3 D during the Draw step each turn, the warrior is killed (you earn the
points).
STUN GRENADE
EQUIPMENT / GENERAL
GIVE TO ANY MORTIFICATOR. The Mortificator may discard the Grenade before
any combat it is involved in to strike first. The opponent may not retaliate,
even if it
was not wounded.
SURFACE-TO-AIR MISSILE
EQUIPMENT / GENERAL
PLACE IN YOUR SQUAD AS ONE ACTION. If you or your Squad member is attacked
with an AIRSHIP you may discard the Missile and wound the Attacker. If
the warrior
survives, combat continues. If the Attacker is killed, points are earned.
SURVEILLANCE SHIP
EQUIPMENT / MISHIMA
GIVE TO ANY MISHIMA WARRIOR. As one action, this warrior will allow you
to look
at the top three cards of any Draw pile. For each additional action, you
may discard
one of the cards you inspect. Return the others in their original order.
MISSIONS
SOLIDARITY
MISSION / GENERAL
ASSIGN TO ANY PLAYER. Choose one Corporate (non Brotherhood) affiliation.
Each time the player adds a warrior from that Corp to his or her Squad,
you earn
1 Promotion Point or 2D. If there are ever no warriors from that Corp in
the Squad,
discard this Mission.
SPECIAL ORDERS
MISSION / GENERAL
ASSIGN TO ANY PERSONALITY. The affected warrior may only attack Personalities
until this Mission is fulfilled. If the affected warrior kills a Personality,
the mission is
fulfilled and the affected warriors controller gains 20 D in addition to
the normal points.
SPECIALS
ADMONISH RESISTANCE
SPECIAL / DARK LEGION
PLAY AS THREE ACTIONS. THIS CARD REMAINS IN PLAY. While in play, all
Dark Legion warriors in play may only attack Brotherhood warriors if there
are
any in play. A player is not forced to attack his or her own warriors.
AIR-TO-GROUND MISSILE
SPECIAL / GENERAL
PLAY AT ANY TIME. Any one TANK is play is discarded. No points are earned
if the TANK is also a warrior.
AMNESIA
SPECIAL / GENERAL
ATTACH TO ANY WARRIOR AT ANY TIME. While in play, the affected warrior
loses all special abilities (but not restrictions) written on its card.
Its F, S, A, and V
are unaffected.
AND STAY DEAD!
SPECIAL / GENERAL
PLAY AT ANY TIME AND REMOVE THIS CARD FROM THE GAME. You may
look through an opponent's Discard pile and remove any two cards from the
game.
ANTIDOTE
SPECIAL / GENERAL
PLAY IMMEDIATELY ON ANY WARRIOR INFLUENCED BY A POISON. The
effects of the POISON are completely ignored.
BACK DOOR
SPECIAL / GENERAL
PLAY DURING COMBAT IN WHICH ONE COMBATANT DEFENDS FROM A
WARZONE. The Attacker also gains the modifiers to F, S A and V (both positive
and negative) that the Warzone provides.
BATTLE CRY
SPECIAL / GENERAL
PLAY DURING YOUR TURN AS THREE ACTIONS. Every warrior in your Squad
must attack a separate Dark Legion warrior in play (if able). Choose Attackers
and
Defenders (only one Attacker per Defender). Your extra Squad members do
nothing.
Conduct each attack separately, in any order you choose.
BITE THE DUST
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A COMBAT IN WHICH YOUR WARRIOR WOUNDS
ANOTHER WARRIOR. Your warrior may immediately Attack the wounded warrior.
This costs no actions.
BLASTING AWAY
SPECIAL / GENERAL
ATTACH TO ANY WARRIOR AS TWO ACTIONS. The affected warrior is allowed
to Attack while in cover, but only with a Shoot combat.
BLESSED BLOOD
SPECIAL / GENERAL
ATTACH TO ANY WARRIOR AS TWO ACTIONS. The affected warrior is immune to
POISON. POISON cards may not be played against the warrior, but it may
use its own
POISONS (if allowed).
BLESSED BY APOSTLE
SPECIAL / DARK LEGION
ATTACH TO ANY DARK LEGION WARRIOR AS ONE ACTION. The affected warrior
is now considered a FOLLOWER of any one Apostle (chose which one) in addition
to
any other affiliation. It may receive GIFTS of that Apostle, provided it
is allowed to have
Dark Symmetry cards.
BLUFF
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANY SECRET IS REVEALED. The secreted Special
cards have no effect on play and are removed from the game, along with
the SECRET card.
BOOBY TRAP
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANY WARRIOR HAS BEEN ADDED TO THE GAME.
The warrior springs a trap and is immediately wounded, even if the warrior
may only be
"automatically killed".
BRIBERY
SPECIAL / GENERAL
PLAY DURING COMBAT ON ANY COMBATING WARRIOR. Pay twice the warrior's
V in D. The warrior is now working for you. You control the warrior until
the combat is
over. If the warrior earns any points during this combat, they are yours.
BURGLARY
SPECIAL / GENERAL
PLAY AS THREE ACTIONS ON ANY PLAYER. All the player's Relics are discarded.
CARNAGE
SPECIAL / GENERAL
PLAY AS THREE ACTIONS IF YOU HAVE AT LEAST ONE WARRIOR IN PLAY. All
players must discard their warriors in play until each has no more than
the player with
the fewest number of warriors in play. Each player chooses which warriors
to discard.
CERTIFIED OPERATOR
SPECIAL / GENERAL
ATTACH TO ANY DOOMTROOPER AS TWO ACTIONS. The affected Doomtrooper
may be equipped with any VEHICLE, regardless of affiliation, except those
affiliated
with the Dark Legion.
CONCEALED WEAPON
SPECIAL / GENERAL
PLAY DURING COMBAT ON ANY COMBATING WARRIOR. You may immediately
Equip the affected warrior with any WEAPON from your hand. You may take
the weapon
from your Discard pile if you first pay 8 D.
CORNERED
SPECIAL / GENERAL
PLAY DURING COMBAT. No player may play any more Special cards that affect
this
combat (not even you), except cards that affect THIS card.
CURRENCY EXCHANGE
SPECIAL / GENERAL
PLAY AT ANY TIME DURING A TEAM GAME. When played, you and your partner(s)
may freely move D between one another.
CURSED ARTIFACT
SPECIAL / GENERAL
ATTACH TO ANY RELIC AS THREE ACTIONS. The Relics controller must pay 2
Promotion Points to use its powers.
DAY OF MOURNING
SPECIAL / BAUHAUS
PLAY AT ANY TIME. ONCE PLAYED, REMOVE THIS CARD FROM THE GAME.
All Bauhaus-affiliated warriors in play are -5 to F, S and A until the
beginning of your
next turn.
DEAD ZONE
SPECIAL / GENERAL
ATTACH TO ANY WARZONE AS TWO ACTIONS. While in play, warriors may not
cast Art spells or use Dark Symmetry abilities while combating in this
Warzone.
DEAL WITH IT
SPECIAL / GENERAL
ATTACH TO ANY PLAYER AS THREE ACTIONS. While in play the affected player
may never have more than 4 cards in his or her hand (discard extras). Each
time the
player plays a card, immediately draw a new one. Player may never discard
a card
during the Discard step.
DEATH MAZE
SPECIAL / BROTHERHOOD
POISON. GIVE TO ANY MORTIFICATOR. If the Mortificator survives a Fight
combat,
it may remove this card from the game immediately after the combat to automatically
kill its opponent (even if it was not wounded). Points are earned.
NOTE: DEATH MAZE was originally supposed to be an Equipment card, but some
gremlin turned it into a Special and we didn't realize it until it was
too late. Regardless,
for all intents and purposes, it is STILL considered a SPECIAL!!! We're
NOT going to
make you assume it's an Equipment card. To clarify, the first line should
read GIVE
TO ANY MORTIFICATOR AS ONE ACTION. Remember, it is a SPECIAL card!
DEFENSIVE BARRIER
SPECIAL / GENERAL
ATTACH TO ANY FORTIFICATION CARD AS ONE ACTION. The affected
Fortification may not be discarded or destroyed unless this card is discarded
or destroyed first. A Fortification may only have one Defensive Barrier
at a time.
DEJA VU
SPECIAL / GENERAL
PLAY AS THREE ACTIONS AND REMOVE THIS CARD FROM THE GAME.
You may switch your Draw pile with your Discard pile. Other players may
pay
25 D at this time to switch their piles as well. All affected piles are
shuffled.
DONT CALL AGAIN!
SPECIAL / GENERAL
ATTACH TO ANY WARRIOR AT ANY TIME. While in play, the affected warrior
may not perform actions. The warriors controller may discard this card
by spending
FOUR actions (cards which provide "attack actions" may be used
for this total).
DWINDLING FAITH
SPECIAL / BROTHERHOOD
ATTACH TO ANY BROTHERHOOD WARRIOR AS TWO ACTIONS. While in play,
whenever the affected Brother casts an Art spell requiring D, he must pay
double the
D cost.
EAT THIS!
SPECIAL / GENERAL
PLAY AT ANY TIME. All warriors in play are immediately wounded, even those
that
may only be "automatically killed" or are "killed when wounded"
(the warrior is not killed).
Warriors already wounded are unaffected.
ECONOMIC BREAKDOWN
SPECIAL / GENERAL
PLAY AT ANY TIME.THIS CARD REMAINS IN PLAY. While in play, no player may
have more than 15 D. All players with more must give up the excess. Cards
that prevent
the manipulation of D (i. e. CARDINALS BANK) have no effect on the Economic
Breakdown.
EMBASSY
SPECIAL / GENERAL
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY. Choose any Fortification CARD
in play. While in play, you and/or your forces also gain the effects of
the Fortification, as
if you played it. If the Fortification is discarded, so is this card.
ENTITLEMENT
SPECIAL / GENERAL
PLAY DURING COMBAT IMMEDIATELY AFTER THE ATTACKER AND DEFENDER
ARE ANNOUNCED. No other players besides the players involved in this combat
may
affect this combat in any way.
FALLING MARKET
SPECIAL / GENERAL
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY. While in play, all players'
Meditate actions do not produce D. This card will cause any RISING MARKET
cards
to be discarded.
FILL EM UP
SPECIAL / GENERAL
PLAY AT ANY TIME EXCEPT DURING YOUR TURN. All players may immediately
fill their hands to seven cards.
GHOST IN THE MACHINE
SPECIAL / CYBERTRONIC
PLAY AS THREE ACTIONS AND SPEND 10 D. All Cybertronic warriors in play
run
amok to their respective discard piles. No points are earned.
GUNG HO
SPECIAL / MISHIMA
PLAY AS ONE ACTION. While in play, all of your Mishima warriors strike
first in any combat. If the opponent survives, it may retaliate.
HASTY GETAWAY
SPECIAL / GENERAL
PLAY DURING COMBAT ON ANY COMBATING WARRIOR. The affected
warrior returns to its owners hand, along with all Equipment and attached
Special cards. Other players cards on the warrior are discarded. Then remove
this card from the game.
HIDDEN
SPECIAL / BROTHERHOOD
ATTACH TO ANY MORTIFICATOR AS ONE ACTION. While in play,
affected warrior may not attack or be attacked. You may remove this
card from the game at any time (except during combat) to allow the warrior
to make a free and immediate Attack.
HOLY PROTECTOR
SPECIAL / BROTHERHOOD
PLAY ON YOUR MORTIFICATOR DURING A COMBAT IN WHICH
YOUR DOOMTROOPER IS INVOLVED. The Mortificator attacks the
Doomtrooper's opponent before it can attack your Doomtrooper. The
opponent may not retaliate.
ILLUMINATION
SPECIAL / DARK SYMMETRY
ATTACH TO ANY WARRIOR WITH DARK SYMMETRY IMMUNITY AS ONE ACTION.
The affected warrior is no longer immune to any Dark Symmetry cards.
INCONVENIENT PHONE CALL
SPECIAL / GENERAL
AS TWO ACTIONS, ATTACH TO ANY WARRIOR THAT PROVIDES RATINGS
MODIFIERS OR SPECIAL ABILITIES TO OTHER WARRIORS. This card remains
in play. While in play, the affected warrior no longer provides the modifiers
or abilities.
INFERIOR TECHNOLOGY
SPECIAL / CYBERTRONIC
ATTACH TO ANY CYBERTRONIC WARRIOR AS ONE ACTION. The affected
warrior may not perform any Attack actions until this card is removed.
If attacked,
it may retaliate as normal.
INFORMANTS
SPECIAL / GENERAL
PLAY DURING YOUR TURN. You may secretly look at the cards under any
number of SECRET cards in play.
INTO THE DARK
SPECIAL / GENERAL
PLAY DURING COMBAT IN WHICH ONE COMBATANT DEFENDS FROM
A WARZONE. The Defender is hindered by unknown terrain and suffers an
additional -5 to F, S and A.
IT SHALL BE DONE, EXCELLENCY
SPECIAL / BROTHERHOOD
ATTACH TO ANY BROTHERHOOD WARRIOR AT ANY TIME. Choose
one of the five Apostles. While in play, each D spent while casting Art
spells
against Followers of that Apostle counts as 2 D.
JOKER!
SPECIAL / GENERAL
This card represents an exact copy of any card currently in play. It may
not represent a Personality or Relic. Follow all rules when playing this
card as if you were playing the original.
LIFE INSURANCE
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ONE OF YOUR DOOMTROOPERS IS KILLED.
You gain the killed warriors modified V (at the time of its death) in D.
LISTEN UP!
SPECIAL / GENERAL
ATTACH TO ANY PLAYER AT ANY TIME. While in play, affected player
may not play Equipment cards that are placed directly in a Squad/Kohort
(those that are not given to warriors). Discard any such Equipment in the
player's Squad and Kohort.
LIVING ON THE EDGE
SPECIAL / GENERAL
PLAY AS THREE ACTIONS. All players must remove their Discard piles
from the game or pay 20 D.
MASTER OF DISGUISE
SPECIAL / GENERAL
PLAY ON ANY WARRIOR IN YOUR SQUAD AS TWO ACTIONS. You
may replace the warrior with any non-Personality Doomtrooper from your
hand. All cards attached to the original warrior remain with the new warrior
(if allowed). Discard the original warrior.
NO LOOSE ENDS
SPECIAL / BROTHERHOOD
PLAY DURING COMBAT ON ANY COMBATING MORTIFICATOR. The
Mortificator's unmodified F is tripled until the combat is over.
OH YEAH?
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANY PLAYER SEARCHES THROUGH HIS
OR HER DRAW OR DISCARD PILE FOR A SPECIFIC CARD. Replace the
selected card with a random card from the same pile. Place the selected
card on the bottom of that pile.
PLAY IT AGAIN
SPECIAL / GENERAL
PLAY AS ONE ACTION, SPEND 10 D AND REMOVE THIS CARD FROM
THE GAME. You may immediately shuffle your Discard pile into your Draw
pile to form a new Draw pile.
POWERFUL COMMAND
SPECIAL / DARK LEGION
PLAY DURING YOUR TURN AS THREE ACTIONS. Every warrior in your
Kohort must attack a separate Doomtrooper in play (if able). Choose Attackers
and Defenders (only one Attacker per Defender). Your extra Kohort members
do nothing. Conduct each attack separately, in any order you choose.
PUNCH DRUNK
SPECIAL / GENERAL
PLAY ON ANY WARRIOR IMMEDIATELY AFTER IT IS WOUNDED,
EVEN IF THAT WOUND WOULD KILL IT. The warrior is not wounded.
Return it to its pre-combat status. Instead, it is dazed and is -4 to F,
S and
A while this card is in play.
PURSUIT
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANY COMBAT. The Attacker of the previous
combat must immediately Attack the same Defender again. This costs no
actions or points.
RAGE
SPECIAL / GENERAL
ATTACH TO YOUR WARRIOR AS ONE ACTION. Select one other warrior
card in play. The affected warrior gains +8 to F and S when combating that
specific warrior card. Discard this card if the selected warrior is discarded.
REFLECTION
SPECIAL / BROTHERHOOD
PLAY IMMEDIATELY AFTER ANY ART SPELL HAS BEEN CAST. The effect
of the spell is reflected back to the caster, who is affected by the spell
as if it was
the true target. Or the effects of the spell may be negated instead of
reflected
(as per the FIZZLE card).
RISING MARKET
SPECIAL / GENERAL
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY. While in play, all players'
Meditate actions produce 2 D. Only one RISING MARKET affects play. This
card
will cause any FALLING MARKET cards to be discarded.
ROBBED BLIND
SPECIAL / GENERAL
PLAY AS TWO ACTIONS ON ANY PLAYER WITH CARDINAL'S BANK IN PLAY.
Once played, remove this card from the game. Your internal spies manage
to steal
all of the affected player's D and give them to you.
RUSSIAN ROULETTE
SPECIAL / GENERAL
PLAY AT ANY TIME. Select two warriors in play with the same modified V.
Assign "Heads" or "Tails" to each. Flip a coin. The
warrior that loses (his face
of the coin face down) is discarded along with all attachments. No points
are earned.
SECRET
SPECIAL / GENERAL
PLAY AS ONE ACTION. This card may never be discarded. You may play
Special cards under this card as one action each. You may remove this card
from the game at any time to play ALL of the Special cards underneath (if
able).
You must try to play all the cards. funable, unplayed cards are removed
from
the game.
SHORE LEAVE
SPECIAL / GENERAL
PLAY ON YOUR DOOMTROOPER AT ANY TIME. Move the affected warrior
to the side; it may no tnothing nad may not be attacked. For every one
of your
full turns it remains on leave it permanently gains +1 to F, S and A. Return
to play
at any time. If the warrior was wounded, it is healed.
SUPERIOR QUALITY
SPECIAL / BAUHAUS
ATTACH TO ANY EQUIPMENT CARD AS ONE ACTION. The affected
Equipment card may not be discarded unless this card is discarded first.
SUPPRESSING FIRE
SPECIAL / GENERAL
PLAY ON ANY SQUAD OR KOHORT AS ONE ACTION. All of the warriors
in the affected Squad/Kohort that are not in cover must immediately go
into
cover or become wounded (even if the warrior may only be "automatically
killed").
Warriors that may never be in cover are exempt.
SWITCHED LABELS
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER ANY WOUNDED WARRIOR IS HEALED. The
affected warrior is killed instead. You earn half the points, rounded down.
TEMPORARY INSANITY
SPECIAL / DARK LEGION
PLAY WHEN YOUR DARK LEGION WARRIOR IS ATTACKED BY A
DOOMTROOPER AND SPEND 10 D. The Doomtrooper goes insane!
Choose any other warrior in play; the Doomtrooper attacks that warrior
instead.
If either warrior is killed, you earn the points.
TERRORIST ATTACK
SPECIAL / DARK LEGION
PLAY AT ANY TIME. You may immediately remove any Brotherhood-affiliated
Fortification from the game.
THE CURATOR'S GIFT
SPECIAL / DARK LEGION
ATTACH TO ANY FOLLOWER OF DEMNOGONIS AS ONE ACTION. The
affected warrior may use POISONS, as if it was a MORTIFICATOR.
THINK AGAIN
SPECIAL / GENERAL
PLAY DURING COMBAT IMMEDIATELY AFTER THE ATTACKER AND
DEFENDER ARE ANNOUNCED. No player EXCEPT YOU may play Special
cards during this combat.
THROWING IT ALL AWAY
SPECIAL / GENERAL
PLAY AS ONE ACTION. THIS CARD REMAINS IN PLAY. While this card is in
play, no player may draw more than one card during his or her Draw step.
TO BE OR NOT TO BE
SPECIAL / GENERAL
PLAY DURING COMBAT ON ANY COMBATING WARRIOR. The warrior either
gains +4 to F and S, or loses -4 to F and S, your choice. Then remove this
card
from the game.
TRAIL OF EVIDENCE
SPECIAL / BROTHERHOOD
PLAY ON ANY DARK LEGION WARRIOR AS TWO ACTIONS. All your
MORTIFICATORS may immediately attack the affected warrior once. Conduct
each attack separately, in any order you choose. Then remove this card
from the game.
TRAINING
SPECIAL / GENERAL
PLAY ON ANY SQUAD OR KOHORT AS ONE ACTION. Discard this card
at the beginning of your next turn. While in play, the warriors in the
affected
Squad/Kohort are in training and may not attack or be attacked.
TRUST IN THE ARMS
SPECIAL / DARK LEGION
PLAY AS ONE ACTION. All warriors in play lose the ability to cast Art spells
until the beginning of your next turn. This includes any warriors added
after
this card has been played.
TRY AND STOP ME!
SPECIAL / GENERAL
PLAY ON ANY WARRIOR AS ONE ACTION. The affected warrior may not be
"automatically killed". If the warrior is given a wound that
"kills automatically", the
warrior is only wounded. This card does not prevent the warrior from being
killed
by a second wound.
UNTOUCHABLE
SPECIAL / GENERAL
ATTACH TO ANY PLAYER AS ONE ACTION. While in play, the affected PLAYER
is immune to Art and Dark Symmetry effects. The players forces are not
affected by this card.
WANNA PLAY?
SPECIAL / GENERAL
ATTACH TO ANY PLAYER AS ONE ACTION. Fo revery card the affected player
draws from his Draw pile, he must pay 1 D. Discard this card if the player
ever has
0 D at the beginning of his turn. This card will cause any FALLING MARKET
cards
to be discarded.
WATCHFUL EYE
SPECIAL / GENERAL
ATTACH TO ANY PLAYER AS THREE ACTIONS. While in play, the affected
player must pay 1 D each time he or she wishes to play any SPECIAL card.
Multiple Watchful Eyes are cumulative.
WHAT HAVE WE HERE?
SPECIAL / GENERAL
PLAY IMMEDIATELY AFTER A COMBAT WHERE YOUR WARRIOR KILLS
ANOTHER. You may take one Relic card from the slain warrior and immediately
give it to any legal warrior in your Squad or Kohort (even if your warrior
is of opposing
affiliation).