ARMAGEDDON - Build 10.6 In the Twin Towers, the Bauhaus Headquarters on Luna, the four Elector Dukes had gathered for a secret meeting with Cardinal Durand. After short formalities, the Cardinal told the Dukes: "The Librarians of the Stone Archives have recently found some old manuscripts, which date back in time before the Exodus. I believe that they are part of the documents once known as Vatican Secret Archives..." After a short pause he continued: "The First Seal of Repulsion was not broken by the Imperial Conquistadors on Nero, in fact they broke the Second Seal. The First Seal had already been broken nearly two thousand years before by the Templar Knights in the ancient city of Acre. In the year 1290 AD they found a secret chamber under the ruins of an old temple and there was a strange artifact. They thought it was the fabled Ark of the Covenant, but they had found and broken the First Seal. After that day the Dark Symmetry corrupted the Templar Knights in Acre and one year later this last bastion of Christendom in the Holy Lands was lost. Soon afterwards alarming rumours started to spread of the secret rituals of the Templar Knights. In the end Pope Clement V had to act and send Inquisition to 'question' the Knights. After ferocious torture the Knights and their Grand Master, Jacques de Molay, had to confess that they had sold their souls to, what they called, the Darkness. The Order of the Templar Knights was dissolved, the Grand Master was burned at the stake and the case was closed, but it wasn't..." Another pause, before the Cardinal dropped the real bomb: "My Mystics of the Cell of the Chroniclers have further investigated this incident and it seems that there was also two other Orders of Crusading Knights defending Acre at the same time with the Templars. We believe that they were also, at least partially, tainted by the Dark Symmetry. One of the Orders was the Knights of St. John also known as the Hospitallers, but we are not interested in them. The other, more interesting, Order was the Teutonic Knights - the forefathers of Bauhaus. The blood of the Teutonic Knights is still running thru the bloodlines of Bauhaus Nobility. This explains why Bauhaus has always been easier target for the Heretical Cults than the other Corporations..." The Dukes were petrified, then one of them started to mumble the Oath of Allegiance, but the Cardinal raised his voice: "I am not here to Cleanse you, if you are afraid of that! No, Bauhaus and the Brotherhood have still their special relationship from the times of Nathaniel and I have a special mission for you. The First Seal is still in Acre and - unlike the Seal on Nero - it can be repaired and, if it's repaired, the Dark Symmetry have to retreat its forces from our Solar System. Unfortunately Acre is in the middle of the Crescentian lands in the Dark Eden and Master Valpurgius has erected a new Citadel there. So my Mystics need some help from the Bauhaus Army, before they can repair the Seal." General of Staff, Duke Constance Romanov, was first to recover, he stood up and answered: "The Brotherhood can always trust Bauhaus, we will declare a State of Emergency and mobilize the Reserves. The High Command will redeploy our elite formations from other fronts for this mission. In a few weeks we will have an entire Mechanized Battle Group in Dark Eden. Anybody, foolish enough to oppose us, will be crushed. This will be the Last Crusade of the Teutonic Knights. This time we'll do it right!" W A R O P T I O N S LEAN AND MEAN (+) Corporate War / Bauhaus / Cybertronic WAR OPTION. Your War Fund is reduced to 10 D. Your warriors gain +4 to F, S and A and automatically kill opponents wounded in combat. You may only muster a warrior, if you don't already have a warrior able to be in combat in play. WELL OILED WAR MACHINE (+) Corporate War / General WAR OPTION. Your War Fund is reduced to 10 D. Your warriors gain +3 to F, S and A for each different non-personality warrior type from the same affiliation you have in play. All your warriors in play may transfer as 1 action. Your tribal corporate warriors may enter play in or transfer to Squad if you have another warrior present in Outpost. WILDFIRE DOCTRINE (+) Corporate War / Capitol WAR OPTION. Your War Fund is reduced to 15 D. Your Wolverines are considered MARTIAN BANSHEES and Antagons as INFANTRY. Opponents suffer -3 to F, S and A against your DESERT SCORPIONS defending in GREAT RUST DESERT or Outpost. FORTRESS DEAD SEA you play gives +6 (not +2) to A. 3/3 C A M P A I G N S LAST CRUSADE Campaign / Bauhaus/Brotherhood ATTACH TO OUTPOST WITH 3 MARKERS. This campaign may also be played if you have CARDINAL DURAND in play. You may muster Bauhaus warriors and Brotherhood MYSTICS directly into Outpost. Effects from JERUSALEM affect all your Brotherhood and Bauhaus warriors. 1/4 B A T T L E S ARMAGEDDON AT ACRE Battle / Bauhaus/Brotherhood ADD TO OUTPOST AS TWO ACTIONS AND PAY 15D. Attach ALAKHAI, MASTER VALPURGIUS and 3 Followers of Algeroth of V:8 or less onto this card. All gain +5 to A. Battle defenders cannot be attacked if there are other legal targets in player’s Outpost. BARBARIANS AT THE GATES Battle / General ADD TO SQUAD AS 1 ACTION AND 5D WHEN AN OPPONENT HAS MORE THAN 25 PP’s. Attach any Personality that goes to Squad and 4 HOME GUARDS onto this card. When a defender is attacked, you may pay its’ V in D to discard it (combat is ended) and to force the attacker into Cover. STEEL NIGHT MASSACRE Battle / Lutheran Triad ADD TO OUTPOST AS ONE ACTION AND PAY 10D. Attach a COMBAT OVERSEER and 3 other non-personality Cybertronic warriors onto this card. These warriors gain double the bonuses to F, S and A from your fortifications. 3/7 W A R R I O R S AGENT ROBERTO SALVATORE Warrior / General 4/4/4/6 PERSONALITY. Member of all five corporations. While Roberto Salvatore is in play, CLUB CASANOVA has no effect on your warriors. As one action he may choose one Fortification card in any Squad/Kohort to have no effect on play until the beginning of your next turn. ANATOLIAN CREEPER Warrior / General 9/0/8/6 MUST BE ADDED AND MAY NOT LEAVE OUTPOST. BEAST.  May never have attachments or gain benefits from fortifications. Automatically kills any warrior it wounds. CREEPER must attack in Fight combat any warrior of base V:8 or less which is just  mustered or transferred into Outpost. BOXXER BURKE Warrior / Cybertronic 8/4/8/7 PERSONALITY. CONSIDERED A MACHINATOR. Whenever opponent with first strike ability attacks a warrior in same Area as Burke, he may initiate Fight combat against the attacker (if he wounds opponent original combat is cancelled). Opponents may never manipulate Burke’s ratings. CAPTAIN DANJOU Warrior / Templars 7/6/8/8 PERSONALITY. COMMANDER (CAPTAIN). While in play, all your Templar Legionnaires (except Danjou himself) gain +5 to F, S and A. Danjou may negate any Special played during combat by wounding himself (if killed no points are earned). CHI Warrior / Mishima 8/6/8/9 PERSONALITY. CONSIDERED AN ENIGMA. Immune to all Dark Symmetry effects. Automatically kills warriors he wounds in Fight combat. While in play, opponents may never attach cards to your ENIGMAS and all your non-vehicle Mishima warriors in Outpost (except Chi) gain +4 to F, S and A. COLONEL PASCAL BRAND Warrior / Cybertronic 7/9/9/10 PERSONALITY. CONSIDERED A CHEMIMAN. Immune to the effects of DARK SYMMETRY GIFT cards, but not GIFTS OF APOSTLE cards. While in play, by spending an action prior their attack or by paying 6 D during combat your Chemimans gain +6 to F and S. ELIJAH CORMICK Warrior / Lutheran Triad 5/5/6/6 PERSONALITY AND CAVALIER. Cormick may join any of your other CAVALIERS already in combat (they are considered a single warrior with combined ratings and shared abilities). While in play, you may give Lutheran Triad WEAPONS to warriors also by just paying 2 D. FABIAN RIEGELS Warrior / Bauhaus 6/6/8/8 PERSONALITY. CONSIDERED A BAUHAUS BLITZER. While in play, all Bauhaus warriors gain +6 to A when defending. As 2 actions Fabian may search your Collection to play a Fortification, which modifies A, or to flip any Fortification out from play (player can flip it back as 1 action). FINN WINTER Warrior / General 5/7/6/6 PERSONALITY. CONSIDERED A FREELANCER. May never be forced into Cover. Points earned by Finn must be converted into D. Can use all SNIPER RIFLES. When in play, mustering MAD DOG MOROZOFF costs no D. HIGH TEMPLAR Warrior / Dark Legion 8/5/6/7 FOLLOWER AND TEMPLAR OF ILIAN. While in play, all your Templars of Ilian (except High Templars) gain +4 to F, S and A (DARK TEMPRESSES gain +8 to A). When High Templar only wounds her opponent, she may IMPRISON it (discard attachments). KATHERINE DE MOLAY Warrior / Bauhaus/Dark Legion 7/8/10/9 PERSONALITY. ADD TO SQUAD. CONSIDERED A BAUHAUS WARRIOR, HERETIC, CULTIST AND SKULLSEEKER. Katherine may negate any Special card with Brotherhood affiliation played by paying 5 D. While in play, all other non-Heretic Bauhaus warriors in play are -3 to F, S and A. KEZEF THE DECAYED Warrior / Dark Legion 5/5/5/6 FOLLOWER OF DEMNOGONIS. PERSONALITY. Kezef gains +1 to it’s F, S and A for each Dark Legion Special you play against opponent’s warriors, each warrior it kills, and every time it is given or he uses a Gift of Demnogonis. KONRAD SMOLENSKY Warrior / Bauhaus 5/7/9/8 PERSONALITY. CONSIDERED A BAUHAUS BLITZER. May never become a Heretic. While in play, all your other Bauhaus Blitzers gain +6 to F, S and A and automatically kill any warrior they wound. As three actions Smolensky may discard any VEHICLE from play. LEONTES Warrior / Dark Legion 5/2/5/6 FOLLOWER AND NEPHARITE OF SEMAI. PERSONALITY. Leontes’ F is always doubled when attacking a warrior with higher V. He may sum up his modified F, S and A together for one attack where he automatically kills, but is automatically killed itself also (opponent earns the points). LUNAR CONFUSIONIST Warrior / Dark Legion 4/5/6/6 FOLLOWER OF SEMAI. A DOOMTROOPER, HERETIC AND CULTIST. Add to Squad. May receive Dark Symmetry cards. During any combat your warrior participates where an opponent plays a Special you can once switch it to a random card in player’s hand, which is played instead. If the card cannot be played or has no effect, it is discarded. Multiple Confusionists provide cumulative effects. MAHOUT DERVISH Warrior / Crescentia 4/2/3/4 YOU NEED AT LEAST ONE OTHER CRESCENTIA WARRIOR TYPE IN PLAY TO MUSTER THIS WARRIOR. PP’s earned by this warrior or by killing it must always be converted into D. Is killed when wounded. May be given any BEAST from any tribe. PLATOON SERGEANT Warrior / Bauhaus. 6/6/6/7 VENUSIAN RANGER. COMMANDER (SERGEANT). Warrior gives + 4 to F, S and A to one Bauhaus warrior you choose (target may be changed if not in play anymore). May discard an attachment from an opponent who is in combat with a VENUSIAN RANGER by annihilating one of his attachments. RASHID OF THE BURNED DOMINION Warrior / Crescentia 9/4/7/8 PERSONALITY. CONSIDERED A BROTHERBOUND TROOPER. Automatically kills opponents wounded in Fight combat. If he spends an action before any attack he gains +6 to F. When you play INSPIRED, Rashid can convert the last action into an attack by himself. ROALD THE WISE Warrior / Brotherhood 5/6/6/7 PERSONALITY. CONSIDERED A MYSTIC. May cast all Art. Immune to all Dark Symmetry, and to Ki Powers that would alter his F, S or A. Gains +3 to A from each warrior in his Area. While in play, you may draw a new card from Draw Pile for each Brotherhood Special you play. RUFFIAN Warrior / Templars 7/6/6/6 COMMANDER (SERGEANT). Assign a non-Personality Templar warrior card of lower V to the Ruffian. That card and copies of that card in your Outpost gain +4 to F, S, A and V. Ruffian gains double the bonus to F from any FIGHT WEAPON. SOLDAT BOLSHEVIK Warrior / Sons of Rasputin / Dark Legion 6/4/6/5 CONSIDERED A SOLDAT AND HERETIC. May receive Dark Symmetry Gifts. While in play, your SOLDATS may never be forced into Cover nor can be subjects to Specials that return them back to hand. Killed or discarded Bolsheviks are shuffled back to Draw Pile. VESTICULAR HORROR Warrior / Dark Legion 6/7/7/8 CONSIDERED A FOLLOWER OF ALL FIVE APOSTLES. Automatically kills opponents wounded in combat. Gains +3 to F, S and A from any METROPOLITAN PROPHET you have in play. May attack with opponent’s warrior considered or using a Beast as your standard attack action. WOLFHEAD DRAGOON Warrior / Bauhaus 4/5/4/5 CONSIDERED A DRAGOON. STANDARD BEARER. While in play, no Bauhaus warrior in his Area may be attacked except the Wolfhead Dragoon. Gains +1 to A from each other Bauhaus warrior you have in play. ZENITHIAN VANQUISHER Warrior / Dark Legion 5/4/4/5 FOLLOWER OF MUAWIJHE. Considered a ZENITHIAN SOULSLAYER. May never be forced into Cover. When in play, all your ZENITHIAN SOULSLAYERS gain +5 to their F, S and A from each other when in same Area. ZURION RAZIDE Warrior / Dark Legion 9/7/8/10 FOLLOWER OF ALGEROTH. CONSIDERED A RAZIDE. While in play, your opponents suffer -2 to F, S and A for each (Nasca) Razide you have in play. You may cancel a wound to Zurion Razide by annihilating your other follower of Algeroth in play. 25/32 E Q U I P M E N T CAPE OF DARKNESS Equipment / Dark Legion GIVE TO A DARK LEGION WARRIOR ABLE TO CAST ART. Warrior is immune to Specials targeted directly against it. Warrior’s opponents in combat suffer always a negative bonus to their combat value. In Fight combat their modified F is lowered by their modified S and vice versa in Shoot. CORNAC LEASH Equipment / Crescentia/Templars GIVE TO ANY CRESCENTIA OR TEMPLAR WARRIOR. Warrior with a Leash adds his F and S to paid NOMADIC MUTATIONS attacks and ones performed by your ANATOLIAN CREEPERS. You may choose your Creeper not to attack automatically. CYBERNETIC LEGS Equipment / Cybertronic GIVE TO A DOOMTROOPER. Warrior gains +4 to F and may choose to evade Fight combat unless attacker always strikes first in combat. DASSAUD-KLEIN ALBATROSS Equipment / Bauhaus GIVE TO ANY BAUHAUS WARRIOR. VEHICLE and AIRSHIP. Gives +6 to S and A. VENUSIAN RANGERS using the Albatross may attack 2 different warriors as one attack action (conduct combats separately). MAX STEINER strikes first when using the Albatross. EMRICH & LOWES Mk.5 Equipment / General GIVE TO A WARRIOR WITH SHARPSHOOTER CARD ATTACHED. SHOOT WEAPON (SNIPER RIFLE). Gives +10 to S and automatically kills. Warrior using E&L may attack any warrior in play (even if warrior normally cannot participate in combat or is shielded by other warrior, fortification or Special card) except Apostles. HORN OF HATRED Equipment / Dark Legion GIVE TO ANY DARK LEGION WARRIOR. While in play, you may decide that the defending warrior must or may not use one of its attachments (excl. VEHICLES) when you attack it. You may as one action force a player to put cards from his hand face up on the table (to be picked up during next Draw Step). RAC-II INTELLIGENCER Equipment / Cybertronic GIVE TO ANY CYBERTRONIC WARRIOR (even if not allowed to have attachments or use Equipment). Gives +3 to F and S, and immunity to Ki Powers that would alter this warrior’s F, S or A. Cannot be discarded unless the warrior is discarded. Warrior may only have one RAC-II. RAPTOR ARMV Equipment / General GIVE TO ANY PERSONALITY COMMANDER. AIRSHIP AND VEHICLE. Gives +3 to F, S and A. As two actions, warrior may STRAFE any one warrior in play (except between Outpost and Squad/Kohort). 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. TWIN BARRACUDA Equipment / Imperial GIVE TO ANY IMPERIAL WARRIOR. AIRSHIP AND VEHICLE. Warrior gains +5 to S and is considered RAMS AIR CAVALRY. The warrior may not use other Weapons when using the Barracuda. 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. 9/41 R E L I C S BLOODSTONE Relic / Dark Legion GIVE TO ALGEROTH OR HIS NEPHARITE. You may annihilate Bloodstone during your turn before you spend any actions to search and play BLOOD LUST from your Collection. While Bloodstone is in play, your BLOOD LUST cards are always shuffled back to Draw Pile after use. EXOSKELETON REGULUS Relic / Brotherhood GIVE TO A BROTHERHOOD PERSONALITY. ARMOR. Opponents’ (modified) F and S are always halved (fractions rounded down) when in combat with this warrior. Warrior with Exoskeleton Armor can never strike first in combat. RING OF VOID Relic / Dark Legion GIVE TO A NEPHARITE PERSONALITY. When in combat, this warrior may spend its’ own V in D to summon any Dark Legion warrior from Sidebar into play (warriors normally going to Kohort may appear in Outpost and vice versa). This warrior replaces its summoner during combat and unless killed remains in play. THE SEAL OF ACRE Relic / Brotherhood GIVE TO A MYSTIC OR KEEPER OF ART IN YOUR OUTPOST IF CITADEL OF ACRE IS NOT IN PLAY. Gives +8 to V. VEGNAGUN Relic / Mishima GIVE TO ANY MISHIMA WARRIOR. SHOOT WEAPON. Gives +6 to S. Opponents may not attack this warrior in Fight combat if their F is less that your S. Against VEHICLES, warrior may spend 1 action prior an attack to aim Vegnagun for additional +8 to S. 5/46 F O R T I F I C A T I O N S BAUHAUS HIGH COMMAND Fortification / Bauhaus ADD TO SQUAD. While in play, you may as one action play REDEPLOYMENT or STRATEGIC RESTRUCTURING from Sidebar. All your other non-personality Bauhaus warriors in play become also HUSSARS, DRAGOONS, VENUSIAN RANGERS or BAUHAUS BLITZERS if one of these is added into play. CITADEL OF ACRE Fortification / Dark Legion ADD TO OUTPOST. While in play, your Dark Legion Personalities in Outpost are immune to Art spells but may continue to cast Art themselves if able. Opponents suffer -2 to F, S and A against your Dark Legion warriors. Opponent who discards this Fortification gains 2 PP. GRAFTWERK Fortification / Cybertronic ADD TO SQUAD. Considered a FACTORY. While in play, you gain 2 D at Draw Steps and your CHASSEURS may graft equipment without spending actions. Cybertronic Personalities may graft RELICS as one action. THE FERGAN HUNTING LODGE Fortification / Imperial ADD TO SQUAD. Your Doomtroopers gain +3 to F, S and A against BEASTS. Each time they survive a combat with a Beast you may pay their base V in D to gain 3 PP’s. Your warriors may shoot up to 3 BATS (Venom, Scout or Devil) in one attack - all Bats wounded are automatically killed. 4/50 W A R Z O N E S MT. KUGASHIMA Warzone / Mishima -2 /+4/+4/+2 MERCURIAN WARZONE. All warriors combating in this Warzone not wearing ARMOR or not using an AIRSHIP suffer -4 to F and S. 1/51 M I S S I O N S DELIVERY Missin / General ASSIGN TO ANY FREELANCER. Pay 5 D to place 5 markers on this card. Warrior may spend one action to remove a marker. When the last marker is removed, the mission is fullfilled and you earn 4 PP’s (6 PP’s if in Outpost). LAST MAN STANDING Mission / General ASSIGN TO GAME. While in play, a player gains 1 PP during his Draw Step, if he has a warrior able to be in combat in play and the opponent(s) don't have. When any player kills the last remaining warrior from opponent in combat, he gains extra 3 PP’s. This Mission is never fulfilled. PRAISE THE BROTHERHOOD Mission / Brotherhood ASSIGN TO YOURSELF. Build all the 7 different Cathedrals (eg THE GIBSON CATHEDRAL) in 7 named cities to gain 16 PP’s. Opponents have to pay 8 D first in order to play cards that would discard your Cathedral(s). Points from this mission may be gained only once in a game. 3/54 A R T SEAL OF LIGHT (X) Art / Brotherhood ART OF EXORCISM. MAY ONLY BE CAST AS 3 ACTIONS BY A MYSTIC HAVING THE SEAL OF ACRE IN YOUR OUTPOST. All Dark Legion warriors, Heretics and Cultists in play are annihilated. Immunities do not protect against this card. You gain 5 PP’s plus 3 PP’s for each warrior annihilated. 1/55 S P E C I A L S ADVISOR TO THE EMPEROR (+) Special / Mishima ATTACH TO YOUR CORPORATE PERSONALITY OF V:8 OR MORE AT ANY TIME. Opponents gain only half PP's (rounded up) for killing your like-affiliated warriors. As 1 action and 2 D you may search your Collection for the 3 cards mentioned in HIDDEN AIR BASE onto it (if in play). You may have only one copy of this card in play. AIDE TO FIELD MARSHAL (+) Special / Bauhaus ATTACH TO YOUR CORPORATE PERSONALITY OF V:8 OR MORE THAT CAN BE IN COMBAT AT ANY TIME. When adding markers to Campaign cards, you gain 2 markers (instead of 1) by paying 6 D. You may only have one copy of this card in play. ALPHA FORCE (+) Special / Capitol ATTACH TO YOUR CAPITOL WARRIOR AS ONE ACTION. This warrior and all other warriors it affects are immune to all Dark Symmetry, gain extra +3 to F, S and A and may exit any VEHICLE unharmed if it is being discarded from the warrior via card play. One Alpha Force per warrior. ARMAMENTS RACE Special / General PLAY DURING YOUR TURN BEFORE PERFORMING ANY ACTIONS. You may perform 2 extra standard actions this turn, but your standard attack action is a non-attack action this turn (attacks via card play are legal). Only one Armaments Race per turn can be played. "ARRANGER" (+) Special / Brotherhood ATTACH TO ANY BROTHERHOOD WARRIOR THAT CAN BE IN COMBAT AT ANY TIME. Arranger may once in a turn as one action search your Collection for Brotherhood equipment that must be given to a Mortificator. Additionally one POISON may be given in a same way without actions. If warrior is discarded Arranger can be moved to other Brotherhood warrior. Player may have only one Arranger. COMING BACK WITH A VENGEANCE (X) Special / General PLAY AFTER ONE OF YOUR WARRIORS HAS BEEN KILLED IN COMBAT. RESTRICTED. Place a marker on the warrior who killed your warrior. If you kill the warrior later, it is annihilated instead of discarded and you gain 10 additional PP’s for the kill. DONETSK PLAGUE Special / General PLAY ON ANY TRIBAL WARRIOR DURING YOUR TURN. VIRUS. Your warriors cause double damage to this warrior when in combat. All Atlanteans in the same area as the warrior for a full turn (from your Draw step to your next) will also become infected with the plague. ENFORCED SUFFOCATION (+) Special / Atlanteans ATTACH TO OUTPOST AS ONE ACTION. TELEPATHY. When defending in an UNDERWATER WARZONE your Atlantean warrior may lower its opponents F or S by spending 2 D for each -1. You may discard any BEAST attacking your Atlanteans by paying its V (or its modifier to V). END GAME (+) Special / General ATTACH TO GAME AT ANY TIME. May never be discarded. Dark Legion warriors gain +4 to V for each Doomtrooper in play who is also a Heretic when attacking players or during Sabotage. PP’s gained from playing SEAL OF LIGHT, completing CORPORATE DOMINANCE or using four SKULLS are doubled. GIFT FROM THE MISTRESS (X) Special / Dark Legion PLAY DURING YOUR TURN. You may search your Collection for 5 different Gift of Ilian cards. Cards need to be shown to other players. By paying 4 D per card you may immediately bestow them to legal recipients, otherwise they go to your hand. HIT BY A CHANCE SHOT Special / General PLAY AFTER COMBAT TO ATTACH TO A SURVIVING WARRIOR. If warrior is not already wounded he becomes wounded. While attached, warriors’ base F, S and A cannot be more than 3 (can be less). This card is discarded if warrior is healed. I'M STILL STANDING (+) Special / General ATTACH TO ANY WARRIOR WITH BASE V:5 OR MORE WHEN THE WARRIOR IS ABOUT TO BE KILLED. The warrior is not killed, but its’ base V is lowered by 4. INTERVENTION BY THE FOURTH DIRECTORATE (X) Special / Brotherhood PLAY AS TWO ACTIONS. RESTRICTED. You may discard any one non-Warrior card from play including SECRET HEADQUARTERS and any CAMPAIGN cards. LEGION OF OUTCASTS Special / Templars PLAY AS TWO ACTIONS. You may muster all non-Personality Templar Legionnaires from you Discard Pile without spending actions or D. Opponents may not counter this card if CAPTAIN DANJOU is in play. LINKED TO THE EXECUTIVES (+) Special / Cybertronic ATTACH TO YOUR CORPORATE PERSONALITY OF V:9 OR MORE AT ANY TIME. While in play, every Draw Step you gain 2 D and may draw 2 extra cards from Draw Pile. You may only have one copy of this card in play. MEMBER OF THE ROYAL HOUSE (+) Special / Imperial ATTACH TO YOUR CORPORATE PERSONALITY OF V:9 OR MORE AT ANY TIME. While in play, whenever you play a card with Imperial affiliation, you may play another one and disregard any action costs it has. Costs for playing any non-warrior cards requiring D are halved (rounded up). Only one copy of this card may be in play. MORAL VICTORY (+) Special / General ATTACH TO A BATTLE AT ANY TIME. MAY NEVER BE DISCARDED. Place a marker on this card at the beginning of the player’s every Draw Step. Each marker reduces the points gained from defeated battle by 3 PP. If there are 5 markers on this card, the player may discard the battle on his turn to gain 5 PP’s. Only 1 MORAL VICTORY per battle. NOTHING TO LOSE Special / General PLAY DURING YOUR TURN. RESTRICTED. Shuffle your Sidebar, take 5 cards from the top and select one of them to add it to your hand. The rest are returned back to Sidebar. If you pay 10 D, you may move top 5 cards from opponent’s Draw Pile to that player’s Sidebar. OATH OF ALLEGIANCE (+) Special / Brotherhood ATTACH TO BAUHAUS CORPORATE WAR CARD AS ONE ACTION. Player’s Bauhaus warriors may not attack Brotherhood warriors, cannot be turned into Heretics nor are affected by WAVE OF RIGHTEOUSNESS. ORDER OF THE TEMPLE OF SOLAR LIGHT (+) Special / Bauhaus/Dark Legion ATTACH TO A NON-VEHICLE BAUHAUS WARRIOR AT ANY TIME. Warrior becomes a Heretic and Cultist and gains +3 to F, S and A from each (other) Heretic Personality you have in play. OATH OF ALLEGIANCE has no effect on this warrior. PRESIDENTIAL STAFF (+) Special / Capitol ATTACH TO A CORPORATE PERSONALITY OF V:8 OR MORE AT ANY TIME. As 1 action and 3 D draw and show cards one by one from your Draw Pile for the first Equipment that comes from the top. No actions or D are needed to play the card. If not playable, it is discarded. Shuffle your deck afterwards. SECOND TO NONE! (+) Special / General ATTACH TO ANY WARRIOR AS ONE ACTION. Warriors’ base F, S, A and V are the same as the highest base F, S, A and V currently in play. SECURITY BREACH (+) Special / General ATTACH TO ANY FORTIFICATION THAT MODIFIES A AS ONE ACTION. The positive modifier to A from the Fortification is negative instead (all modifications to the Fortification are resolved first). Player with the Fortification can play only 1 attachment card per turn. SHADOW WAR (+) Special / Dark Legion ATTACH TO KOHORT AS ONE ACTION IF YOU HAVE A FOLLOWER OF SEMAI IN PLAY. Choose a Corporate War card in play. Any D on that card becomes inaccessible and player may not benefit from the effects listed in the card or attached War Option. Your warriors gain +2 to F, S and A against this affiliation (effect is cumulative). SHOOT AND SCOOT Special / General PLAY DURING YOUR TURN IF YOU HAVE EQUIPMENT IN YOUR SQUAD/KOHORT THAT CAN DISCARD FORTIFICATIONS OR WARZONES (f.ex. TA6500 CYBERMECH). All attachments from one opponent’s all warriors are discarded. By paying 8 D you may annihilate one of them. STATE OF EMERGENCY (X) Special / Bauhaus PLAY DURING YOUR TURN AS ONE ACTION AND PAY 5D. Draw 3 cards from your Draw Pile and show them to the opponents. All drawn Bauhaus warriors are immediately mustered (if possible) without spending actions or D. SOLDATS FORWARD! (+) Special / Sons of Rasputin PLAY DURING YOUR TURN. Until the beginning of your next turn when an opponent adds or transfers a warrior to Outpost you may immediately muster all SOLDATS from your hand (no actions needed). If you have a SOLDAT VICAR in play, no D is required to muster the warriors. THE WALL OF FLESH Special / Templars PLAY ON YOUR TEMPLAR WARRIOR DURING COMBAT. Warrior automatically kills his opponents wounded in Fight combat. Your TEMPLAR LEGIONNAIRES are not subjects to SECOND THOUGHTS or HASTY GETAWAY in this combat. Opponents may not counter this card if you have RUFFIANS in play. THE TEN THOUSAND (+) Special / Dark Legion ATTACH TO YOUR KOHORT AT ANY TIME. May not be discarded if you have ALAKHAI THE CUNNING in play. Your followers of Algeroth cannot be forced into Cover. By paying 1 D per warrior you may double the F, S and A bonus followers of Algeroth provide to each other during combat. TITANIUM DEFLECTOR PLATES Special / General ATTACH TO ANY NON-AIRSHIP VEHICLE USED BY A WARRIOR AS ONE ACTION. Adds +5 to A. Warrior in vehicle with Plates cannot be automatically killed in Fight combat. Multiple Plates with cumulative effect can be used. TOO MUCH TOO SOON (+) Special / General ATTACH TO ANY WARRIOR ABLE TO CAST ART SPELLS AT ANY TIME. Each time this warrior wishes to cast an Art spell, its controller must either wound it or increase its V by 3. Chosen option takes effect before the spell is cast. Warrior may have only one copy of this card. TRIPWIRED Special / General PLAY DURING COMBAT AND ATTACH TO ATTACKING NON-VEHICLE WARRIOR. Combat ends immediately. While attached, the affected warrior may not attack and suffers -6 to it's A. Player controlling the warrior may discard this card as 3 actions TURMOIL IN DARK EDEN (+) Special / General ATTACH TO GAME AT ANY TIME. While in play, it does not cost an action to muster a Tribal warrior of V:5 or less into play and the D cost for them is halved (fractions rounded down). TWIN BROTHER Special / General ADD TO SQUAD OR OUTPOST AS ONE ACTION. This card becomes an exact copy of your non-Dark Legion warrior already in play. It’s abilities and base F/S/A/V are the same as of its’ twin. By spending 5 D you may conduct an attack with combined ratings. If the base warrior is killed or discarded, so is this card. ULTIMATUM Special / General PLAY JUST BEFORE OR DURING YOUR TURN BEFORE ANY ATTACK ACTIONS ARE PERFORMED. Choose an opponent. He may choose between granting you 4 PP’s immediately and allowing you the chance to gain double PP’s from killing his warriors during your upcoming/this turn. 35/90