CORPORATE WARS V7 CORPORATE WAR INFO CARD #1 At the beginning of your very first Draw Step you may declare that you're fighting a Corporate War. You may immediately search your Sidebar for a Corporate War card to attach it to game. You may also place one card from the Sidebar under the corporate war card . This card may then be taken as one action into your hand during the game, but not before the first playing round is completed. Corporate War cards may never be discarded or annihilated or otherwise removed from the game. A Corporate War Deck may only contain warriors, which have the same affiliation icon as the Corporate War card. All other cards may have General affiliation, no affiliation at all or the same affiliation as the Corporate War card. During the game you are allowed to get the benefits from other players cards with other affiliation icons through card play (ie. STOLEN PAPERWORK), but may not use cards with illegal affiliation icons from your own Sidebar. During a Corporate War your warriors may attack any warrior in play. Embargo Rule: During a Corporate War you may cancel all cards which have the same affiliation icon as your Corporate War cardimmediately after they are played by other players by paying 3D for each card. This takes precedence of normal turn of play. If other player has the same Corporate War card also in play you can't embargo his cards. 1/1 CORPORATE WAR CARDS CORPORATE WARS - BAUHAUS You have a War Fund of 25 D, which may never be manipulated by your opponents. You may play two equipment cards instead of one as one action. Equipment cards requiring more than one action to play don't get this bonus. CORPORATE WARS - CAPITOL You have a War Fund of 25 D, which may never be manipulated by your opponents. Anytime a card is played that would discard or take an equipment card from your Capitol warrior, you may negate that card by paying 6D. CORPORATE WARS - CYBERTRONIC You have a War Fund of 25 D, which may never be manipulated by your opponents. As one action you may discard any card your opponents have attached to your warrior. CORPORATE WARS - IMPERIAL You have a War Fund of 25 D, which may never be manipulated by your opponents. Your Corporate War Deck may also contain non-warrior cards, which have Capitol affiliation and Capitol may not use embargo against them. CORPORATE WARS - MISHIMA You have a War Fund of 25 D, which may never be manipulated by your opponents. The D cost for using KiPower effects is halved (fractions are rounded up). 5/6 W A R R I O R S DEVASTATOR Warrior/Cybertronic 8/16/14/16 TANK AND VEHICLE. IMMUNE TO ALL DARK SYMMETRY. May never use equipment, cast Art spells or be in cover. Warriors wounded in shoot combat by Devastator must be healed before they can attack again. SURVEILER 4/8/11/9 Warrior / Cybertronic MUST BE ADDED AND MAY NOT LEAVE OUTPOST. MAY NEVER CAST ART SPELLS OR USE VEHICLES. Tribal warrior and a Doomtrooper. Automatically kills warriors it wounds. After any combat it's involved, Surveiler may immediately shoot it's opponent again after the first combat is over (provided both warriors survive the first combat). 19TH SILENT 5/5/6/7 Warrior / Cybertronic MUST BE ADDED AND MAY NOT LEAVE OUTPOST. MAY NEVER CAST ART SPELLS. Tribal warrior and a Doomtrooper. This warrior can stop the combat after he has been wounded. Same attacker may not attack this warrior anymore during opponent's this turn. VICTOR STERNBERG Warrior/Bauhaus 4/5/7/6 PERSONALITY. COMMANDER. CONSIDERED A DRAGOON. May never be turned into a Heretic. While in play, all your Dragoons are immune to all Dark Symmetry and get (except Sternberg) +3 to F, S and A. RECITOR 6/6/8/8 Warrior / Bauhaus MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. While Recitor is in play, you may transfer warriors (but not vehicles) between Squad and Outpost without spending actions. Recitor may discard any card attached to your doomtroopers in Outpost as three actions. ULFWERNER 5 /5/6/6 Warrior / Bauhaus MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. Ulfwerner may use all equipment that can be given to a tribal affiliated warrior. May heal himself as two actions. JADE GHOST 8/6/6/7 Warrior / Mishima MUST BE ADDED AND MAY NOT LEAVE OUTPOST. MAY BE GIVEN CRESCENTIA BEASTS. Tribal warrior and a Doomtrooper. While in play, all your Mishimans in Outpost (except himself) get +2 to F, S and A. ENIGMA Warrior / Mishima 5/5/6/6 MUST BE ADDED AND MAY NOT LEAVE OUTPOST. MAY NEVER BECOME A HERETIC. Considered a Tribal warrior and a Doomtrooper. While in play, opponents may never strike first when attacking your warriors in Outpost (this overrides all other first strike abilities). KARAK THE KEEPER Warrior / Dark Legion 11/5/8/10 FOLLOWER OF ILIAN. PERSONALITY. CONSIDERED A TEMPLAR OF ILIAN. May receive Gifts of Ilian without spending actions. While in play, all your Templars of Ilian (except Karak) get +4 to F. SCYLLA THE SHAPESHIFTER Warrior / Dark Legion 7/7/9/9 PERSONALITY. FOLLOWER OF ILIAN. Put up to 3 markers on Scylla to show her initial ability (1=immune to Art, 2=autokill or 3=first strike). You may add or remove markers as one action each to change an ability to another. PRAECOR Warrior/Dark Legion 6/6/6/8 PERSONALITY. FOLLOWER OF DEMNOGONIS. CONSIDERED A CURATOR. May use all poisons. While in play, all your CURATORS are immune to Art. KURMO THE OPPRESSOR 9/7/8/10 Warrior/Dark legion PERSONALITY. FOLLOWER AND NEPHARITE OF ALL APOSTLES. Immune to Art. Strikes first in combat. While in play, all your opponents suffer -3 to A against your Dark Legion warriors in combat. CARNAL HARVESTER Warrior / Dark Legion 8/4/6/8 FOLLOWER OF ALGEROTH. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal and Dark Legion warrior. If Carnal Harvester kills it's opponent in a Fight combat and is wounded, it immediately heals itself by drinking the opponent's blood. NASCA RAZIDE 6/7/7/8 Warrior / Dark Legion FOLLOWER OF ALGEROTH. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal and Dark Legion warrior. Nasca Razide may substitute any of your nepharites in combat in Outpost. Gives +2 to F and S to all your other Razides and Nasca Razides in Outpost. CHANNELER Warrior/Dark Legion 1/1/4/5 FOLLOWER OF SEMAI. Channeler may reduce it's base A to take hits instead of another Dark Legion warrior in the same Area by paying 1D per hit. If base A reduces to zero (modifications to A are ignored), Channeler is killed and opponent earns the points. FRANK FRECKLE Warrior/Imperial 10/5/7/7 PERSONALITY. CONSIDERED A GOLDEN LION. May never be in cover. When in the same Area as TIMOTHY MACGUIRE, they may attack together with combined F, S, A and V killing automatically warriors wounded (opponents choose against whom to retaliate). CONQUISTADOR 8/5/6/7 Warrior / Imperial MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. Gives +2 to A to all your other Imperial warriors in Outpost. Opponents may not play PLAY DURING COMBAT cards when in fight combat with a conquistador. FALLEN ANGEL 4/6/5/6 Warrior / Imperial MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. When Fallen Angel enters play, you may search your collection for any legal vehicle, weapon or armor for him as your next two actions (during same turn). WOLVERINE 5/7/6/7 Warrior / Capitol MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. May anytime enter cover (except in combat). While Wolverine is in cover, opponent's must use one action to spot him before he can be attacked. ANTAGON 4/6/6/6 Warrior / Capitol MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. Your Capitol warriors in Outpost get +1 to S and A for each ANTAGON (Antagon will not affect its own ratings, but others may). May be given HANDGUNS without spending actions. ABEL OBERON 5/7/6/6 Warrior / Brotherhood PERSONALITY. CONSIDERED AN ARCHANGEL. May cast the Art of Mentalism. May use any airship. While in play, your Archangels (except Oberon) get +3 to S and A and opponents may not defend in warzones against your Archangels using airships. CRUCIFIER 4/5/8/6 Warrior / Brotherhood MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. May not cast Art spells. Gets + 1 to F and S for each weapon it carries. All ISLAND TEAM MEMBERS in your Outpost get +2 to A from each of your Crucifier. WATCHMAN 3/7/6/7 Warrior / Brotherhood MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a Doomtrooper. May cast all Art. Must primarily attack Dark Legions warriors if there are any in Outpost. Watchmen may only be attacked if there are no other warriors in your Outpost. LUTHERAN ARCHBISHOP 5/5/9/11 Warrior / Lutheran Triad PERSONALITY. TRIBE LEADER AND PATRIARCH. Must be your last Lutheran warrior to be attacked. As two actions the Archbishop may look top 6 cards of any Draw Pile and arrange them in any order. If killed, shuffle him back into your Draw Pile. BLASPHEMER Warrior / Lutheran Triad 3/4/4/4 CONSIDERED A CAVALIER, A BEAST AND A HERETIC. Blasphemers cause havoc in the battlefield and your opponent's suffer -1 to A during combat in Outpost for your each Blasphemer. GREYMOURN HEAVY ARTILLERY Warrior / Lutheran Triad 2/13/5/8 May not attack with a Fight combat. May not be given equipment. All wounded warriors are automatically killed and annihilated. SOLDAT VICAR Warrior / Sons of Rasputin 7/5/7/7 COMMANDER. CONSIDERED A SOLDAT. While in play, all your Soldats get +2 to F, S and A. Soldat Vicar will not affect its own ratings, but others may. As one action Vicar can assign any of your Soldats in play to participate in combat instead of him until your next turn. NORTHERN SON Warrior / Sons of Rasputin 4/4/5/6 This warrior gets +1 to F, S and A for each other Northern Son in your Outpost. May use two weapons simultaneously during combat against same warrior. MONTAGNE Warrior / Templars 10/6/8/11 PERSONALITY. TRIBE LEADER. Warriors wounded by Montagne are killed and annihilated. While in play, you pay only half of the value (rounded up) to bring non-personality Templar warriors into play. HORDE STANDARD BEARER Warrior / Templar 4/2/4/4 STANDARD BEARER. CONSIDERED A HORDE TROOPER. This warrior inspires his comrades. All your Templar warriors gain +2 to A while this warrior is in play. The Standard Bearer will not affect its own ratings, but others may. MARINE CENTURION Warrior/Templar 7/7/7/9 COMMANDER. CONSIDERED A TEMPLAR MARINE. Marine Centurion strikes first in combat. If opponent survives, it may retaliate. While in play, the negative modifiers of beasts used by your Templar Marines are positive modifiers instead. KHAN'S GUARD Warrior / Crescentia 5/5/5/6 When in the same Area, Khan's Guard may always replace Chadezsh Khan in combat. May be given missions at anytime without action cost. LAL ROSHAN Warrior / Crescentia 6/4/5/6 PERSONALITY. A PROPHET. May only be attacked if there are only Prophets in your Outpost. Anytime during an attack made by your Crescentia warriors, Lal Roshan may spend 6D to negate a just played special card or take one non-attack action. NOMADIC MUTATIONS Warrior / General 10/2/10/6 ADD TO OUTPOST. Have no (not even General) affiliation nor belong to any player. May never have attachments. Only (warriors considered) beasts may attack them. A player with tribal affiliated warriors in play may anytime pay 6D to cause them to attack any warrior. Points earned go to payer. SABOTEUR Warrior / General 3/2/4/4 ADD TO ANY SQUAD AS TWO ACTIONS. May never transfer. May discard any fortification or special attached to that Squad as three actions (two if you have SECRET SERVICE in play). Doesn't prevent player attacks or get the benefits from fortifications. Opponent may only attack him by spending 8D each turn. SECTION CHIEF DANIELS Warrior/General 5/6/7/7 PERSONALITY. Member of all five corporations. May never become a heretic. Daniels may remove up to three top cards from your Draw Pile anytime during combat in order to gain +2 to F, S and A from each. While in play, NICK MICHAELS may transfer without spending actions. 36/42 RELICS VON STRASSER'S SABRE Relic / Sons of Rasputin GIVE TO ANY SON OF RASPUTIN. FIGHT WEAPON. Gives +4 to F. While in play, you and your COSSACKS are immune to all Dark Symmetry and your Sons of Rasputin may never lose their affiliation. ANCIENT MAP (X) Relic / General GIVE TO ANY TRIBAL AFFILIATED WARRIOR. You may annihilate this card during your turn to search your collection for a fortification or a warzone, which is immediately placed into your Outpost, or to gain 10D. THE SACRED WORDS Relic / Crescentia GIVE TO ANY PROPHET. While in play, you have an extra non-attack or attack action. An attack action must be performed by a Crescentia warrior. THE MADONNA'S TEARS Relic / Lutheran Triad GIVE TO ANY LUTHERAN TRIAD WARRIOR. This warrior may not be killed automatically. 4/46 EQUIPMENT GEMINILASHER Equipment / Lutheran Triad GIVE TO ANY LUTHERAN TRIAD WARRIOR. FIGHT WEAPON. SHOTGUN. Gives +4 to F. The warrior may attack two warriors in one attack action. Choose two targets before combat begins. The same warrior may be attacked twice. Treat each attack separately. FLECK-274UH Equipment / General AIRSHIP AND VEHICLE. COMBAT HELICOPTER. GIVE TO ANY NON-TRIBAL DOOMTROOPER. Gives +3 to S. Warriors using Fleck may not use other equipment and can only be attacked by vehicles (not submarines). Fleck may discard attached special cards from your warriors in the same area as one action per card. CYBER DOGS Equipment / Cybertronic ATTACH TO ANY CYBERTRONIC WARRIOR AS ONE ACTION. This warrior always strikes first in fight combat. You may discard this card to prevent a wound (may not be used if the warrior is killed automatically). FRITZ S89 Equipment / Sons of Rasputin GIVE TO ANY SON OF RASPUTIN. HANDGUN. FIGHT/SHOOT WEAPON. Two handguns may be used in combat. Gives +3 to F and S. EMBARGO FLEET Equipment / Capitol ADD TO SQUAD AS TWO ACTIONS. While in play, you may prevent opponents from transferring additional warriors into Outpost if they already have warriors able to be in combat there. Doomtroopers may bypass the fleet by paying you 6D per each warrior. BRENHEIM A-7880 MISSILE BATTERY Equipment / Bauhaus ADD TO SQUAD. VEHICLE. Add markers onto this card as one action each. Each marker represents a missile, which can be used to wound any (warrior using a) vehicle attacking your Bauhaus warriors (if killed points are earned). Any number of missiles may be used in a combat. If opponent survives, he may continue the attack. STARSHIP LUSITANIA Equipment / General ADD TO SQUAD. Your team may transfer the ship between your Squads as one action. While in either Squad, that player may place cards (max.5) onto this card as one action each or take a card into his hand as one action or by paying 5D. EWS-2 WARNING SYSTEM Equipment / Cybertronic ADD TO SQUAD AS THREE ACTIONS. While in play, opponents earn only half of the points (fractions rounded up) from player attacks against you. You may attack SABOTEURS in your Squad without spending D. STURMTANK KOBRA III Equipment / Bauhaus ADD TO SQUAD. VEHICLE. Gives +6 to S and +3 to A to a group of max. 4 of your Bauhaus warriors of V:5 or less, who may attack together with combined F and S. Effects of warrior attachments or abilities not common to all members of the group may not be used. Opponents retaliate against single warriors. FIGHTER SQUADRON Equipment / General ATTACH TO ANY WARZONE. Fighter Squadron gives the defending warrior an additional +6 to S. If the Warzone is discarded, so is the Fighter Squadron. STAFF OF THE PROPHET Equipment / Crescentia GIVE TO ANY PROPHET. Warrior gains +5 F and automatically kills. This warrior is immune to all Dark Symmetry. 11/57 FORTIFICATIONS THE PALE WOMB Fortification / Crescentia ADD TO OUTPOST. A CRESCENTIA CITY. MAY NOT BE DISCARDED BY SPECIAL CARDS. While in play, all your Crescentia warriors in cover get +6 to A instead of 3. Crescentia warriors may enter cover without spending actions by discarding their beast. NEW PRAGUE Fortification / Rasputin ADD TO OUTPOST. A RASPUTIN CITY. If your Son of Rasputin warrior is about to be wounded in combat, you may reinforce him with another Rasputin warrior with a vehicle or considered a beast by paying 4D. Add this warrior's F and S to the battle (opponent must still attack the original target). THE DOME Fortification / Lutheran Triad ADD TO OUTPOST. While in play, all your Lutheran warriors get +3 to A. Warriors considered patriarchs get +5 to A instead. By paying 15D you may prolong any casted ritual to continue it's effects for a second full turn (but not more). TERRA NOSTRA Fortification / Templars ADD TO OUTPOST. A TEMPLAR CITY. While in play, opponents attacking your Templar warrior suffer -1 to F, S and A from your each other Templar warrior in Outpost. JERUSALEM Fortification / Brotherhood ADD TO OUTPOST. While in play, your Brotherhood warriors in Outpost get +2 to A and your Watchmen are immune to all Dark Symmetry. STRATHGORDON Fortification / Imperial ADD TO SQUAD. AN IMPERIAL CITY. While in play, your Imperial warriors get +5 to F, S and A and automatically kill any warrior they wound. If Strathgordon is discarded, all your Imperial warriors in play are discarded. GULAG Fortification / Sons of Rasputin ADD TO OUTPOST. May never be discarded if SIBERIA is in play. As one action you may sell your own prisoners or Sons of Rasputin warriors to slave work to get 4D. Sold warriors are discarded. STOCKHOUSE Fortification / Capitol ADD TO SQUAD. As one action you may put up to 10D onto this card (more D may be placed later as one action as long as the sum doesn't exceed 10D). During your Draw Steps you get the same amount of D from the common pool as you have invested. You may only have one Stockhouse in play at a time. FORTRESS DEAD SEA Fortification / Capitol ADD TO OUTPOST. While in play, Capitols warriors with VEHICLES may transfer between Squad and Outpost as one action. Your Capitol warriors in Outpost get +2 to A. 9/66 WARZONES TITANIUM MINES OF MERCURY +3/-1/+1/+4 Warzone / Mishima MERCURIAN WARZONE. ADD TO SQUAD/KOHORT. While in play, you get 6D at the beginning of your each Draw Step. If you don't have any warriors in Squad/Kohort, any player may take this warzone into his control as one action. Only one copy of this card may be in play at a time. SIBERIA Warzone / Sons of Rasputins +1/+1/+1/+3 DARK EDEN WARZONE. ADD TO OUTPOST. Only Sons of Rasputin may defend here. While in play, your Northern Sons enter play at half price and are always shuffled back into Draw Pile instead of other Piles. Northern Sons get additional +3 to F, S and A when defending in this warzone. GERMAN WASTELANDS Warzone / Dark Legion +2/+1/-1/+5 DARK EDEN WARZONE. ADD TO ANY OUTPOST AS TWO ACTIONS. Warriors in the affected Outpost must defend here if they want to use a warzone when defending in combat. 3/69 ALLIANCES CLANS REUNITED Alliance Imperial/Lutheran Triad ALLIANCE. Your tribal Imperial warriors get all the benefits of Lutheran rituals as they were Lutheran Triad warriors. Each Imperial warrior inside a vehicle in your Outpost gives +2 to A to all your Lutheran Triad warriors. BONDS OF HONOR Alliance Mishima / Crescentia ALLIANCE. If your Mishima warrior kills a non-Crescentia tribal warrior, a Crescentia beast from your collection may be attached to him as one action (this must happen before the end of your next turn). You may give Ki Powers to your Crescentia warriors as two actions. PARTNERS IN EVOLUTION Alliance Templars / Cybertronic ALLIANCE. Your Cybertronic warriors in Outpost may be equipped with Templar beasts and are immune to all viruses. You may give Templar warriors any equipment that can be given to 'any Cybertronic warrior or doomtrooper'. 3/72 MISSIONS DOMINANT TRIBE Mission/General ASSIGN TO YOURSELF. At your Draw Steps you get one PP if you have tribal affiliated warrior in Outpost and there is an opponent without warriors in Outpost. All warriors not able to be in combat are ignored. This mission is never fulfilled. DEFENDER OF THE FLAG Mission / General ATTACH TO ANY STANDARD BEARER. If you kill opponent's last warrior in the same Area where this warrior is, you get extra 6PP. If opponent kills this warrior in combat, he/she earns extra 2PP. PYRRHIC VICTORIES Mission/General ASSIGN TO YOURSELF. You get 5 PP each time your opponent eliminates your last warrior in play (warriors not able to attack are ignored) without killing him/her in combat (warriors taken out of play with PLAY DURING COMBAT cards are not counted). This mission is never fulfilled. PEACE-KEEPING OPERATION Mission / Brotherhood ASSIGN TO YOURSELF. You get 2PP for each BLOOD LUST, FEROCITY, GRAND ASSAULT, MUTINY or RAGE card played by an opponent, which you cancel or discard from play. This mission is never fulfilled. 4/76 ART REINCARNATION Art / Brotherhood ART OF SUMMONING. CAST ON CASTER AFTER COMBAT IF YOUR BROTHERHOOD PERSONALITY IS ABOUT TO BE KILLED. Opponent only earns half of the Promotion Points and you may place this warrior on top of your Draw Pile. 1/77 DARK SYMMETRY GRASP OF THE DARK SOUL (X) Dark Symmetry/Dark Legion DARK SYMMETRY GIFT. MAY NOT BE BESTOWED ON A HERETIC. This warrior may remove this card from the game to discard any non-warrior card from play, or to gain 15D. You may only have one copy of this card in your Deck. CLARION OF THE LEGIONNAIRE (X) Dark Symmetry / Dark Legion GIFT OF ILIAN. By spending two actions and removing this card from the game, this warrior may summon another Dark Legion warrior from your collection. The summoned warrior must have a lower V than this warrior's base V. Place the warrior into your Kohort. DANCING ON THE VOID'S RAZORED EDGE (X) Dark Symmetry / Dark Legion GIFT OF ILIAN. If this warrior is killed, you may instead remove this card from the game to prevent it. When used, this warrior will permanently suffer -2 on it's base F, S and A. 3/80 SPECIALS WAR EFFORTS Special / General PLAY AS ONE ACTION. Discard two of your cards in play. The cards may either be warriors being able to attack or/and fortifications. Your Corporate War fund is replenished to full amount once again. OPERATIVES IN OUTPOST Special / General ADD TO OUTPOST AS ONE ACTION. Place/remove a marker onto/from this card during your Discard Steps if you have/don't have a doomtrooper able to be in combat in your Outpost. Each marker (max.5) gives you one extra standard action. This card can only be discarded by spending actions equal to markers plus one. ALLIES ARE COMING (X) Special / General PLAY AS TWO ACTIONS IF YOU HAVE A DOOMTROOPER IN PLAY. Choose one card from your Sidebar and place it on top of your Draw Pile. Players with SECRET SERVICE in play may look this card. You may only have one copy of this card in your Deck. GEISHA HOUSE Special / Mishima ATTACH TO OPPONENT'S SQUAD AS ONE ACTION. While in play, any player may discard Ki Powers from this player's warriors by paying 5D each. THE CHANCE (X) Special / Lutheran Triad PLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN OUTPOST. RITUAL. Until the beginning of your next turn, you may convert D into non-attack actions at the rate of 2D per action. THE CLEANSING Special / Lutheran ATTACH TO ANY NON-DARK LEGION, NON-VEHICLE WARRIOR IN YOUR OUTPOST AS ONE ACTION IF YOU HAVE A PATRIARCH IN PLAY. RITUAL. The affected warrior becomes a member of Lutheran Triad. An Imperial warrior with THE CLEANSING gets +3 to A. This card may not be discarded unless the warrior is also discarded. STAIN Special / Lutheran Triad PLAY DURING YOUR TURN IF YOU HAVE A PATRIARCH IN PLAY. RITUAL. You may heal any of your patriarchs by transferring the wound to another of your healthy Lutheran Triad warriors. GUNS OR BUTTER ? Special / General PLAY DURING YOUR TURN. You receive either one non-attack action or 3D. THE MARTYR'S HILL Special / Lutheran Triad PLAY DURING COMBAT. Your Lutheran Triad warrior gains + 3 to F and S. No cards may be played which would cause him to be discarded, removed or taken out of play during this combat. TIME OF THE NOMADS Special / Crescentia ATTACH TO GAME AS ONE ACTION. While in play, all your Crescentian warriors strike first in combat against any non-Crescentia warrior. CAVALRY CHARGE ! (X) Special / General PLAY AS THREE ACTIONS AND REMOVE THIS CARD FROM PLAY. All your warriors with a beast or considered beasts may make a fight attack this turn. SCORCHED EARTH Special / Sons of Rasputin ATTACH TO YOURSELF AS ONE ACTION. You may prevent a player attack against you by annihilating one of your fortification cards. You may not use this card against FLANK ATTACK or COMMANDO RAID. SEDUCED Special / Dark Legion ATTACH TO ANY NON-DARK LEGION WARRIOR IF YOU HAVE TWO CULTISTS IN PLAY AND PAY 3D. The affected warrior loses -2 to V during each of the controller's Draw Step. If value drops to 0, discard the warrior. COVERT OPERATION (X) Special / General PLAY DURING YOUR TURN AFTER YOU HAVE DRAWN CARDS. You may draw a new card for each non-warrior, non-special card you play during this turn. Draw the new cards only after you have spent all your normal actions this turn. COORDINATION DIFFICULTIES Special / General ATTACH TO GAME AT ANYTIME. If a player has both tribal doomtroopers and Doomtroopers from Squad in Outpost at the same time, they all suffer -4 to F, S and A. LEGENDARY LEADER Special / General ATTACH TO GAME AT ANYTIME. Personality with the highest V in play (warriors not able to attack or be in combat are ignored) inspires all other like-affiliated warriors in play giving them + 3 to F, S and A. Only one copy of this card can be in play at a time. SEPPUKU Special / Mishima PLAY ONTO ANY MISHIMA WARRIOR IF YOU HAVE A MISHIMA PERSONALITY WITH HIGHER V IN PLAY. This warrior is discarded and the warrior's controller gets an equal amount of D from the common pool. TRADE CARAVANS Special / Crescentia ATTACH TO YOUR OUTPOST AS ONE ACTION. During your Draw Steps you get 3 D for each MASTODONT HANDLER in your Outpost. THE FIFTH COLUMN Special / General ADD TO OPPONENT'S SQUAD AS ONE ACTION. You may use one action to discard the top card from this player's Draw Pile, one additional card for your each SABOTEUR in this Squad and one more if you have SECRET SERVICE in play. All this must happen during your own turn and max. 3 actions may be used for this. MISINFORMATION (X) Special / Lutheran Triad PLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN PLAY. RITUAL. Put the three top cards from any opponent's Discard Pile onto top of his Draw Pile. SECRET WEAPONS PROGRAM Special / General ATTACH TO SQUAD AS ONE ACTION. As one action and 3D you may put a marker onto this card. During combat your warrior gains +2 to F, S and A for each marker you remove from this card. STAND UP AND FIGHT OR DIE ! Special / General ATTACH TO YOUR WARRIOR AS ONE ACTION. This warrior may never be wounded by special cards or forced to cover. As two actions this warrior may discard a PUNCH DRUNK card played onto him/her. STRATEGIC RESERVES Special / General ATTACH TO YOURSELF AS ONE ACTION. Instead of Discard Pile you may discard cards from your hand onto this card. During your Draw Step you may draw cards from it instead of Draw Pile at 3D per card. Supply Line Severed has no effect on this card. ARMORED ASSAULT GROUP Special / Bauhaus ATTACH TO ANY BAUHAUS COMMANDER AT ANYTIME. While in play, you gain one additional attack per turn, which must be performed by a Bauhaus Blitzer or a Bauhaus (warrior using a) vehicle. Only one copy of this card may be attached to any commander. SACRIFICIAL RUN Special / Lutheran Triad PLAY ONTO YOUR FUSILIER DURING ANY COMBAT WHERE A LUTHERAN WARRIOR IS ATTACKED. Fusilier attacks the attacker up to four times unless either combatant becomes out of play. He gets cumulative +2 to F and S during each new attack and automatically kills. After the combat Fusilier is killed (points are earned). DEPRESSED Special / General ATTACH TO ANY WARRIOR WITH A KI POWER AT ANYTIME. If this warrior uses his Ki Powers put a marker onto this card to represent -4 to F, S and A. While the marker is on the card, the warrior may not use his Ki Powers. The marker may be removed by spending one action. Multiple copies of this card are not cumulative. 26/106 total 106