DEMENTIA DOOMTROOPER EXPANSION DEMENTIA INFO CARD #1 - WAR OPTIONS When you reveal your Corporate War card, you may attach one War Option card from your Sidebar on it instead of placing one card under it. War Options are corporate war cards with the text "WAR OPTION". They are not 'real' corporate war cards, but must be attached to one. If a War Option has any of the five corporate affiliation icons, it can only be attached to a Corporate War card of that affiliation. No card or effect may be used to counter a War Option card and they are only discarded or annihilated if your Corporate War card is also discarded. Embargo Rule and the special abilities printed on your Corporate War card are still in effect, but your War Fund is normally reduced according to the chosen War Option. In addition War Options may allow you to have cards in your Corporate War Deck which would be normally forbidden during a Corporate War. All special rules are printed on the War Option cards. LIST OF CORPORATE WAR OPTION CARDS: CAMPAIGN IN DARK EDEN DIPLOMATIC ADVANTAGE LIMITED WAR PRE-EMPTIVE STRIKE UNHOLY ALLIANCE TRIBAL MERCENARIES 1/1 W A R O P T I O N S CAMPAIGN IN DARK EDEN (+) Corporate War / Capitol/Imperial WAR OPTION. Your War Fund is reduced to 10 D. Your deck may now contain any cards from one Tribal affiliation. Your Doomtroopers of V:4 or less may transfer from Squad to Outpost at any time (except during combat). DIPLOMATIC ADVANTAGE (+) Corporate War / General WAR OPTION. You have no War Fund at all. Put 5 markers on this card. Your deck may now contain any cards and opponents can't embargo them, but you must spend a marker from this card each time you play a 'forbidden' card. LIMITED WAR (+) Corporate War / Brotherhood WAR OPTION. Your War Fund is reduced to 5 D. Your warriors may not attack Brotherhood warriors unless specifically allowed through card text, but your deck may now contain special cards with Brotherhood affiliation, warriors with general affiliation and battle cards with defenders from general or your own affiliation. PRE-EMPTIVE STRIKE (+) Corporate War / General WAR OPTION. Your War Fund is reduced to 5 D. You may attack on your first turn and your warriors are not affected from COWARDICE, SECOND THOUGHTS or HASTY GETAWAY until your second turn is over. TRIBAL MERCENARIES (+) Corporate War / Mishima/Bauhaus WAR OPTION. Your War Fund is reduced to 5 D. Attach EMISSARIES from your collection permanently (may never be discarded) to your Outpost. Your deck may now contain any cards from one Tribal affiliation and your tribal warriors in Squad are considered as members of your Corporate War affiliation. UNHOLY ALLIANCE (+) Corporate War / Dark Legion WAR OPTION. Your War Fund is reduced to 10 D. Your deck may now contain any warriors which are Heretics and/or Cultists and Dark Legion affiliated cards which benefit only Heretics or Cultists. 6/7 B A T T L E S DARK TIDE RISING Battle / Capitol ADD TO KOHORT AS TWO ACTIONS AND PAY 15 D. Attach an Apostle and four of his/her followers (max. combined V:35) onto this card. Opponents may not attach cards to battle defenders, who are not affected by REASSIGNMENT. Opponents don't have to eliminate the Apostle in order to win the battle. SEWERS OF BLOOD Battle / Brotherhood ADD TO KOHORT AS ONE ACTION AND PAY 10 D. Attach RAGATHOL or any Heretic personality, and four non-personality Heretics onto this card. They may never be in cover and gain double the warrior bonuses from Heretic-related fortifications. The personality must be the last defender to be attacked. THE BATTLE OF NEW BOCCA Battle / Imperial ADD TO KOHORT AS TWO ACTIONS AND PAY 12 D. Attach WARLORD GHWERAK (with PORTAL OF UNDEATH and CARCASS SUIT) and four CENTURIONS onto this card. You may always choose the defender when these warriors are attacked. THE LYONBERG ASSAULT Battle / Sons of Rasputin ADD TO OUTPOST AS ONE ACTION AND PAY 15 D. Attach a HORDE CENTURION, two HORDE TROOPERS and two HORDE STANDARD BEARERS onto this card and THE FIRST AMENDMENT to game. You may give beasts to these warriors at any time. 4/11 W A R R I O R S ASSAULT MARINE Warrior / Capitol 6/8/7/8 CONSIDERED A FREE MARINE. Gains the bonuses to F, S, A and V from your Capitol commanders even if its V or warrior group wouldn't normally allow it. Opponents don't gain the benefits from fortifications against attacking Assault Marines. BAUHAUS SECURITY CHIEF Warrior / Bauhaus 5/6/7/9 MAY TRANSFER AT ANY TIME EXCEPT IN COMBAT. While in play, cards in your hand or in your Draw/Discard Piles may not be manipulated by opponents. All your Bauhaus Cops and Bauhaus Security Guards get +4 to F, S and A. CYBERHACKER ACE LOGAN Warrior / Cybertronic 1/2/4/7 PERSONALITY. CONSIDERED A CYBERCURITY MP. As two actions and 6 D Ace may inspect an opponent's Draw Pile and play a card (which doesn't remain in play) from there as it was your card (all normal restrictions apply). DARK TEMPTRESS Warrior / Dark Legion 4/4/6/9 FOLLOWER AND TEMPLAR OF ILIAN. Dark Temptress may inspect any Draw Pile as three actions. By spending 7 D per card she may discard them. Cards may not be warriors. The effect may not be used if opponent has EWS-2 WARNING SYSTEM in play. DESERT SCORPION CAPTAIN Warrior / Capitol 6/8/8/9 COMMANDER (CAPTAIN). May be equipped with any legal WEAPON from Draw Pile when mustered. While in play, your Desert Scorpions gain +4 to F, S and A, strike first in combat and are not affected by SANDSTORMS. FAY & KLAUS Warrior / Cybertronic 6/6/5/6 PERSONALITY. Immune to the effects of DARK SYMMETRY GIFT cards, but not to GIFT OF APOSTLE cards. This card is considered a single warrior. Fay & Klaus may battle as a team for 5 D. If so, F, S, A and V are +5 until the end of the combat. HEAVY INFANTRY HMG SPECIALIST Warrior / Capitol 4/10/7/7 CONSIDERED AN INFANTRY. MAY NEVER USE EQUIPMENT. HMG Specialist may only attack together with another (non-HMG) Infantry warrior (combine their F, S and A). KOMMANDANT HERT Warrior / Sons of Rasputin/Dark Legion 7/6/10/9 PERSONALITY. CONSIDERED A DARK LEGION HERETIC AND A SOLDAT. While in play, mustering Sons of Rasputin warriors costs 3 D less than normal. You may shuffle AIRSHIPS to be discarded from your Sons of Rasputin warriors back to Draw Pile. LORRAINE KOVAN - RECEPTACLE OF VISIONS Warrior / Capitol/Dark Legion 0/0/0/12 ADD TO GAME. PERSONALITY. Lorraine Kovan may only be attacked by MITCH HUNTER, RAGATHOL, YOJIMBO, FAY & KLAUS, PAM AFTON, LANE CHUNG, VIC BAER, CYRIL DENT or CORAL BEACH (of any player). Points from Kovan may be earned only once in a game. MARIA GARCIA Warrior / Brotherhood 8/8/9/9 PERSONALITY. CONSIDERED A SACRED WARRIOR. May cast any Art spell. While in play, your Sacred Warriors may attack any warrior. Maria strikes first in combat and gains +3 to F, S and A when battling with Dark Legion warriors. MISSION CONTROLLER Warrior / General -/-/-/8 This warrior may be added to any Area, has no affiliation and may never participate in combat or be in cover. While in play, your missions that are not attached to warriors may not be discarded by the effects from special cards. Opponents may discard this warrior by paying double his V in D. MORDECHAI THE FALLEN Warrior / Lutheran Triad /Dark Legion 4/7/7/6 PERSONALITY. CONSIDERED A DARK LEGION HERETIC AND A PATRIARCH. Rituals require one action less to play when Mordechai uses them. Mordechai gains double the bonuses from Dark Symmetries affecting only Heretics. NIGHTMARE WEAVER Warrior / Dark Legion 4/4/4/6 FOLLOWER OF MUAWIJHE. This warrior may discard any warrior under the effect of SLEEP or SEND DREAMS Dark Symmetry by paying the warriors's V in D. QUENTIN KELL Warrior / Capitol 6/11/8/8 PERSONALITY. May never be forced into cover. Cyril Dent and Quentin Kell may not be in play at the same time. If Kell is killed, you may immediately muster Cyril Dent from your collection by paying only the D cost. RONIN Warrior / Mishima 9/6/7/5 CONSIDERED A SAMURAI. Half (rounded up) of the points earned by the Ronin must be converted into D. If Ronin is promoted to COMMANDER, give him MISHIMESE CEREMONIAL BLADE from your collection. He may now earn PP's normally. SAGE SUMOMO Warrior / Mishima 6/6/7/8 PERSONALITY. CONSIDERED A MENTOR. Immune to all Dark Symmetry effects. While in play, all bonuses given by your MENTORS are doubled.You may give Ki Powers to Sumomo at any time without spending actions. SAND WARRIOR Warrior / Crescentia 7/4/6/7 CONSIDERED A BEAST. Enters play in cover and may attack from cover. May make one Fight attack against an opponent attacking your other Crescentian warrior by paying 4 D. Sand Warrior returns to cover after combat. SCYTHIA SCIPIO Warrior / Brotherhood 9/3/7/7 PERSONALITY. CONSIDERED AN INQUISITOR AND A MORTIFICATOR. May cast the Arts of Mentalism and Manipulation. Scipio automatically kills warriors wounded in Fight combat and may as one action inspect the hand of a player, who's warrior you've imprisoned. TAMBU B-104 BUILDERMEK Warrior / Mishima 1/3/12/5 VEHICLE. MAY NEVER BE IN COVER OR USE EQUIPMENT. B-104 is -6 to A against vehicles. While in play, you have an additional action per turn for building fortifications to B-104's Area and you may shuffle a fortification from Discard to Draw Pile as two actions. TRENCHER SNIPER Warrior / Imperial 3/6/4/6 CONSIDERED A TRENCHER. Trencher Snipers gain +2 to A from each of your other Trencher in play and automatically kill warriors they wound by using SNIPER RIFLES. By spending 5 D, this warrior may make one shoot attack against an opponent attacking any Trencher commander in his Area. TRIANGLED TEMPLAR Warrior / Dark Legion 8/6/7/6 FOLLOWER AND TEMPLAR OF ILIAN. Warriors wounded by Triangled Templar are automatically killed. This warrior may cancel any just played Art card by annihilating himself. Triangled Templars may only be mustered when you have TRIANGLED WHEEL in play. WILLEM SAARBOSCH Warrior / Bauhaus 6/8/11/14 PERSONALITY. CONSIDERED A VENUSIAN MARSHAL. When mustering Saarbosch, you may add two (not warriors considered) VENUSIAN RANGERS into Squad from your collection for free. While in play, your Venusian Marshals must be your last Bauhaus warriors in their Area to be attacked. ZARDON THE CORRUPTOR Warrior / Dark Legion 5/9/5/11 PERSONALITY. FOLLOWER AND NEPHARITE OF SEMAI. May never be in cover. Zardon is +3 to F, S and A against non-personality warriors. Opponents may never discard attachments from this warrior. 23/34 B E A S T S SPIKED ARMODON Beast / Crescentia +2/+1/+X/+3 GIVE TO ANY CRESCENTIA WARRIOR. Place 5 markers on Armodon when it comes into play. Each marker is +1 to A. Discard markers during Fight combat to cause +1 additional damage per marker. Armodon gains 1 new marker (total max.10) at your every Draw Step. 1/35 E Q U I P M E N T HERETICAL MANTLE Equipment / Dark Legion GIVE TO ANY DARK LEGION WARRIOR. Gives +5 to A. This warrior may be given cards that are restricted to Heretics without spending actions. The warrior is still not considered a Heretic. JUGGERNAUT BATTLE TRAIN Equipment / Capitol ADD TO SQUAD AS THREE ACTIONS AND PAY 5 D. VEHICLE. Juggernaut gives +12 to S and A to your Capitol warriors in Squad. You gain 4 D at Draw Steps per each Capitol-affiliated fortification (8 D for each Capitol city) you have in play. ORCA BATTLE SUIT Equipment / Capitol GIVE TO ANY CAPITOL WARRIOR AS TWO ACTIONS. ARMOR. Gives +3 to F, S and A. Warrior may change the battle tactic in any combat it participates by paying 5 D. No other equipment may be used while using Orca. SWS-3 SENTINEL Equipment / Cybertronic ADD TO SQUAD. You may pay 5 D to perform a S:5 shoot attack against any warrior attacking your warriors in Squad or yourself. You may add +4 to SENTINEL's attack for each PERIMETER ALARM and EWS-2 WARNING SYSTEM in your Squad. 4/39 R E L I C S OBELISK OF UNDOING Relic / Crescentia/Lutherans ADD TO OUTPOST AS TWO ACTIONS. If you have a patriarch or a prophet in play, you may as two actions force any warrior in Outpost to return to its owner's hand. All attachments are discarded. This effect is considered a ritual/prophecy. PURPLE HEART OF THE FOREFATHERS Relic / Capitol GIVE TO ANY DOOMTROOPER PERSONALITY AS TWO ACTIONS. BADGE OF HONOR. This warrior may NEVER be attacked by Doomtroopers. You may discard the Purple Heart as two actions to gain 20 D. THE 2nd FRAGMENT Relic / Cybertronic GIVE TO ANY CYBERTRONIC WARRIOR. This warrior gains +3 to S and automatically kills all opponents wounded in a Shoot combat. If the warrior also has FRAGMENT OF THE TRUE CHIP, the bonus is +8 to S instead. TRIANGLED WHEEL Relic / Dark Legion ADD TO KOHORT AS ONE ACTION. VEHICLE. During the turn the Wheel is added to play, your Templars of Ilian gain +4 to F, S and A and strike first in combat when attacking. You may return the Wheel back to your hand as one action. 4/43 F O R T I F I C A T I O N S CHAPEL OF ETERNAL VIGILANCE Fortification / Brotherhood ADD TO SQUAD. While in play, opponents' Dark Legion warriors must spend 2 actions to attack your Doomtroopers. Your Brotherhood warriors may never be turned into heretics. COMMLINK STATION Fortification / General ADD TO A TEAM GAME. Any time during combat when your team has the turn to play cards, all members of your team are allowed to play them before opponents. This card has no effect against a team with their own CommLink Station in play. CONSULATE Fortification / General ADD TO OUTPOST AS TWO ACTIONS. Search your Sidebar for 5 to 10 different special cards to shuffle them face down onto this card. During any combat your warrior participates in Outpost, you may always play the top card from Consulate despite cards or warrior abilities stating otherwise. CURIA LIBRARY Fortification / Brotherhood ADD TO SQUAD. You may attach spells from your hand to the Library as one action each. For 3 D per spell your warriors may cast legal spells from the Library. If Library is discarded, the spells may be taken into hand by paying 5 D each. CSAT INTL INC. Fortification / Cybertronic ADD TO SQUAD. By spending 5 D and one action you may put a marker on any enemy warrior.You may convert non-attack actions to attack actions against warriors with markers on them with your Cybertronic-affiliated warriors. The marker is removed if the warrior enters cover. MINISTRY OF FEAR Fortification / Bauhaus ADD TO SQUAD. While in play, you may muster BAUHAUS COPS and BAUHAUS SECURITY GUARDS at anytime (D costs must still be paid) and they strike first in combat against Doomtroopers. Opponents have to pay twice the D amount to add SABOTEURS into your Squad. STABLES Fortification / Lutheran Triad ADD TO OUTPOST. You may put either one or two markers on this card during your each Discard Step. With one marker, you may muster Cavaliers to your Outpost at any time (cost must be paid). With two markers, you gain 1 D for each Cavalier you have in play at the beginning of your Draw Steps. 7/50 W A R Z O N E S HORRORGROUNDS Warzone / Dark Legion +4/+4/+6/+5 ADD TO KOHORT. NERONIAN WARZONE. As your last standard action during your turn, you may search your Draw Pile to muster a non-personality, non-Heretic Dark Legion warrior into play. You must pay double it's V in D. 1/51 M I S S I O N S BLEED THEM WHITE Mission / Imperial ASSIGN TO YOURSELF. You earn 2 additional PP's for each Capitol warrior killed by your Trenchers. Your Trenchers are always shuffled back to your Draw Pile. This mission is never fulfilled and may never be discarded if McCRAIG LINE is in play. CRUMBLING PRESTIGE Mission / General ASSIGN TO YOUR OPPONENT. Everytime this opponent chooses not to attack legal targets during his or her turn even player has warriors able to attack at that time, you gain PP's equal to your highest warrior base V minus opponent's highest warrior base V (both warriors must be able to be in combat). This mission is never fulfilled. GATHERING THE TEAM Mission / Brotherhood ASSIGN TO YOURSELF. When you have five Island Team Members in play simultaneously, the mission is completed and you gain 15 PP's. Points from this mission can be earned only once in a game. MEDIA WAR HEROES Mission / General ASSIGN TO ANY PLAYER. If you have Doomtrooper personalities able to be in combat at the beginning of your Draw Step, you get 2 PP's from each and 1 PP from your each PAPARAZZO (who also must be able to be in combat). PARALYZE THE COMMAND Mission / General ASSIGN TO ANY OPPONENT. Place a marker this card each opponent's turn he/she doesn't declare an attack. By removing three markers you may immediately make a player attack against this opponent with one of your warriors. STATUS QUO Mission / General ASSIGN TO YOURSELF. You gain 4 PP's each time you decide not to draw cards during your Draw Step (you must be able to draw cards from your Draw Pile). This mission is never fulfilled. 6/57 A R T PURE LIGHT (X) Art of Summoning / Brotherhood CAST AS THREE ACTIONS. The caster must be a Personality. Search your Draw Pile to attach any BANNED Brotherhood-related Relic to your another Brotherhood-affiliated warrior. Discard the caster after the spell. 1/58 D A R K S Y M M E T R I E S APOCRYPHAL POWER (X) Dark Symmetry / Dark Legion GIFT OF ALGEROTH. MAY ONLY BE GIVEN TO A NEPHARITE. By removing this card from the game you may either draw three cards from your Draw Pile or perform one non-attack action or discard one non-warrior Brotherhood-affiliated card from play. MIND BLAST Dark Symmetry / Dark Legion GIFT OF MUAWIJHE. As one action, this warrior may force any warrior in play to perform one legal non-attack action (chosen by you). PORTAL TO DARK UNIVERSE Dark Symmetry / Dark Legion DARK SYMMETRY GIFT. MAY ONLY BE GIVEN TO A NEPHARITE AS THREE ACTIONS (NO CARD OR EFFECT MAY REDUCE THE REQUIRED ACTIONS). While in play, controller of this card may muster BANNED Dark Legion warriors into play. 3/61 A L L I A N C E S HERETICAL CELLS Alliance / Dark Legion During your Draw Steps you may remove PP's from one opponent who currently has warriors in play you have turned into Heretics or if you have Heretics holding at least one non-Dark Legion affiliation in play and able to be in combat. The ratio is 1 PP per every such warrior and you may remove max. 5 PP's per turn. 1/62 S P E C I A L S ARTILLERY BARRAGE Special / General CHOOSE ONE: 1. Play as two actions and wound any healthy warrior using or considered a vehicle. 2. Play on an attacking warrior during a combat where your warrior is defending. The warrior suffers -3 to F, S and A. BAUHAUS IS INDUSTRY Special / Bauhaus ADD TO YOUR SQUAD AT ANY TIME. Each time you add a fortication card into Squad, you may draw a card by paying 1 D. If the fortification is Bauhaus-affiliated or INDUSTRIAL COMPLEX, you may draw 2 cards at 3 D. Copies of this card are not cumulative. BATTLE FORMATION Special / Sons of Rasputin ATTACH TO OUTPOST DURING YOUR TURN. You may attach a warrior from your Outpost onto this card into front position during your turn without spending actions. As one action you may attach another warrior onto front position or switch places of two warriors. Only the warrior in front may attack, be attacked or have attachments given by opponents. BATTLE ROYALE Special / General PLAY DURING COMBAT WHERE YOUR WARRIOR IS THE DEFENDER. You must attack the attacker with another of your warriors in the same Area. This combat continues until it has no effect. If there is a winner, player gains 1 1/2 (rounded up) PP's. If the attacker survives, the original combat continues. CHANGE IN PLANS Special / General PLAY AS THREE ACTIONS. MAY NOT BE PLAYED UNTIL YOUR FIRST TURN IS OVER. Annihilate your Draw Pile, take 20 cards from your Sidebar, shuffle them and use them as your new Draw Pile. COUNTEROFFENSIVE Special / General CHOOSE ONE: 1. Play to cancel any just-played BLOOD LUST, GRAND ASSAULT, MUTINY, PURSUIT or INITIATIVE. 2. Play on your defending warrior during combat. The warrior gains +4 to F and S. CROSSFIRE Special / General ATTACH TO GAME AT ANY TIME. While in play, warriors with greater total S always strike first in all Shoot combats despite other first strike abilities. All warriors wounded in Shoot combat are automatically killed if THADEUS'S PALLET is also in play. DEMENTIA Special / Dark Legion ATTACH TO GAME AS ONE ACTION. RESTRICTED. While in play, all abilities printed on warrior cards enabling autokill, first strike, multiple attacks or which effect F,S,A or V are not in effect. Abilities gained through attachments, fortifications etc. still work. DUCAL MILITIA Special / Bauhaus ATTACH TO SQUAD AS ONE ACTION AND PLACE THREE MARKERS ON IT. GIVES +2 TO A TO ALL YOUR BAUHAUS WARRIORS IN SQUAD. You may add a marker (plus one additional for your each WAR ECONOMY in play) onto this card during your Draw Steps. These markers may be used as D when mustering Bauhaus-affiliated warriors. ECONOMIC WARFARE Special / Dark Legion CHOOSE ONE: 1. Play as an attack action and discard any CARDINAL'S BANK, FACTORY or INDUSTRIAL COMPLEX from play. 2. Play on your warrior attacking a player. The warrior discards it's base V (or all if less available) from the opponent's D pool. ESPIONAGE ATTEMPT Special / General PLAY DURING YOUR TURN. You may inspect the cards in an opponent's hand by paying 1 D per card. Cost is halved (rounded up), if you have SECRET SERVICE in play. HORDES UNLEASHED Special / Dark Legion PLAY DURING YOUR TURN. Draw 7 cards from your Draw Pile. All Dark Legion warriors of V:5 or less you draw may immediately be added to their initial Areas without action or D costs. All other cards drawn must be discarded. INFILTRATOR Special / General CHOOSE ONE: 1. Play as an attack action and discard any one Warzone card from play. 2. Attach to any warrior as one action. This warrior may not be attacked (f.ex. by INFANTRY SNIPER etc.) while making his/her own attack. JOINT OPERATIONS Special / General PLAY AS TWO ACTIONS DURING A TEAM GAME. You may immediately search and play (without spending actions) COMMLINK STATION, ECONOMIC COOPERATION and STARSHIP LUSITANIA from your collection. MASTERPLAN (X) Special / General ATTACH TO YOUR PERSONALITY AS ONE ACTION DURING YOUR TURN. Pay 5, 10 or 15 D to place 1-3 markers onto this card. On your next turn, after you have drawn cards, you may search one card from your Discard Pile, Sidebar and Draw Pile (in this order) depending on how much you paid for. MOBILIZATION (X) Special / General PLAY AS TWO ACTIONS. You gain 8 D or you may draw a card for each two cards you discard from your hand. MOLE Special / General CHOOSE ONE: 1. Attach to SECRET SERVICE or any Mission card as one action. That card is still in play, but the player has to pay 8 D to use it's effects. Discard after 8 D has been paid. 2. Play on your defending warrior during combat. The warrior gains +3 to F, S or A (chosen by you). MORTAL ENEMIES Special / Imperial ATTACH TO SQUAD AT ANY TIME. By annihilating one of your Imperial warriors (who must be able to be in combat) in play, you may immediately discard any attachment from opponent's Cybertronic warrior or any non-warrior card with Cybertronic affiliation from play. OMEGA PROJECT (X) Special / Brotherhood ADD TO SQUAD AS ONE ACTION. Attach up to 5 non-Dark Legion fortification cards from your Sidebar onto this card (face up) at 3 D per card. You may play these cards as they were in your hand. If discarded, all attached cards are discarded. PROLONGED WAR Special / Dark Legion ATTACH TO OPPONENT'S CORPORATE WAR CARD AS ONE ACTION IF THERE IS NOT A COPY OF THIS CARD YET. MAY NEVER BE DISCARDED. This player must place a marker on this card at the beginning of player's every Draw Step. At the same time, you get 1 PP for every marker exceeding the sum of 2. RASPUTIN ELITES Special / Sons of Rasputin ATTACH TO YOUR OUTPOST AT ANY TIME. While in play, your JAEGER COMMANDOS may always attack any warrior in Outpost despite all restrictions stating otherwise (including battles). They may make one additional attack before your standard attack action by paying 6 D. RUSH PROJECT Special / General PLAY AT ANY TIME AND PAY X*4 D. X is the total number of markers you may place on your non-warrior cards in Squad/Kohort, which may have markers on them. You may not exceed the maximum number of markers allowed on the card(s). SECOND FRONT Special / General PLAY AS AN ATTACK ACTION DURING A TEAM GAME. Choose one of your partner's warriors and make an attack with that warrior. SMUGGLER ROUTES Special / General ATTACH TO GAME AT ANY TIME. While in play, players earn 1 D for their each freelancer in play (2 D in Outpost) at the beginning of their Draw Steps. Embargoing a card costs three times as much as normal. SNAFU Special / General PLAY DURING OPPONENT'S TURN IMMEDIATELY AFTER HE HAS COMPLETED SEARCHING HIS COLLECTION OR TAKEN THE CARD UNDER HIS CORPORATE WAR CARD. PAY 4 D. Opponent may not perform anything else but he must go directly to his Discard Step. This card may not cancel playing of a Battle card or declaration of Corporate War. STAB IN THE BACK Special / General ATTACH TO YOURSELF AT ANY TIME DURING A TEAM GAME.. You may attack your partner's warriors and earn PP's from them. But before each attack you must pay the target warrior's V in D and if your partner has fortifications in play, discard one of them. TACTICAL SUPERIORITY Special / General ATTACH TO ANY AREA AS ONE ACTION. If you have a commander or a nepharite in this Area, you may choose the order your warriors are attacked in the Area. WAIT ! (X) Special / General PLAY DURING OPPONENT'S TURN (EXCEPT DURING COMBAT) IMMEDIATELY AFTER (S)HE PLAYS A CARD, PERFORMS ACTION(S) OR ACTIVATES AN EFFECT. Unless this card is miscommunicated (s)he must take back the card, action(s) or effect and you may play a card or activate an effect before play continues normally. 28/90