HERESY W A R R I O R S SOULMASTER ZUURL 7/5/7/9 Warrior / Dark Legion FOLLOWER AND NEPHARITE OF MUAWIHJE. PERSONALITY. IMMUNE TO ART. Zuurl can only be attacked by warriors of V:6 or greater. PHOBOSIAN GUARD 3/2/2/5 Warrior / Dark Legion FOLLOWER OF MUAWIHJE. Phobosian guards cannot be autokilled but must be wounded three times after they are annihilated. MAD DOG MOROZOFF -/5/7/7 Warrior / General PERSONALITY. CONSIDERED A FREELANCER AND AN AIRSHIP. While Mad Dog is in play, all freelancers can escape before combat by paying 7D. MAJOR DRACO 6/9/7/11 Warrior / Capitol PERSONALITY. COMMANDER. CONSIDERED A DESERT SCORPION. While in play, opponents may not play special cards when in combat with Desert Scorpions. SERGEANT-MAJOR BYRNE 5/6/7/9 Warrior / Capitol PERSONALITY. COMMANDER (SERGEANT). While in play, add +3 to F, S and A of Capitol sergeants (except Byrne himself) and to the bonuses they give to others. JOSEPH SHERMAN -/2/14/15 Warrior / Capitol PERSONALITY. CORPORATE LEADER. May never participate in fight combat or be in cover. While in play, equipment cannot be removed by specials from Capitol warriors, who also get +4 to F against Imperial warriors. As three actions you can search your Draw pile for BODYGUARD and assign it to SHERMAN for free. JUDAS 384 7/6/6/8 Warrior / Cybertronic CONSIDERED A CHASSEUR. May never cast Art spells. While in play, all your CHASSEURS located in the same Area as JUDAS are immune to all Dark Symmetry and cannot be autokilled. CARLO FALOTTI 9/3/6/8 Warrior / Bauhaus PERSONALITY. May never use shoot weapons or vehicles. Strikes first in fight combat and automaticly kills. As three actions and 8D other players may hire him to make a fight attack against any non-Bauhaus personality in play. Points earned this way go to the hirer. CAPTAIN JONATHAN BOOTH 6/7/6/9 Warrior / Imperial&Capitol PERSONALITY. CONSIDERED A YOUNG GUARD AND A SEA LION. Booth holds both Imperial and Capitol affiliations. While in play, all YOUNG GUARDS (except Booth himself) in play get +4 to A. BEAST OF DARKNESS 12/0/12/8 Warrior / Dark Legion MUST BE ADDED TO AND MAY NOT LEAVE OUTPOST. CONSIDERED A BEAST. NO CARDS MAY BE ATTACHED TO IT. Automaticly kills warriors of V:6 or less. Gets +3 to F for your each nepharite. If none of them is in Outpost during your Discard Step, the beast is discarded. RETIRED VETERAN 3/4/4/3 Warrior / General ADD TO SQUAD. CONSIDERED A DOOMTROOPER. This warrior may never transfer to Outpost or attack. While in play, all your doomtroopers get +1 to A. Opponents may not attack Retired Veterans if there is any other warrior able to be in combat in your Squad. CURATOR OVERLORD 4/5/6/9 Warrior / Dark Legion FOLLOWER OF DEMNOGONIS. CONSIDERED A CURATOR. While in play, all your CURATORS are immune to Dark Symmetry Gifts. Opponents wounded by Overlord must be healed before they can attack again. NEGERATH 4/5/9/12 Warrior / Dark Legion PERSONALITY. FOLLOWER AND NEPHARITE OF SEMAI. IMMUNE TO ART. Negerath can turn any non-personality doomtrooper or tribal affiliation warrior into a Heretic as two actions and 5D. WARMONGER 2/1/3/4 Warrior / Dark Legion FOLLOWER OF SEMAI. CONSIDERED A CULTIST. ADD TO YOUR SQUAD. While Warmonger is in play, your corporate doomtroopers can attack also all like-affiliated warriors in play. ADIEMUS 5/6/6/8 Warrior / Brotherhood PERSONALITY. CONSIDERED AN INQUISITOR. MAY CAST ALL ART. Adiemus may imprison any wounded heretic as two actions or any non-personality warrior by paying triple that warrior's V in D. LOCO 4/4/5/8 Warrior / Dark Legion PERSONALITY. CONSIDERED A HERETIC. While in play, opponents can't play any specials when in combat with your heretics. LOCO is not affected by REPENTANCE. WARLORD GHWERAK 6/4/6/9 Warrior / Dark Legion PERSONALITY. FOLLOWER AND NEPHARITE OF ALGEROTH. While in play, all your CENTURIONS get +5 to F,S and A and strike first in combat. If ALGEROTH is in play, the bonus is +8 instead. LUTHERAN ORACLE 2/3/4/8 Warrior / Lutheran Triad PERSONALITY. CONSIDERED A PATRIARCH. IMMUNE TO ART AND ALL DARK SYMMETRY. While in play, you may discard cards from opponents' hands on action per card basis. TATSU GIGAMEKA (by B.Winter) 12/14/15/18 Warrior / Mishima CONSIDERED A VEHICLE. May never have attachments. Automatically kills any warrior it wounds. If using the optional Sabotage rules, a successful Sabotage by the Gigameka will allow you to annihilate the player's discard pile as well. YOUNG GUARD (by B. Winter) WARRIOR / IMPERIAL 3/5/4/4 You may annihilate the Young Guard at any time to negate the effects of any just-played Special card. Any actions or D spent to play the Special are lost. CHADESZH KHAN 6/6/7/12 Warrior / Crescentia PERSONALITY. TRIBE LEADER. Automaticly kills any warrior he wounds. Opponents can't attach cards to Khan if any other Crescentia warrior is in play. May anytime given a beast without spending actions. ZYDONOIA 5/4/7/7 Warrior / Brotherhood PERSONALITY. CONSIDERED A VALKYRIE. May cast all Art. While in play, your VALKYRIES with Castigator Battlespears may attack as a group with combined F, S and A. They are considered as one warrior and automaticly kill. LT. JOACHIM BERNHEIM 5/6/8/8 Warrior / Bauhaus PERSONALITY. CONSIDERED A BAUHAUS BLITZER. May never be in cover or become a heretic. While in play, your Bauhaus Blitzers strike first in combat and get (except Bernheim himself) +2 to F, S and A. VERAG 7/9/8/9 Warrior / Templars PERSONALITY. CONSIDERED A GENDARME. IMMUNE TO ALL DARK SYMMETRY. Automaticly kills warriors wounded. Verag‚ is allowed to transfer normally between Outpost and Squad. UDO 6/7/7/7 Warrior / Rasputin PERSONALITY. COMMANDER (CAPTAIN). CONSIDERED A JAEGER COMMANDO. While Udo is in play, opponents may not use warzones against your JAEGER COMMANDOS. 25/25 E Q U I P M E N T EDK-4 DOOMSDAY DEVICE Equipment/Cybertronic ATTACH TO ANY CYBERTRONIC AIRSHIP AS TWO ACTIONS AND 5D. Can be armed as one attack action. On your next turn drop EDK-4 during combat to kill all warriors in one target Area or all your warriors and fortifications in the Area are discarded. PLATOON LEADER PACK Equipment / Cybertronic ATTACH TO ANY CYBERTRONIC COMMANDER AS TWO ACTIONS. This warrior is able to evade all fight attacks and gets additional +4 to S when using a shoot weapon. ORBITAL FLEET Equipment / General ATTACH TO ANY CORPORATE ALLIANCE CARD AS THREE ACTIONS AND PAY 10D. Once in your turn as two actions and 6D you may discard one warzone, fortication or any vehicle in play. Fleet may not be discarded if the alliance is in play. FMA-2A LAZARUS Equipment / General ADD TO SQUAD. CONSIDERED AN AIRSHIP. While inside, warriors can't attack or be attacked, are shielded from MORTAL WOUND and can be healed as one action. Entering the vehicle costs one action, exiting none. By paying 10D you may anytime order LAZARUS to pick up your wounded doomtrooper. STEALTHCRAFT Equipment / General GIVE TO ANY SKULL SEEKER OR ISLAND TEAM MEMBER. VEHICLE. MAY NEVER LEAVE OUTPOST OR BE DISCARDED. Warrior driving this vehicle may any time place relics permanently into it. If the driver is removed, any warrior in Outpost may enter the vehicle as two actions to gain it's control. MEDICAL TEAM Equipment / General ADD TO SQUAD OR OUTPOST AS ONE ACTION. CONSIDERED AN AIRSHIP. You may anytime search your sidebar for ANTIDOTE or ANTI-TOXIN card to play it by discarding this card. AGW-46 PROTECTOR SUIT Equipment / Cybertronic GIVE TO ANY CHASSEUR. ARMOR. When attacked, the warrior may use the armor and discard it. This wounds the attacker and ends the combat. BG-7 BLITZER BAZOOKA Equipment / Bauhaus GIVE TO ANY BAUHAUS BLITZER. Gives +6 to S. If this warrior wounds it's opponent in shoot combat, all equipment is discarded from the wounded warrior (before the opponent retaliates). AIR PATROL Equipment / General ADD TO SQUAD OR OUTPOST AS ONE ACTION AND PAY 10D. CONSIRED AN AIRSHIP. You may make one S:10 attack against any warrior attacking your doomtroopers. If the warrior survives, it may continue. After using Air Patrol, flip it over. May be turned back into play as one action and 5D. IMPERIAL HEAVY MORTARS Equipment / Imperial ADD TO SQUAD AS TWO ACTIONS. ARTILLERY. CAN ONLY BE FIRED BY TWO WARRIORS CONSIDERED AS CLANSMEN IN SQUAD. As one attack action, you may discard any vehicle or fortification in play. You may play SUPPRESSING FIRE also into Outpost. G-3 GREEN MONK Equipment / Cybertronic ATTACH TO ANY CYBERTRONIC WARRIOR'S WEAPON AS ONE ACTION. POISON. Warriors wounded by G-3 are killed in the discard phase of their controller. You may prevent this by paying 8D. If you do, you control the warrior. AMM-23 ENGINEER TANK Equipment / Capitol ADD TO SQUAD AS ONE ACTION. By paying 5D each you may disarm BOOBY TRAPS and MINEFIELDS as they are played against your warriors in Squad and cancel their effects. TEMPLAR BLADE Equipment / Dark Legion GIVE TO ANY TEMPLAR OF ILIAN. FIGHT WEAPON. Gives +5 to F. This warrior automaticly kills warriors wounded and may change all attacks against your Ilian warriors into fight combat if you have CITADEL OF ILIAN in play. CSA-22B IONOFORTRESS Equipment / Capitol AIRSHIP AND VEHICLE. STRATEGIC BOMBER. MAY ONLY BE GIVEN TO CAPITOL FLIGHT COMMANDERS. ONLY WARRIORS WITH AIRSHIPS MAY ATTACK IT. As one attack action once in your turn you may discard two fortifications or one warzone in play. 14/39 R E L I C S ISAAC'S PENDANT Relic / Brotherhood GIVE TO ANY MYSTIC. This ancient amulet will make its bearer immune to all cards capable of discarding/removing warriors except ANNIHILATION. THE HIGHLAND CROWN Relic / Imperial GIVE TO ANY IMPERIAL WARRIOR. While in play, you only pay half the V (rounded up) to bring Imperial personalities into play. THE CHARTER Relic / Capitol GIVE TO ANY CAPITOL WARRIOR. While in play, you get 2D for each Capitol warrior in play in the beginning of your Draw Step. THE HELMET OF YIZO Relic / Mishima GIVE TO ANY MISHIMA WARRIOR. While the Helmet is in play, your Shadow Walkers may stop any warrior, who attacks your other Mishima warriors, by paying double the opponent's V in D. Combat is cancelled and opponent's warrior must immediatealy go into cover. 4/43 A R T BLESSING FOR STEEL Art / Brotherhood ART OF EXORCISM. Cast as two actions. Place three markers on any two non-Dark Legion equipment cards in play. Equipment with markers cannot be discarded by special cards. Remove one marker per controller's Draw Step. GUIDANCE Art / Brotherhood. ART OF MANIPULATION. CAST AS ONE ACTION IF THE CASTER IS IN THE OUTPOST. Choose any player as a target for this spell. His or her patriarchs and prophets are unable to cast any rituals or prophecies until your next turn. 2/46 D A R K S Y M M E T R Y LONG TERM INTERFERENCE Dark Symmetry / Dark Legion GIFT OF SEMAI. As two actions, you may move any warrior's mission card to another warrior in the same Area. As three actions, you may attach the mission to another player's warrior (if the warrior is allowed to use it). WALL OF FEAR Dark Symmetry / Dark Legion DARK SYMMETRY GIFT. BESTOW ON ANY NEPHARITE. CAST AS TWO ACTIONS IF YOU HAVE A CITADEL IN PLAY. Until your next turn your Dark Legion warriors may only be attacked with attack values of more than double than their A. EXECRATION Dark Symmetry / Dark Legion GIFT OF DEMNOGONIS. As two actions and 5D you may place a marker on any warrior. While the marker is on warrior, all it's base ratings are halved. The controller of execrated warrior may remove the marker anytime by paying the warrior's original base value in D. BIOMORPHOSIS Dark Symmetry / Dark Legion GIFT OF ALGEROTH. MAY ONLY BE BESTOWED ON EZOGHOULS. During combat this warrior may lower both it's F and S to add it to A. When this warrior uses BACTERIA GRENADE, the effect is -3 to V. 4/49 M I S S I O N S CORPORATE DOMINANCE Mission /General ATTACH TO YOUR CORPORATE LEADER. You gain 10PP if you have 10 warriors of the same affiliation in play in the beginning of your Draw Step. ERADICATE HERESY Mission / Brotherhood ATTACH TO YOURSELF. You get 2PP for each heretic, prophet or patriach your INQUISITORS manage to imprison or kill. This mission is never fulfilled. PLANET TAKEOVER (X = annihilated) Mission / Dark Legion ATTACH TO ANY APOSTLE OR CORPORATE LEADER. Put four different warzones from the same planet into play to get 10PP (if no other player has any of the same warzones in play). Only one PLANET TAKEOVER may be in your deck. POISONING OF MINDS Mission / Dark Legion Attach to any Apostle. Turn 4 doomtroopers into heretics to gain 10PP. GLORY Mission / General ATTACH TO ANY PLAYER. Discard any two badges of honor (DECORATION, COMMENDATION, RECOGNITION, HERO or HONOR AWARD) from the same warrior to gain 5PP. This mission is never fulfilled. 5/54 F O R T I F I C A T I O N S PLANETARY DEFENCE STATION Fortification / General ADD TO SQUAD/KOHORT AS ONE ACTION AND PAY 6D. Whenever your opponent plays a card or uses equipment that would discard your fortifications, flip a coin. If the result is heads, your fortifications are not affected. You may have more than one PDS in play. FREELANCER MARKET Fortification / General ADD TO SQUAD. As one action you can sell vehicles for 6D or weapons for 4D to the market. Sold items can be bought as one action each by anybody for double rate (12D or 8D). Cards must be put into play and affiliation restrictions may be ignored. UNDERGROUND BUNKER Fortification / General ADD TO SQUAD/KOHORT. While in play, your corporate leaders and apostles cannot be wounded by special cards and opponents may not attach any cards on them. TEMPLES OF DOROKUZAI Fortification / Mishima A MISHIMA CITY. While in play, all your Mishima warriors may spend two actions to heal their wounds or to search a FIGHT WEAPON from your Discard pile. REGIONAL SUPPLY DEPOT Fortification / Capitol ADD TO SQUAD. While in play, you may give equipment to your Capitol warriors by paying 3D per equipment instead of spending actions. THE FREINRICK ACADEMY Fortification / Bauhaus ADD TO SQUAD. While in play, you may attach special cards to your Bauhaus warriors without spending any actions. When using the effects of these specials, you can fulfill all action requirements with only one action. MARTIAN CYBERLABS Fortification / Cybertronic ADD TO SQUAD. While in play, as two actions you may search your Draw pile for any Cybertronic equipment. Show it to others and put it into your hand. ASTEROID 248B Fortification / Imperial AN IMPERIAL CITY. While in play, transfers of Imperial warriors between Squad and Outpost require no actions. This applies also to all warriors inside Imperial Airships. CITADEL OF SALADIN Fortification / Dark Legion ADD TO KOHORT. While in play, SALADIN gets +5 to A and nepharites must be the last warriors to be attacked in your Kohort. INQUISITION TORTURE CHAMBERS Fortification / Brotherhood ADD TO SQUAD. While in play, as three actions any of your INQUISITORS may imprison any warrior, who has previously attacked a Brotherhood warrior in play. SECRET SERVICE Fortification / General ADD TO SQUAD. You may place markers on this card as one action each. You may perform one non-attack action anytime by removing two markers. Remove only one marker, if you have AGENT MICHAELS in play. ROMANOVIAN BUREAUCRACY Fortification/Bauhaus ADD TO SQUAD AS TWO ACTIONS. While in play, playing a special card costs 1 Promotion Point or 5 Destiny Points. You must pay 1D during each of your Discard Steps or this card is discarded. HIDDEN AIR BASE Fortification / Mishima ADD TO SQUAD. Instead of discarding them after combat, you may place CLOSE AIR SUPPORT, AIR ASSAULT and AIR-TO-GROUND MISSILE cards onto Air Base. You may use them in any of your following combats by paying 5D each. 13/67 W A R Z O N E S GARRISONS OF VALPURGIUS Warzone / General +3/-1/+3/+4 DARK EDEN WARZONE. ADD TO OUTPOST. Only Dark Legion may defend here. If your opponent plays a special during combat, flip a coin to see if it takes place. If not, you may use the card. FRONTLINES OF 2ND ARMY Warzone / Capitol +1/+1/+1/+2 GENERIC WARZONE. ADD TO YOUR SQUAD OR OUTPOST. If any of your commanders is defending in this warzone, you may replace him in combat with any of your other non-commander warriors from the same Area. 2/69 A L L I A N C E S THE LUNA PACT ALLIANCE. Refer to the ALLIANCES RULES CARD. Your team may place markers onto this card as 4D each. Anytime anybody plays a card that would cause any non-freelancer doomtrooper in play to be turned into a heretic or forced into cover, you may remove one marker to negate that card. DARK TRIUMVIRATE Alliance / Dark Legion ATTACH TO GAME IF YOU OR YOUR TEAM HAS THREE NEPHARITE PERSONALITIES IN PLAY. These nepharites get +5 to F,S and A. If any of them is attacked, one of the others can take its place in combat. Annihilate after all participants are out of play. SECRET TREATY ALLIANCE. While in play, Bauhaus vehicles and weapons may be attached to your Rasputin warriors by paying 4D each. Rasputin equipment may be attached to Bauhaus warriors in Outpost by 3D each. 3/72 K I P O W E R S EYE OF AN ASSASSIN Ki Power / Mishima Refer to the KI POWERS RULES CARD. During combat, this warrior may ignore any ARMOR effects and no special cards may be played that would prevent the opponent's warrior from wounding. 1/73 S P E C I A L S ORBITAL ALARM ! Special / General Play immediately after opponent adds a warrior into play. That card does not come into play and is discarded. You have to have ORBITAL FLEET in play to play this card. FLANK ATTACK ! Special/General PLAY DURING YOUR TURN. You may attack player with one warrior, if you can pin all opponent's warriors with your other warriors. Your pinning force must contain as many warriors in same Areas as your opponent has and their combined V must be at least half of the defenders. SURRENDER Special / General Play on opponent's just wounded warrior of modified V:5 or less. The warrior is not wounded but instead you may imprison him (all attachments are discarded). CONTAMINATED AREA Special / General Play after any FACTORY, INDUSTRIAL COMPLEX or CRYOTECH CHAMBER is discarded. All warriors of the affected players are wounded and may not attack before they are healed. They may not also play new warriors in their next turn. TIME DISTORTION Special / Dark Legion PLAY AS THREE ACTIONS DURING A TEAM GAME IF YOU HAVE A FOLLOWER OF MUAWIJHE IN PLAY. Roll a dice to determine the number of turns during no special cards may be played. Only one TIME DISTORTION may be played during a game. HUNTING SEASON (restricted ?) Special / Bauhaus Play as an attack action if you have a warrior with S:6 or greater in play. All opponent's VENOM and SCOUT BATS in play are killed (points are earned). BLOCKADE Special / General ATTACH TO ANY PLAYER AS TWO ACTIONS. During BLOCKADE the affected player can't build new fortifications. At 10D you may force this player to draw only 2 new cards during Draw Step (2D must used or this card is discarded). ENCIRCLEMENT MANEUVER Special / Capitol PLAY AFTER YOU HAVE DECLARED THE ATTACKER AND THE DEFENDER IN COMBAT. You may force the defending warrior to defend in any warzone currently in play. CALL OF THE DARKNESS Special / Dark Legion PLAY AS TWO ACTIONS AND PUT 9D ONTO THIS CARD. While in play, all doomtroopers, whose V is currently less than the markers on this card are considered as heretics. Remove three markers at the beginning of each of your Draw Step. Discard this card after all markers are gone. URGENT PROBLEM Special / General PLAY ONTO OPPONENT JUST BEFORE HIS OR HER DRAW STEP. If this player wishes to attack this turn, it must be his first action. Other actions may be used normally after this. COMMANDER IN CHARGE Special / General ATTACH TO ANY COMMANDER AS ONE ACTION. When attacking, all your other like-affiliated warriors get +5 to A and their battle tactics may never be changed. You may only have one copy of this card in play at a time. BOUNTY HUNTER Special / General ATTACH TO ANY FREELANCER AT ANY TIME. While in play, you get 10D for each prisoner YOU manage to free and for each Heretic this warrior kills. REBELLION Special / Dark Legion PLAY AT ANY PLAYER AS TWO ACTIONS. Until the beginning of your next turn, all his or her non-personality doomtroopers or tribal affiliation warriors lose temporarily all their affiliations and may not use the effects from his or her fortifications. MAJOR OFFENSIVE (restricted) Special / Capitol PLAY DURING YOUR TURN BEFORE ANY ACTIONS AND PAY 10D. All your doomtroopers may attack once this turn. They get +3 to F and S. All opponents wounded with V:4 or less (incl. all BATS) are automaticly killed. KILLER INSTINCT Special / General ATTACH TO ANY WARRIOR AFTER HE OR SHE HAS KILLED A WARRIOR. MAY NOT BE DISCARDED UNLESS THE WARRIOR IS ALSO DISCARDED. This warrior automaticly kills all warriors it wounds. SAFE CRACKED Special / General PLAY IMMEDIATELY AFTER YOUR MORTIFICATOR OR SHADOW WALKER KILLS A WARRIOR. You may steal half of the markers (rounded up) from the killed warrior's Destiny Pool. CORRUPTED OFFICIALS Special / General PLAY ANYTIME AT ANY PLAYER AND PAY 6D. The affected player may not play any special cards before his or her next turn. SANDSTORMS Special / General PLAY AT ANY TIME. Until the beginning of your next turn, no warrior in Outpost may attack unless he's riding a beast or is considered a beast. Warriors using INFRARED GOGGLES are not affected. SENTENCED TO BRIGADES Special / Capitol ATTACH TO YOUR CAPITOL DOOMTROOPER OF V:9 OR LESS AS TWO ACTIONS. This warrior is considered an INFANTRY. He or she may attack any warrior and automaticly kills opponent if his/her V is more than double the opponent's V. AIR SUPREMACY Special / General ATTACH TO GAME AT ANY TIME. While in play, players with three airships in play may perform two Sabotage actions per opponent during their turn. LOW MORALE Special / General ATTACH TO ANY PLAYER AS ONE ACTION. While in play, his or her warriors may not make an attack, which would cause the attacker to wound. This condition is checked immediately after the attacker and the defender are announced. RURAL LORDS Special / Mishima PLAY AT ANYTIME. Every player gets 5D for each Mishima, Bauhaus and Imperial personality they have in play. BREAKTHROUGH Special / Rasputin PLAY AFTER ONE OF YOUR TANKS OR WARRIORS CONSIDERED AS TANK HAS KILLED IT'S OPPONENT. You may attack each of this player's other warriors once with another TANK in the same Area. DROPZONE Special / Imperial ATTACH TO OPPONENT'S KOHORT WITHOUT WARRIORS AS ONE ACTION. Any of your warriors using or considered as AIRSHIP in Squad may immediately attack once against every warrior opponent adds or transfers to empty Kohort. AGE OF MYSTICISM Special / Brotherhood ATTACH TO GAME AS THREE ACTIONS. While in play, no Dark Symmetry effect can be used unless 5D is paid per each effect. Your warriors considered Mystics are immune to all Dark Symmetry and pay only 2D when casting any spell of CHANGELING. DUKE'S REVENGE Special / Bauhaus PLAY AS TWO ACTIONS AND PAY 8D IF LT.JOACHIM BERNHEIM HAS BEEN KILLED IN COMBAT. Search WOLFE (put him into play) and attach ASSASSINATION and DEATHLOCKDRUM cards onto him from your collection. If Wolfe assassinates Bernheim's killer, you get extra 6PP. DESIGN ERROR Special/General ATTACH TO ANY FORTIFICATION AS ONE ACTION. The effects from the fortification may not be used while this card is attached. This card may be discarded by spending three actions or paying 15 D. 27/100 ---------------------------------------------------------------------------- total 100