NEPHERETICUS "Proxie" expansion this file was last updated: 06/23/00 (June 23rd 2000) * -denotes a recent change Recently Removed Cards: Algeroth- Physical Manifestation Portal for the Great Conquerer --------------------------------------------------------------- WARRIORS: Bauhaus: DECORATED DRAGOON COMMANDANT (6/8/9/5) CONSIDERED A DRAGOON. If the COMMANDANT ever looses its Bauhaus affiliation or is DEMOTED, you loose 5 P (each time). All DRAGOONS (except COMMANDANTs) are +2 to F,S, and A while this card is in play. * FINANCIAL BACKER (-/-/-/5) COST:0. CONTACT. May never attack or have weapons or vehicles. Place 3D on this card when it enters play. You may spend any of this D to help pay for any bauhaus affiliated base or attachment card (place this spent D on that card) When that card is removed from play return any of this D on it to this card. * VENUSIAN IVORY KNIGHT (8/4/5/6) Considered a VENUSIAN MARSHAL. All dark symmetry cards on a defender against this warrior are discarded when battle tactic is announced if you spend 5D. Capitol: * CAPITOL FINANCE OPERATOR (-/-/-/4) FREE. CONTACT. May never attack or have weapons or vehicles. For every 2D you spend on capitol affiliated cards place one marker on this card. Every time you gain D you may remove any number of markers from this card to gain one additional D per marker removed. * CAPITOL RECRUITMENT OFFICER (-/-/-/6) COST:0. CONTACT. COMMANDER. While in play, if any of your capitol warriors are killed you may search your draw pile for any capitol warrior of V:4 or less and add it to your squad at no action cost (still pay D). DROP SHIP TROOP (4/5/3/4) CONSIDERED A SEA LION. During combat you may pay 5D to add this warrior to your squad, at no action cost, as a reinforcement for your warrior. If this ability is used when your warrior is the attacker you may discard one fortification card of the defender. Cybertronic: ATILLA MARK IV "IE-OMEGA" (11/12/18/20) CONSIDERED A TANK, VEHICLE, RELIC, AND CUIRESSEUR. IMMUNE TO ALL DARK SYMMETRY. FEARLESS. LOYAL. May never cast art spells or have ARMOR. If SHUT DOWN the IE-OMEGA returns to its owner's hand. If the IE-OMEGA is in play after your draw phase your D drops to 0, and the IE-OMEGA gains +X to F or S, where X equals the amount of D you just lost. FAY (6/4/3/5) IMMUNE TO ALL DARK SYMMETRY. MAY NEVER CAST ART SPELLS. PERSONALITY. Every time you play a non-program cybertronic equipment card draw one card. If FAY is in play and you are drawing cards via CLAUS's ability draw one additional card. KLAUS (2/3/6/5) IMMUNE TO BASIC DARK SYMMETRY. MAY NEVER CAST ART SPELLS. PERSONALITY. LIMIT ONE PER DECK. As one action you may shuffle CLAUS back into your draw pile from play. When you draw CLAUS again immediatly add him to play for free and draw the top three cards from your draw pile. If CLAUS is already in play when you draw him again discard yours with no effect. * MOUSER (1/1/3/3) SQUAD SPY. CONSIDERED A CHAUSSEUR. MAY NEVER DECLARE ATTACKS, CAST ART SPELLS, OR HAVE ATTACHMENTS. Immune to basic dark symmetry. As one action you may look at this players hand. If MOUSER is ever removed from play (unless annihilated) return it to your hand instead. SCORPIAN (4/11/3/6) Considered a VEHICLE. IMMUNE TO ALL DARK SYMMETRY. QUICK. FEARLESS. AUTOKILLER. May never cast art spells. If the SCORPIAN survives combat resolution he may make a free and immediate strike against his opponent in the opposite battle tactic (opponent may not retaliate). Imperial: BERZERKER (8/2/6/6) IMMUNE TO BASIC DARK SYMMETRY. QUICK. If the BERZERKER kills a warrior that warrior's controler loses 1 action during his next turn (minimum of 2 actions left in the opponent's turn via this ability) Opponent may lose additional actions from his next turn later on. BERZERKER CHEIFTAIN (12/4/8/9) CONSIDERED A COMMANDER AND A BERZERKER. AUTOKILLER. While in play all your non-cheiftain BERZERKERS are +2 to F,S, and A. You gain 3 promo every time an opponent cancels combat against this warrior. * CLAN BORDER WATCHMAN (8/4/5/6) CONSIDERED A WOLFBANE LIGHT CAVALRY. If any non-Cybertronic doomtrooper in this warrior's area of play is attacked this warrior gets to strike the attacker during combat resolution (not a reinforcement), opponent strikes either the defender or this warrior. * CONQUISTADOR (4/3/5/5) When brought into play choose any fortification card or warzone in play. As long as the CONQUISTADOR is in play you control that fortification/warzone card. If another card swithches the control of this selected card then this card is discarded (no points). HEAD HUNTER (14/6/10/10) IMMUNE TO BASIC DARKSYMMETRY. QUICK in fight combats. AUTOKILLER. ANNIHILATOR. The head hunter may never earn points from SABOTAGING, ATTACKING DIRECTLY, or killing warriors of lesser total V. MOURNING WOLVES (3/3/3/3) MAY NEVER BE GIVEN VEHICLES OR NON-WEAPON EQUIPMENT. WOLVES may perform a free and immediate attack if they kill any warrior during combat resolution. (max of 3 extra attacks between draw phases.) WARHOUND (12/3/7/8) May not be given fight weapons. QUICK in fight combats. WARHOUNDS earn 2 additional P for any warrior they kill in fight combats. Mishima: MISHIMESE INFILTRATOR (2/3/15/7) SQUAD/KOHORT SPY. May never have vehicles or attack. As one action this warrior may change from any opposing squad/kohort to another. While in play, you and this warrior now gain the benefeits from every non-warrior, base card in that squad/kohort that can affect you or the warrior, despite affiliation restrictments. * SHADOW STALKER (7/4/6/7) Considered a SHADOW WALKER. Squad/Kohort SPY. If any of your Mishima warriors attacks a target that is in the same area of play as this warrior, then the STALKER may join the combat as a reinforcement for free. Add together their attack ratings, opponent strikes only one warrior. TIGER DRAGON (8/4/5/6) CONSIDERED A SAMAURI. You gain 1 promo every time the DRAGON survives combat resolution. Brotherhood: ARCH PRIMATE (8/9/6/8) CONSIDERED AN INQUISITOR. May conjur the arts of Kinetics and Exorcism. The PRIMATE may be given any non-cybertronic corperate doomtrooper equipment. BROTHERHOOD WATCHMAN (4/3/8/6) May only be in the OUTPOST. CONSIDERED A DOOMTROOPER AS WELL AS A TRIBAL WARRIOR. May conjur the arts of Exorcism, Mentalism, and Premonition. While in play, all opponents must play with their OUTPOST specific cards face-up on the table. CURIA PROPHET (1/1/1/7) CONSIDERED A MYSTIC AND A KEEPER OF THE ART. MAY CAST ALL ASPECTS OF THE ART. The PROPHET may cast spells WHILE STILL IN YOUR HAND, show PROPHET to all players each time he casts a spell this way. If the PROPHET is forced to be discarded from your hand then discard the top 7 cards from the top of your draw pile. LIMIT ONE PER DECK. MYSTIC ACCOLYTE (4/8/6/7) CONSIDERED A MYSTIC. MAY CAST ALL ART SPELLS. When casting spells with variable costs ("for every XD do...") the first use of the spells effect is free. PILGRAM EXECUTIONER (12/0/12/9) MAY CAST ALL ART. MAY NEVER BE GIVEN WEAPONS. AUTOKILLER in fight combats. Opponents may never use shoot or fight/shoot weapons vs. the EXECUTIONER. VISIONARY (2/2/2/2) Select one aspect of the art when VISIONARY comes into play. That is the aspect he may cast until he is removed from play. Dark Legion: * ABSALOM (4/6/8/10 Algeroth) PERSONALITY. NEPHARITE OF ALGEROTH. All Pretorian Stalkers in play gain +2 to F,S, and A. ABSALOM, as one action, can convert any of your warriors in play or IMPRISONED warriors into a PRETORIAN STALKER card. Pay X D, where X= 15 - the converted warrior's modified V. Search your collection for the STALKER and discard the converted warrior and all now illegal attachments (attachments transfer). BEALTHAZAK (5/4/7/9 Ilian) PERSONALITY. NEPHARITE OF ILIAN. Immune to the art. Every dark symmetry card bestowed on BEALTHAZAK gives him +1 to F and S, Gifts of Ilian give him +2 to F,S, and A instead. * CARCASS REAVER (6/9/8/7 Demnogonis) Nepharite of Demnogonis. AUTOKILLER. Doomtroopers killed by the REAVER may be converted by NEKROMAKINA with points still earned. * CARRION WIPER (6/4/6/6 Demnogonis) FOLLOWER OF DEMNOGONIS. MAY NEVER GAIN THE ABILITY TO AUTOKILL. Any already wounded warriors killed by the WIPER are worth 6 additional points. * CORPERATE FINANCIAL SABATEUR (3/3/5/6 SEMAI) FOLLOWER OF SEMAI. SQUAD SPY. The opponent affected by the SABATEUR has his current D changed to 7. Everytime that opponent spends (or loses) D his pool is restored to 7 after the purchase. This opponent may never gain D via any other card effect while this SPY is in his SQUAD. (note: player may still MEDITATE) * CORRUPTOR (3/2/3/10) HERETIC. SQUAD SPY. During the opponent's draw phase one of his Doomtroopers of origional V:4 or less (opponents choice) is converted into a HERETIC in addition to any other affiliations. If the CORRUPTOR is attacked all of the converted warriors reinforce the CORRUPTOR for free. The origional attacker of this combat is now the defender, and vise versa. The CORRUPTOR may never be attacked by HERETICS. * DEMODIOUS BUTCHER (12/6/8/8 Demnogonis) FOLLOWER OF DEMNOGONIS. AUTOKILLER. Immune to the art. May not declare a shoot combat. When attacking this warrior must declare two additional free attacks, conduct each attack seperatly. This must be done even if it means this warrior attacking your own warriors. This warrior recieves one wound for each additional attack that could not be declared. GA'KORAX (1/2/5/5 Semai) PERSONALITY. NEPHARITE OF SEMAI. Opponents' Doomtroopers may never attack your dark legion warriors of lesser total value than GA'KORAX. GA'KORAX's A is always considered to be 5 despite any modifiers. GRECCOHORROR (0/0/24/25 Demnogonis) Follower of Demnogonis. Immune to the art. AUTOKILLER. ANNIHILATOR. May not be mustered or have weapons. Any warrior not wounded by the HORROR is discarded after combat if that warrior did not recieve any modifiers during combat. As one action you may discard the HORROR to put two GRECCOPILE cards from your discard pile into play for free. The HORROR is worth no points if killed by a non-warrior card. GRECCOPILE (8/9/4/11 Demnogonis) Follower of Demnogonis. AUTOKILLER. If killed, the GRECCOPILE is only worth D. May never revieve dark symmetry. If you muster a GRECCOPILE when you already have two or more in play you may discard three to add a GRECCOHORROR card from your DRAW PILE to your kohort for free. ILLUSIONARY SOLDIER (4/2/1/4 Muawijhe) FOLLOWER OF MUAWIJHE. This warrior gains +6 to A during combat. The use of this ability is considered BASIC DARK SYMMETRY. This warrior is autokilled if wounded. IM'HEO'TEP- CORRUPTER OF POWER (3/2/6/5 SEMAI) PERSONALITY. NEPHARITE OF SEMAI. Immune to the art. IM'HEO'TEP may be given any relic despite affiliation restrictments. Relics given to IM'HEO'TEP may have their affiliation words converted so that their abilities benefit the dark legion. IM'HEO'TEP is +3 to V for every relic he has attached. NEPHARETICAL GOLEM (3/3/-/10 dark legion) RELIC. Immune to all art and dark symmetry. May never attack or be wounded or killed by a non-warrior card. Assign to any Nepharite. That Nepharite may never be attacked while the GOLEM is assigned. The GOLEM may only be wounded or killed by a warrior whose attack rating exceeds the GOLEM's. ROMORIAN REAPER (6/4/5/12 Muawijhe) NEPHARITE OF MUAWIJHE. IMMUNE TO THE ART. If the REAPER kills a warrior and successfully earns P you may then opt not to gain the P and instead force the opponent to discard a number of cards from the top of his deck equal to the number of P you would have gained. TEMPLAR ACCOLYTE (8/4/5/7 Ilian) FOLLOWER OF ILIAN. CONSIDERED A TEMPLAR. During combat this warrior may discard one of his DARK SYMMETRY cards to inflict 2 damage on his opponent, multiple gifts may be combined. If this ability kills an opponent then points are earned. The use of this ability is considered BASIC DARK SYMMETRY. THE LOST CHILD (2/2/1/10 dark legion/general affiliation) PERSONALITY. RELIC. Considered a Doomtrooper, Dark legion warrior, and CHILD OF ILIAN. Heretic. May conjur all aspects of the art. When fighting dark legion warriors the CHILD may cast any personnal combat spell with a D cost for free (including infinite variable cost spells). The CHILD is worth 10 additional points if killed by the dark legion. The CHILD is not effected by THE LIBER HERETICUS. TIME WEAVER (8/10/7/8 Ilian) NEPHARITE OF ILIAN. IMMUNE TO THE ART. During combat, involving the WEAVER, you may spend 6D to annihilate all warriors involved in this combat. (no points are earned.)The use of this ability is considered a GIFT OF ILIAN. VARGIO (3/4/2/6 Ilian) PERSONALITY. NEPHARITE OF ILIAN. May cast all aspects of the art, the use of this ability is considered a GIFT OF ILIAN. Any SPELL card cast by VARGIO is considered to be a DARK SYMMETRY CARD, and its effect is considered BASIC DARK SYMMETRY. All spells converted by VARGIO are annihilated after use. General affiliation: CARTEL SPECIAL AGENTS (6/9/8/7) LOYAL. MAY NEVER GAIN AFFILIATION. MAY NOT ATTACK THE BROTHERHOOD OR BE ATTACKED BY CORPERATE DOOMTROOPERS. CARTEL AGENTS may be assigned any legal missions at any time at no action cost. CORPERATE SABATEUR (2/4/3/6) MAY NEVER HAVE EQUIPMENT OR GAIN P FROM ATTACKING A PLAYER DIRECTLY. Whenever the SABATEUR attacks a player directly that player looses a number of P equal to 1/2 the SABATEUR's current V (round down). * DEFENSIVE STRONGHOLD (13/6/10/9) CONSIDERED A FORTIFICATION. MAY NEVER GAIN THE EFFECTS OF ANOTHER FORTIFICATION. MAY NEVER ATTACK WITH FIGHT. IMMUNE TO ALL DARK SYMMETRY. LOYAL. MAY NEVER GAIN AFFILIATION. While in the Squad no warriors may be attacked in fight combats other than DEFENSIVE STRONGHOLD(s). MOBSTER (4/6/4/6) The MOBSTER may attack an opponent's destiny pool. If the opponent does not choose one of his warriors to defend the pool you may steal 5D. One LOCAL THUG may reinforce the MOBSTER per combat for 5D. Add together their attack ratings, opponent strikes one warrior. FORTIFICATIONS: BIO-GENETICS TESTING CENTER (cybertronic) Add to your squad. As one action give a permenant -1 to the V of a warrior that you have imprisioned to give a permenant +1 to the F,S,A and V of one of your Cybertronic warriors. DIALY CHRONICLES PRESS (fortification) Squad. Any Doomtrooper that wounds a brotherhood warrior is discarded after combat (no points are earned). EMERGENCY WARD (brotherhood) Add to your squad. As one action you may attach any of your wounded doomtroopers to the WARD. At the beginning of your draw phase all attached warriors detach and are healed. If this card is removed from play all attached warriors are discarded (no points earned). * IMPREGNABLE FORTRESS (general affiliation) Add to your squad/kohort. While in play your warriors (in the same area of play as this card) that cannot participate in combat may never be affected by non-attached specials, and are only worth D if killed. MAIN FRAME (cybertronic) Add to your squad. Main frame may have any number of PROGRAMs attached to it for one action each. As one action a cybertronic warrior may de/attach to MAIN FRAME. Attached warriors may use any or all programs attached to MAIN FRAME. If MAIN FRAME is removed from play all its PROGRAMs are annihilated and attached warriors are wounded and SHUT DOWN. REMOTE FIELD OPERATION BASE (general affiliation) Add to your squad/kohort/outpost. If any of your warriors in this area of play are killed as a result of a non-warrior card then only D may be earned. RYKER'S MAXIMUM SECURITY PRISON (general affiliation) Add to Squad. Warriors you imprision are discarded instead of attached to anything while this card is in play. SPECIALS: CONTRACT RENEWAL (general affiliation) Attach to yourself at any time. Before your draw phase you may annihilate one of your fortification cards in play to gain 4D. Use this ability only once during your draw phase. CONTRACTED CLEANER (general affiliation) PLAY AS ONE ACTION AND PAY 10D. Autokill any one of your doomtroopers that an opponent converted into a heretic, points are earned. DESTROYED BY THE LIGHT (brotherhood) PLAY WHEN ONE OF YOUR BROTHERHOOD WARRIORS IS ATTACKED BY A DARK LEGION WARRIOR. If your warrior's V is greater than double the attacker's V, discard the attacker. If this warrior has the BRINGER OF LIGHT the warrior is discarded if your warrior has higher total V instead. DISDANE (bauhaus) PLAY IMMEDIATLY AFTER A BAUHAUS WARRIOR KILLS (OR HELPS KILL) ANOTHER BAUHAUS WARRIOR. The killer is annihilated and no points are earned for the kill. I'M MORE THAN YOU CAN HANDLE (dark legion) PLAY DURING COMBAT. If your defending dark legion warrior's current V is more than the attackers current V then this combat is canceled with no effect. INVESTMENT FIRM (bauhaus) PLAY AT ANY TIME. You may give an opponent any amount of your D, place it in a seperate pool that may never be manipulated by any other player. You gain 3D for every 1D that is spent from this pool. JUMPING THE GUN (general affiliation) PLAY DURING YOUR OPPONENT'S DRAW PHASE. The affected opponent's first action this turn MUST be an attack action, if he has any warriors in play that can legally make an attack this turn. The warrior the opponent attacks with is +4 to F and S until end of turn. The opponent may still perform non-attack actions after the attack this turn. MARK II "Brain Grease" Attach to one of your cybertronic warriors as one action. This warrior looses all immunities while this card is attached. During your draw phase you may search your draw pile for one cybertronic equipment card and attach it to this warrior for free. A warrior may never have this card and "XLR8" at the same time. * PASSIVE RESISTANCE (general affiliation) Attach to yourself as one action. If an opponent kills one of your warriors place a marker on this card. If one of your warriors kills another then remove all markers from this card. If this card ever has three markers on it remove all of them and the opponent who killed your third warrior looses 5 P. PAY DAY (general affiliation) PLAY DURING ANOTHER PLAYER'S DRAW PHASE. All players gain 25D. Annihilate after use. LIMIT ONE PER DECK. POINT BLANK (general affiliation) PLAY DURING A FIGHT COMBAT. Your warrior uses his S rating instead of his F during this combat as well as anything that effects his S rating. POOR LEADERSHIP (general affiliation) PLAY AT THE BEGINNING OF COMBAT INVOLVING ONE OF YOUR WARRIORS. If your opponent does not modify this combat or the warrior's involved, and your warrior wounds his opponent and does not get wounded himself then your opponent looses 5 P. This cards effect is not cumulative. * PROGRAMMING BUG (cybertronic) PLAY AT ANY TIME. For every 2D you spend one Cybertronic warrior in play with a PROGRAM will SHUT DOWN. Discard the warrior's PROGRAM card(s). * PYRRIC VICTORY (MISHIMA) PLAY DURING COMBAT. Any warrior killed during this combat is attached to the warrior responsable for the killing (legal points are still earned) An attached warrior gives its killer -X to F,S, and A where "X" is equal to the base V of the attaching warrior. This is done even if the warrior is annihilated, the attached warrior is not considered in play. REMOTE OPERATIVE UNIT (general affiliation) Attach to any warrior as one action. If this warrior is killed as a result of a non-warrior card then no points are earned. SCROUNGE (dark legion) PLAY AT ANY TIME. Annihilate all warriors in your discard pile and this card. Gain 3D for each warrior annihilated in this fassion. SEIZE HIM! (dark legion) PLAY WHEN ONE OF YOUR DARK LEGION WARRIORS IS ATTACKED BY A DOOMTROOPER. Any number of your dark legion warriors may reinforce your defender. The total Vs, added together, of these warriors may be no greater than the attacking Doomtrooper's total V. SIBELING RIVALRY (dark legion) PLAY AT ANY TIME ON AN OPPONENT WITH MORE THAN ONE NEPHARITE IN PLAY. That opponent must discard one of his NEPHARITES. Annihilate after use. SUDDEN REVERSAL (general affiliation) PLAY DURING COMBAT. The attacker for this combat is now the defender and vise versa. XLR8 "Brain Grease" (cybertronic) Attach to any of your cybertronic warriors at any time. This warrior may be given cybertronic equipment cards at no action cost. During your draw phase, if this warrior has no attached cybertronic equipment, he is discarded. SPELLS: CONCIOUS DISTORTION ART OF CHANGELING. PERSONNAL COMBAT SPELL. For 4D you may change the attacker of this combat to another of the same player's warriors (even if the new warrior is immune to the art.) FILTERED PAST ART OF CHANGELING. CAST DURING YOUR DRAW PHASE. For every 6D spent one of the cards you draw this turn may be from the top of your discard pile. Annihilate after use. FLOW FROM BENEATH ART OF CHANGELING. CAST DURING YOUR DRAW PHASE. Draw cards from the bottom of your deck this draw phase. * FUTURE ENERGIES ART OF PREMONITION. CAST AT ANY TIME. Secretly write down a prediction of one opponent's next attack (attacker, defender, battle tactic), or write that he woln't attack at all his turn. If your prediction is correct gain 25D at the end of that opponents turn. If you are wrong annihilate your warrior who cast this spell. PERCIEVE DEPTH ART OF PREMONITION. Cast at the beginning of your draw phase. Look at the top 7 cards of your draw pile. You may discard any of the inspected cards for free. For every 2D you spend you may place one inspected card on the bottom of your draw pile. Return the remaining cards in the same order. REALITY SHIFT ART OF CHANGELING. CAST AT ANY TIME. COST 4D. You may switch the caster with any warrior of the same affiliation of less than or equal origional V from your draw pile. Discard all now illegal attachments. RESTRUCTURING OF EVENTS ART OF CHANGELING. CAST AT THE BEGINNING OF YOUR TURN. You may perform the phases of this turn in any order (Draw, Discard, Actions). And you may perform actions after attacking, during your action phase. * RITUAL PURGE ART OF EXORCISM. CAST AS ONE ACTION. COSTS 5D. Look at one opponent's hand and discard all HERETICS. * TIME LAG ART OF EXORCISM. CAST AS TWO ACTIONS. For every 10D spent you may look at one opponent's hand and discard all special cards you find. Annihilate after use. LIMIT ONE PER DECK. EQUIPMENT: ASHNAGAROTH (dark legion) GIVE TO ANY DARK LEGION WARRIOR OF V:6 OR GREATER. Heavy machine gun. Provides +4 to S. This warrior may attack up to four warriors when attacking in Shoot combats. Divide this warriors S rating evenly between all the targets (round down) then conduct each attack seperately. COMPUTER BACKUP UNIT (cybertronic) Add directly to your squad as one action. At any time you may spend 3D to make a backup of any PROGRAM you have in play. Mark BACKED-UP PROGRAMs. If a backed up PROGRAM is discarded/annihilated instead attach it to the BACKUP UNIT and remove the marker. As one action an attached PROGRAM may be re/programmed to a legal cybertronic warrior. If this card is removed from play annihilate all attachments and markers it has. COVERT TACTICS (cybertronic) PROGRAM. No special cards may be played directly on this warrior or its opponent during combat, cards that effect combat in general may still be played. CRIPPLING TACTICS (cybertronic) PROGRAM. As one attack action this warrior may declare a SHOOT combat agains a legal target warrior. Modify and compare only shoot ratings. No warriors may be wounded or killed during combat resolution. But if this warrior ends up with a higher shoot rating he may discard one attachment from the defender. DOOMSDAY CHIP (cybertronic) PROGRAM. This warrior may not be reprogrammed, and this PROGRAM may never be affected by special cards. Place four markers on this card when it enters play. Remove one marker during each of your draw phases. When the last marker is removed annihilate this card and its attached warrior. While attached this warrior autokills and annihilates any warrior it wounds. * EMERGENCY CIRCUIT BREAKER (cybertronic) PROGRAM. If the attached warrior is forces to be discarded/annihilated ,via card play, you may instead annihilate the CIRCUIT BREAKER to keep the attached warrior in play, the attached warrior is SHUT DOWN as a result of this effect. * FENRIS BIKE (Imperial) GIVE TO ANY IMPERIAL WARRIOR. VEHICLE. May not use weapons with the bike. This card is affected by cards that affect machine guns. Provides +2 to F and A, and +7 to S. Opponents of this warrior may not use cards to end combat. FRENZIED TACTICS (cybertronic) PROGRAM. When this warrior isn't SHUT DOWN it must be your attacker every time you declare an attack. When attacking, this warrior and its opponent automatically kill any warrior they wound and ignore all rating modifiers from directly attached cards. MEKA, ANTI-GROUND ASSAULTER(Mishima) GIVE TO ANY MISHIMA WARRIOR. TANK, VEHICLE, AND ARMOR. Warrior gains +8 to F,S,A, and V. Opponents may not use shoot weapons vs. the MEKA. The warrior using the MEKA must attack the legal warrior in play with the highest V. NETWORK OPERATOR (cybertronic) PROGRAM. While in play your cybertronic warriors may ENTER/EXIT COVER at any time at no action cost. Each individual warrior may do this once between each of your draw phases. POST IMPACTED KNUCKLE STUDS (dark legion) DARK TECHNOLOGY. Any warrior wounded by this one in combat can be autokilled, by you, at any time you choose at no action cost (points are earned). This ability may be used to pre-empt any just used card. Discard this card after one use (does not wound user this way). POST-MORTIS ADRENOLINE (dark legion) DARK TECHNOLOGY. If this warrior is killed, turn him 180 degrees. He is not yet killed and not considered wounded. If he is wounded again, or this card is discarded, he is killed and points are earned by the final warrior that wounded him. When this ability is in effect you must pay 5D during each of your draw phases or this card is discarded. * QUICKENING MINI-IMPLANTS (dark legion) DARK TECHNOLOGY. May only be given to a warrior of V:4 or less. During combat this warrior takes his strike immediatly after battle tactic is announced instead of during combat resolution. This ability is not considered first striking or QUICK. REMOTE SERIAL LINK (cybertronic) PROGRAM. The equipped warrior may reinforce/be reinforced by any of your cybertronic warriors that also have a SERIAL LINK. Add together the linked warrior's "F" and "S"s. The opponent may only strike one linked warrior. SYSTEM OVERHAUL (cybertronic) GIVE TO ANY SHUT DOWN CYBERTRONIC WARRIOR. DISCARD ALL OTHER ATTACHED EQUIPMENT. Add this warrior's base V to its F,S,A and V. This warrior may never use any other equipment other than PROGRAMS. This warrior may now hold any number of PROGRAMS. If this card is discarded so is its attached warrior. SYSTEM REBOOT (cybertronic) PROGRAM. While SHUT DOWN this warrior may discard any of its unwanted attachments. TITANIUM UNDER-PLATING (dark legion) DARK TECHNOLOGY. If this warrior is autokilled, he is only wounded instead. When wounded this warrior cannot be affected by other cards that affect wounded warriors. As three actions you may heal this warrior. TZOTECH (dark legion) Special weapon. If this warrior uses this weapon during a shoot combat reveal the top card of your draw pile. If it is a warrior who has a higher V than the opponent, then this warrior automatically wounds his opponent during combat resolution. DARK SYMMETRY: DREAM MOLD (Gift of Muawijhe) This warrior may attack while in cover, but may only attack other warriors that are also in cover. Defender gains no benefits of cover. EYE OF FORSEEING (Gift of Ilian) The Bestowed warrior may attack two targets in one attack. Conduct each attack seperately and hold all card effects until the end of the second combat. Do not resolve the first combat, instead conduct the second attack. At the end of that combat choose one of these combats to be resolved. That combat's cards now take effect and resolve. The unresolved combat is considered to have never happened. All its played cards are discarded/annihilated with no effect. Annihilate this gift after use. GIFT OF THE UNSEEN OVERLORD (Gift of Ilian) May only be bestowed on a NEPHARITE that can participate in combat. As long as this warrior's current V is greater than any of your other dark legion warriors', then those warriors all gain +3 to F,S,A, and V. If this warrior is removed from play he is annihilated instead. MIND SUASION (Gift of Semai) MAY ONLY BE BESTOWED ON A WARRIOR THAT CAN PARTICIPATE IN COMBAT. As three actions this warrior may force an opposing warrior to perform any one action, if this warriors current V is greater than or equal to twice the target warriors current V. SACRIFICE FOR THE DARK SOUL (Dark Legion) BASIC DARK SYMMETRY. CONSIDERED A GIFT OF APOSTLE. As two actions you may annihilate this warrior to draw X cards from the top of the discard pile, where X equals 1/2 the warrior's current V (rounded down). TIME SLIDE (Dark Symmetry) Basic Dark Symmetry. During combat, on your turn, with this warrior you may perform any unspent actions from this turn, but only before combat resolution. MISSIONS: RIGHT BETWEEN THE EYES (general affiliation) If the assigned warrior kills another warrior who's A is equal to his attack rating then he earns twice the points. (example: F =5 vs. A =5) SEARCH AND DESTROY (general affiliation) Until this mission is fulfilled, as one action, you may inspect one card at random from an opponent's hand. If the picked card is a warrior then the assigned warrior makes a free and immediate attack against the card. If the defender is wounded then he is automatically killed and worth x2 V, this mission is then accomplished. RELICS: CURIA ARCHIVE (Brotherhood) CONSIDERED A FORTIFICATION. You may attach spells from your hand to the ARCHIVE for free at any time. If the ARCHIVE is removed from play all its attached spells are annihilated. For 2D any of your brotherhood warriors may cast a legal spell attached to the ARCHIVE as if it where in your hand, discard/annihilate the spell as if cast from hand. ELEMENT 87 (cybertronic) PROGRAM. This card is not considered equipment. While in play the attached warrior looses all immunity to dark symmetry. Replace all "NEVER"s on the warrior with "NOT"s. THE FIRST SEAL OF REPULSION (dark legion) Add directly to your kohort. If you are attacked directly by any warrior of modified V 5 or more, annihilate this card and add Ilian- Mistress of the Void and up to 10V of heretics from your collection to your kohort for free. Limit one per deck. THE VENUSIAN ARK (bauhaus) VEHICLE. Attach to yourself as three actions. As one action you may search your draw pile for up to 3 non-personality bauhaus warriors, and attach them to the ARK (max of 6). If the ARK is removed from play all of its attached warriors are annihilated. Whenever you draw a card from your draw pile you may draw one of the attached warriors instead. WARZONES: LUNA PRISON WARD (+4/-5/+2/+3) (general affiliation) GENERIC WARZONE. Any warrior wounded by the defender is IMPRISIONED in the WARD. If the WARD is discard its prisoners return to play. ALLIENCES: KI POWERS: