NERONIAN SCHISM "Proxie" Expansion: This file was last updated on 06/23/00 (June 23rd 2000) * -denotes recent change Recently removed cards: DEMNOGONIS- PHYSICAL MANAFESTATION FRONTAL STRIKE PORTAL FOR THE LIVING PLAGUE THE DARKEST OF INFLUENCE ------------------------------------------------------------------------ WARRIORS: Bauhaus: BELLON SAGLIELLI 4/5/7/7 PERSONALITY. LOYAL. FEARLESS. AUTOKILLER-HERETICS. Immune to Basic Dark Symmetry. BELLON gains +4 to F and S against HERETICS. BELLON gains an additional 4 points for any HERETIC he kills. MARY STONTON (Dark Legion also) 1/2/9/7 PERSONALITY. HERETIC. ADD TO SQUAD. GRAND TACTICIAN. MARY STONTON is not affected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. While in play, all your HERETICS are IMMUNE TO THE ART (including MARY). If this warrior is in cover all your other HERETICS are +4 to A, if not in cover your other HERETICS are +2 to F and S instead. MAXWELL CARTAGON- COMBAT OPERATOR. -/-/-/6 PERSONALITY. CORPERATE ADVISOR. CONTACT. As one action you may place a marker on Maxwell (max of 4 markers). During combat you may remove any number of markers from Maxwell, for each marker removed you may give +1 to the F,S, or A of a bauhaus participant. NERONIAN SYMPATHIZER (Dark Legion also) 3/3/5/4 HERETIC. ADD TO SQUAD. While in play your Bauhaus warriors and HERETICS may freely attack Brotherhood warriors and gain +2 to F and S when doing so. RISING DRAGOON 3/2/3/4 CONSIDERED A DRAGOON. As one action you may discard this warrior to muster a non-PERSONALITY, non-VEHICLE Cybertonic warrior for free. STEVEN BAXWELL (Dark Legion also) 4/5/9/7 PERSONALITY. HERETIC. ADD TO SQUAD. QUICK. CONSIDERED A FINANCIAL BACKER. STEVEN BAXWELL is not effected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. Place 7 D from the D pool on BAXWELL when he enters play. You may attach this D to any Dark Legion affiliated card that costs D to bring into play to help pay for it. When any Dark Legion card, with these markers attached, is removed from play return any attached D to BAXWELL. TEMPLAR KNIGHT 3/4/2/3 QUICK. AUTOKILLER-DARK LEGION WARRIORS OF V:4 OR LESS. THIS CARD IS NOT EFFECTED BY CARDS THAT EFFECT TEMPLARS. Immune to All Dark Symmetry. The TEMPLAR KNIGHT gains +4 to A agianst Dark Legion warriors of origional V:6 or less. Capitol: AFV 110 DESERT FOX 4/8/9/8 CONSIDERED A TANK AND VEHICLE. FEARLESS. LOYAL. Immune to Basic Dark Symmetry. When attacking the defender's controler must reveal his hand and immediatly discard all MINFIELDS from play and hand that could affect the DESERT FOX this combat. CONGLOMERATE AFFILIATE -/-/6/4 MAY NEVER STRIKE DURING COMBAT. While in play no Capitol affiliated warzones controled by opponents provide any effects. As three actions you may take control of any Capitol affiliated warzone controled by another player. C. R. McCODDLE (Dark Legion also) 10/2/8/9 PERSONALITY. HERETIC. ADD TO SQUAD. C. R. McCODDLE is not affected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. If McCoddle is attacked by a Brotherhood warrior he gains +5 to F,S, and A, and is discarded after combat (no points). While in play you may spend 3D to a player from forcing you to lose D. While in play all your Dark Legion warriors gain +3 to F, S, and A versus Brotherhood warriors during combat. EDWARD DUNNINGS (Dark Legion also) 2/1/7/6 PERSONALITY. HERETIC. EDWARD DUNNINGS is not affected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. While in play you may spend 5D when any of your non-warrior Dark Legion cards are forced to be discarded from play, to return the discarded card to your hand. If any cards are forced to be discarded from your hand by another player, then they are instead shuffled into your draw pile. E. MICHAELS- TACTICAL ADVISOR -/-/-/6 PERSONALITY. CORPERATE ADVISOR. CONTACT. Once between each of your draw phases you may choose to cancel a combat involving one of your capitol warriors, if you do so place a marker on E. Micheals. If E. Micheals ever has five markers, annihilate him. H-7 "SHRIKE" -/3/8/9 CONSIDERED AN AIRSHIP AND VEHICLE. FEARLESS. LOYAL. Immune to Basic Dark Symmetry. As three actions (considered an attack action) the "SHRIKE" may target any warrior in play it could legally attack that is not in cover, in an airship, or considered an airship. The targeted warrior's controler either spends his next available action to send the warrior into cover or the warrior is AUTOKILLED ("SHRIKE" earns points). If the target is in or considered a VEHICLE then TWO actions must be spent to send the warrior into cover. Cybertronic: A.E.S.O.P.- FIELD ANALIZER -/-/-/6 PERSONALITY. CORPERATE ADVISOR. CONTACT. Each time one of your cybertronic warriors is removed from play place a marker on A.E.S.O.P.. Whenever you muster a cybertonic warrior you may remove X markers from A.E.S.O.P. to reduce the warrior's D cost by X. AUTOMATED DEFENCE MECHINISM -/13/4/6 QUICK. IMMUNE TO ALL DARK SYMMETRY. MAY NEVER CAST THE ART. Considered a Fortification. May never attack, be in cover, use equipment, or gain the benefits of fortifications. Whenever one of your Cybertronic warriors is attacked you may switch the defender to the A.D.M. and it is now a shoot combat. A.D.M. is automatically killed when wounded. RESOURCE ASSESSOR -/-/3/2 FREE. Immune to Basic Dark Symmetry. May never cast art spells, strike during combat resolution, or have weapons or vehicles. As one action you may look at the bottom 7 cards of your draw pile and choose to reshuffle the pile. As two actions you may look at the top 3 cards of your draw pile and choose to reshuffle the pile. SIMONA SIMONS -/-/10/6 PERSONALITY. HERETIC. SIMONA SIMONS is not affected by the LIBER HERETICUS, unless attacked by a warrior who has it directly attached. While in play if any Doomtrooper SPIES are added to or in your Squad, you may pay 3D to convert the SPY into a Cybertronic warrior under your control, until removed from play. Move the converted Spy into any opponent's legal area of play. For 4D you may discard (no points) or imprison any SPY in your Squad. VICTOR ROSHBERG -/-/7/6 PERSONALITY. HERETIC. While in play you may spend two actions to convert any non-personality Cybertronic warrior you have in play into a Dark Legion warrior only (discard any now-illegal attachments), move the warrior to your Kohort. Any affiliation text on the warrior that states "Cybertronic" now says "Dark Legion". If any of these converted warriors are killed by Imperial or Brotherhood warriors, they are worth double the points. Imperial: CASANDRA PALADINE- HONOR DECORATOR -/-/-/6 PERSONALITY. CORPERATE ADVISOR. CONTACT. Everytime one of your imperial warriors kills a warrior place a marker on that warrior, each marker gives +1 to F and S. CONDOTTIERE 2/4/5/7 FEARLESS. COMMANDER. Immune to Basic Dark Symmetry. The CONDOTTIERE gains +2 to A for each warrior that reinforces him during combat. If the CONDOTTIERE is the main ATTACKER or DEFENDER of combat he chooses which legal warrior his opponent strikes during combat resolution. DOLOND KINGSFIELD (dark legion affiliation also) 12/13/8/9 FEARLESS. AUTOKILLER. CONSIDERED AN IMMACULATE FURY. HERETIC. DOLOND KINGSFIELD is not affected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. DOLOND May be bestowed with any Dark Symmetry card(s) during combat involving him at no action cost, any Dark Symmetry card bestowed on him in this way has its effects doubled and is annihilated at the end of combat. WILER KINGSFIELD 10/9/3/7 PERSONALITY. GRAND TACTICIAN. If WILER is ever wounded you may immediatly play a PUNCH DRUNK card from your sideboard or draw pile on him for free. If WILER has a PUNCH DRUNK card attached he cannot use his GRAND TACTICIAN ability. WILER may discard his attached PUNCH DRUNK cards as two actions each. WILLIAM KINGSFIELD (dark legion affiliation also) 8/9/7/8 PERSONALITY. HERETIC. WILLIAM KINGSFIELD is not affected by the LIBER HERETICUS, unless attacked by a warrior that has it directly attached. Immediatly after WILLIAM is declared as a defender during combat you may do one of the following effects. Pay 6D to shuffle WILLIAM and his attachments you own back into your draw pile. Pay 5D to reinforce WILLIAM with any Imperial warrior or HERETIC you control. Pay 4D to force WILLIAM into cover and give him an additional +5 to A for this combat, in addition to cover bonus. Mishima: IZOGI SOKO 8/6/7/8 PERSONALITY. FEARLESS. QUICK. AUTOKILLER. SUBVERSIVE. CONSIDERED A TECHNOMANCER (But not Dark Legion)AND SHADOW WALKER. IZOGI may be given and use Dark Technology as if a Dark Legion warrior. As two actions IZOGI may give any SHADOW WALKER any Dark Legion equipment card. If IZOGI is killed by a Brotherhood warrior he is worth double the points. WORK MEK 9/2/8/8 COST: 4. MAY NEVER ATTACK. CONSIDERED A VEHICLE. FEARLESS. LOYAL. While in play you gain one additional BUILD FORTIFICATION action during your turn, this action may never be converted into any other type of action. As two actions the WORK MEK may re-shuffle any FORTIFICATION card in your discard pile back into your draw pile. Brotherhood: KEEPER OF KNOWELEDGE 3/4/5/7 Considered a MYSTIC. May conjur the arts if Premonition and Mentalism. This warrior may wound himself at any time (except during combat involving this warrior) to fill his controler's hand up to 7 cards (no points are earned if killed by this ability). MISHIMAN OBSERVER 8/9/6/8 SQUAD SPY. CONSIDERED AN INQUISITOR. May never be attacked by non-HERETIC Mishima Doomtroopers. May conjur the arts of Premonition and Manipulation. This opponent may not willingly use cards to covert Doomtroopers in his Squad into HERETICS. If any of this opponents Mishima warriors kills one of your Brotherhood warriors he earns two less points for the kill,(minimum of zero P) this warrior's effect is cumulitive. NERONIAN PROPHET 1/3/2/4 CONSIDERED A MYSTIC AND KEEPER OF THE ART. May conjur the arts of Premonition and Exorcism. As three actions you may annihilate the NERONIAN PROPHET to search one opponent's draw pile for up to 3 cards. If any of those cards have the word(s): "Neronian", "Heretic", "Curse", "Dark", "Gift", or "Plague" in the title or bold text, they are annihilated. This ability is considered an art of Premonition and Exorcism spell cast on the opponent. Dark Legion: BALKAZAR 9/14/8/12 PERSONALITY. NEPHARITE OF ILIAN. May not be attacked by Capitol warriors. BALKAZAR is +2 to A for every Capitol warrior in play. As two actions BALKAZAR may force any card that provides D to be reshuffled into it's owners Draw pile, this ability is considered a GIFT OF ILIAN. CALISTONIAN FEEDER 12/10/12/8 CONSIDERED A CALISTONIAN INTRUDER. FOLLOWER OF SEMAI. The CALISTONIAN FEEDER is -2 to F, S, and A for each Doomtrooper in play of a different corperate affiliation. CALISTONIAN MANIPULATOR 3/3/7/6 CONSIDERED A CALISTONIAN INTRUDER. FOLLOWER OF SEMAI. As one action this warrior may place a marker on any Doomtrooper in play. As one action this warrior may remove three markers from one warrior to force that warrior to perform up to two actions, the last of which may be a regular attack action. These abilities are considered a GIFTS OF SEMAI. CARDINAL STYGIAN 14/3/7/9 PERSONALITY. NEPHARITE OF DEMNOGONIS. May cast all Art. May never have Dark Symmetry, except gifts of Demnogonis. While in play all Brotherhood warriors cost an additional 2D to muster. * COVERT BAT -1/-2/1/1 SQUAD/KOHORT SPY. May never be declared as an attacker (only reinforce) or be affected by any cards, other than attacking warrior cards. This warrior may reinforce any warrior in its area of play for 1D. DEMORALIZER 3/3/2/3 FOLLOWER OF DEMNOGONIS. All non-FOLLOWERS OF DEMNOGONIS in play are -1 to F,S, and A while this card is in play, this ability is considered BASIC DARK SYMMETRY. DUUM 9/6/11/9 PERSONALITY. NEPHARITE OF DEMNOGONIS. FEARLESS. As one attack action you may search an opponent's discard pile and have DUUM attack any one warrior card you find, warrior is considered in play for combat. If DUUM wounds or kills that warrior during the attack (no points) then annihilate the warrior and you may add any non-personality Dark Legion warrior of equal or lesser V to your Kohort from your collection for free. INITIATE 2/1/1/3 CONSIDERED A HETETIC. FREE. CANNIBAL KARKAS 18/5/15/20 FOLLOWER OF DEMNOGONIS. FREE. FEARLESS. Immediatly before your draw phase annihilate one of your warriors in play, or annihilate this warrior. This warrior's attack ratings are considered a GIFT OF DEMNOGONIS. MANIPULATED PRESS AGENT 5/6/2/4 SQUAD SPY. HERETIC. FOLLOWER OF SEMAI. Choose one corperate affiliation that there is at least one warrior of in the same area of play as this one, this warrior is also of that affiliation until removed from play. This oppoent may not have corperate doomtroopers that have any different affiliation reinforce eachother during combat, or use any abilities or attachments to help warriors of different affiliations. MOLOK 6/7/8/8 PERSONALITY. NEPHARITE OF ALGEROTH. SALADIN gains +2 to F, S, and A while MOLOK is in play. As one action you may annihilate any non-personality Dark Legion warrior in your hand to gain D equal to half the warrior's V (round down, max of 10D via this ability). NECROMANCER 5/2/7/5 FOLLOWER OF DEMNOGONIS. As three actions this warrior may reveal a warrior in your discard pile to all players to return it to your hand. NECROMATIC SHAPECHANGER 9/1/5/7 FOLLOWER OF DEMNOGONIS. As two actions this warrior may annihilate himself to muster a warrior from any discard pile into your area of play under your control. NERONIAN DEBASER 3/5/3/5 SQUAD SPY. HERETIC. FOLLOWER OF SEMAI. CONSIDERED A DOOMTROOPER. When brought into play choose an aspect of the art. While in play that aspect of the art may not be cast by warriors in the same area of play as this one. NERONIAN INCITER 3/3/3/4 HERETIC. FOLLOWER OF SEMAI. CONSIDERED A DOOMTROOPER. ADD TO SQUAD. While in play your non-Brotherhood Doomtroopers are +2 to F, S, and A against Brotherhood warriors during combat. This warriors effect is cumulitive. NERONIAN RIOTER 3/4/4/5 HERETIC. FOLLOWER OF SEMAI. CONSIDERED A DOOMTROOPER. ADD TO SQUAD. While in play your non-brotherhood Doomtroopers may attack Brotherhood warriors as two actions. RIOTERS may reinforce any Doomtrooper that attacks a Brotherhood warrior for 2D each. NERONIAN STALKER 7/4/5/6 FOLLOWER OF ALGEROTH. You may muster the NERONIAN STALKER during combat involving one of your warriors (pay D) as a reinforcement for your warrior. * NERONIAN TERRORIST 2/7/6/5 SQUAD/KOHORT SPY. FOLLOWER OF MUAWIJHE. As two actions this warrior may discard any fortification or warzone in its area of play. PLAGUE CORPSE 1/1/1/3 FOLLOWER OF DEMNOGONIS. FREE. If played for FREE, then annihilate one warrior in any discard pile or discard INFECTED CORPSE. At any time, except during combat, you may discard this warrior to give a target warrior a -2 to V "plague" token. RANDAL CLEMENS- STOCK BROKER 3/5/3/9 PERSONALITY. HERETIC. SQUAD SPY. FOLLOWER OF SEMAI. Every time this opponent gains D from a source that does not cost actions to gain, you gain 1/2 the D (round down) the opponent gains the other half (round up). Any player may, at any time, pay 10D to gain control of this card and move it to another opponents squad. STYX, HIGH NECROMANCER 28/0/7/10 PERSONALITY. NEPHARITE OF DEMNOGONIS. QUICK. FEARLESS. AUTOKILLER. This warrior's FIGHT rating is considered a GIFT OF DEMNOGONIS. As two actions your may reveal this warrior to all players from your discard pile to return him to your hand. You must pay 1P to declare this warrior as an attacker, or else combat is canceled. TEMPER MAGNUS 1/1/1/7 FOLLOWER OF DEMNOGONIS. This warrior may cast all aspects of the art. Each spell he cast requires no actions to cast, and is annihilated after casting. When defending, this warrior may take any one annihilated warrior and have it defend in his place (you control it for combat). after combat the warrior is placed in its owner's discard pile. TRIANGLED TEMPLAR 6/8/4/7 FOLLOWER OF ILIAN. CONSIDERED A TEMPLAR. When brought into play place the TRIANGLED TEMPLAR in cover. If the TRIANGLED TEMPLER exits cover it gains +4 to F and S and AUTOKILLER (each time). This card is annihilated at the end of any turn it exits cover. This warrior may attack the same turn it exits cover. VENUSIAN ILLUSIONIST 8/8/5/9 FOLLOWER OF ILIAN. This warrior may replace any Dark Legion warrior of yours that is involved in combat, this ability is considered a GIFT OF ILIAN. VISENKRAIG 6/7/4/4 COST: 8. FOLLOWER OF ALGEROTH. In order to muster a VISENKRAIG you must discard one of your dark legion warriors in play or annihilate a warrior card in you discard pile. General affiliation: PEDESTRIAN 2/4/2/1 FREE. MAY NEVER AUTOKILL, ONLY WOUND INSTEAD. MAY NEVER BE HEALED, HAVE WOUNDS PREVENTED, OR EARN POINTS. If the PEDESTRIAN somehow reinforces one of your Doomtroopers during combat you may opt to have your warrior not strike during combat to force the opponent to only strike the PEDESTRIAN. Crescentia: KHAN'S GUARD 9/8/5/8 TRIBAL WARRIOR. FEARLESS. AUTOKILLER. The KHAN'S GUARD gains +5 to A versus Dark Legion and other TRIBAL affiliations. THE LAMENTED 4/5/3/5 FEARLESS. QUICK. As three actions (counts as an attack) THE LAMENTED may attack any warrior in the OUTPOST with +6 to F, S, and A. THE LAMENTED is automatically killed after the combat and points are earned by the opponent's warrior. Lutheran Triad: Sons of Rasputin: NORTHERN SON 3/4/8/7 GRAND TACTICIAN. The NORTHERN SON gains an additional +2 to F and S for each HANDGUN he uses during combat. If a NORTHERN SON has two HANDGUNS he may attack two targets in one attack action, conduct each attack serporately. SOLDAT VICAR 6/4/8/7 While in play all your SONS OF RASPUTIN in your OUTPOST gain +3 to A. A SOLDAT VICAR may not affect it's own ratings, but others may. Templar: PURGER BEAST 4/4/3/4 TRIBAL WARRIOR AND BEAST. FEARLESS. This warrior may reinforce any of your non-BEAST TEMPLAR warriors during combat for 3D. FORTIFICATIONS: BODY SHOP (general affiliation) Squad, Kohort, Outpost. 2 actions. As one action you may discard any warrior that you have IMPRISONED to gain one of the following effects: Gain D equal to half the warrior's current V. Draw 2 cards. Gain 1 P. (You may not gain the effects of this card if you have any Brotherhood warriors in play) CYBERTRONIC R&D (cybertronic) SQUAD. ONE ACTION. As two actions you may search your draw pile for any Cybertronic equipment card and reveal it to all players to add it to your hand. As two actions and XD you may search your draw pile for any Cybertronic warrior and reveal it to all players to add it to your hand (X equals half the warrior's V rounded up). DISTORTION CHAMBER (dark legion) Kohort. 1 action. If any of your Dark Legion warriors wounds, but does not kill, a Doomtrooper you may discard that warrior (no points) to add any KADAVER, UNDEAD LEGIONAIRE, LEGIONAIRE OF SEMAI, or HERETIC of V:4 or less from your collection to your Kohort for free. As one action you may use this ability on any Doomtrooper that you have IMPRISIONED. IMPROVED SECURITY (Imperial) Squad. 1 action. While in play you and your cards may never be affected by cards with the word(s): "Heist", "Stolen", or "Lost" in the title. INTERNAL SECURITY SYSTEM (general affiliation) Squad. 1 action. While in play your Doomtroopers may attack SPIES in your Squad. When doing so your warrior gains +4 to F, S, and A during those combats. If any of your Squad members are attacked then your warrior is QUICK for the combat. SELECTIVE PROCESSOR (cybertronic) Squad. 1 action. You may look at the cards you are going to draw during your draw phase once, before you draw them and discard any cards you do not want to draw, then draw the appropriate number of cards. THE EBONY PALACE (Mishima and Dark Legion) Squad. 1 action. As two actions you may convert any of your non-heretic, non-shadow walker, non-demon hunter, Mishima warriors into a dark legion HERETIC (in addition to any other affiliation). Converted warrior permenantly gains +3 to F, S, A, and V. If you have LORD NOZAKI in play this conversion only costs 1 action. You may not perform this action if any Brotherhood warriors are in play. SPECIALS: 2275 A.D. THE YEAR OF THE CARDINAL (brotherhood) ATTACH TO GAME AT ANY TIME. While in play discard all MANAFEST DESTINIES that are in play, and no more may enter play until this card is removed from play. Each player draws one extra card during their draw phase for each Brotherhood warrior in play (max of three extra cards). This card's effect is not cumulitive with multiple copies. A WHISPER FROM BEYOND (general special) PLAY DURING COMBAT ON ANY COMBATANT. Choose any annihilated Personality of the same affiliation as the affected warrior. The affected warrior gains +X to F,S,A and V where X equals the base V of the annihilated Personality. (annihilate this card.) Each annihilated personality may only be chosen once per game via this card. "BAUHAUS IS INDUSTRY" (bauhaus) ATTACH TO YOURSELF AS ONE ACTION. If you add a fortification card to your Squad you may pay 1D to draw one card, once. If the fortification card was Bauhaus affiliated, or a FACTORY or INDUSTRIAL COMPLEX you may spend 3D to draw 2 cards, once. BULK PAPERWORK (general affiliation) ATTACH TO GAME AS ONE ACTION. Each player must pay 1D for each special card they own that remains in play during their draw phase. Any special cards not paid for are discarded. Any player may discard this card from play as three actions. CLOSED COMMUNICATIONS (general affiliation) ATTACH TO GAME AS ONE ACTION. While in play it costs 3D for a player to play any SPECIAL cards during an opponent's turn. This card's effect is non-cumulitive with copies of itself. COMPLETE STOCK CRASH (cybertronic) PLAY AS THREE ACTIONS IF YOU HAVE AT LEAST 10D. All players immediately discard all RESOURCES they control and loose an amount of D equal to the total they would normally produce during their draw phase. You loose all of your D. Annihilate after use. CORPERATE SLIP (general affiliation) ATTACH TO ANY NON-BROTHERHOOD DOOMTROOPER THAT JUST ATTACKED, BUT DOES NOT WOUND HIS TARGET. The warrior looses his printed affiliation. If the warrior no longer has affiliation then it is now a FREELANCER, any points it earns must be converted to D. The warrior is -2 to F, S, and A while this card is attached. CURSE OF THE TEMPLARS (dark legion) ATTACH TO ANY TEMPLAR IN PLAY. The TEMPLAR may no longer attack, strike during combat, perform warrior actions, use its abilities, or any attached cards (other than this one). If the TEMPLAR has any equipment it is all discarded and the TEMPLAR is moved into the wounded position (unless already there). CUTBACKS (general affiliation) ATTACH TO PLAY AS TWO ACTIONS. All INDUSTRIAL COMPLEXES in play provide half their effects (round down) where applicable. All players must pay 1D during their draw phase per INDUSTRIAL COMPLEX they have, ones not paid for are discarded. This card's effect is non-cumulative. DARK PROTECTORATE (dark legion) ATTACH TO ANY NON-BROTHERHOOD DOOMTROOPER YOU CONTROL AS ONE ACTION. If this Doomtrooper is involved in combat you may discard this card to bring any non-personality Dark Legion warrior you control into combat as a reinforcement for your Doomtrooper. This card cannot be used if there are any Brotherhood warriors in play. DROPPED BREIFCASE (general affiliation) ATTACH TO THE GAME WHEN ANY PLAYER GAINS P. Only one DROPPED BREIFCASE may be in play at a time. The P the player would have gained is instead attached to this card. As three actions any player may name one of their warriors that can participate in combat. All other players may declare a free and immediate attack against the named warrior, despite affiliations. If the named warrior survives all combats then its controler may take up to 3P from this card. Annihilate this card when it has no P on it, or when it is removed from play. EQUAL OPERTUNITY (general affiliation) ATTACH TO AN OPPONENT AS THREE ACTIONS. Any time this opponent plays a SPECIAL card, you draw a card. You may only put one copy of this card into play at a time. EXTENDED CHAIN OF COMMAND (general affiliation) ATTACH TO PLAY AS ONE ACTION. Any SPECIAL card played by a player who controls more than three RESOURCES may be canceled by any player for 4D. Warzones cost one additional action to play while this card is in play. This card's effect is not cumulitive with other copies. EXTREME LONG RANGE (general affiliation) PLAY DURING COMBAT. All participants in combat that are not using a VEHICLE or SHOOT weapon are -8 to S during this combat. Warriors using a SHOOT weapons are -5 to S instead. Warriors in a VEHICLE are -3 to S instead. Warriors using "SNIPER" SHOOT weapons are not affected by this card. FILED PAPERWORK (general affiliation) PLAY AT ANY TIME. Place your hand aside, draw a number of cards equal to the number of cards you placed aside, then place the aside cards on top of your draw pile. ANNIHILATE AFTER USE. FILED RANKS (general affiliation) PLAY AT THE END OF YOUR DRAW PHASE. Everytime you muster a non-personality warrior, until the end of your turn, immediatly draw a card from your draw pile. This card's effect is not cumulitive with itself. FOGGY CONDITIONS (general affiliation) PLAY DURING COMBAT. Any card that somehow affects HEAVY FOG also affects this card. Whenever a warrior makes a SHOOT strike during this combat flip a coin, Heads= a normal strike, Tails= the warrior strikes any random warrior in play that can participate in combat (equal chances per warrior). Points are earned as normal. Reinforcements have no affect this combat. FUTURE DEBT (general affiliation) ATTACH TO YOURSELF AS ONE ACTION. You may discard this card at any time to immediatle perform a non-attack action. GANG OCCUPIED TURF (general affiliation) ATTACH TO ANY RESOURCE AT ANY TIME. While attached the RESOURCE provides no positive effects (penalties still apply). Any player may attach this card to a different RESOURCE as 4 actions. HACKED PROFILE (cybertronic) PLAY DURING THE DISCARD PHASE OF ANY PLAYER WHO HAS MORE D THAN ALL OTHER PLAYERS COMBINED. Until the end of that opponent's next discard phase any player may, as one action, steal up to 5D from this player. ANNIHILATE AFTER USE. INSUFITIANT FUNDS (general affiliation) ATTACH TO GAME AT ANY TIME. All D costs for anything are considered to be doubled. Any player may force this card to be discarded by reducing their D pool to zero (even if already at zero). LONG TERM INVESTMENT (bauhaus) ATTACH TO YOURSELF AS ANY NUMBER OF ACTIONS. Pay X D, where X equals twice the number of actions you spent to play this card. Place a number of markers on this card equal to the number of actions you spent to play it. At any time you may remove a marker from this card to perform a non-attack action, this action may never be converted into an attack action. LOST HEIST (general affiliation) PLAY DURING AN OPPONENT'S DRAW PHASE BEFORE THEY DRAW CARDS. Attach this card to play and attach the cards that player would have drawn this turn to this card face down (player still draws from deck.) You must pay D equal to the number of cards attaching to this one. As one action any player may look at one random face down card and choose to play the card (pay any costs). If they choose not to play the card it remains attached to this card, face down. If this card is removed from play reshuffle its attachements. As two actions any player may reshuffle the attached cards back into their owner's draw pile. LOST INFLUENCE (general affiliation) ATTACH TO ANY MISSION. The mission no longer has any effects. The mission remains in play and is still considered assigned and in play. MANIPULATED STOCK DUMP (cybertronic) ATTACH TO THE GAME IMMEDIATLY AFTER ANY PLAYER IS ABOUT TO GAIN DESTINY. The D the player would have earned from the one source is placed on this card instead. Any player may, as one action, take up to 2D from this card while it is in play. If this card has no D left on it then it is discarded. MATCHED COUNTERMEASURES (general affiliation) ATTACH TO YOURSELF AS TWO ACTIONS. While in play, whenever any player plays a special card you may counter the effects of that special card by immediatly discarding the same card by title from your hand (your card also has no effect). The other player's special card is annihilated and any costs paid are lost. MILITARY INFLUENCE (general affiliation) ATTACH TO PLAY AS TWO ACTIONS. A player may only play a number of special cards between each of his draw phases equal to the number of warriors he has in play. If a player wishes to play any additional special cards he must pay 1D to play the card. NARROW PATH (brotherhood) ATTACH TO ANY BROTHERHOOD WARRIOR AT ANY TIME. If this warrior ever attacks another Doomtrooper, annihilate this card. While attached this warrior gains +2 to F, S, and A against Dark Legion warriors. This card's effect is not cumulitive with copies of itself. NERONIAN HERESY (dark legion) ATTACH TO GAME AS THREE ACTIONS. While in play all Brotherhood warriors are SUBVERSIVE and -2 to F, S, and A against Dark Legion warriors. While in play all Doomtrooper personalities of V:8 or greater are considered Dark Legion HERETICS in addition to any other affiliation. OPEN MARKET (capitol) ATTACH TO YOURSELF AS TWO ACTIONS. During an opponent's draw phase that opponent may offer to sell you any number of their actions for that turn for your D, or you may offer to purchase their action(s) with your D. Any actions sold become part of your next turn, and only for that turn. * PAYLOAD (general affiliation) ATTACH TO ANY AIRSHIP AS ONE ACTION AND PAY 5D. During a SHOOT combat this warrior may discard this card to make their shoot attack strike at all warriors that are not in cover in the same area of play as the defender (they do not gain retaliation). PERSECUTION (Brotherhood) ATTACH AT ANY TIME ON ANY SHADOW WALKER, DEMON HUNTER, WHITE MYSTIC, OR HERETIC IN PLAY. Any Brotherhood warrior may attack this warrior, as if they were SUBVERSIVE. When attacking this warrior any Brotherhood warrior may cast all aspects of the art and are +2 to F, S, and A for the combat. PETTY CASH (capitol) ATTACH TO YOURSELF AS ONE ACTION. For every 2D you spend when attaching this card place 3 markers on it. You may remove X markers from this card to gain X D to pay for any card or ability. If the cost is fully paid for with PETTY CASH card(s) then the card or ability being paid for does not cost actions to use. Discard this card if it has no markers. * PLEE TO THE DOGS (imperial) PLAY AT ANY TIME. Reveal the top 5 cards of your deck to one opponent. That opponent ANNIHILATES any one card revealed and you draw the remaining four. ANNIHILATE AFTER USE. POST-MORTIS ENZYMES (mishima) ATTACH TO YOURSELF AS 2 ACTIONS. If any of your SHADOW WALKERS are killed you may annihilate the warrior to reduce the points your opponent earns by half (round down). This ability cannot be used if the warrior was already being annihilated as a result of the kill. PROXY ESTATE (cybertronic) ATTACH TO YOURSELF AS ONE ACTION. If any of your fortifications, or any of your Cybertronic Warzones are forced to be discarded or changed controlers, you may discard this card to cancel the effect. RANSOM (general affiliation) ATTACH TO ANY DOOMTROOPER IN PLAY AS ONE ACTION. Pay an amount of D equal to the V of the DOOMTROOPER you are attaching this card to. Select any special card in play or any card in the hand of the Doomtrooper's controler. If during that player's next draw phase he does not pay YOU twice the warrior's V in D and discard the selected card then the attached warrior is discarded (no points). REWARDS OF ILIAN (dark legion) ATTACH TO ANY FOLLOWER OF ILIAN AT ANY TIME. This warrior may be bestowed with any Dark Symmetry at any time at no action cost. Every 1D this warrior spends on a Dark Symmetry effect is worth 2D toward the effect. This warrior is now considered a NEPHARITE, if it is not one already. This warrior is +4 to V while this card is attached. RISKY HEIST (general affiliation) PLAY AT ANY TIME THAT YOU HAVE AT LEAST ONE WARRIOR IN PLAY THAT CAN PARTICIPATE IN COMBAT. Select one opponent and one of your non-Brotherhood warriors. That opponent gives you 10D and may declare a free and immediate attack on the warrior you named, despite affiliations. SELECTIVE REQUEST (general affiliation) PLAY AT ANY TIME. You may immediatly search your draw pile for a warrior card, reveal it to all players and add it to your hand. You must pay 4D in order to select a PERSONALITY with this card. SHIPMENT TRAFFIC (general affiliation) ATTACH TO GAME AS TWO ACTIONS. If player puts a non-warrior card into play any player may immediatly cancel the card (it is discarded) by discarding two cards from their own hand that are of the same card type. SLIPPED PAPERWORK (general affiliation) PLAY IMMEDIATELY AFTER ANY OPPONENT ASSIGNS A MISSION. This card acts as an exact copy of that MISSION card. You may immediatly assign this mission to any legal player or warrior. You perform one less action during your next turn (minimum of 1 action). STOCK JUMP (general affiliation) PLAY AFTER ANOTHER PLAYERS DRAW PHASE. All players immediatly draw 3 cards. ANNIHILATE AFTER USE. You may only play one STOCK JUMP between each of your draw phases. SUDDEN GRASP OF THE BEYOND (brotherhood) ATTACH TO ANY NON-BROTHERHOOD DOOMTROOPER AT ANY TIME. Choose one aspect of the art. That is the aspect of the art this warrior may cast until this card is removed from play. When attached, this warrior's controler must choose for this warriors to either become a dark legion HERETIC or a Brotherhood warrior, and loose any other affiliation. If the warrior becomes Brotherhood it gains +1 to F,S, and A. TACTICAL PROFILE (cybertronic) ATTACH TO YOURSELF AS ONE ACTION. Name any one PERSONALITY in play. While in play your warriors are +3 to F and S against that PERSONALITY, and that PERSONALITY may not use its abilities to affect you or your cards, unless you say so. This card's effect is not cumulative with other copies. TECHNICAL FOUL-UPS (cybertronic) ATTACH TO YOURSELF AS ONE ACTION. If any player plays a Fortification card or Equipment card you may discard this card to force the card being played to be reshuffled into the owner's draw pile. * THE END OF HOPE (dark legion) PLAY AS ONE ACTION. Name any player. That player must ANNIHILATE all cards in their sideboard, if they have a sideboard, as well as their discard pile. ANNIHILATE AFTER USE. LIMIT ONE PER DECK. THE SCIENCE OF ENTROPY (dark legion) ATTACH TO PLAY AS ONE ACTION. Immediatly place one marker on this card after any special card is played. If a third marker is placed on this card, remove all 3 and cancel the effect(s) of the special card that caused the third marker to be placed. Only one SCIENCE OF ENTROPY may be in play at a time. THE STRENGTH OF UNITY (brotherhood) ATTACH TO YOURSELF AS TWO ACTIONS. Discard any THERE IS NO HOPE WITHOUT UNITY cards attached to you when this card is played. Your Doomtroopers are +2 to F, S, and A versus Dark Legion warriors for each Doomtrooper of another affiliation in the same area of play. This card is immediatly discarded if have no warriors or you only have one affiliation of warrior(s) in play. * UNPROTECTED FRONT (general affiliation) PLAY AS AN ATTACK ACTION. You may declare an attack against any player's RESOURCE, only warriors that are in cover may participate in the defence. VAULTED (brotherhood) ATTACH TO YOURSELF WHEN YOU ARE GAINING D FROM ONE OR MORE SOURCES. Place the D you were going to gain on this card. This card may never be discarded from play. Annihilate this card when it has no D left on it. You may spend the D on this card as if it were in your D pool. If you have at least 5D on this card during your draw phase, place 2D on it from the common pool. WORKER REVOLT (general affiliation) ATTACH TO ANY INDUSTRIAL COMPLEX IN PLAY AT ANY TIME. The INDUSTRIAL provides no D. The INDUSTRIAL's controler must pay 4D during each of his draw phases or the INDUSTRIAL is discarded and this card must be attached to another INDUSTRIAL in play (INDUSTRIAL's controler's choice) if any are in play. SPELLS: BRICK AND MORTER Art of Elements. For every 10D you spend you may change the controler of any Fortification card in play to any other player. This spell may not be used to change control of Dark Legion affiliated Fortifications. CRIMSON PETALS Art of Kinetics. Cast as any number of actions. Devide X markers up amung any number of warriors in play, where X equals the number of actions spent to cast this spell. Each marker costs 1D to place. Whenever a warrior with a marker performs a warrior action, the action's effect(s) is canceled, remove a number of markers from that warrior equal to the number of actions the warrior action cost to use. DIMENSIONAL POCKET Art of Changeling. Cast at any time. Attach this spell to caster. While attached this warrior is removed from the game. The attached warrior may not be effected or effect the game in any way. During your draw phase pay 7D or this card is discarded and the warrior returns to play with attachments. ESSENCE FROM THE SOUL May be cast by any warrior that may cast the art. Cast at any time. This warrior may immediatly perform up to 3 actions. These actions may only be used to cast art spells, and may never be converted into any other type of actions. Annihilate after use. MENTAL BEACON Art of Mentalism. Cast at any time. Attach this spell to caster. While attached this warrior is Immune to all Dark Symmetry and +2 to A. Discard this card if this warrior casts another spell. SACRIFICE FOR THE LOST Art of Kinetics. Cast as three actions. All players switch their discard piles with their annihilated piles. LIMIT ONE PER DECK. STRENGTH FROM BEYOND Art of Summoning. Cast as one action. For every 4D you spend you may shuffle one card from your sideboard into your draw pile. If you do not wish to spend destiny you may place a cards from your hand into your sideboard to shuffle cards from the sideboard into your draw pile on a one-for-one basis. SYMMETRY DISTORTION Art of Summoning. Cast at any time. Attach this spell to caster. While in play Dark Legion warriors must attack this warrior (or any other warrior with SYMMETRY DISTORTION attached) when they are declared as attackers. While in play, all warriors in the same area of play as this one are Immune to all Dark Symmetry. During your draw phase pay 5D or this card is discarded. TELEKINETIC PULL Art of Kinetics. Cast during a SHOOT combat. The combat is immediatly changed to a FIGHT combat, and may never be changed for the remainder of combat. TEMPORAL FLUX Art of Mentalism. Cast as one action. All players place their hands on the bottom of their decks and draw 7 new cards. Annihilate after casting. THE LIGHT OF SUMMONING Art of Summoning. Cast as three actions. For every 10D spent you may take one card from your sideboard or discard pile and shuffle it into your draw pile. For every 20D you spend you may take one of your cards that have been annihilated and place them on top of your discard pile. THE PUREST OF LIGHT May be cast by any warrior that may cast the art. Cast at any time. ANNIHILATE any Dark Symmetry card in play or cancel any use of a Dark Symmetry ability until end of turn. Reshuffle this spell back into your draw pile immediatly after it is successfully cast. LIMIT ONE PER DECK. EQUIPMENT: BOKE GRENADES (capitol) Give to any Capitol warrior. When brought into play place three markers on this card. During combat involving this warrior you may remove a marker from this card before combat resolution to remove all reinforcements from combat. When the last marker is removed, discard this card. FORTIFIED BATTERY SILO (general affiliation) Attach to your Squad as two actions. While in play you may play any number of ARTILLARY SUPPPORT cards from your draw pile or sideboard for 5D each during combat involving one of your Squad members. MASK OF THE CALISTON (dark legion) Give to any follower of SEMAI. Choose any non-Brotherhood Doomtrooper affiliation when this card is played. The attached warrior is considered only a Doomtrooper of that affiliation to all opponents and their cards in play until this card is removed from play. This warrior is not considered a Dark Legion warrior to opponents, and cannot be affected by cards that effect the chosen affiliation. DARK SYMMETRY: AND WHEN THEY DESERT YOU...? CURSE OF MUAWIJHE. May only be bestowed on any non-Dark Legion warrior that is not the only warrior in its area of play that can participate in combat. If this warrior ever becomes the only warrior in its area of play that can participate in combat then it is discarded. CORPERATE PUPPET GIFT OF SEMAI. As one action you may pick any one card from your opponent's hand. If the picked card is a corperate Doomtrooper (non-Brotherhood), you may immediatly add that warrior to the opponent's Squad for free and perform one attack action with it. You earn half the points the warrior earns (round down), the owner of the warrior gains none. Return the warrior to it's owners hand after combat ends. CREEP BASIC CURSE. May only be bestowed on any non-Dark Legion warrior. The bestowed warrior is -3 to A. If the bestowed warrior is removed from play, the owner of this card may bestow it on any legal warrior in the same area of play, if there are none it is discarded. This card's effect is cumulitive. ESSENCE OF CORRUPTION GIFT OF SEMAI. As three actions you may annihilate this card to swith the D pools of two players, then name a player. That player's warriors may not gain the benefits of cards that are not directly attached until the end of your next turn. ESSENCE OF DESTRUCTION GIFT OF ALGEROTH. As three actions you may annihilate this card to move all warriors in play into the wounded position (even if only autokillable, or killed when wounded). Until the end of your next turn all players MUST attack with the last action of their turn and all FOLLOWERS OF ALGEROTH in play are +3 to F and S and AUTOKILL. LIMIT ONE PER DECK. ESSENCE OF MENTALITY GIFT OF MUAWIJHE. Immediatly before your draw phase you may annihilate this card to switch control of all cards you own in play with any other player's cards in play, You control that player's cards and vise versa until that player's next draw phase. If you add any cards to your play they switch to the opponent when his origional cards return, and vise versa. ESSENCE OF MORTALITY GIFT OF DEMNOGONIS. As three actions you may annihilate this gift to discard all SPECIAL cards in play, force all players to reveal their hands and discard all non-warrior cards, then annihilate all discard piles. If you do not have three actions to spend during your turn you may forfeit all of your actions of your turn (announce immediatly after draw phase) to use this card. LIMIT ONE PER DECK. ESSENCE OF VOID GIFT OF ILIAN. At any time you may discard this card to cancel or redirect the target of any art spell that has just been cast, or you may annihilate this card as two actions to discard any Cybertronic Doomtrooper in play, or as three actions you may annihilate this card to discard all FORTIFICATIONS, WARZONES, or SPECIALS in play (choose one to be discarded). LIMIT ONE PER DECK. KISS OF ILIAN GIFT OF ILIAN. Any warrior killed by this one is not removed from play. Instead the wounded warrior may never be healed and may never perform actions, use abilities, or retaliate/strike during combat. NECROMATIC BOON GIFT OF DEMNOGONIS. May only be bestowed on a FOLLOWER OF DEMNOGONIS in any discard pile. Muster the warrior under your control, it enters play wounded. At the begining of your turn pay 1D or discard this warrior. If this card is removed from play, discard it's warrior (no points are earned). PRIME MATERIAL SUMMONS GIFT OF ALGEROTH. If the bestowed warrior is removed from play, you may use this gift to return any or all of the warrior's attachments you own to your hand for 2D per attachment. Annihilate this gift after use. STUPOR BASIC CURSE. May only be bestowed on any non-Dark Legion warrior. The owner of STUPOR may spend 2D at any time to force the bestowed warrior into cover at any time. THE FEAR OF ISOLATION... CURSE OF MUAWIJHE. May only be bestowed on any non-Dark Legion warrior. If the bestowed warrior is the only warrior in its area of play that can participate in combat, then it is -3 to F,S, and A, it is no longer FEARLESS (if it is), and it may not be declared as an attacker for combat. VOICES WITHIN THE WALLS CURSE OF MUAWIJHE. Bestow on any FORTIFICATION CARD in play. This fortification card no longer provides any effects while this card is attached. The controler of this fortification may discard this card by discarding any special card in play that he owns. YOU CAN'T TRUST THEM... CURSE OF SEMAI. May only be bestowed on any non-Dark Legion warrior. This warrior may never reinforce or be reinforced. This warrior does not gain the benefits from other warrior cards or their attachments (including RANK bonuses). YOUR WEAKNESS IS MINE... CURSE OF SEMAI. May only be bestowed on any non-Dark Legion warrior. The bestowed warrior's controler must play with X cards face up on the table at all times. Where "X" equals 10 minus the bestowed warrior's current V. This card's effect is not cumulitive with other copies. MISSIONS: COUNTER MEASURES AGENT (general affiliation) ASSIGN TO ANY SPY. This SPY may attack any other mission card in it's area of play or assigned to any other opponent or oppoent's warriors. If the owner of the mission declares no defender of the mission (despite affiliations) then it is discarded and you earn 2 points. This mission is never completed. HOLD AT BAY (capitol affiliation) Assign to any player. When assigned, if you or your warrior(s) are attacked the combat must be canceled before combat resolution or this mission is discarded. If you do cancel the combat place a marker on this card. If five markers are on this mission then it is accomplished and you gain 7P. RELICS: MARK OF FREE WILL (dark legion) GIVE TO ANY DARK LEGION WARRIOR OF V:6 OR GREATER. While in play no warriors may cast the arts of Mentalism and Manipulation. All Gifts of Muawijhe cost no actions to play. This warrior is +2 to V. MARK OF STAGNATION (dark legion) GIVE TO ANY DARK LEGION WARRIOR OF V:6 OR GREATER. While in play no warriors may cast the arts of Kinetics and Elements. All Gifts of Semai cost no actions to play. This warrior is +1 to V. MARK OF STILLNESS (dark legion) GIVE TO ANY DARK LEGION WARRIOR OF V:6 OR GREATER. While in play no warriors may cast the arts of Summoning and Changeling. All Gifts of Demnogonis cost no actions to play. This warrior is +1 to V. MARK OF THE VEIL (dark legion) GIVE TO ANY DARK LEGION WARRIOR OF V:6 OR GREATER. While in play no warriors may cast the arts of Empathy and Premonition. All Gifts of Ilian cost no actions to play. This warrior is +1 to V. THE CAPITOL CHARTER (capitol) GIVE TO ANY CAPITOL WARRIOR. If any player does not pay any D cost required for a card he has to keep in play, you may spend X2 the D that player did not spend to gain control of the card in question until it is removed from play. You may not purchase Dark Legion cards if there are any Brotherhood warriors in play. WARZONES: ARABLE FARMLAND +3/-2/+0/+0 RESOURCE. COMMON. OUTPOST. While in play your tribal warriors cost 1 D less to MUSTER. Minimum of 1D. CERES +2/+2/+2/+2 RESOURCE. ASTEROID BELT WARZONE. During your draw phase gain 5D. As one action you may attach any non-personality Cybertronic warrior (that can participate in combat) from your hand to this card (1 warrior max) That warrior may not attack or be attacked. If this warzone itself is attacked then the attached warrior automatically defends from it. CITODEL OF DUUM +0/+3/+0/+2 RESOURCE. DARK. MARTIAN WARZONE. Any warrior that is discarded as a result of being killed is instead attached to this card. As one action you may annihilate an attached warrior to gain one of the following benefits: Gain 3D. Draw 2 cards. Return any warrior card from your discard pile to hand. Discard a special card from play. CITODEL OF MOLOK +2/+1/+0/+2 RESOURCE. DARK. MARTIAN WARZONE. If MOLOK annihilates a warrior in your hand it is instead discarded. If you have MOLOK in play you may spend two actions to annihilate any of your non-APOSTLE dark legion warriors to gain D equal to the warrior's V. CRESENTIA EMBASSY +2/+3/+2/+4 RESOURCE. OUTPOST. During your turn you gain two additional GIVE BEAST actions which may only benefit Cresentia warriors. Cresentia and Brotherhood warriors defending from this warzone gain an additional +3 to F, S, and A. EDISON +4/+3/+4/+6 RESOURCE. DARK. MARTIAN WARZONE. CITODEL. During your turn, as two actions, you may rebuild any MARTIAN WARZONE in your discard pile. Place the rebuilt warzone in the same area of play as this warzone. GRAINERY PROCESSING PLANT +0/+0/+1/+1 RESOURCE. COMMON. OUTPOST. During your turn before you perform actions you may spend X D to reduce the cost of all your non-personality Tribal warriors by X D until the end of your turn (minimum of 1D). METHANE PUMP +2/+2/-2/+2 RESOURCE. COMMON. OUTPOST. During your draw phase gain 3D. If any warrior uses a shoot Weapon during combat with this warzone then after combat resolution this warzone is discarded and all participants in combat are wounded (no points if killed). MINERAL DEPOSIT MINE +3/-4/-2/+1 RESOURCE. COMMON. OUTPOST. As one action you may gain 2D from this card (mining action). NERO +0/+0/+0/+0 RESOURCE. DARK. GENERIC WARZONE. CITODEL. This card is discarded if it is ever in a Squad. Dark legion warriors defending from this warzone against Doomtroopers gain an additional +8 to F, S, A, and V. If any opponent ever moves this warzone to his Squad he gains 10 P. OIL PUMPING RIG +2/-3/+1/+2 RESOURCE. COMMON. OUTPOST. During your draw phase gain 4D. If you choose to discard any special cards from your hand during the beginning of your turn you may instead reveal them to all players and shuffle them into your draw pile. PULP PLANT +0/+0/+0/+2 RESOURCE. COMMON. OUTPOST. While in play you may draw a card every time you muster a Lutheran Triad warrior. Your Lutheran Triad warriors cost 1 less D to Muster (minimum of 1 D). SILO PLANT +0/+0/+1/+1 RESOURCE. COMMON. OUTPOST. You may spend 1D to add one marker on this card at any time (max of 10 markers total). At any time you may remove 1 marker to reduce any cost you are paying (minimum of 0 D). SOIL NUTRITURE +0/+0/+0/+2 RESOURCE. COMMON. OUTPOST. Every time you gain D from a COMMON RESOURCE you gain an additional 1D. This effect is cumulitive with other NUTRITURES. SOTANI +6/+3/+2/+5 RESOURECE. DARK. MERCURIAN WARZONE. CITODEL. During your draw phase gain 4D. As the last action of your turn you may MUSTER a non-personality warrior from your draw pile (pay X2 D). Warriors defending from this warzone against Mishima warriors gain an additional +4 to S,A, and V. SURIJA +1/-1/+3/+3 RESOURCE. DARK. VENUSIAN WARZONE. CITODEL. During your draw phase gain 3D and remove all markers from SURIJA. Every time you bestow a DARK SYMMETRY card place a marker on this card. At any time you may remove 2 markers from this card to perform a non-attack action. THE TROJAN CLUSTERS -/+0/+1/+4 RESOURCE. ASTEROID BELT WARZONE. This warzone may not be attacked or declared as defence in fight combats. During your draw phase place markers on this card until there are 5. During combat not involving a warzone you may remove any number of markers from this card to give any participant +1 to S for each marker removed. You may remove markers from this card during combat involving this warzone to give the defender +2 to S for each marker removed. VALLEY OF A THOUSAND STONES -2/-2/+3/+5 RESOURCE. MARTIAN WARZONE. The controler of this warzone needs 3 less promotion points to win the game. This warzone may never be removed from play once it successfully enters play. VEHICLE WERKS +2/+3/+1/+3 RESOURCE. COMMON. OUTPOST. Gain 2D during each of your draw phases. During your turn, outside of combat, you may give your Tribal warriors legal vehicles at no action cost. ZATA -2/+2/+6/+4 RESOURECE. DARK. MERCURIAN WARZONE. CITODEL. During your draw phase gain 4D and place a marker on this card, if there is not one. At any time you may remove the marker from this card to perform a non-attack action. This action may never be converted into an attack action. ALLIENCES: BAUHAUS-CYBERTRONIC You may, as two actions, convert any of your Bauhaus warriors into Cybertronic warriors only (discard any now illegal attachments). All affiliation text on a converted warrior that says "Bauhaus" now states "Cybertronic". Your Bauhaus warriors may be given non-program Cybertronic equipment at no action cost, during your turn outside of combat. BAUHAUS-DARK LEGION All your non-personality Bauhaus warriors are HERETICS. Your Bauhaus warriors may be given, use, and gain the benefits of any Dark Legion relic you have in play, and vise versa. Your Bauhaus warriors cannot use Dark Legion relics against the Brotherhood. BROTHERHOOD-IMPERIAL All your Brotherhood and Imperial warriors are now LOYAL. You may not put Dark Legion warriors into play. Your Imperial warriors may cast the arts of Kinetics, Mentalism, and Premonition. One of your Imperial warriors may reinforce one of your Brotherhood warriors during combat for free, per combat (two may reinforce for free against a Cybertronic warrior). BROTHERHOOD-BAUHAUS Your Bauhaus warriors may conjur the arts of Premonition, Exorcism, and Manipulation. As one action you may give one of your Bauhaus warriors Brotherhood affiliation also. Your Brotherhood warriors gain +1 to F, and S vs. Dark Legion warriors for each Bauhaus warrior you have in play. BROTHERHOOD-CRESENTIA Your Cresentia Tribal warriors may conjur the aspects of Mentalism, Premonition, and Kinetics. All your Brotherhood warriors in your OUTPOST are considered to be SKULL SEEKERS. CAPITOL-MISHIMA Your Capitol and Mishima warriors may, at any time, convert their affiliation text so that their abilities benefit Capitol, or Mishima, or both affiliations at the same time. CAPITOL-DARK LEGION Your Dark Legion warriors may attack any card, that remains in play, that provides any D as two actions (counts as an attack). If the controler of that card does not declare a defender of that card (despite affiliation) then the card is discarded. You may discard any capitol warrior you have in play to cancel any combat involving one of your Dark Legion warriors. IMPERIAL-DARK LEGION Your Dark Legion warriors may be effected by Imperial cards in your squad that effect "Squad members" and "Imperial" warriors, except during combat against Brotherhood warriors. Your Imperial warriors may "ISSUE CHALLENGES" (Perform the Imperial affiliation action) to Dark Legion warriors as if they were Imperial Doomtroopers. MISHIMA-DARK LEGION If any of your non-warrior Mishima cards in play are forced to be discarded by another player you may discard any non-warrior Dark Legion card you have in play to cancel the effects of the discard, and vise versa. Every time one of your Dark Legion warriors finishes performing a non-attack warrior action one of your Mishima warriors may immediatly perform the same type of non-attack warrior action (one action,if legal) for free. SONS OF RASPUTIN-DARK LEGION You may give your SONS OF RASPUTIN Dark Legion equipment cards as if they were Dark Legion, and vise versa. You may legally transfer your SONS OF RASPUTIN to your Kohort (they permenantly become HERETICS). KI POWERS: