REVIVAL DOOMTROOPER EXPANSION October 2nd, 2000 Spoilerlist: ------------- INFO CARD #1 - CAMPAIGNS [New] If you have an Apostle or a Corporate/Tribe Leader (or SPIRIT OF NATHANIEL for Brotherhood) in play, you may play Campaign cards. The following rules are common to ALL Campaign cards: You may only play Campaign cards which have the same affiliation as your Apostle/Leader or general affiliation. You attach Campaigns to an Area during your turn without paying any action or D costs. Only one Campaign may be attached to each of your Areas. Campaign cards may never be discarded from an Area but they may be annihilated. Campaigns stay in play and in effect even if the affiliation leader is not in play anymore. Campaign cards come into play with varying number of markers on them. The number of markers on the card is a combat bonus your warriors in the same Area gain from the card. For example a Campaign card attached to your Squad with three markers would give +3 to F, S and A to all warriors in your Squad. The combat bonus from Campaign cards attached to Squad/Kohort is halved (rounded up) during a combat in Outpost. Warriors in Squad/Kohort gain no combat bonus from Campaigns attached to Outpost. ONCE during each turn a player may adjust the markers on a campaign card, but only if a valid leader (which may be another leader than the original) is in play and is able to perform actions. A player may do one of the three (without spending actions) : 1. Add a marker on the Campaign by paying 6 D (not during combat). 2. Remove ONE marker from the Campaign to gain one Promotion Point to you or your team. 3. Remove 2 markers from the Campaign to search any Warrior card (show it to your opponents) from your collection and immediately muster it by paying normal action and D costs. All Campaign cards have also their own special rules which are printed on the cards. 1/1 C A M P A I G N S BANZAI! [New] Campaign / Mishima ATTACH TO SQUAD WITH 2 MARKERS. You may annihilate one of your Mishima warriors immediately after you have declared the attacker and the defender. This prevents any special cards from being played during this combat. BUSINESS AS USUAL [New] Campaign / Capitol ATTACH TO SQUAD WITH 3 MARKERS. During your turn you may add one marker on this card (by paying the normal cost) even if your Corporate Leader is no longer in play. CALL TO ARMS [New] Campaign / Sons of Rasputin ATTACH TO OUTPOST WITH 2 MARKERS. Your Sons of Rasputin warriors using VEHICLES or using/considered BEASTS earn 2 additional Promotion Points for each warrior they kill in combat. CARDINAL'S MANDATE [New] Campaign / Brotherhood ATTACH TO SQUAD WITH 3 MARKERS. Your Mortificators may be equipped with a Brotherhood- affiliated WEAPON from your collection when mustered. They may transfer without spending actions and may attack targets normally protected by another card like PROTECTIVE WALL, SCOUT CAVALIER, a battle restriction or by card itself (like PROPHET). COLONIZATION [New] Campaign / Imperial ATTACH TO SQUAD WITH 3 MARKERS. Your Imperial warriors strike first during combat against non-Imperial Doomtroopers in Squad. CRUSADE [New] Campaign / Templar ATTACH TO OUTPOST WITH 4 MARKERS. Add an additional +1 to combat bonus when in combat against Crescentia, Lutheran or Rasputin warriors. JIHAD [New] Campaign / Crescentia ATTACH TO OUTPOST WITH 3 MARKERS. You may muster SACRED TEARS, JIHAD INFANTRY TROOPERS and CRESCENTIAN MARTYRS at any time without spending actions by paying only half (rounded up) of the D cost. NEW WORLD ORDER [New] Campaign / Cybertronic ATTACH TO SQUAD WITH 2 MARKERS. Your Cybertronic warriors may take one equipment card from a doomtrooper they wound or kill during combat. They may only take Equipment which they can use. RACE FOR THE SKULLS [New] Campaign / General ATTACH TO OUTPOST WITH 2 MARKERS. Each time you play a KEY-CODE SKULL to one of your warriors in Outpost, you gain 8 D and one additional action, which must be performed immediately. REVENGE IS OURS [New] Campaign / Lutheran Triad ATTACH TO OUTPOST WITH 3 MARKERS. Your Cavaliers strike first when attacking and their opponents may retaliate only if they are not wounded during the attack. THE RICHTHAUSEN PLAN [New] Campaign / Bauhaus ATTACH TO SQUAD WITH 3 MARKERS. During a combat you may remove a marker from this card to give either first-strike or auto-kill ability to one of your warriors. The warrior loses the ability after the combat is over. WAVE OF TERROR [New] Campaign / Dark Legion ATTACH TO KOHORT WITH 3 MARKERS. Your followers are not affected by REPENTANCE and "ESSENCE OF" cards while their Apostle is in play. 12/13 W A R O P T I O N S (attach to a Corporate War card introduced in CORPORATE WARS expansion) MILITARY GOVERNMENT (+) [New] War Option / Bauhaus/Mishima WAR OPTION. Your War Fund is reduced to 0 D. You may search your collection and build BOARD ROOM, SECRET HEADQUARTERS and UNDERGROUND BUNKER into your Squad without action cost. 1/14 B A T T L E S 0/14 W A R R I O R S ACOLYTE [Ragnk] Warrior / Dark Legion 2/2/3/2 FOLLOWER OF ALGEROTH. HERETIC. May not have Dark Symmetry cards. For every additional FOLLOWER OF ALGEROTH in your Kohort, this warrior gains +2 to F, S and A. You may discard the Acolyte and it's attachments as two actions and replace it with any non-Personality FOLLOWER OF ALGEROTH from your hand. ARCHANGEL [mod. 2nd Ed] Warrior / Brotherhood 4/5/4/4 May conjure the Arts of Changeling and Elements. May be equipped at anytime with any non warrior AIRSHIP, even those only allowed to certain affiliations, without spending actions. AVENGING ANGEL [mod. Ragnk] Warrior / Brotherhood 5/8/7/7 PERSONALITY. CONSIDERED AN ARCHANGEL. May cast all Art. While in play, all your ARCHANGELS using an ICARUS JET FIGHTER gain an additional +5 to S and A. Airship used by Avenging Angel may never be discarded via Special card effects. BAUHAUS BLITZER [2nd Ed] Warrior / Bauhaus 3/3/3/3 While in combat all Special cards attached to the Blitzer's opponent have no effect until the combat is over, provided the Blitzer first pays 3D per affected attachment. The Blitzer may choose to only affect certain attachments. BLESSED LEGIONNAIRE [2nd Ed] Warrior / Dark Legion 3/3/3/4 FOLLOWER OF DEMNOGONIS. Warriors wounded by the Blessed Legionnaire are automatically killed. BLESSED VESTAL LAURA [mod. 2nd Ed] WARRIOR / BROTHERHOOD 6/6/6/7 PERSONALITY. CONSIDERED A VALKYRIE. May cast all Art spells. Immune to all Dark Symmetry. While in play, all your VALKYRIES (but not the Vestal herself) gain +3 to F, S and A, may use all Art spells, and are immune to all Dark Symmetry cards. BLOOD BERET [2nd Ed] Warrior / Imperial 4/4/3/4 Immune to the effects of all Dark Symmetry cards. Gains +2 to F, S and A when in combat against FOLLOWERS OF ALGEROTH. CENTURION [2nd Ed] Warrior / Dark Legion 4/4/4/5 FOLLOWER OF ALGEROTH. Gains +2 to F, S and A for each UNDEAD LEGIONNAIRE in the same Kohort. CHANGELING [Ragnk] Warrior / Dark Legion 5/5/5/7 FOLLOWER OF ILIAN. You may alter this warrior's base F, S and A to anything you want at any time, as long as the three numbers add up to 15. None may be altered below 0. CHASSEUR [2nd Ed] - switch picture with CUIRASSIER Warrior / Cybertronic 5/5/5/6 Immune to the effects of all Dark Symmetry and Art cards. May never cast Art spells. May graft an already-attached WEAPON to its body as one action. Grafted WEAPONS may never be discarded or annihilated unless the Chasseur is discarded or annihilated as well. CHILD OF ILIAN [2nd Ed] Warrior / Dark Legion 4/3/3/3 FOLLOWER OF ILIAN. May be bestowed with multiple copies of DARK SYMMETRY GIFTS and GIFTS OF ILIAN. Their effects are cumulative (when applicable). CLANSMAN [2nd Ed] Warrior / Imperial 5/3/4/4 Gains +3 to its F, S and A when combating Dark Legion warriors. CUIRASSIER [2nd Ed] - switch picture with CHASSEUR Warrior / Cybertronic 4/4/4/4 Immune to the effects of all Dark Symmetry cards. May never cast Art spells. Gains +1 to its F, S and A for each card you discard from your hand during combat. Cards may be discarded throughout the combat. Effects end when combat ends. CURATOR [2nd Ed] Warrior / Dark Legion 4/5/4/5 FOLLOWER OF DEMNOGONIS. As one action and 5D, the Curator will heal any wounded warrior in the same Kohort. CYBERCURITY MP [New] (change pic !) Warrior / Cybertronic 3/5/5/4 Immune to the effects of DARK SYMMETRY GIFT cards. May never cast Art spells. While in play, your Cybertronic-affiliated fortifications and equipment are not affected by SURPRISE INVASION or SABOTAGE. Gives +2 to S and A to all your other MP's. DRAGOON [mod. 2nd Ed] Warrior / Bauhaus 4/4/5/4 May enter and exit VEHICLES for no action cost, except during combat. ETOILES MORTANT [2nd Ed] Warrior / Bauhaus 4/2/6/4 Immune to the effects of all Dark Symmetry cards. May cast any Art spell, provided you spend 3D per casting. Must attack Dark Legion warriors or warriors considered HERETICS before any others (your warriors are exempt). EZOGHOUL [2nd Ed] WARRIOR / DARK LEGION 15/18/17/18 FOLLOWER OF ALGEROTH. Ezoghouls may never attack more than once per full turn (from your Draw step to your next Draw step). Each time the Ezoghoul kills a warrior in combat, you may draw 2 cards from your Draw pile. FREE MARINE [mod. 2nd Ed] Warrior / Capitol 4/6/4/5 During combat with the Free Marine, its opponent's controller may not play Special cards, which say PLAY DURING COMBAT. Plus, the opponent may not use effects from attached Specials that will affect the Free Marine in any way. FREELANCER [2nd Ed] Warrior / General 4/4/4/1 CONSIDERED A DOOMTROOPER. May attack and be attacked by any warrior. Any points it earns must be converted into D. If the Freelancer gains an affiliation, it may earn P as normal. GENERALE GIULIANO [mod. Ragnk] Warrior / Bauhaus 9/7/8/9 PERSONALITY. CONSIDERED AN ETOILES MORTANT. MAY CAST ALL ART SPELLS. While in play, all your ETOILES MORTANT except Giuliano gain +3 to F, S and A. Giuliano and all other ETOILES MORTANT in play may cast all Art spells, and automatically kill any Dark Legion warrior they wound. GOLDEN LION [mod. 2nd Ed] Warrior / Imperial 3/3/3/3 When the Golden Lion attacks, all the GOLDEN LIONS in the same Area may join the combat. They add their F's and S's together until the end of combat. Opponent chooses which one to counterattack. HATAMOTO [2nd Ed] Warrior / Mishima 4/4/4/4 Automatically kills any warrior it wounds in combat, and that warrior is annihilated instead of discarded. HERETIC [2nd Ed] Warrior / Dark Legion 3/3/3/3 You may bestow DARK SYMMETRY GIFTS on the Heretic, but not GIFTS OF APOSTLES. This Heretic gains +2 to F, S and A for each other HERETIC in the same Kohort. HUSSAR [mod. 2nd Ed] Warrior / Bauhaus 3/3/3/3 Equipment cards given to the Hussar may never be discarded or annihilated unless the Hussar is discarded or annihilated as well. Hussar may still discard/annihilate her Equipment when using it. HUSSEIN OF THE DROWNED STAR [New] Warrior / Crescentia 5/5/6/9 PERSONALITY. TRIBE LEADER AND A PROPHET. Must be your last Prophet to be attacked. While in play, your Prophets gain +2 to A from any other Crescentia warrior in play and your Crescentia warriors may exit cover at any time. HYENA HOLLISTER [Ragnk] Warrior / General 4/4/6/6 PERSONALITY. CONSIDERED A DOOMTROOPER. May be given and use any Equipment or Relic. When he kills a warrior, he may take all Relics and Equipment still on the warrior. May annihilate an Equipment or Relic of his at any time to earn 1 Promotion Point. INFANTRY [2nd Ed] Warrior / Capitol 3/4/3/3 It does not cost an action to Muster this warrior (you must still pay D cost, and you may still only Muster it during your turn). Strikes first during Shoot combats. INQUISITOR [2nd Ed] Warrior / Brotherhood 4/4/4/4 May conjure the Arts of Exorcism and Mentalism. Automatically kills any Dark Legion warrior it wounds in combat. If in combat with a HERETIC, the Inquisitor gains +2 to F, S and A. INQUISITOR MAJORIS [2nd Ed] Warrior / Brotherhood 7/7/7/8 CONSIDERED AN INQUISITOR. The Inquisitor Majoris may conjure all aspects of the Art. While in play, all INQUISITORS automatically kill any Dark Legion warrior they wound, and HERETICS killed by all INQUISITORS earn an additional 3P. LEGIONNAIRE OF SEMAI [2nd Ed] Warrior / Dark Legion 3/3/4/3 FOLLOWER OF SEMAI. Doomtroopers combating the Legionnaire of Semai must spend 2D or lose -2 to their F, S, and A due to the Legionnaire's maddening wail. MARTIAN BANSHEE [mod. 2nd Ed] Warrior / Capitol 3/5/4/4 Strikes first during Shoot combats. Gains +2 to F, S and A when in combat with Mishima or Dark Legion warriors. MISSIONARY [mod. 2nd Ed] Warrior / Brotherhood 3/3/3/3 May cast Art of Changeling. Each turn, the Missionary will provide you with either one non attack action or 3D. You may take an action or D during the turn you Muster the warrior. MORTAR TEAM [New] Warrior / Bauhaus 4/4/4/8 CONSIDERED A DRAGOON. While in play (not inside a VEHICLE), you may as one action search and play SUPPRESSING FIRE or SHELL SHOCKED. Cost is 4D if taken from Draw Pile, 6D if taken from Discard Pile. You may aim these cards also into Outpost. MORTIFICATOR [2nd Ed] Warrior / Brotherhood 4/4/4/4 May conjure the Arts of Kinetics and Manipulation. Gains +2 to F, S and A when in combat with Dark Legion warriors. MOURNING WOLF [Ragnk] Warrior / Imperial 5/3/4/5 CONSIDERED A CLANSMAN AND A WOLFBANE. Whenever this warrior kills another in combat, you may annihilate any one non warrior card in play. NECROMUTANT [2nd Ed] Warrior / Dark legion 4/4/4/4 FOLLOWER OF ALGEROTH. UNDEAD LEGIONNAIRES in the same Kohort with the Necromutant gain +2 to F, S, and A. Multiple Necromutants provide cumulative bonuses. NEPHARITE OF ALGEROTH [2nd Ed] Warrior / Dark Legion 11/6/8/9 FOLLOWER OF ALGEROTH. Immune to the Art. All non-Personality FOLLOWERS OF ALGEROTH in the same Kohort as the Nepharite gain +3 to F, S and A when they attack (but not when they are attacked). NEPHARITE OF DEMNOGONIS [mod. 2nd Ed] Warrior / Dark Legion 6/6/7/8 FOLLOWER OF DEMNOGONIS. Immune to the Art. While in your Kohort, your FOLLOWERS OF DEMNOGONIS may never be automatically killed and BLESSED LEGIONNAIRES may be mustered without spending actions. If wounded, the Nepharite can heal itself by spending 7D. NEPHARITE OF ILIAN [mod. 2nd Ed] Warrior / Dark Legion 8/8/7/8 FOLLOWER OF ILIAN. Immune to the Art. May be bestowed with Dark Symmetry cards from other Apostles also if you pay 4D per card. While in your Kohort, all your FOLLOWERS OF ILIAN automatically kill any warrior they wound in combat. NEPHARITE OF MUAWIJHE [mod. 2nd Ed] Warrior / Dark Legion 6/8/7/8 FOLLOWER OF MUAWIJHE. Immune to the Art. Warriors wounded by the Nepharite are automatically killed. If the Nepharite kills a Doomtrooper, you may place any FOLLOWER OF MUAWIJHE from your collection into your Kohort. You still earn points from the kill. NEPHARITE OF SEMAI [mod. 2nd Ed] Warrior / Dark Legion 9/9/6/8 FOLLOWER OF SEMAI. Immune to the Art. Warriors wounded by the Nepharite are automatically killed. If the Nepharite kills a Doomtrooper, you may place any FOLLOWER OF SEMAI from your collection into your Kohort. You still earn points from the kill. NEPHARITE WARLORD [mod. 2nd Ed] Warrior / Dark Legion 6/6/7/7 FOLLOWER AND NEPHARITE OF ALGEROTH. While in play, all your UNDEAD LEGIONNAIRES gain +4 to S. Warriors wounded by the Warlord are automatically killed. NICHOLAI [mod. 2nd Ed] Warrior / Brotherhood 7/6/6/7 PERSONALITY. CONSIDERED A MORTIFICATOR. May conjure the Arts of Manipulation and Exorcism, plus all PERSONAL COMBAT SPELLS from all aspects. Warriors wounded by Nicholai are automatically killed. RAGATHOL [mod. 2nd Ed] Warrior / Dark Legion 10/4/6/7 PERSONALITY. FOLLOWER AND NEPHARITE OF ALGEROTH. May escape combat unharmed if you pay 10D. While in your Kohort, Doomtroopers killed by your Heretics are annihilated instead of discarded. RAZIDE [2nd Ed] Warrior / Dark Legion 9/4/7/7 FOLLOWER OF ALGEROTH. If the Razide is wounded, you may spend XD at any time to heal the wound, where X is the Razide's modified A. You may heal a wound that kills the Razide in this manner. REVISOR [2nd Ed] Warrior / Brotherhood 4/4/4/4 May conjure the Arts of Manipulation and Mentalism. INQUISITORS in the same Squad with the Revisor gain +2 to F, S, and A. Multiple Revisors provide cumulative bonuses. SACRED WARRIOR [mod. 2nd Ed] Warrior / Brotherhood 4/4/5/4 May conjure the Arts of Premonition and Exorcism. Gains +3 to F, S and A when combating Dark Legion warriors. SACRISTAN [mod. Ragnk] Warrior / Dark Legion 4/5/5/6 FOLLOWER OF ALGEROTH. HERETIC. May not have Dark Symmetry cards. While in play, if your Relic is ever discarded it is given to the Sacristan instead (even if the MUSEUM is in play). You may annihilate any Relic from Sacristan at any time to give all your FOLLOWERS OF ALGEROTH +6 to F, S, and A until the beginning of your next turn. SAMURAI [2nd Ed] Warrior / Mishima 3/3/3/3 Strikes first during Fight combats. SCREAMING LEGIONNAIRE [2nd Ed] Warrior / Dark Legion 3/3/3/3 FOLLOWER OF MUAWIJHE. If any of your warriors invokes the Dark Symmetry WIND OF INSANITY, each of your Screaming Legionnaires causes an additional +2 to the damage inflicted. SEA LION [2nd Ed] Warrior / Capitol 4/5/4/4 Automatically kills any warrior it wounds in combat. SERGEANT GABRIEL FOX [Ragnk] Warrior / Capitol 2/8/6/8 PERSONALITY. CONSIDERED A MARTIAN BANSHEE. If wounded, Fox becomes immediately healed unless the wound causes him to be automatically killed. While in play, all your MARTIAN BANSHEES (except Fox himself) gain +4 to F, S and A. SGT. MCBRIDE [mod. 2nd Ed] Warrior / Imperial 6/6/5/6 PERSONALITY. COMMANDER (SERGEANT). CONSIDERED A BLOOD BERET. While McBride is in play, all BLOOD BERETS (but not McBride himself) gain +3 to F and S. SHRIEKING LEGIONNAIRE [Ragnk] Warrior / Dark Legion 5/4/4/8 FOLLOWER OF MUAWIJHE. CONSIDERED A SCREAMING LEGIONNAIRE. As one action, the Shrieking Legionnaire may annihilate up to 5 cards from your draw pile. For each card annihilated, remove 1 Promotion Point from any opponent's pool. Each time it does this it becomes wounded (if killed in this manner no points are earned). SUNSET STRIKER [2nd Ed] Warrior / Capitol 3/3/3/3 Gains +2 to F, S and A for each other Capitol-affiliated warrior in the same Squad. TRENCHER [2nd Ed] Warrior / Imperial 5/3/4/4 May ENTRENCH itself as one action. While Entrenched, it gains +3 to its F and A, but it may not attack (it may be attacked as normal). It may leave its Entrenchment at any time. UNDEAD LEGIONNAIRE [2nd Ed] (printX3, make 3 jpg's with different names) Warrior / Dark Legion 2/2/1/2 FOLLOWER OF ALGEROTH. May never have attachments. For each additional Undead Legionnaire in your Kohort, this Undead Legionnaire gains +1 to F, S and A. You may have any number of Undead Legionnaires in your deck. VALERIE DUVAL - BAUHAUS AGENT [New - `Promo'] Warrior / Bauhaus 8/4/8/8 PERSONALITY. CONSIDERED AN ETOILES MORTANT. Immune to all Dark Symmetry cards. May cast any Art spell. While in play, all of your ETOILES MORTANT automatically kill any warrior they wound. VALKYRIE [mod. 2nd Ed] Warrior / Brotherhood 3/3/3/3 May conjure the Arts of Changeling and Premonition. Valkyries gain +2 to their F, S and A when they attack. When they are attacked, their ratings are normal. By wounding herself, a non-wounded Valkyrie may discard any attachment from any warrior in play. VENUSIAN RANGER [2nd Ed] Warrior / Bauhaus 4/3/4/4 Immune to the effects of all DARK SYMMETRY GIFT cards, but not GIFTS OF APOSTLES. Venusian Rangers gain +2 to their F, S and A when they attack. When attacked, their ratings are normal. WALLACE JAMES [Ragnk] Warrior / Imperial 6/5/7/7 PERSONALITY. CONSIDERED A CLANSMAN AND A WOLFBANE. Automatically kills any warrior it wounds. Strikes First against Dark Legion warriors. While in play all your WOLFBANES (not including James himself) gain +3 to F, S and A and automatically kill any warrior they wound. WARDOG [Ragnk] Warrior / Dark Legion 2/2/2/3 FOLLOWER OF ILIAN. For every additional Wardog in your Kohort, this Wardog gains +2 to F, S, and A. The Wardog will allow you to annihilate 2 cards from your hand at any time (except in combat) to draw one card from your Draw pile. 63+2/79 B E A S T S 0/79 E Q U I P M E N T ARG-17 TWIN BARREL [New] Equipment / Bauhaus GIVE TO ANY DOOMTROOPER. SHOOT WEAPON AND GRENADE LAUNCHER. Gives +6 to S. If you spend one action prior your attack to use the grenade launcher, the target may not gain any bonuses to it's F, S and A except it's own attachments. ARMORED PERSONNEL CARRIER [2nd Ed] Equipment / Bauhaus GIVE TO ANY WARRIOR. VEHICLE and TANK. Provides +3 to F, S, and A. A warrior in an APC may enter and be in cover. If a warrior inside an APC is wounded, it may discard the APC to prevent the wound (even if the wound "automatically kills"). A warrior may not use WEAPONS when using the APC. BLESSED ARMOR [mod. 2nd Ed] Equipment / General GIVE TO ANY DOOMTROOPER. ARMOR. The warrior gains +3 to A, may cast all Art spells, and is immune to all Dark Symmetry cards. DREADNOUGHT (+) [New] Equipment / General ATTACH TO YOUR SQUAD AS TWO ACTIONS. When in play, Dreadnought is not affected by cards that target equipment. You may at any time pay 2D to ask an opponent to cut your Draw/Discard Pile or Sidebar. Take the card on top (not looking at it) and place it face down onto this card. At your Discard Step you may pick 1 of the cards to your hand at 3D. ELECTROMAGNET (+) [Ragnk] Equipment / Cybertronic GIVE TO ANY DOOMTROOPER. By spending 1 action and 10D, this warrior may take any one Equipment or Relic in play and give it to any warrior in this warrior's Squad (disregard affiliation restrictions). HEAVYFIRE AUTOCANNON (+) [Ragnk] Equipment / Dark Legion GIVE TO ANY TEMPLAR. SHOOT WEAPON. HEAVY MACHINE GUN. +4 to S (+7 if given to KARAK). This warrior may Shoot at any number of warriors as one attack action, but suffers -2 to S for each attack after the first. Announce all attacks at once. Conduct each attack separately. HMG MK. XIXB "CHARGER" [mod. 2nd Ed] Equipment / Imperial GIVE TO AN IMPERIAL WARRIOR. SHOOT WEAPON. HEAVY MACHINE GUN. Warrior gains +5 to S. If a warrior kills another while using the Charger, it may immediately attack another warrior in the same Area. If that warrior is killed, it may attack another warrior, and so on. 7/86 R E L I C S KA-2000 TOWNKILLER [New] Relic / General GIVE TO ANY NON-COMMANDER CORPORATE DOOMTROOPER PERSONALITY. Gives + 5 to F, S and A. Warrior using the KA-2000 automatically kills and annihilates warriors it wounds. If an opponent uses a card or activates an effect that would discard KA-2000 from this warrior, he/she must also pay this warrior's V in D to use that card/effect. SACRED CODEX [New] Relic / Crescentia GIVE TO ANY PROPHET. While in play, playing or activating a Prophecy costs one action less if you pay 2D. You may annihilate the Codex at any time to search your collection for a Beast card to give it to a legal warrior. 2/88 F O R T I F I C A T I O N S FOXHOLE [2nd Ed] Fortification / General ATTACH TO YOUR WARRIOR. The warrior dives into a foxhole. It gains +4 to A. The warrior cannot make a Fight attack but may be attacked by one. This card may be given to a different warrior as one action. You may have any number of Foxholes in play. LUNA [2nd Ed] Fortification / General BUILD IN YOUR SQUAD OR KOHORT. A CITY. While in play, all warriors in the same Squad/Kohort gain +2 to A. FREELANCERS and HERETICS gain +4 to A instead. PLANNING COMMISSION [2nd Ed] Fortification / General BUILD IN YOUR SQUAD OR KOHORT. As one action, you may draw one card from your Draw pile, even if your hand contains 7 or more cards. You may draw max. 3 cards between your Draw Steps. SECRET HEADQUARTERS [2nd Ed] Fortification / General BUILD IN YOUR SQUAD OR KOHORT. Provides +4 to A to all warriors in the same Squad/Kohort as this card. The Secret HQ may never be discarded or annihilated. TRADING POST Fortification / Crescentia ADD TO OUTPOST. While in play, you gain 4D at Draw Steps. Each time you play a Special card that doesn't remain in play and costs you at least 10D, you may shuffle it back to Draw Pile instead of Discard/Annihilated Pile. 5/93 W A R Z O N E S 0/93 M I S S I O N S HIT AND RUN [New] Mission / General ASSIGN TO YOURSELF. Your warriors (except Freelancers) may earn both D and P when attacking. They must survive the combat. If you choose to earn both D and P, you must also take the warrior back into your hand after the combat. This mission is never fulfilled. 1/94 A R T REVIVAL [New] Art / Brotherhood ART OF EXORCISM. CASTER MUST BE A PERSONALITY. CAST AS 3 ACTIONS AND SPEND 10D. All warriors from your Discard Pile return back into play into your Squad/Kohort/Outpost as wounded. SUMMON THE SPIRIT (X) [Ragnk] Art / Brotherhood ART OF SUMMONING. CAST AS 3 ACTIONS AND SPEND 10D. You may search through your collection and place SPIRIT OF NATHANIEL directly into your Squad. Shuffle any piles you searched. WEATHER TEMPERING [New] Art / Brotherhood ART OF ELEMENTS. CAST AT ANY TIME. You may search and play CHASM, HEAVY FOG or SANDSTORMS. Cost is 3D if taken from Draw Pile, 5D if taken from Discard Pile. 3/97 D A R K S Y M M E T R I E S FOUL LUST (+)[mod. Ragnk] Dark Symmetry / Dark Legion GIFT OF ILIAN. As one action, this warrior may place a marker on any non-Dark Legion warrior in play. The marked warrior's controller must pay 4D for each marker on a warrior during his or her Draw Step to remove it or that warrior is reshuffled back into Draw Pile (all attachments are discarded). ILIAN'S FLAMING FIST OF DESTRUCTION [mod. Ragnk] Dark Symmetry / Dark Legion GIFT OF ILIAN. Gives +5 to F and S and automatically kills any warrior it wounds during combat. No WEAPONS may be used by a warrior using this Gift. A warrior using the Fist suffers -2 to it's A. PORTAL OF UNDEATH [2nd Ed] Dark Symmetry / Dark Legion GIFT OF ALGEROTH. BESTOW ON A NEPHARITE OF ALGEROTH. If the Nepharite kills a warrior, place any FOLLOWER OF ALGEROTH with a V of 6 or less from your collection into your Kohort. You still earn points from the kill. SOUL LINK [New] Dark Symmetry / Dark Legion DARK SYMMETRY GIFT. MAY ONLY BE BESTOWED ON HERETICS. You may annihilate this card at anytime to perform two non-attack actions or to cancel the effects of any just-played special card. TIMESLIP (+) [Ragnk] Dark Symmetry / Dark Legion GIFT OF ILIAN. This warrior may spend 6D during any combat to provide you with one non-attack action. This warrior may only spend 12D in this manner per combat. Actions provided in this manner may NEVER be converted to attack actions. VORTEX OF THE MULTIVERSE (+) [Ragnk] Dark Symmetry / Dark Legion DARK SYMMETRY GIFT. As three actions you may annihilate this card and force every player (including you) to annihilate X cards from the top of their draw piles, where X is every 4D you spend. Your draw pile is NEVER immune to this effect. 6/103 K I P O W E R S 0/103 A L L I A N C E S 0/103 S P E C I A L S A GREATER NEED (X) [mod. 2nd Ed] Special / General PLAY AT ANY TIME EXCEPT IN COMBAT. RESTRICTED. You may take any one Personality in play with the same affiliation as one of your warriors in play and place that Personality in your Squad/Kohort/Outpost. You now control the Personality. All attachments move with it. AND THE SAND WILL BE COVERED WITH BLOOD [New] Special / Crescentia ATTACH TO A PROPHET IN YOUR OUTPOST AS ONE ACTION. PROPHECY. While in play, you may force any warrior in combat in Outpost into cover by paying 4 D. BAGGAGE (+) [Ragnk] Special / General ATTACH TO YOURSELF AT ANY TIME. You may not earn Promotion Points. As one action you may attach this card to the player on your right by spending 5D or by annihilating the top card of your draw pile. That player now controls this card. There may only be one copy of this card in play. BITTER VICTORY (X) [2nd Ed] Special / General PLAY IMMEDIATELY AFTER YOUR WARRIOR IS KILLED IN COMBAT. Your opponent must earn Destiny Points for the killed warrior, not Promotion Points (even if P are earned from other cards such as Missions). BUILDING BOOM (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play Fortification cards (not other cards considered Fortifications). If a Fortification card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). COMMITMENT TO SERVICE (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play Mission cards. If a Mission card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). COUP D'ETAT Special / General PLAY AS TWO ACTIONS. You may search your collection and build (without spending actions) BOARD ROOM, SECRET HEADQUARTERS and UNDERGROUND BUNKER into your Squad. DAYS OF PROSPERITY (X) [New] Special / General ATTACH TO GAME AT ANYTIME. Put 20 markers onto this card. During his/her turn, any player may once spend 1D to remove a marker and perform one normal non-attack action. Playing this card discards all FALLING MARKET cards from play. Only one copy of this card may be in play at a time. Annihilate after all markers are gone. DO OR DIE [New] Special / General PLAY AT ANY TIME. Discard all the cards you have in your hand. Draw equal amount of cards from Draw Pile and discard them. Then draw once again equal amount of cards from Draw Pile to form your new hand. DWELLING ON THE PAST (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While attached, as 3 actions, you may search through your Annihilated pile and take any one card back into your hand. Afterwards, you must annihilate the top 5 cards from your Draw pile, and then must shuffle your Annihilated pile. ELECTION DAY (X) [mod. Ragnk] Special / General PLAY AT ANY TIME. Starting with you, go around the table. EACH player and warrior in play gets 1 vote for ANY 1 player. Players may discard warriors in their hands for 1 vote each. You break ties. Winner earns X Promotion points; X equals half the V (rounded up) of one of the winner's warriors in play. Each player may win one election per game. FINANCIAL SHENANIGANS (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While in play, each time you perform a Meditate action, you earn +1D. Multiple attachments of this card provide cumulative bonuses. FOG OF WAR (+) [New] Special / General ATTACH TO YOURSELF AS ONE ACTION. You may attach legal cards face down on your warriors as one action. Cards which require more than one action to play may not be used. You may reveal a card at any time to bring it into play. GOING IT ALONE (+) [Ragnk] Special / General ATTACH TO ANY WARRIOR AT ANY TIME. The warrior may attack and be attacked by warriors of any affiliation. No additional like-affiliated warriors may be added to its Squad/Kohort while this warrior (or this card) is in play. Warriors already in play remain, but those that modify the affected warrior no longer do so (and vice versa). GUN RUNNING (+) [mod. 2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play WEAPONS or VEHICLES. If such an Equipment card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). HARDING'S GAMBIT [New] Special / General PLAY AS ONE ACTION. May only be played once during a turn. Show your hand to other players and discard all special cards from there. Then search your Draw Pile to get one non-special card into your hand (show it to others). INCONSPICUOUS (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. You may discard this card during combat in which you or your warrior is attacked, immediately after the Attacker and Defender are announced, to end the combat. The attack action is lost. INNER STRENGTH (+) [2nd Ed] Special / General ATTACH TO ANY WARRIOR AT ANY TIME. Place 3 markers on this card. The warrior may remove one marker immediately after it successfully wounds an opponent to make that wound automatically kill its opponent. Only one marker may be used per combat. This card remains with the warrior even after all markers are used. INSIDER TRADING (+) [2nd Ed] Special / General ATTACH TO YOURSELF AS ONE ACTION. Each time any player performs a Meditate action you also earn 1D. Multiple attachments of this card are cumulative. MANNED DROP-SHIP [New] Special / Mishima PLAY AS AN ATTACK ACTION IF YOU HAVE A DREADNOUGHT IN PLAY. One of your Mishima warriors may attack a player even if (s)he has warriors able to be in combat in play. Annihilate the attacking warrior after the combat. MONETARY DISCREPANCIES (+) [mod. 2nd Ed] SPECIAL / General ATTACH TO ANY PLAYER AT ANY TIME. While attached, each time the affected player wishes to play any non-warrior, non-Special card, he or she must spend 2D (in addition to any costs from the card itself). Multiple attachments of this card are NOT cumulative. NEPHARITE TRANSFORMATION (X) [Ragnk] Special / Dark Legion PLAY AS TWO ACTIONS. You may replace any Heretic in play with any NEPHARITE from your hand or draw pile. Shuffle your draw pile afterwards. All attachments (except Equipment and Relics) on the Heretic are discarded. OUTBREAK OF HERESY [New] Special / Dark Legion PLAY AS ONE ACTION IF YOU HAVE A HERETIC PERSONALITY IN PLAY. You may discard any two Doomtroopers of V5 or less from game. PERSONNEL BUDGET (+) [mod. 2nd Ed] Special / Brotherhood ATTACH TO YOUR SQUAD OR KOHORT AS ONE ACTION. Place 15 D from the common pool on this card when you play it. These Destiny Points may only be used to pay for warriors you Muster to the Squad/Kohort that contains this card. This card may never be discarded until all D are spent (at which point it is annihilated). You may only have 1 copy of this card in play at a time. PLANNING AHEAD (+) [2nd Ed] Special / General ATTACH TO YOURSELF AS ONE ACTION. While attached, each time one of your cards is discarded, you may spend 5D and place the card on the bottom of your Draw pile instead. If a number of cards are placed at once, you choose the order. PRIMAL SCREAM (-) [2nd Ed] Special / General PLAY DURING YOUR TURN AS ONE ACTION. Until the beginning of your next turn, the base F, S, and A of all your warriors are doubled. This modifier is applied before all others. QUALITY CONTROL (+) [Ragnk] Special / General ATTACH TO THE GAME AT ANY TIME. While in play, no Equipment cards may be discarded or annihilated via card effects (unless the use of the Equipment requires discarding/annihilation), and cards which discard/annihilate Equipment cards may not be played. REDEMPTIONIST ASSASSIN (+) [New] Special / Brotherhood ATTACH TO ANY MORTIFICATOR AT ANY TIME. While attached, the Mortificator gains +3 to it's F, S and A and strikes first in combat. ROLL CALL [Ragnk] Special / General PLAY AS ONE ACTION. RESTRICTED. For each warrior you have in play that is able to be in combat, you earn 1 Promotion Point. You may only gain the effects of this card once per game. SACRIFICE OF NATHANIEL (X) [2nd Ed] Special / Brotherhood PLAY AT ANY TIME. You may immediately either draw three cards from your Draw pile or gain 6D. SACRIFICE OF THE MASTER (+) [2nd Ed] Special / General PLAY AT ANY TIME. For each non-combating warrior you discard from your Squad, you gain 10D. SELF-SACRIFICE (+) [2nd Ed] Special / General ATTACH TO YOURSELF AT ANY TIME. While in play, you may negate the effects of any just-played Special card at any time, provided you first annihilate four cards from your hand (your choice). Any actions or D spent to play the Special are lost. SIBLINGS OF STAHLER [New] Special / Dark Legion PLAY DURING COMBAT WHERE YOUR HERETIC PERSONALITY IS THE DEFENDER. Search a RAZIDE from your collection to put it into combat instead of your personality. You may give one attachment to Razide from your hand. If survived, Razide stays in play after combat. SILENT AUCTION (+) [2nd Ed] Special / General PLAY IMMEDIATELY AFTER ANY WARRIOR IS PLAYED, BUT BEFORE IT IS PAID FOR. All players may secretly bid for the warrior by placing a number of D markers in their closed hands. Reveal all bids simultaneously; highest bid pays for and controls the warrior. You decide who gets the warrior among any ties. SOVEREIGNS OF THE SKIES (+) [New] Special / General ATTACH TO YOUR SQUAD AT ANY TIME. If you have a DREADNOUGHT in play (and your opponent doesn't), you may attack ONCE any of his transferring warrior with your warrior in Squad by paying 3D. If you have ORBITAL FLEET in play, this costs 0D and it doesn't matter if opponent has a DREADNOUGHT in play. STRENGTH IN NUMBERS (+) [mod. 2nd Ed] Special / General ATTACH TO YOUR AREA AS ONE ACTION. While in play, all your warriors in this area gain +X to F, S, and A, where X is the number of warriors in the area. Multiple attachments of this card in the same area are NOT cumulative. TOTAL MISCOMMUNICATION (+) [Ragnk] Special / General ATTACH TO THE GAME AS ONE ACTION. RESTRICTED. Announce the name of any Special card (except this card, FIZZLE, REFLECTION, and MISCOMMUNICATION) when you play this card. While in play, the announced card may not be played by any player. Copies already in play may remain. YOU may only have one copy of this card in play at a time. THRALL REVOLUTION (+) [mod. Ragnk] Special / General ATTACH TO ANY WARRIOR AS ONE ACTION. At any time, this warrior will negate the effects of any just-played Special card, or discard any attached Special in play, provided you discard one of your Special cards (but not this card) in play for every one negated. TRENCH WARFARE [New] Special / Imperial ATTACH TO YOUR SQUAD AS ONE ACTION Each time you muster a TRENCHER you may immediately give him a FOXHOLE from your collection for free. Your Trenchers in Foxholes may only be attacked in fight combat if the attacker's A is higher than the defender's S. ULTIMATE SACRIFICE [New] Special / Lutheran Triad PLAY AS THREE ACTIONS IF YOU HAVE TWO PATRIARCHS IN PLAY. A RITUAL. All cards, including the patriarchs, are annihilated from the game. UNLIMITED REINFORCEMENTS (+) [New] Special / General ATTACH TO ANY BATTLE CARD AS TWO ACTIONS AND 5 D. MAY NEVER BE DISCARDED. Battle defenders gain additional +4 to F, S and A against warriors of the battle affiliation icon. Additional warriors from the same Area may be added to the battle (no maximum limit) as one action each if they fulfill the initial warrior descriptions.. 41/144 Total 144