SKULLSEEKERS - VERSION 5.5 a Doomtrooper CCG expansion INFOCARDS BATTLE - A NEW CARD TYPE Battle cards describe major campaings, during which some significant victories or defeats between different Mutant Chronicle parties took place. Each card describe the starting situation of the defender before the battle and usually the player playing the card will get some or many benefits. However, the following rules are common to ALL Battle cards: * you must initiate the battle (play the card) before any opponent has gained 25 Promotion Points * each player may have only one battle in play at a time and he can't play a battle into an Area where there already is a battle (of any player) ongoing. Each battle may enter play only once. * the requirements on the Battle card must be fulfilled EXACTLY or it cannot be played at all * The battle is always removed from play if there are no defenders in play on the battle card. If an opponent kills in combat the last defender, he (or his team) will gain 20 Promotion Points. But if the last defender is killed, discarded or taken out of play via card play or otherwise, only the battle card is removed from play (points from the battle are not earned). * if opponents reach 40 (or any sum agreed to be the end of game limit) Promotion Points before or at the same time as you (or your team) you may add 10 Promotion Points to your total (BUT ONLY IF YOU HAVE A BATTLE CARD STILL IN PLAY). ADDITIONAL BATTLE RULES * a battle card may be embargoed, but not the warriors accompanying it * all cards that enter play as effects of the Battle card (warriors etc.) are taken from your collection and are placed on the table to touch the Battle card (on top of it or otherwise) and opponents may not play cards or use other effects until all cards have been attached to the battle * a battle card may never be discarded unless a card specifically allows it or unless all cards in the game are discarded or annihilated (like in ANNIHILATION), but in this case no points are earned * warriors attached to a Battle are stationed permanently and may never transfer. The warriors are however still affected by cards that affect an Area (like TRAINING). * all legal attachments can be given to the defenders of a battle. Defenders may use the effects from fortifications and equipment attached to an Area, but not from warzones. * cards that would cause the warrior to move to another Area (like DARK VISITATION) may not be played onto a defender on a battle card. 2/2 BATTLES ASSAULT ON MUNDBURG Battle / Imperial ADD TO SQUAD AS TWO ACTIONS AND PAY 10D. Attach three Bauhaus Blitzers and any two other non-vehicle Bauhaus warriors onto this card. You can either attach ELITE TROOPER cards to legal warriors or all warriors get +3 to A. These warriors may never be in cover. CATASTROPHE IN ZURICH Battle / Dark Legion ADD TO OUTPOST AS ONE ACTION AND PAY 10D. Attach five SOLDATS (max. 2 COMMANDERS) onto this card. They may never be in cover and all other defenders must be out of play before any COMMANDER may be attacked. BATTLE OF VALLEY FORGE Battle / Imperial ADD TO SQUAD AS ONE ACTION AND PAY 10D. Attach SGT. MAJOR BYRNE and four Capitol Infantry warriors onto this card. They may never be in cover and automatically kill all warriors wounded in Shoot combat. If this battle is lost, you can't earn D from fortifications for the rest of the game. SIEGE OF STRATHGORDON Battle / Dark Legion ADD TO SQUAD AS ONE ACTION AND PAY 10D. Attach four Imperial Clansmen and a BANNER BEARER onto this card. These warriors strike first in fight combat and opponents using VEHICLES suffer -4 to F, S and A. CLEANSING OF THE VOLKSBURG SECT Battle / Brotherhood ADD TO KOHORT AS ONE ACTION AND PAY 10D. Attach four TEMPLARS of Ilian onto this card. These warriors may never be in cover. While in play, your Cultists of Ilian in Squad may not be attacked. THE VALLEY OF BLOOD Battle / Templars ADD TO OUTPOST AS ONE ACTION AND PAY 10D. Attach five COSSACKS (max. 2 COMMANDERS) onto this card. These warriors may never be in cover and they get +5 to F. INCIDENT IN ROURKE'S PASS Battle / Dark Legion ADD TO OUTPOST AS ONE ACTION AND PAY 15D. Attach four GENDARMES and one other Templar warrior of lesser V onto this card. They may never be in cover and they gain +2 to F and S. If MONTAGNE is in your Outpost the bonus is +5 instead. FIRST RAID ONTO PHOBOS Battle / Capitol ADD TO KOHORT AS ONE ACTION AND PAY 15D. Attach four PHOBOSIAN GUARDS onto this card. You may give Gifts of Muawijhe to these warriors without spending actions. You may imprison any attacking warrior they wound in combat (imprisoned warriors are still in play, but don't affect it). STRUGGLE FOR DEIMOS Battle / Capitol ADD TO KOHORT AS TWO ACTIONS AND PAY 7D. Attach four CALLISTONIAN INTRUDERS onto this card. These warriors gain +2 to F, S, A and V. While in play, your opponents must pay (if possible) 2D for each doomtrooper they have in Squad in the beginning of their Draw Steps. VENUSIAN CRUSADE Battle / Bauhaus ADD TO KOHORT AS TWO ACTIONS AND PAY 10D. Attach four Curators and one COMBAT COORDINATOR (to any defender) onto this card. You may always choose the defender when these warriors are attacked. BETRAYAL AT NEW PEACE Battle / Templars / Sons of Rasputin ADD TO OUTPOST AS TWO ACTIONS AND PAY 8D. Attach five CAVALIERS onto this card. They may never be in cover and the bonus from MARTYR'S HILL is +5 instead. VALPURGIUS ARRIVES Battle / Sons of Rasputin ADD TO OUTPOST AS TWO ACTIONS AND PAY 15D. Attach MASTER VALPURGIUS and four (NASCA) RAZIDES (who may be equipped with NAZGAROTHS) onto this card. These warriors may never be forced into cover. While in play, MASTER VALPURGIUS is considered a nepharite. OPERATION FLASH-FIRE Battle / Bauhaus ADD TO SQUAD AS ONE ACTION AND PAY 10D. Attach two ERADICATOR DEATHDROIDS and three CYBERCURITY MP's onto this card. Opponents may not play specials directly affecting the Deathroids while the Cybercurity MP's on the battle card are in play. MASSACRE IN THE DESERT Battle / Templars ADD TO OUTPOST AS ONE ACTION AND PAY 10D. Attach two Brotherbound Troopers with LEADEN FLARER HMG's and three other Crescentian warriors onto this card. These warriors may never be in cover. DEFENDERS OF THE FAITH Battle /Dark Legion ADD TO OUTPOST AS TWO ACTIONS AND PAY 15D. Attach GRINDER, INDIGO (with ARMOR OF THE TRUE ASSASSIN) and three Crucifiers (equipped with AC41-Purifiers) onto this card. POW CAMPS OF HINKO ISLAND Battle / Bauhaus ADD TO SQUAD AS ONE ACTION AND PAY 9D. Attach five SAMURAIS and two legal equipment cards for them onto this card. These warriors may exit cover at any time. 16/18 WARRIORS BRUTUS THE CULTIST 8/5/5/7 Warrior / Dark Legion FOLLOWER AND CULTIST OF ILIAN. PERSONALITY. CONSIDERED A DOOMTROOPER AND A HERETIC. ADD TO SQUAD. Brutus gives +3 to F, S and A to all your Cultists (except himself) and may imprison any SEDUCED warrior as one action. ERICH VON DRIER Warrior / Rasputin 8/7/10/11 PERSONALITY AND TRIBE LEADER. SKULL SEEKER. While von Drier is in play, all your other Sons of Rasputin warriors get +3 to F, S and A and gain double the points from any completed mission. HOME GUARDS Warrior / General 12/8/12/5 ADD TO ANY AREA. MAY NEVER ATTACK. Home Guards may only enter play if you have at least 4 fortification cards in this Area. While in play, your fortifications in this Area may not be discarded. If transferred from it's original Area, warrior's F, S and A are halved. THE GUARDIAN Warrior / Dark Legion 1/1/4/4 FOLLOWER OF SEMAI. RESTRICTED. May never be bestowed with Dark Symmetry cards. While in your Kohort, your Special cards can't be discarded by opponents. GRECCOHORROR Warrior / Dark Legion 9/2/9/10 FOLLOWER OF SEMAI. May never have equipment or relic cards. He may attack two warriors with one attack action. Choose the warriors before combat. You can choose the same warrior twice. CHANG DANG-VU Warrior / Brotherhood 8/8/12/12 PERSONALITY. CONSIDERED A KEEPER OF THE ART AND A MYSTIC. IMMUNE TO ALL DARK SYMMETRY. May cast all Art. While in play, you have a non-cumulative reserve of 10D to be used into Art spells between your Draw Steps. FELIX KARLOFF Warrior / Cybertronic 6/6/9/7 PERSONALITY. SKULLSEEKER AND A MACHINATOR. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a doomtrooper. While in play, your non-personality Machinators get +5 to F, S and A. VIC BAER Warrior / General 4/4/5/5 PERSONALITY. CONSIDERED A FREELANCER. You may place a marker onto BAER during your Draw Step. Each marker gives +2 to F and S, and +1 to V. When BAER uses a GEHENNA PUKER all warriors wounded are automatically killed. SGT. IVANA SCHMITT Warrior / Sons Of Rasputin 8/7/9/9 PERSONALITY. CONSIDERED A NORTHERN SON. COMMANDER (SERGEANT). May never be imprisoned. While in play, your non-personality Northern Sons get +3 to F, S and A and automatically kill all warriors they wound. DIABLO Warrior /Dark Legion 8/7/8/9 PERSONALITY. FOLLOWER OF ALGEROTH. CONSIDERED A DARK HUNTSMAN. While in play, all your non-personality DARK HUNTSMEN get +4 to F, S and A. DIABLO may negate any special during any combat by discarding any of your Dark Huntsmen. SURGEON GENERAL Warrior/General -/-/-/12 PERSONALITY. May never participate in combat or be in cover. While in play, DOCTOR DIANA may heal any wounded doomtrooper at any time and WAR MEDIC must use only one action for healing. MEDI KITS and AUTOINJECTORS to be discarded from other warriors can be given to SG instead. LIZARD - ISLAND TEAM MEMBER Warrior / Capitol 8/6/7/8 PERSONALITY. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. CONSIDERED A FREE MARINE. Tribal warrior and a doomtrooper. While in play, your other Free Marines get +3 to F, S and A. Lizard may free any imprisoned warrior, or he himself may be freed by any player, as two actions. MURDOCH - ISLAND TEAM MEMBER Warrior / Imperial 9/7/8/8 PERSONALITY. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. CONSIDERED A CLANSMAN. Tribal warrior and doomtrooper. While in play, your Wolfbane Light Cavalry and Honor Guards get +3 to F, S and A. SPAWN OF DEMNOGONIS Warrior / Dark Legion 4/4/4/4 FOLLOWER OF DEMNOGONIS. When Spawn comes into play, you may pay 4D to search your collection for another Spawn of Demnogonis to add into your Kohort. Gains +2 to F, S and A for each of your other Spawn of Demnogonis in play. YAMASHIRO Warrior / Mishima 9/5/7/7 PERSONALITY. SKULLSEEKER AND A SAMURAI. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. Tribal warrior and a doomtrooper. While in play, you may give fight weapons to all your Samurais in Outpost without spending actions. LORD HEIR MOYA -/-/-/20 Warrior / Mishima PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, all your Mishima warriors may be considered to be of any Mishiman warrior type (except Shadow Walkers). Lord Moya may promote any Mishima warrior to COMMANDER as one action. MICHAELIS THE TRAITOR Warrior / Dark Legion 6/5/6/7 PERSONALITY. CONSIDERED A HERETIC AND AN APOSTATE. May cast all spells of the Art, but only to the benefit of the Dark Legion. While in play, your APOSTATES may never be forced into cover or be wounded by special cards. OPERATIONS OVERSEER Warrior / Cybertronic 7/7/10/10 MUST BE ADDED AND MAY NOT LEAVE OUTPOST. COMMANDER (CAPTAIN). Tribal warrior and a doomtrooper. Immune to Dark Symmetry Gifts. May never cast art. While in play, your other Cybertronic warriors may transfer without spending actions (except during combat) and get +2 to F, S and A. HURRICANE WALKER Warrior / Imperial 6/12/11/10 CONSIDERED A VEHICLE. May never be in cover. As one action your non-vehicle Imperial warrior (discard all attachments) may enter the Walker after they are considered a single warrior with combined F, S, A and V. No attachments may be given to the warrior maneuvering the Walker. MOUNTED HUSSAR Warrior / Bauhaus 6/5/6/6 CONSIDERED A HUSSAR. May never use vehicles. While in Outpost, this warrior is considered a beast. Warriors considered or using beasts suffer -4 to A when attacking this warrior. LONE GUNMAN Warrior / General -/12/6/10 ADD TO SQUAD. May never be attacked or use equipment. Considered a Doomtrooper, but may never receive an affiliation. Does not prevent a player from being attacked. May only (make a Shoot) attack if you pay (at any time) 12D. He strikes first and automatically kills. EMIGHOLTZ - ISLAND TEAM MEMBER Warrior / Bauhaus 8/6/7/7 PERSONALITY. MUST BE ADDED AND MAY NOT LEAVE OUTPOST. CONSIDERED A HUSSAR. Tribal warrior and a doomtrooper. May never be in cover. While in play, your Hussars strike first in combat. HUSSAR KAPITAN Warrior / Bauhaus 6/7/7/7 COMMANDER (CAPTAIN). CONSIDERED A HUSSAR. While in play, your other non-personality Hussars get +4 to F, S and A. You may give ARMOR and any SPECIAL WEAPONS to Hussar Kapitan by spending 5D instead of using actions. LAMENTED Warrior / Crescentia 8/8/7/5 May not be killed automatically if you have any Prophet in play. Lamented automatically kills warriors it wounds. You must pay 2D at the beginning of your turn per each Lamented or it is discarded. 24/42 BEASTS WAR BULL Beast / Templars +4/0/+2/+2 GIVE TO A TEMPLAR WARRIOR. If a warrior riding the War Bull is ever wounded but not killed, you may immediately replace this and the warrior card with a RAGING WAR BULL from your collection. RAGING WAR BULL Beast / Templars 17/0/16/6 CONSIDERED A BEAST. May not enter normally and comes wounded into play. May never have attachments or be in cover. Retaliates always despite opponent's first strike in fight combat and automatically kills. 2/44 EQUIPMENT SUPPLY CONVOY Equipment/General ADD TO SQUAD. As one action you may, once during your turn, either place one card from your sidebar onto Supply Convoy (face down) or take a card from Supply Convoy into your hand. You may only have one Supply Convoy in play. ULYSSES JET CARRIER Equipment / Brotherhood ADD TO SQUAD. AIRSHIP. Attach Archangels and ICARUS JET FIGHTERS onto Ulysses from your hand at anytime. As one action an archangel (flying an Icarus) may enter play at Squad /Outpost or Icarus can be given to any Archangel already in play. If discarded, points are earned. CFAH-3 CUTLASS Equipment / General ADD TO SQUAD AS ONE ACTION. AN AIRSHIP. Your doomtroopers of V:5 or less may enter or exit CFAH-3 as one action. As one attack action you may discard CFAH-3 to perform an attack against player with combined V of the warriors inside (even if he/she has warriors in play). FIST OF JUDAH Equipment / Lutheran Triad GIVE TO ANY LUTHERAN TRIAD WARRIOR. FIGHT WEAPON. Gives +5 to F. Warriors wounded by the Fist are stucked and may not retaliate against the warrior using the Fist. WRATH OF GOD Equipment / Lutheran Triad GIVE TO ANY LUTHERAN TRIAD WARRIOR. SPECIAL WEAPON. You may discard the grenade during any combat this warrior is involved in to cause 6 damage to all this opponent's warriors in Outpost. ECLIPSIAN MARROWPIERCER Equipment / Crescentia GIVE TO ANY CRESCENTIA WARRIOR. FIGHT WEAPON. Gives +4 to F and +2 to A. Two Marrowpiercers may be used in combat. If your F is more than double the A of the wounded warrior, it is automatically killed. LEADEN FLARER HMG Equipment / Crescentia GIVE TO ANY BROTHERBOUND TROOPER. SHOOT WEAPON. HEAVY MACHINE GUN. Gives +7 to S. Warrior with the Flarer may make a Shoot attack against any warrior attacking your other Crescentia warriors before the Battle Tactic is announced by paying 5D. CONCUSSION GRENADE Equipment / Sons of Rasputin GIVE TO ANY SONS OF RASPUTIN WARRIOR. SPECIAL WEAPON. Discard the grenade during combat to cause -6 to opposing warrior's F, S and A. DIE PULSAR Equipment / Sons of Rasputin GIVE TO ANY SONS OF RASPUTIN COMMANDER. SHOOT WEAPON. Gives +4 to S. This warrior may perform a Shoot attack against any warrior attacking your other Sons of Rasputin warriors before the Battle Tactic is announced. TEMPLAR HEAVY HARPOON Equipment / Templars GIVE TO ANY TEMPLAR WARRIOR. Gives +3 to F. This warrior may imprison any wounded warrior in Outpost as two actions. As one action the warrior using the Harpoon may discard the imprisoned warrior to gain the V in D. RECONNAISSANCE SATELLITE Equipment / Capitol ADD TO SQUAD AS ONE ACTION. As two actions you may force a player to put his cards on the table face-up. The player may pick up the cards back in the beginning of his/her next Draw Step. VULKAN BATTLESUIT Equipment / Bauhaus GIVE TO A NON-VEHICLE BAUHAUS WARRIOR AS TWO ACTIONS. ARMOR. Gives +7 to F, S and A. Warrior may never be in cover or use other equipment while using the Vulkan. BRAINBUSTER Equipment / Dark Legion GIVE TO ANY FOLLOWER OF ALGEROTH. Gives +6 to F (Gomorrian Emasculators get +10 to F instead). Warriors wounded by the Brainbuster are automatically killed. 13/57 RELICS SWALLOWER OF DARKNESS Relic / Imperial GIVE TO YOUR DOOMTROOPER WITH F:6 OR GREATER. FIGHT WEAPON. Gives +6 to F. If opponent's F is less than 6, the sword gives +8 to F instead and automatically kills. ARMOR OF THE DARK LORD Relic / Dark Legion GIVE TO ANY FOLLOWER OF ALGEROTH. ARMOR. Gives +3 to A (+5 if given to a nepharite). For each Dark Symmetry card attached to this warrior, it gains additional +3 to A. 2ND SEAL OF REPULSION Relic / Dark Legion ATTACH TO KOHORT AS TWO ACTIONS. May enter play only once. While in play, your fortifications in Kohort may not be discarded. If the Seal is discarded by opponents, you may search your collection and place three Dark Legion warriors of V:7 or less into Kohort for free. 3/60 FORTIFICATIONS SECT TEMPLE Fortification / Dark Legion ADD TO SQUAD. All your cultists get +2 to F, S and A. If you have a cultist in play, you may as one action steal 3 D from your opponent's D pool to yourself. STRONGHOLD Fortification / General ADD TO OUTPOST. You may move one warrior (but not the last) from your Outpost into Stronghold as one action. This warrior may never attack, be attacked, prevent a player from being attacked or leave the Stronghold. If discarded, the warrior is also discarded. RECRUITMENT OFFICE Fortification / General ADD TO OUTPOST. You may place tribal affiliated warriors from your hand under this card as one action each. These warriors may be added to your Outpost at any time by paying their base V in D or be attached to a Battle card in your Outpost for double base V in D. AREA HQ Fortification / General ADD TO SQUAD, KOHORT OR OUTPOST. You may replace any of your warriors (who must be able to be in combat) in play with another warrior of the same affiliation and V from your collection as two actions. Discard the replaced warrior and his attachments. CARDINAL DURAND'S TOMB Fortification / Brotherhood ADD TO SQUAD. RESTRICTED. While in play, your Brotherhood personalities may never be autokilled and you may shuffle them back into Draw Pile when killed. If an opponent discards the Tomb, he must either lose 3PP or pay 15D (all D available must be used). THE PINNACLE Fortification / Capitol ADD TO SQUAD. While in play, you may (during your turn) discard all special cards attached by your opponents from ALL your Capitol warriors by paying 10D. POOLS OF NECROTECHNOLOGY Fortification / Dark Legion ADD TO KOHORT. You may claim the body of a warrior killed by your Dark Legion warriors. Place it onto this card. By spending three actions, it enters play considered as and with the abilities of a Necromutant (use it's original F, S, A and V, but ignore all other card text). Reduce the required actions by one for a CRYOTECH CHAMBER and for each of your TEKRONS in play. 7/67 DARK SYMMETRY POWER OF PERCEPTION (X) Dark Symmetry / Dark Legion GIFT OF ILIAN. Whenever an opponent searches a card from his collection or under a Corporate War card, you may force him to remove that card from the game entirely by paying 5D. SYMMETRY GOLEM Dark Symmetry / Dark Legion MAY ONLY BE BESTOWED BY AN APOSTLE OR A NEPHARITE AND MAY ONLY BE GIVEN TO A NON-PERSONALITY DARK LEGION WARRIOR. This warrior's base F, S and A are doubled and it automatically kills warriors wounded. 2/69 MISSIONS OFF-WORLD CAMPAIGN Mission / General ASSIGN TO YOURSELF. While in play, you may as two actions transfer any number of tribal affiliated warriors into Squad. You must pay each warriors V in D. If you have a personality in Squad pay only half the amount (fractions rounded up). Each battle defender killed gives you 10D. This mission is never fulfilled. ORDERS FROM THE DEFILED CASTLE Mission / Dark Legion ASSIGN TO YOURSELF. This mission is never fullfilled and may never be discarded. Your nepharites of Algeroth in Outpost are considered SKULLSEEKERS. Any KEY-CODE SKULL you attach to them (once per each Skull) or discard from your opponents' warriors gives you 3 Promotion Points. LEAVE NO TRACES Mission / General ASSIGN TO YOURSELF. If you manage to kill opponent's personality with a SNIPERS! or LONE GUNMAN card, you gain extra 5PP. WAR IN LUNA STOCK Mission / General ASSIGN TO YOURSELF. Every time you steal or discard at least 15D from your opponent's D Pool you get 3 Promotion Points. This mission is never fulfilled. SEARCH AND DESTROY Mission / General ASSIGN TO ANY WARRIOR. This warrior may attack LURKERS, LONE GUNMANS, warriors behind PROTECTIVE WALL or inside STRONGHOLD and ignore warriors preventing a direct attack to otherwise legal target. Any protected warrior killed gives you 6D. This mission is never fulfilled. 5/74 ALLIANCES CULT OF SEMAI Alliance / Dark Legion While in play, all doomtroopers attacking Semai warriors suffer -3 to F, S and A. All fortifications and specials that are added or attached to Squad require one additional action to play. You may add fortications and equipment into Kohort without spending actions. LEGIONS OF ALGEROTH Alliance / Dark Legion You may add followers of Algeroth of V:5 or less into play without spending actions (D must still be paid). They get +2 to F, S and A for each CENTURION (who don't affect themselves) you have in play. If an opponent discards an equipment from your follower of Algeroth, you may immediately place it back by paying 8D. CHANGELING CONSPIRACY Alliance / Dark Legion As one action you may pay any doomtroopers V in D and recruit him/her to your Squad if you have ILIAN or her nepharite in play. Reduce the recruitment cost by one (min. 1) for each Cultist of Ilian you have in play. Warriors immune to all Dark Symmetry are also immune to recruitment. BUTCHERS OF DEMNOGONIS Alliance / Dark Legion DEMNOGONIS and his followers may fulfill action costs to use their special abilities by spending only one action (and the D). Your Curators may attack any wounded warrior once after any Draw Step (after the player has performed something) by paying 6D. MUAWIJHE'S ILLUSIONARY SOLDIERS Alliance / Dark Legion Whenever an attacking warrior wounds or kills an opponent in combat it must immediately seek cover if you pay 2D (warriors immune to Gifts of Muawijhe are not affected). You must have a follower of Muawijhe in play in order to do this. 5/79 SPECIALS FRESH BLOOD Special / General PLAY AS ONE ACTION. You may attach one of your warriors in play onto a Battle card in the same Area if it qualifies the initial terms of the Battle card and the warrior limit does not exceed. HIGH COMMAND ELITES Special / General PLAY AS TWO ACTIONS IF YOU HAVE A CORPORATE OR TRIBE LEADER IN PLAY. You may reinforce the warriors on a battle card up to the maximum limit. These warriors must be taken from your Draw Pile and you must pay their V in D when adding them. THE MEGABODY PLAN Special / General ATTACH TO GAME AT ANYTIME. While in play, the base V of all warriors controlling a KEY-CODE SKULL is tripled. POINT BLANK FIRE Special / General PLAY DURING COMBAT ON ANY (WARRIOR CONSIDERED A) FLAMETHROWER. Double the total F and S of the warrior after all other modifications during this combat. You may play this card even if a special preventing special card play (like CORNERED) has been played. BATTLE PLAN Special / General ADD TO SQUAD AS ONE ACTION. MAY NEVER BE DISCARDED. You may place PLAY DURING COMBAT cards under this card as one action each. Annihilate Battle Plan during any combat your warrior is involved in to play the cards underneath even if a special preventing this (ie. CORNERED) has been played. Players with SECRET SERVICE may inspect your Battle Plan as one action. SEPARATE PEACE Special / General PLAY ONTO ANY OPPONENT AT ANY TIME AND PLACE THREE MARKERS ON IT. You and this player may not harm each other in any way. The only way this card can be discarded is that either of you removes all the markers by using one attack action per marker. A player may participate only in one Separate Peace during a game. WAR ECONOMY Special / General ADD TO SQUAD AS ONE ACTION. Put a marker on this card as one action. Each marker reduces your cost to add a warrior by one (min. cost 1). While in play, you may shuffle your equipment card back into your Draw Pile instead of discarding it by removing one marker from this card. ECONOMIC CO-OPERATION Special / General ATTACH TO A TEAM GAME AS ONE ACTION. While in play, you and your partner may move up to 5 D between one another as one action. MILITARISTIC EXPANSION Special / General ATTACH TO SQUAD AS ONE ACTION. You may convert your standard actions to attack actions for 6 D each. Your last action must always be an attack action (otherwise the action is lost). This card discards PEACEFUL BUILDING from your Squad. PEACEFUL BUILDING Special / General ATTACH TO SQUAD AS ONE ACTION. You may not perform attack actions AT ALL, but you may perform extra non-attack actions during your turn by paying 3 D for each. This card discards MILITARISTIC EXPANSION from your Squad. FLASHSTORMS Special / General PLAY DURING COMBAT IN OUTPOST. Opponent's fortifications or warzones have no effect during this combat. If opponent is considered or using a vehicle, it's F, S and A are halved (fractions rounded down). SURVIVAL TACTICS Special / General ATTACH TO YOUR OUTPOST AS ONE ACTION. While in play, your warriors using or considered beasts may seek cover without spending actions to negate any card your opponent is trying to attach to them. This applies even to your last warrior in play. STRANGLER Special / Brotherhood GIVE TO ANY WARRIOR AS ONE ACTION. RESTRICTED. While in play, the warrior can't perform any actions. This card may be removed by paying the warrior's double V in D. PRECISION BLADE (X) Special / General PLAY DURING FIGHT COMBAT ONTO YOUR DOOMTROOPER USING A FIGHT WEAPON. Pay opponent's warrior's V in D to kill it and to gain Promotion points. The combat ends immediately. No card can save the warrior, except those cards which influence THIS CARD directly. PROTECTORS OF DARK EDEN Special / Brotherhood PLAY DURING ANY COMBAT IN OUTPOST IF YOU HAVE A WATCHMAN IN PLAY. You may cancel this combat by paying both combatants V in D (max. 10D is needed). PRECIOUS MERCHANDISE Special / General PLAY DURING YOUR TURN. Discard any KEY-CODE SKULL from your warriors to gain 20D. Any player may offer to pay you this sum in order to gain the control of the skull (it must be given to a legal warrior). UNORTHODOX METHODS Special / General PLAY AT THE BEGINNING OF YOUR TURN BEFORE YOU DRAW CARDS. For this turn only you may perform Draw, Actions and Discard Steps in any order you want. LUNA - THE MEGACITY Special / Brotherhood ATTACH TO SQUAD AS ONE ACTION. Anytime when you have at least three Brotherhood-affiliated fortifications in Squad, you get 4D during your Draw Steps and your doomtroopers get +8 to A. THE SAD STRUGGLE (X) Special / Imperial ATTACH TO GAME AS ONE ACTION. MAY NOT BE EMBARGOED OR COUNTERED BY CARD PLAY. Can only be played once during a game. While in play, Imperial warriors may not help other Imperial warriors of different warrior type and while mustering them consider their base V to be +2. DESERT PATROL DUTY Special / General PLAY AS ONE ACTION AND PAY 4D. Search your collection for INFRARED GOGGLES and IRONSHARK to give them to your tribal doomtrooper. CIVIL WAR Special / Lutheran Triad PLAY AT ANY PLAYER AS THREE ACTIONS. The player must choose half (rounded down) of his non-personality warriors (who must be able to be in combat). These warriors are in no player's control and may be normally attacked by any player. A player may suffer only one Civil War in a game. PARATROOPERS ! Special / Capitol/Bauhaus PLAY DURING YOUR TURN. Search your collection for Martian Banshees or Bauhaus Blitzers at 4D per warrior to add them into same Area (Squad/Outpost). They attack together with combined F and S and automatically kill (opponent retaliate and play cards against single warriors). Discard the warriors in your Discard Step. LAST STAND Special / General PLAY DURING YOUR TURN. This card remains in play and may never be discarded or annihilated. Your Draw Pile is annihilated. Your warriors may never become unable to be in combat or taken out of play unless killed in combat and you may never lose control of them to other players. DIRECT HIT Special / Lutheran Triad PLAY AS AN ATTACK ACTION IF YOU HAVE GREYMOURN TRENCHARTILLERY OR HEAVY ARTILLERY IN PLAY. You may discard any fortification card from Outpost or flip a coin to see if you kill a warrior considered or using a vehicle in Outpost (two coins if you spent two attack actions). ITEM LOCATED Special / General PLAY DURING YOUR TURN IF MUSEUM IS IN PLAY. Search your collection for any Relic card and attach it onto MUSEUM. STRANGLEHOLD OVER LUNA Special / General ATTACH TO YOUR SQUAD AT ANYTIME. You gain cumulative effects (in order) for each KEY-CODE SKULL you control. 1 - 5D at the beginning of your Draw Step. 2 - One extra (attack) action per turn. 3 - Your warriors may not be automatically killed. 4 - Your opponents may never have more than 5 cards in hand. CHAOTIC MANEUVER (X) Special / Dark Legion PLAY DURING YOUR TURN. RESTRICTED. One of your warriors may ignore NORMAL rules once or you may ignore once a restriction printed on one of your cards currently in play. You may create a permanently illegal situation for example by giving an attachment to a warrior which may never have attachments. This card may not be used to ignore action, D or PP costs. Rules concerning attacking a player or during the first turn may not be ignored. BROTHERHOOD INVOLVEMENT Special / Brotherhood ATTACH TO ANY CORPORATE WAR CARD AS ONE ACTION. While attached, the affected player may not attack any warrior any longer, but the restrictions involving Brotherhood and like-affiliated warriors apply. The affected player may negate this card during Draw Steps (for a turn) by paying 4D. FROZEN SITUATION Special / General ATTACH TO YOURSELF AS OEN ACTION. You may prolong the effect of one (but only one) of your special cards in play for another turn if you decide not to draw cards during your Draw Step. 29/108 total 108