Paradise Lost

Beasts

CRESCENTIAN TWOTUSK
Crescentia Beast
+4/0/+4/+4
GIVE TO A CRESCENTIA WARRIOR.

ECLIPSE MAMMOTH
Crescentia Beast
0/0/0/0
GIVE TO A CRESCENTIA WARRIOR. As three actions, another non-Beast Crescentia warrior in your Outpost may jump on the Mammoth's back (it may not jump off). It will hold three warriors. They add their F, S, A and V together and are considered a single warrior during combat, but may be affected by cards individually. If discarded the warriors separate.

EQUINE
Lutheran Triad Beast
+2/0/+2/0
GIVE TO A LUTHERAN TRIAD WARRIOR. The warrior is now also considered a CAVALIER in addition to any other designations.

HOLY UROX
Crescentia Beast
+6/+2/+6/+3
GIVE TO A CRESCENTIA WARRIOR. A warrior with an Urox must spend two actions to attack.

MARINE SERETT
Templar Beast
+2/-4/+2/0
GIVE TO A TEMPLAR WARRIOR. A warrior with a Marine Serett may not be attacked with AIRSHIPS. If given to a TEMPLAR MARINE, it provides +4 to F and A instead.

MASTODONT
Crescentia Beast
-3/+2/+2/+4
GIVE TO A CRESCENTIA WARRIOR. A warrior with a Mastodont may use up to two SHOOT or FIGHT/SHOOT WEAPONS during Shoot combats, and their effects are cumulative.

PREDATORIAN
Templar Beast
+2/+2/+2/+2
GIVE TO A TEMPLAR WARRIOR. Opponents must spend 2 actions to attack any warrior in the same Outpost as the Predatorian.

RIVETBULL
Sons of Rasputin Beast
+4/0/+3/+2
GIVE TO A RASPUTIN WARRIOR.

SUPPORT ARTILLERY OX
Crescentia Beast
0/0/2/0
GIVE TO A CRESCENTIA WARRIOR. A warrior with an Ox may attack a PLAYER as two actions, even if the opponent has warriors in play. This is considered an attack action. If successful the warrior only gains 3 Promotion Points.

TUSKED SERETT
Templar Beast
+3/-2/+2/+2
GIVE TO A TEMPLAR WARRIOR. If the warrior with the Tusked Serett is in a Fight combat, it may immediately Fight its opponent again after the first combat is over (provided both warriors survive the first combat).

Equipment

BLITZTANK
Sons of Rasputin Equipment
GIVE TO A RASPUTIN WARRIOR. TANK AND VEHICLE. Warrior gains +5 to F, S, A and V.

BODY ARMOR
General Equipment
GIVE TO ANY WARRIOR. ARMOR. Provides +3 to A. Warriors using the Body Armor are not affected by SHOOT or FIGHT/SHOOT WEAPONS (opponents may not use them when combating this warrior). A warrior may only have one suit of ARMOR.

CORARIUS TRANSPORT
Sons of Rasputin Equipment
GIVE TO ANY RASPUTIN WARRIOR. AIRSHIP AND VEHICLE. Warrior gains +2 to F, S and A. If given to a JAEGER COMMANDO, the warrior may discard the Corarius during combat to gain an additional +5 to its F, S and A.

GRIMGRIND AIRVESSEL
Lutheran Triad Equipment
GIVE TO A LUTHERAN TRIAD WARRIOR. AIRSHIP AND VEHICLE. Provides +4 to S and A.

IRONSHARK
General Equipment
GIVE TO ANY TRIBAL WARRIOR. VEHICLE. The warrior gains +5 to S, and automatically kills opponents it wounds during Shoot combats.

PALANQUIN AIRVESSEL
Lutheran Triad Equipment
GIVE TO A LUTHERAN TRIAD WARRIOR. AIRSHIP AND VEHICLE. Provides + 2 to S and A. If given to a Tribal PATRIARCH, your RITUALS require one less action to play (with a minimum of 0 actions used).

POWER INDUCTION
General Equipment
ATTACH TO ANY FIGHT WEAPON (BUT NOT A FIGHT/SHOOT WEAPON). When using the weapon, opponents do not gain the effects of ARMOR.

TAILWAVE
Sons of Rasputin Equipment
GIVE TO A RASPUTIN WARRIOR. AIRSHIP AND VEHICLE. Warrior gains +6 to S and A.

TORRENT BATTLE WAGON
Crescentia Equipment
GIVE TO A CRESCENTIA WARRIOR. VEHICLE. Provides +3 to S and A.

VEILED DART
Sons of Rasputin Equipment
GIVE TO A RASPUTIN WARRIOR. AIRSHIP AND VEHICLE. Warrior gains +6 to A, and strikes first in Shoot combats. If opponent survives it may retaliate.

VEROUNIST STINGRAY
Templar Equipment
GIVE TO A TEMPLAR WARRIOR. AIRSHIP AND VEHICLE. Provides +3 to S and A.

Fortifications

BROTHERHOOD ARCHIVES
Brotherhood Fortification
ADD TO YOUR SQUAD. You may place a card from your hand under the Archives at any time and no action cost (it will hold 4 cards). You may remove a card from the Archives and place it in your hand as one action. If this card is discarded so are all cards under it.

GARBAGE DUMP
General Fortification
ADD TO YOUR SQUAD, KOHORT OR OUTPOST. While in play, for every 4D you spend during your Discard step, you may discard an extra card.

PRISONER WORK CAMP
General Fortification
ADD TO YOUR SQUAD, KOHORT OR OUTPOST. Each time you IMPRISON a warrior, you may place it in the Work Camp (no matter where it is). For each prisoner in the Camp, you gain an extra non-attack action per turn. If this card is discarded, all prisoners are discarded as well.

RAZOR WIRE FENCE
General Fortification
GIVE TO ANY WARRIOR AS ONE ACTION. If this warrior is attacked in a Fight combat, its opponent first encounters the fence. This is the equivalent of an F: 6 attack against the opponent. Cards that affect F and Fight combats may be used on both combatants. Fence may not be wounded or killed. If opponent survives, original attack begins. May be given to another warrior in the same area as one action.

Missions

MANHUNT
General Mission
ASSIGN TO ANY PLAYER. The player must IMPRISON any warrior in play to fulfill the Mission and earn 5 Promotion Points.

RAZE THE LAND
General Mission
ASSIGN TO ANY PLAYER. The player must (via card play) discard or annihilate any one Warzone in play to fulfill the Mission and earn 5 Promotion Points.

SKULL-SEEKER
General Mission
ASSIGN TO ANY WARRIOR THAT IS ALLOWED TO BE IN COMBAT. The warrior is now considered a SKULL SEEKER. It may only gain KEY-CODE SKULLS while in the Outpost. This Mission is never fulfilled.

Relics

ASIAN KEY-CODE SKULL
General Relic
Give to any ISLAND TEAM MEMBER or SKULL SEEKER as two actions. One of four KEY-CODE SKULLS. If the warrior has possession of all four KEY-CODE SKULLS, it may automatically kill all the warriors in any one Area (except your own) as three actions (ignore affiliations). This is considered an attack action and points are earned.

EUROPEAN KEY-CODE SKULL
General Relic
Give to any ISLAND TEAM MEMBER or SKULL SEEKER as two actions. One of four KEY-CODE SKULLS. If the warrior has possession of all four KEY-CODE SKULLS, it may automatically kill all the warriors in any one Area (except your own) as three actions (ignore affiliations). This is considered an attack action and points are earned.

NORTH AMERICAN KEY-CODE SKULL
General Relic
Give to any ISLAND TEAM MEMBER or SKULL SEEKER as two actions. One of four KEY-CODE SKULLS. If the warrior has possession of all four KEY-CODE SKULLS, it may automatically kill all the warriors in any one Area (except your own) as three actions (ignore affiliations). This is considered an attack action and points are earned.

SOUTH AMERICAN KEY-CODE SKULL
General Relic
Give to any ISLAND TEAM MEMBER or SKULL SEEKER as two actions. One of four KEY-CODE SKULLS. If the warrior has possession of all four KEY-CODE SKULLS, it may automatically kill all the warriors in any one Area (except your own) as three actions (ignore affiliations). This is considered an attack action and points are earned.

Special Cards

ADVANCED SECURITY SYSTEM
General Special
ATTACH TO ANY FORTIFICATION ONE ACTION. While attached, any bonus to A provided by the Fortification is doubled.

ANTI-TOXIN
General Special
PLAY AS THREE ACTIONS. All your warriors in play that are infected by a VIRUS are no longer infected. This card does not prevent future infections.

BEHOLD THE FUTURE POSSIBILITIES
Crescentia Special
ATTACH TO A PROPHET IN YOUR OUTPOST AS ONE ACTION. PROPHECY. While in play, all your opponents must keep their hands face-up on the table, for all to see. You must pay 6D at the beginning of each of your turns to keep this card in play. If you do not pay, this card is annihilated.

BATTLE MADNESS
General Special
PLAY ON YOUR WARRIOR DURING COMBAT. For every point you lower the warrior's base A, its base F increases by 2. The warrior's A may not be lower than 0.

BLOODY COUP
General Special
PLAY AS THREE ACTIONS. You may annihilate any one CORPORATE LEADER in play (even one in the GRAVEYARD).

BURNING LUNGS
General Special
ATTACH TO THE GAME AS TWO ACTIONS. VIRUS. While in play, all Doomtroopers in all Outposts suffer -1 to their F, S and A. Multiple copies of this card in play are cumulative.

CURBED
Dark Legion Special
ATTACH TO ANY DARK LEGION WARRIOR AS ONE ACTION. The affected warrior may not earn Promotion Points. If it kills another warrior, only Destiny Points are earned.

EMISSARIES
General Special
PLAY AT ANY TIME. Until the beginning of your next turn, you may Transfer non-Beast, non-VEHICLE Tribal warriors to and from your Squad/Kohort (as one action each as normal). While in the Squad, they are considered Doomtroopers as well as Tribal warriors. While in the Kohort they considered Dark Legion Heretics as well as a Tribal warriors.

GANG UP!
General Special
ATTACH TO YOURSELF AS ONE ACTION. While in play, whenever you perform an Attack action, you may send up to three warriors with modified Values of 4 or less to attack as a group. All must be legal attackers. They combine their modified F and S. The opponent may retaliate against only one of the Attackers (opponent's choice).

GET OFF THAT ROCK
General Special
PLAY AT ANY TIME, EXCEPT DURING COMBAT. All Doomtroopers and Dark Legion warriors in all players' Outposts are returned to their respective Squads and Kohorts. Warriors that may not leave the Outpost are not affected.

GRAVE ROBBERS
General Special
PLAY AS THREE ACTIONS. You may take ANY Personality from under the GRAVEYARD and add it to your Squad/Kohort/Outpost. You must pay the Personality's V in D. You may not add the warrior in cover. If discarded or annihilated, it returns to its owner.

GUNFIGHTER
General Special
ATTACH TO ANY WARRIOR AS TWO ACTIONS. Any rating modifier provided by any HANDGUN used by the affected warrior is tripled.

HIGHER VALUE ON LIFE
General Special
ATTACH TO YOURSELF AS ONE ACTION. While in play, whenever your warrior kills another and chooses to earn Destiny Points, it earns double the number of points.

INOCULATIONS
General Special
ATTACH TO YOURSELF AS ONE ACTION. While attached, the effects of VIRUS cards may not be played on or effect your warriors. This card does NOT remove the effects of current VIRUS infections, but prevents new ones.

LOYAL TO THE LEGION
Dark Legion Special
ATTACH TO THE GAME AT ANY TIME EXCEPT DURING COMBAT. While in play, Heretics and warriors considered Heretics may not attack Dark Legion warriors.

LURKER
General Special
ATTACH TO ANY TRIBAL WARRIOR AS ONE ACTION. The warrior may not be attacked or prevent a PLAYER from being attacked, but it may join in any combat involving one of your Tribal warriors at any time. The F's and S's of the warriors are added together. Opponent chooses which warrior to combat. Discard this card after the warrior participates in any combat.

MUTATED STRAIN
General Special
PLAY WHILE PLAYING ANY VIRUS CARD. You must play the VIRUS card on any one Tribal warrior in an Outpost instead of a Doomtrooper. If applicable, the VIRUS will spread to other Tribal warriors AND spread to other Doomtroopers as normal.

NAVIGATIONAL ERROR
General Special
ATTACH TO ANY WARRIOR AS IT IS BEING TRANSFERRED TO OR FROM THE OUTPOST. The transport carrying the warrior is lost. While attached, the warrior may not attack, be attacked, perform actions, prevent a player attack or affect play in any way. If this card is discarded it is annihilated instead.

NOBLE BEAST
General Special
PLAY IMMEDIATELY AFTER ANY WARRIOR WITH A BEAST IS WOUNDED OR KILLED. The warrior's Beast is wounded instead! Wound the Beast card. If it is wounded again, it is discarded. If the wound was one that automatically kills, the Beast is discarded. This card has no effect on a warrior considered a Beast.

OFF TO THE BUTCHER
General Special
PLAY AT ANY TIME. You may annihilate one of your Beast cards (or your warrior considered a Beast) to gain 15 D.

OUR ENEMY'S WEAKNESS IS EXPOSED
Crescentia Special
ATTACH TO A PROPHET IN YOUR OUTPOST AS ONE ACTION. PROPHECY. While in play, opposing warriors do not gain any positive modifiers from any cards when they are attacked by your warriors. Negative modifiers are still applied. When the opposing warriors attack, all modifiers are applied as normal.

OUR TRUE ENEMY IS REVEALED
Crescentia Special
ATTACH TO A PROPHET IN YOUR OUTPOST AS ONE ACTION. PROPHECY. Choose any non-Crescentia affiliation. While in play, your Crescentia warriors gain +3 to their F, S and A whenever combating warriors of that affiliation.

OUR WILL IS BEYOND MEASURE
Crescentia Special
ATTACH TO A PROPHET IN YOUR OUTPOST AS ONE ACTION. PROPHECY. While in play, you may increase any one of your Crescentia warrior's F or S by +1 for every D you spend during combat. D may continue to be spent throughout the combat. The warrior's F and S return to normal after the combat is over.

PARASITIC STUPOR
General Special
PLAY ON ANY DOOMTROOPER IN AN OUTPOST DURING YOUR TURN. VIRUS. The warrior forces you to draw one less card during your draw step. All Doomtroopers in the same area as the warrior for a full turn (from your Draw step to your next) will also become infected with Parasitic Stupor (effects are cumulative). A player may always draw at least one card.

PILLAGED MUNITIONS
General Special
ATTACH TO YOUR OUTPOST AS ONE ACTION. Each time one of your Tribal warriors kills a Doomtrooper you may place one of the slain Warrior's Equipment cards under this card. These Equipment cards may be given to your Tribal warriors as one action each (ignore affiliation restrictions).

PLANETARY BOMBING
General Special
PLAY AS THREE ACTIONS. All Fortifications in play are annihilated.

PRIVATE COLLECTOR
General Special
PLAY AS THREE ACTIONS. You may take ANY Relic from under the MUSEUM and give it to a legal recipient among your forces. If discarded or annihilated, it returns to its owner.

PROPHETIC VISION
Crescentia Special
PLAY ON YOUR CRESCENTIA WARRIOR AT ANY TIME. While attached, the warrior is considered a PROPHET.

RAMPAGE!
General Special
PLAY DURING COMBAT ON ANY BEAST. Any bonus to F, S and/or A provided by the Beast is doubled until the end of combat.

RED PLAGUE
General Special
PLAY ON ALL THE DOOMTROOPERS IN AN OUTPOST DURING YOUR TURN. VIRUS. The warriors will be automatically killed if wounded in combat. Doomtroopers in the same area as any of the diseased warriors immediately become infected with Red Plague.

REDEPLOYMENT
General Special
PLAY AT ANY TIME EXCEPT DURING COMBAT. You may immediately Transfer all of your warriors (or as many as you wish). This does not cost any actions. Normal Transfer rules apply. You may Transfer Tribal warriors only if you are currently affected by the EMISSARIES card.

REDIRECT
Brotherhood Special
Play immediately after any Art spell is cast. The spell does not affect its intended target. Instead, you may redirect that spell towards any player, even yourself. Once there the spell MUST then affect a legal target, chosen by you.

REQUISITION
General Special
PLAY AS ONE ACTION. You may take a VEHICLE from any of your warriors in your Squad/Kohort and give it to one of your warriors in your Outpost (or vice-versa). The VEHICLE may not be given to (or come from) a Tribal warrior. A Doomtrooper may not have a Dark Legion warrior's VEHICLE and vice-versa.

RUSTLERS!
General Special
PLAY AT ANY TIME. You may take any Beast card in play and give it to any warrior in your Outpost (ignore affiliations). This card has no effect on warriors that are considered Beasts.

SUMMIT MEETING
General Special
PLAY AT ANY TIME, BUT ONLY DURING A TEAM GAME. You and your teammates may leave the table and trade the cards in your hands amongst yourselves. A player may return with any number of cards in his or her hand. The players gain complete control of these cards until the end of the game. Summit should last no longer than 3 minutes. Each team may only play this card once per game.

THE CALLING
Lutheran Triad Special
PLAY ON YOUR LUTHERAN TRIAD WARRIOR AT ANY TIME. While attached, the warrior is considered a PATRIARCH.

THE CONVICTION
Lutheran Triad Special
PLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN YOUR OUTPOST. RITUAL. Until the beginning of your next turn, the base F, S and A of one of your Lutheran Triad warriors is tripled. The affected warrior is annihilated at the beginning of your next turn as well (no points are earned).

THE DEFIANCE
Lutheran Triad Special
PLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN YOUR OUTPOST. RITUAL. Until the beginning of your next turn, the F and S of all your Lutheran Triad warriors are doubled when defending. When attacking, they are normal.

THE HOWLING IS UPON US
Crescentia Special
PLAY AS ONE ACTION IF YOUR HAVE A PROPHET IN YOUR OUTPOST. PROPHECY. While in play, bonuses to F, S and/or A provided by all your Crescentia-affiliated Beasts are doubled. This card is annihilated at the beginning of your next turn.

THE PROTECTION
Lutheran Triad Special
PLAY ASPLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN YOUR OUTPOST. RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors may not be wounded or killed when attacking. When defending, they may be killed as normal.

THE SACRIFICE
Lutheran Triad Special
PLAY AS ONE ACTION IF YOU HAVE A TRIBAL PATRIARCH IN YOUR OUTPOST. RITUAL. Until the beginning of your next turn, all your Lutheran Triad warriors gain +X to their F, S and A. You must sacrifice any one of your Lutheran Triad warriors in play (discard it), and X is the base V of the sacrificed warrior.

TIGHT GRIP
General Special
ATTACH TO YOURSELF AS ONE ACTION. While in play, you may prevent Equipment cards in play from being discarded, annihilated, or taken, provided you pay 3D per card, UNLESS the requirements to use that card require it being discarded or annihilated. You may protect Equipment cards on a case by case basis.

URBAN TACTICS
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, your warriors with TANKS and other non-AIRSHIP, non-SUBMARINE VEHICLES may gain the effects of Fortifications and be in Cover (but not Added in Cover). This includes warriors that are considered TANKS or other non-AIRSHIP VEHICLES. If discarded, all such cards immediately leave Cover.

V-3
General Special
PLAY ON ANY DOOMTROOPER IN AN OUTPOST DURING YOUR TURN. VIRUS. The warrior loses -2 to its F, S and A. At the beginning of each of YOUR Draw steps, it loses another -2 to F, S and A. Ratings may fall below 0. All Doomtroopers in the same area as the warrior for a full turn (from your Draw step to your next) will also become infected with V-3.

WITHERING DEATH
General Special
PLAY ON ANY DOOMTROOPER IN AN OUTPOST DURING YOUR TURN. VIRUS. The warrior must spend 3 actions to attack. All Doomtroopers in the same area as the warrior for a full turn (from your Draw step to your next) will also become infected with Withering Death.

CAPTURED
General Special
AY AS ONE ACTION. You may automatically IMPRISON any one warrior from any Outpost in play. Place the warrior under this card. The warrior is still "in play" but has no effect on the game. If this card is discarded, all warriors under it are returned to their Outposts.

Warriors

BROTHERBOUND SERGEANT
Crescentia Warrior
6/5/7/6
COMMANDER. CONSIDERED A BROTHERBOUND TROOPER. While in play, your BROTHERBOUND TROOPERS gain +2 to F, S and A. The Sergeant may your BROTHERBOUND TROOPERS gain +2 to F, S and A. The Sergeant may not increase its own ratings, but others may.

BROTHERBOUND TROOPER
Crescentia Warrior
4/3/5/4
May not be given Beasts. Warriors with or considered Beasts may not be attacked with Fight combats while in the same Outpost as the Brotherbound Trooper.

CAVALIER
Lutheran Triad Warrior
5/3/4/4
CONSIDERED A BEAST. Cavaliers gain +1 to their F, S and A for each other CAVALIER in the same Outpost.

COLONEL HARDING
General Warrior
8/7/7/9
PERSONALITY. SKULL SEEKER. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. Considered a Tribal warrior as well as a non-affiliated FREELANCER (not a Doomtrooper or Dark Legion warrior). He may never be given any affiliation (besides the General affiliation) or become a Heretic. Points earned by Harding must be converted into D.

CORSAIR
Lutheran Triad Warrior
7/3/6/6
Warriors wounded by the Corsair are automatically killed.

COSSACK
Sons of Rasputin Warrior
5/4/5/5
CONSIDERED A BEAST. Always strikes first in Fight combats. If the opponent survives, it may retaliate.

COSSACK KOMMENDANT
Sons of Rasputin Warrior
7/5/6/7
CONSIDERED A COSSACK AND A BEAST. Always strikes first in Fight combats. If the opponent survives, it may retaliate. first in Fight combats. If the opponent survives, it may retaliate. All COSSACKS in the same area as the Cossack Kommendant gain +3 to F, S and A. The Kommendant will not affect its own ratings, but others may.

COSSACK SCOUT
Sons of Rasputin Warrior
4/4/4/4
CONSIDERED A COSSACK AND A BEAST. Always strikes first in Fight combats, even if the opponent also has a strike first ability or may 'never' be the recipient of a strike first attack. If the opponent survives, it may retaliate.

CRENSHAW - ISLAND TEAM MEMBER
Brotherhood Warrior
6/7/8/8
MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. PERSONALITY. Considered a Tribal warrior as well as a Doomtrooper. Considered a MORTIFICATOR. May cast all Art spells. Warriors wounded by Crenshaw are automatically killed.

FLAMMEN SOLDAT
Sons of Rasputin Warrior
8/8/4/6
CONSIDERED A SOLDAT. Warriors wounded by Flammen Soldats are automatically killed. May not be given WEAPONS, but during all combats they may be affected by cards that specifically affect FLAMETHROWERS.

FUSILIER
Lutheran Triad Warrior
?/?/?/4
The base F, S and A of the Fusilier equals the number of Fusiliers in your outpost, multiplied by 4.

GENDARME
Templar Warrior
7/8/8/9
Warriors wounded by the Gendarme are automatically killed.

GENDARME BESTAL
Templar Warrior
4/4/4/4
May not be given Beasts. Place X number of markers on the Bestal when you put it into play. Each costs 2D. The Bestal's base F, S, A and V is at +X. After each combat it survives, remove one marker.

GOMORRIAN EMASCULATOR
Dark Legion Warrior
4/9/7/8
FOLLOWER OF ALGEROTH. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. Considered a Tribal warrior as well as a Dark Legion warrior. May not be given SHOOT or FIGHT/SHOOT WEAPONS.

GREYMOURN TRENCHARTILLERY
Lutheran Triad Warrior
3/9/6/6
The Greymourn may not attack with a Fight combat, but will defend a Fight normally. May not be given WEAPONS. Opponents using or considered AIRSHIPS against the Greymourn lose -4 to A.

GRINDER - ISLAND TEAM MEMBER
Brotherhood Warrior
3/3/6/10
MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. PERSONALITY. Considered a Tribal warrior as well as a Doomtrooper. May not cast Art spells or be given Equipment or Relics. Grinder may make four separate attacks as one attack action. He may combine two or more of these attacks against a single Defender, in which case his F and S are +3 for each additional combined attack.

HEAVY CAVALIER
Lutheran Triad Warrior
3/6/5/5
CONSIDERED A CAVALIER AND A BEAST. Heavy Cavaliers gain +1 to their F, S and A for each other CAVALIER in the same Outpost.

HIGH SEER CASTOR
Brotherhood Warrior
3/3/4/6
PERSONALITY. CONSIDERED A MYSTIC. May cast all Art spells. While in play, you may look at the top card of every player's draw pile at any time, except when they are drawing cards.

HORDE CENTURION
Templar Warrior
7/7/5/8
Warriors wounded by the Horde Centurion are automatically killed. While in play, your HORDE TROOPERS gain +2 to F, S and A.

HORDE TROOPER
Templar Warrior
5/4/5/5
Warriors wounded by the Horde Trooper are automatically killed.

INDIGO - ISLAND TEAM MEMBER
Brotherhood Warrior
3/14/8/8
MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. PERSONALITY. Considered a Tribal warrior as well as a Doomtrooper. May not cast Art spells or be given WEAPONS.

JAEGER COMMANDO
Sons of Rasputin Warrior
5/5/5/7
The Jaeger Commandos gain +4 to their F, S and A when they attack (not when they are attacked).

JIHAD INFANTRY TROOPER
Crescentia Warrior
7/6/7/7
May not be given Beasts.

LUTHERAN DISCIPLE
Lutheran Triad Warrior
5/4/4/4
You may annihilate your healthy (non-wounded) Lutheran Disciple in play at any time to cancel the effects on any just-played Special card. Any actions or D spent to play the Special are lost.

LUTHERAN SERGEANT
Lutheran Triad Warrior
7/6/6/6
COMMANDER. LUTHERAN DISCIPLES in the same Outpost as the Sergeant gain +2 to F, S and A. Multiple Sergeants provide cumulative bonuses.

CRESCENTIAN MARTYR
Crescentia Warrior
5/5/4/8
The Martyr behaves normally in combats except when combating a warrior with or considered a Beast. When it is, its base F and S becomes 20, it automatically kills any warrior it wounds, and it is annihilated after the combat (points are earned by the opponent only if it would have wounded the Martyr anyway).

MASTER VALPURGIUS
Dark Legion Warrior
6/6/9/10
FOLLOWER OF ALGEROTH. PERSONALITY. SKULL SEEKER. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. Considered a Tribal warrior as well as a Dark Legion warrior. May cast any Art spell on any legal target. While in play, your Dark Legion warriors may Transfer to and from your Outpost at any time (except during combat), with no action cost (even multiple times per turn).

MASTODONT HANDLER
Crescentia Warrior
4/4/4/4
All Beasts (and warriors considered Beasts) in the same Outpost as the Handler provide an additional +2 to F, S and A to their owners. Multiple Handlers provide cumulative bonuses.

MITCH HUNTER - ISLAND TEAM MEMBER
Capitol Warrior
7/7/7/7
MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. PERSONALITY. CONSIDERED INFANTRY. Considered a Tribal warrior as well as a Doomtrooper. Hunter is immune to all Dark Symmetry cards and will never become a Heretic.

NASSAL
Dark Legion Warrior
3/3/3/2
FOLLOWER OF ALGEROTH. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. Considered a Tribal warrior as well as a Dark Legion warrior. May never automatically kill.

PATRIARCH
Lutheran Triad Warrior
3/3/3/3
The Patriarch may not be attacked unless it is the only warrior in the Outpost (or all remaining warriors are Patriarchs).

PHISCHE
Dark Legion Warrior
8/1/7/6
FOLLOWER OF ALGEROTH. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. CONSIDERED A BEAST. Considered a Tribal warrior as well as a Dark Legion warrior. May not be given Equipment. Warriors wounded by the Phische in a Fight combat are automatically killed and annihilated.

PROPHET
Crescentia Warrior
3/3/4/4
The Prophet may not be attacked unless it is the only warrior in the Outpost (or all remaining warriors are Prophets).

SACRED TEAR
Crescentia Warrior
4/4/4/7
The Sacred Tear behaves normally in combats except when it attacks with a Fight combat. When it does, its base F becomes 16, it automatically kills any warrior it wounds, and it is annihilated after the combat (points are earned by the opponent only if it would have wounded the Sacred Tear anyway).

SCHWERWAFFE SOLDAT
Sons of Rasputin Warrior
3/7/5/6
CONSIDERED A SOLDAT.

SCOUT CAVALIER
Lutheran Triad Warrior
4/4/5/4
CONSIDERED A CAVALIER AND A BEAST. Cavaliers gain +1 to their F, S and A for each other Cavalier in the same Outpost. While the Scout is in your Outpost, no warrior in the Outpost may be attacked except the Scout.

SHOCK SOLDAT
Sons of Rasputin Warrior
5/5/6/6
CONSIDERED A SOLDAT. Warriors wounded by the Shock Soldats are automatically killed and annihilated. May not be given WEAPONS.

SOLDAT
Sons of Rasputin Warrior
5/4/5/5
The Soldat gains +2 to its F, S and A for each SCHWERWAFFE SOLDAT in the same area.

SOLDAT KOMMENDANT
Sons of Rasputin Warrior
6/5/6/7
CONSIDERED A SOLDAT. All SOLDATS in the same area as the Soldat Kommendant gain +3 to F, S and A. The Kommendant will not affect its own ratings, but others may.

TEMPLAR LEGIONNAIRE
Templar Warrior
4/4/4/4
For each additional Templar Legionnaire in the same area, this one gains +2 to F, S and A.

TEMPLAR MARINE
Templar Warrior
6/6/7/7
Templar Marines strike first in combat. If the opponent survives, it may retaliate.

ZHURGON
Dark Legion Warrior
1/8/7/6
FOLLOWER OF ALGEROTH. MUST BE ADDED TO AND MAY NOT LEAVE THE OUTPOST. CONSIDERED A BEAST. Considered a Tribal warrior as well as a Dark Legion warrior. May not be given Equipment. Warriors wounded by the Zhurgon in a Shoot combat are automatically killed and annihilated.

Warzones

CENTRAL EUROPE
Cresentia Warzone
+2/+2/0/0
DARK EDEN WARZONE. ADD TO YOUR OUTPOST. Only Crescentia-affiliated warriors may defend from this Warzone (unless permitted by another card). Warriors using Beasts while defending from this Warzone gain an additional +3 to F, S and A.

EASTERN EUROPE
Sons of Rasputin Warzone
+1/+2/+2/+2
DARK EDEN WARZONE. ADD TO YOUR OUTPOST. Only Sons of Rasputin-affiliated warriors may defend from this Warzone (unless permitted by another card). Warriors using VEHICLES while defending from this Warzone gain an additional +3 to F, S and A.

SOUTHERN EUROPE
Templar Warzone
+3/0/+2/+2
DARK EDEN WARZONE. ADD TO YOUR OUTPOST. Only Templar-affiliated warriors may defend from this Warzone (unless permitted by another card). A warrior defending from this Warzone gains an additional +3 to F, S and A if its opponent is another Tribal warrior.

NORTHWESTERN EUROPE
Lutheran Triad Warzone
0/0/+3/+1
DARK EDEN WARZONE. ADD TO YOUR OUTPOST. Only Lutheran Triad- affiliated warriors may defend from this Warzone (unless permitted by another card). Warriors defending from this Warzone gain an additional +X to F, S and A, where X is the base V of ONE of your non-combating Lutheran Triad warriors you discard during combat.

Hosted by uCoz