Warzone

Equipment

AIRBRUSH / M516S SHOTGUN
Mishima Equipment
GIVE TO ANY WARRIOR. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +3 to F. If warrior's total F is more than double the total A of its opponent, the opponent is automatically killed.

BLACK WIDOW
Dark Legion Equipment
GIVE TO ANY DARK LEGION WARRIOR. VEHICLE. A warrior may only have one VEHICLE. Warrior may not use other Equipment with the Black Widow. Warrior gains +4 to F, S and A. Opponents of this warrior may not gain the benefits of Fortifications.

COMMAND HELMET
Cybertronic Equipment
GIVE TO ANY COMMANDER. A warrior may only have one Command Helmet. This warrior may make one extra attack action every turn in addition to its player's three actions.

CRUSADER SP ROCKET LAUNCHER
Imperial Equipment
GIVE TO ANY IMPERIAL WARRIOR. VEHICLE and ARTILLERY. As three actions, this warrior may discard one Fortification, one Warzone and one VEHICLE card. A warrior in a discarded VEHICLE is killed and points are earned as usual. This is considered an Attack action. Remove this card from the game after use.

DEATH ANGEL
Brotherhood Equipment
GIVE TO ANY BROTHERHOOD WARRIOR WITH V: 3 OR LESS. VEHICLE. A warrior may only have one VEHICLE. Warrior may not use other Equipment with the Death Angel. Warrior gains +12 to S when in combat with a Dark Legion warrior.

DRAGONFISH
Mishima Equipment
GIVE TO ANY MISHIMA WARRIOR. VEHICLE and SUBMARINE. A warrior may only have one VEHICLE. The warrior may not use other Equipment with the Dragonfish. This warrior always strikes first in all combats. If the opponent survives, it may strike back. Opponents wounded by the Dragonfish are automatically killed.

GIACCHIO FORZA 750
Bauhaus Equipment
GIVE TO ANY FREELANCER OR HERETIC. VEHICLE. A warrior may only have one VEHICLE. The warrior may not use Equipment when using the Giacchio Forza. This warrior always attacks first in Shoot combats. If opponent survives, it may shoot back.

GREAT GREY
Capitol Equipment
GIVE TO ANY COMMANDER. AIRSHIP AND VEHICLE. A warrior may only have one VEHICLE. The warrior may not use Equipment while using the Great Grey. As two actions, warrior may STRAFE any one warrior in play. A Strafed warrior automatically Seeks Cover (if normally allowed). A Strafed warrior already in cover is killed and earns points. This is considered an Attack action.

GT OFFROAD B52
General Equipment
GIVE TO ANY DOOMTROOPER. TANK AND VEHICLE. A warrior may only have one VEHICLE. The warrior may not use Equipment while using the B52. Warrior gains +2 to S and A. This warrior always attacks first in Shoot combats. If opponent survives, it may strike back.

HAGELSTURM / M516D SHOTGUN
Bauhaus Equipment
GIVE TO ANY BAUHAUS OR CAPITOL COMMANDER. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +4 to F. If the warrior's total F is more than double opponent's total A, opponent is automatically killed.

JET PACK
General Equipment
GIVE TO ANY WARRIOR WITH V: 5 OR LESS. AIRSHIP and VEHICLE. A warrior may only have one VEHICLE. Warrior may not use Equipment or gain the effects of Fortifications while using the Jet Pack. Opponents of this warrior never recieve any positive modifiers from Warzones.

KLEIN HELITEK DRAGONFLY
Bauhaus Equipment
ADD TO YOUR SQUAD AS ONE ACTION. AIRSHIP and VEHICLE. +5 to A. Holds up to three Bauhaus warriors (enter or exit the Dragonfly as one action each). Warriors in the Dragonfly may not use other Equipment cards, and can only be wounded by opponents using SHOOT WEAPONS or VEHICLES. If Dragonfly is discarded all warriors in the Dragonfly are killed (points are earned as normal).

LANCELOT LIGHT FREIGHTER
Imperial Equipment
ADD TO YOUR SQUAD AS ONE ACTION. AIRSHIP and VEHICLE. You may add Equipment cards from your Squad or from your hand to the Lancelot as one action each. The cards have no effect on the Lancelot, and may be given to any legal warrior or discarded at any time. The Lancelot may never hold more than three Equipment cards at a time. If the Lancelot is discarded, so are its Equipment cards

MANDIBLE / SA-SG 7200 SHOTGUN
Imperial Equipment
GIVE TO ANY IMPERIAL OR CYBERTRONIC COMMANDER. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +5 to F. If the warrior's total F is more than double the total A of its opponent, the opponent is automatically killed.

META CANNON
Dark Legion Equipment
GIVE TO ANY DARK LEGION WARRIOR WIHT V: 6 OR LESS. SHOOT WEAPON. +4 to S. Warriors wounded by this warrior are automatically killed. If this warrior is killed or otherwise discarded, shuffle the Meta Cannon into your Draw pile. If the warrior is permanently removed from play, the Meta Cannon is put in the Discard pile.

MISHIMESE DRAGONBIKE
Mishima Equipment
GIVE TO ANY MISHIMA WARRIOR. VEHICLE. A warrior may only have one VEHICLE. The warrior may not use Equipment when using the Dragonbike. Gives +2 to F and +5 to S. This warrior always attacks first in Shoot combats. If opponent survives, it may shoot back.

PEGASUS SCOUT BIKE
Capitol Equipment
GIVE TO ANY CAPITOL WARRIOR WITH V: 4 OR LESS. AIRSHIP and VEHICLE. A warrior may only have one VEHICLE. Warrior may use other Equipment while using the Pegasus. This warrior flies recon and also gives +3 to A for all warriors in the same Squad, including this warrior.

RATTLESNAKE
Capitol Equipment
GIVE TO ANY CAPITOL WARRIOR. VEHICLE. A warrior may only have one VEHICLE. Warrior gains +5 to S. The warrior may not use Equipment when using the Rattlesnake. The warrior may attack two opponents as one attack action. Choose two targets before combat begins. The same warrior may be attacked twice. Treat each attack separately.

REAVER TROOP CARRIER
Dark Legion Equipment
ADD TO YOUR KOHORT AS ONE ACTION. TANK and VEHICLE. +5 to A. Holds up to three Dark Legion warriors (enter or exit the Reaver as one action each). Warriors in the Reaver may not use other Equipment cards, and can only be wounded by opponents using SHOOT WEAPONS or VEHICLES. If Dragonfly is discarded all warriors in the Dragonfly are killed (points are earned as normal).

TA6500 CYBERMECH
Cybertronic Equipment
ADD TO YOUR SQUAD AS ONE ACTION. TANK and VEHICLE. By spending three actions and one Promotion Point, this remote-controlled tank will discard any one Equipment, Fortification or Warzone card in play.

TACTICAL COMPUTER
Cybertronic Equipment
GIVE TO ANY COMMANDER. A warrior may only have one Tactical Computer. This warrior may change the Battle Tactics once during every combat in which it participates.

TORMENTOR INCINERATOR
Dark Legion Equipment
GIVE TO ANY DARK LEGION WARRIOR WITH V: 5 OR LESS. FLAME THROWER. Considered a SHOOT WEAPON, but may only be used in Fight combats. +6 to F. If the warrior's total F is more than double the total A of its opponent, the opponent is automatically killed.

UNHOLY CARRONADE
Dark Legion Equipment
ADD TO YOUR KOHORT AS ONE ACTION. VEHICLE. As three actions, the Unholy Carronade may discard any one Warzone or Fortification in play.

HAGELSTURM / M516D SHOTGUN
Capitol Equipment
GIVE TO ANY BAUHAUS OR CAPITOL COMMANDER. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +4 to F. If the warrior's total F is more than double opponent's total A, opponent is automatically killed.

MANDIBLE / SA-SG 7200 SHOTGUN
Cybertronic Equipment
GIVE TO ANY IMPERIAL OR CYBERTRONIC COMMANDER. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +5 to F. If the warrior's total F is more than double the total A of its opponent, the opponent is automatically killed.

AIRBRUSH / M516S SHOTGUN
Capitol Equipment
GIVE TO ANY WARRIOR. SHOTGUN. Considered a SHOOT WEAPON, but may only be used in Fight combats. +3 to F. If warrior's total F is more than double the total A of its opponent, the opponent is automatically killed.

Fortifications

BARRAGE BALLOONS
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. CONSIDERED A MINEFIELD. If your Doomtrooper is the Defender against an opponent using an AIRSHIP you may activate the Barrage Ballons by removing this card from the game entirely. The Attacker is automatically wounded, the AIRSHIP is discarded, and the combat immediately ends. If opponent is killed by the wound, points are earned.

PRISON CAMP
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. If one of your Doomtroopers wounds (not kills) a Doomtrooper and survives the combat, you may IMPRISON the opponent. All Prisoner's attached cards are discarded. Prisoners may never attack or be attacked. If Prison Camp is discarded, all its prisoners return to their Squads.

Special Cards

AIR ASSAULT
General Special
PLAY DURING COMBAT. No Warzones may be used during this combat. Fortifications may be used as normal.

AMNESTY
General Special
PLAY AT ANY TIME. All IMPRISONED warriors are immediately released and returned to their owner's hands, along with any cards in their possession.

ANTI-TANK MINEFIELD
General Special
PLAY DURING A COMBAT WHERE THE ATTACKER USES OR IS CONSIDERED A TANK. ONCE PLAYED, REMOVE THIS CARD FROM THE GAME ENTIRELY. The attacker is automatically wounded, the TANK is discarded, and the combat ends immediately. If opponent is killed by the wound, points are earned. If the Attacker is considered a TANK, it is killed and points are earned.

ARTILLERY SUPPORT
General Special
PLAY ON A WARRIOR DURING COMBAT. The affected warrior gains +5 to S during this combat. This card has no effect if the warrior's opponent is in a VEHICLE, or is considered an AIRSHIP, TANK or VEHICLE.

ASSAULT ENGINEER
General Special
PLAY AT ANY TIME ON ANY DOOMTROOPER. THIS CARD REMAINS IN PLAY. This warrior may discard any Fortification or Warzone card as three actions and by spending 1 Promotion Point. No MINEFIELDS affect your Doomtroopers when you have an Engineer in your Squad. Playing this card will cancel the effects of the just-played MINEFIELD card.

BACKFIRE
General Special
PLAY DURING COMBAT ON A WARRIOR USING A SHOOT WEAPON. The weapon backfires and attacks the user instead. Resolve the combat as usual, but the affected warrior's SHOOT WEAPON modifiers are given to the opponent, in addition to any SHOOT WEAPON modifiers the opponent already has. The SHOOT WEAPON is discarded.

BRAIN STRAIN
Brotherhood Special
PLAY ON ANY BROTHERHOOD WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Starting immediately, and each turn hereafter (from your Draw step to your next Draw step), the affected warrior may only spend 3 D on Art spells.

CLAN MEMBERSHIP
Imperial Special
PLAY ON ANY NON-CYBERTRONIC DOOMTROOPER AT ANY TIME. THIS CARD REMAINS IN PLAY. The warrior is considered a CLANSMAN and gains +2 to F and S. This card does not give the warrior Imperial affiliation.

CLEANSING FLAME
Brotherhood Special
PLAY AT ANY TIME. ONCE USED, REMOVE THIS CARD FROM THE GAME ENTIRELY. For 8D, any one Dark Legion warrior in play is discarded. You may only use this card against one Dark Legion warrior. This is not considered an Attack action.

CLOSE AIR SUPPORT
General Special
PLAY ON A WARRIOR DURING COMBAT. The affected warrior gains +5 to F during this combat. This card has no effect if the warrior's opponent is in a VEHICLE, or is considered an AIRSHIP, TANK or VEHICLE.

CLUMSINESS
General Special
PLAY DURING COMBAT ON A WARRIOR USING A FIGHT WEAPON. The warrior slips and attacks a member of the affected warrior's Squad/Kohort. The player of the card chooses which warrior is attacked. The attacked warrior may not retaliate. No points are earned, and no modifiers from any other cards apply during the combat.

CODE OF HONOR
Bauhaus Special
PLAY ON ANY DOOMTROOPER AT ANY TIME. THIS CARD REMAINS IN PLAY. The warrior becomes a member of Bauhaus, in addition to any affiliations it currently holds. Warrior gains +2 to F and S, and may never attack a Doomtrooper with a lower total V.

COMMANDO RAID
General Special
PLAY DURING COMBAT. No bonuses for Fortifications apply during this combat.

DEATH ROW
General Special
PLAY AS ONE ACTION ON ANY WARRIOR THAT IS IMPRISONED. You may discard this warrior by paying the warrior's V in D. No points are earned.

EJECTION SEAT
General Special
PLAY IMMEDIATELY AFTER A WARRIOR USING A VEHICLE IS WOUNDED. The warrior manages to eject and escapes the combat unharmed, even if the wound would have killed the warrior. Discard the VEHICLE. If the warrior entered the combat with a wound, it remains wounded.

ELITE TROOPER
General Special
PLAY ON ANY DOOMTROOPER OF V: 4 OR LESS AS TWO ACTIONS. THIS CARD REMAINS IN PLAY. Affected warrior's F, S, A and V are doubled.

ESCAPE!
General Special
PLAY ON YOUR IMPRISONED WARRIOR AS TWO ACTIONS. Affected warrior escapes, and returns to your hand.

EXCRUTIATING POWER FLOW
Dark Legion Special
PLAY AT ANY TIME ON A WARRIOR USING A DARK SYMMETRY ABILITY. The effects of one of the warrior's Dark Symmetry cards are doubled (when applicable) until the beginning of your next turn.

FAULTY SUPPLIES
General Special
PLAY IMMEDIATELY AFTER A PLAYER PLAYS ANY EQUIPMENT CARD. The just played Equipment card has no affect on the game. It is discarded.

FIZZLE
Brotherhood Special
PLAY IMMEDIATELY AFTER ANY ART SPELL IS CAST. Spell is mis-cast and ineffective. The spell is discarded, and has no effect on play. Any actions or D spent casting the spell are wasted.

FRUITS OF WAR
General Special
PLAY ON ANY WARRIOR AS ONE ACTION. The warrior may take any one Equipment card in play that is about to be discarded and give it to a legal warrior in its own Squad/Kohort (even itself). Discard this card after use.

GRAND ASSAULT
General Special
PLAY AT ANY TIME EXCEPT DURING COMBAT. You may immediately perform one attack action with one of your warriors.

GRAND TACTICIAN
General Special
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY AND MAY NEVER BE DISCARDED. You are now considered a GRAND TACTICIAN and may add Warzone cards to your Squad/Kohort as one action each. Any number of identical Warzones may be in play. When your warrior is the Defender in a combat, that warrior may choose to defend from one of the Warzones in its Squad/Kohort. During the combat, the Defender gains the effects and modifiers to F, S, A and V listed on the Warzone card. If you defend from a Warzone, neither combatant may use effects from Fortification cards. Equipment and warriors that are considered Fortifications may be used. When attacking, you may not use your Warzones. Your Squad members may not use your Kohort's Warzones and vice versa.

GRIM REAPER
General Special
PLAY ON ANY DARK LEGION WARRIOR OF V; 4 OR LESS AS TWO ACTIONS. THIS CARD REMAINS IN PLAY. Affected warrior's F, S, A and V are doubled.

HERO AWARD
Capitol Special
PLAY ON ANY DOOMTROOPER IMMEDIATELY AFTER IT KILLS A WARRIOR OF HIGHER TOTAL VALUE. THIS CARD REMAINS WITH THE WARRIOR. The affected Doomtrooper gains +3 to F, S, A and V. A warrior may have any number of Hero Awards.

HOME TURF ASTEROID BELT
Imperial Special
PLAY AT ANY TIME ON AN ASTEROID BELT WARZONE. THIS CARD REMAINS IN PLAY. Imperial warriors defending from this Warzone may ignore all of the Warzone's negative ratings modifiers, and opponents wounded by defending Imperial warriors are automatically killed.

HOME TURF MARS
Capitol Special
PLAY AT ANY TIME ON A MARTIAN WARZONE. THIS CARD REMAINS IN PLAY. Capitol warriors defending from this Warzone may ignore all of the Warzone's negative ratings modifiers, and opponents wounded by defending Capitol warriors are automatically killed.

HOME TURF MERCURY
Mishima Special
PLAY AT ANY TIME ON A MERCURIAN WARZONE. THIS CARD REMAINS IN PLAY. Mishima warriors defending from this Warzone may ignore all of the Warzone's negative ratings modifiers, and opponents wounded by defending Mishima warriors are automatically killed.

HOME TURF VENUS
Bauhaus Special
PLAY AT ANY TIME ON A VENUSIAN WARZONE. THIS CARD REMAINS IN PLAY. Bauhaus warriors defending from this Warzone may ignore all of the Warzone's negative ratings modifiers, and opponents wounded by defending Bauhaus warriors are automatically killed.

HONOR AWARD
Capitol Special
PLAY ON ANY DOOMTROOPER IMMEDIATELY AFTER IT KILLS A WARRIOR OF HIGHER TOTAL VALUE. THIS CARD REMAINS WITH THE WARRIOR. The affected Doomtrooper gains +1 to F, S, A and V. A warrior may have any number of Honor Awards.

LAMB FOR THE SLAUGHTER
General Special
PLAY AS ONE ACTION. You may immediately perform an Add Warrior action in which the warrior is added to an opponent's Squad/Kohort. Treat the warrior as if the opponent put it into play. Opponent controls the warrior.

MINEFIELD
General Special
PLAY DURING A COMBAT IN WHICH YOUR WARRIOR IS THE DEFENDER. ONCE PLAYED, REMOVE THIS CARD FROM THE GAME ENTIRELY. The attacker is automatically wounded and the combat ends immediately. If attacker is killed by the wound, points are earned.

MISFIRE
General Special
PLAY DURING COMBAT ON A WARRIOR USING A SHOOT OR FIGHT/SHOOT WEAPON. The weapon misfires and attacks a member of the affected warrior's Squad/Kohort. The player of this card chooses which warrior is fired upon. The fired-upon warrior may not retaliate. No points are earned, and no modifiers from any other cards apply during the combat.

NATURAL DISASTER
General Special
PLAY AT ANY TIME. You may discard one Warzone card currently in play.

POINT GUARD
General Special
PLAY ON YOUR WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Move affected warrior in front of your Squad/Kohort. At any time the warrior may take the place of any warrior behind it who is attacked in a Fight combat. If it does this the Guard is automatically wounded after combat. If the Guard is killed in this way points are earned.

PRESSING MATTERS
General Special
PLAY IMMEDIATELY BEFORE YOUR DISCARD STEP. THIS CARD REMAINS IN PLAY. During each player's Draw Step, each of his or her warriors of V: 7 or higher go into cover, unless it is not allowed to be in cover or perform a Seek Cover action.

PROGRAMMED
Cybertronic Special
PLAY AS ONE ACTION ON ANY DOOMTROOPER IN PLAY. Pay the affected warrior's total V in D when you play this card. The affected warrior recieves Cybertronic affiliation and is placed in your Squad. All other affiliations are removed. Warrior is immune to Dark Symmetry Gifts, but not Gifts from Apostles, and may never use the Art.

REAR GUARD
General Special
PLAY ON YOUR WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Move affected warrior behind your Squad/Kohort. At any time the warrior may take the place of any warrior in front of it who is attacked with a Shoot combat. If it does this the Guard is automatically wounded after combat. If the Guard is killed in this way points are earned.

RECRUITMENT
Brotherhood Special
PLAY AS ONE ACTION ON ANY NON-CYBERTRONIC DOOMTROOPER IN PLAY. Pay the affected warrior's V in D when you play this card. Affected warrior recieves Brotherhood affiliation and is placxed in your Squad. All other affiliations are removed. It may cast all Art spells and retains all abilities listed on its card.

SCHEDULED BRIEFINGS
General Special
PLAY AS TWO ACTIONS. Choose one type of COMMANDER (CAPTAIN or SERGEANT). All warriors in play with the chosen designation are shuffled back into their owner's Draw piles. Include their equipment in the shuffle, but discard all attached Special cards.

SECRET ASSASSIN
Dark Legion Special
PLAY AT ANY TIME. ONCE USED, REMOVE THIS CARD FROM THE GAME ENTIRELY. For 8 D, and one Doomtrooper in play is discarded. You may only use this card against one Doomtrooper. This is not considered an Attack action.

SELF-DESTRUCT PROGRAMMING
Cybertronic Special
PLAY ON YOUR CYBERTRONIC WARRIOR DURING COMBAT. The affected warrior's F is tripled until the end of the combat. After the combat, the affected warrior is killed. No other cards may save the warrior, and the opponent earns the points as normal.

SHELL SHOCKED
General Special
PLAY ON ANY WOUNDED WARRIOR AS ONE ACTION. THIS CARD REMAINS IN PLAY. Put warrior in cover. Warrior will not Exit Cover unless healed. You may not play this card on a warrior who may never be in cover.

SHELTER OF THE CROWD
General Special
PLAY DURING COMBAT. The combat ends immediately. Attacker may perform a new Attack action, but may not attack the same warrior.

SPECIAL FORCES TRAINING
General Special
PLAY ON ANY NON-PERSONALITY DOOMTROOPER AS ONE ACTION. THIS CARD REMAINS IN PLAY. As three actions, this warrior may discard any one Special card.

STRATEGIC BOMBING
General Special
PLAY AT ANY TIME. All FACTORIES and INDUSTRIAL COMPLEXES in play are discarded.

SUBTERFUGE
General Special
PLAY AS THREE ACTIONS. ONCE PLAYED, REMOVE THIS CARD FROM THE GAME ENTIRELY. You may force any player to discard his or her entire hand.

SUDDEN DEATH
Dark Legion Special
PLAY DURING A FIGHT COMBAT IN WHICH YOUR DARK LEGION WARRIOR IS DEFENDING AGAINST A DOOMTROOPER. The Doomtrooper is immediately discarded. No points are awarded.

SUICIDE ATTACK
General Special
PLAY ON YOUR WARRIOR AS THREE ACTIONS. This warrior performs a suicide attack against any one player, who loses as many Promotion Points as this warrior's total V (or all Promotion Points if the player has less). This warrior is discarded. This is not considered an attack and does not earn any points.

THE UNOFFICIAL DOCTRINE
Brotherhood Special
PLAY AT ANY TIME. THIS CARD REMAINS IN PLAY. While in play, Brotherhood warriors and Cybertronic warriors may freely attack each other.

TRANSFER
General Special
PLAY DURING COMBAT. The Atatcker may choose which of the Defender's Warzones that is in effect, or may decide that no Warzone is in effect.

TURN OF EVENTS
General Special
PLAY ON YOUR WARRIOR DURING COMBAT. You may switch the warrior's F and S, F and A, or S and A. This effect lasts until the combat is over. This card will only let you switch ratings once, and you must make the switch when you play this card. You may not alter the warrior's V.

Warriors

AIDE-DE-CAMP
Bauhaus Warrior
3/4/7/7
COMMANDER (SERGEANT). Assign a non-Personality Bauhaus warrior card to the Aide-de-Camp. That card, and copies of that card in your Squad gain +4 to F, S, A and V while this warrior is in the Squad.

BANNER BEARER
Imperial Warrior
5/1/4/4
STANDARD BEARER. This warrior inspires his comrades. All Imperial warriors in the Squad, except this Banner Bearer, gain +2 to A while this warrior is present. The Banner Bearer will not affect its own ratings, but others may.

BATTLE FUNCTIONARY
Cybertronic Warrior
6/5/9/10
COMMANDER (CAPTAIN). IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT GIFTS OF APOSTLES. May never cast Art spells. While in your Squad, all your Cybertronic warriors with V: 9 or less automatically kill anyone they wound.

BAUHAUS COP
Bauhaus Warrior
2/2/2/4
If a Doomtrooper wounds or kills your Bauhaus warrior, the Cop may IMPRISON the Doomtrooper. You may choose to discard any or all cards attached to the prisoner when you Imprison it. Prisoners may never attack or be attacked. If the Cop is discarded, all its prisoners return to their Squads.

BIO-GIANT
Dark Legion Warrior
22/14/26/20
FOLLOWER OF ALGEROTH. May never attack more than once in a turn. May never be bestowed with any Dark Symmetry cards, have Equipment, or gain the effects of Fortifications. You may not play Special cards on the Bio Giant, but other players may.

BRASS APOCALYPT
Dark Legion Warrior
6/13/10/7
FOLLOWER OF ALGEROTH. When you put the Brass Apocalypt into play, assign it to a Dark Legion warrior in your Kohort with V: 6 or less. The chosen warrior may not be attacked while the Apocalypt is in play. If the chosen warrior is somehow killed or discarded, the Apocalypt is also discarded (no points are earned). The Apocalypt may attack and defend normally.

BUSHI
Mishima Warrior
3/3/4/4
STANDARD BEARER. This warrior inspires his comrades. All Mishima warriors in the Squad gain +2 to A while this warrior is present. The Bushi will not affect its own ratings, but others may.

CAPITAINE
Bauhaus Warrior
5/6/9/10
COMMANDER (CAPTAIN). While in your Squad, all your Bauhaus warriors with V:9 or less automatically kill anyone they wound.

CAPTAIN
Capitol Warrior
6/8/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Capitol warriors with V:8 or less automatically kill anyone they wound.

CHARLES SYKES
Cybertronic Warrior
8/7/11/13
PERSONALITY. IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT GIFTS OF APOSTLES. May never cast Art spells. While in the Squad, all of your Cybertronic warriors (but not Sykes himself) gain +3 to F, S, A and V.

COMBAT OVERSEER
Cybertronic Warrior
4/3/7/7
COMMANDER (SERGEANT). IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT GIFTS OF APOSTLES. May never cast Art spells. Assign a non-Personality Cybertronic warrior card to the Combat Overseer. That card, and copies of that card in your Squad gain +4 to F, S, A and V while this warrior is in the Squad.

COMMANDER CHIEFTAIN
Imperial Warrior
9/5/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Imperial warriors with V:8 or less automatically kill anyone they wound.

CYRIL DENT
Cybertronic Warrior
11/8/11/9
PERSONALITY. CONSIDERED A CUIRASSIER. IMMUNE TO THE EFFECTS OF DARK SYMMETRY GIFT CARDS, BUT NOT GIFT OF APOSTLE CARDS. May never cast Art spells. Opponents of total V: 7 or less are automatically killed when wounded by Cyril.

DESTROYER
Dark Legion Warrior
7/7/7/7
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. Warriors wounded by the Destroyer are automatically killed and permanently removed from the game

EAONIAN JUSTIFIER
Dark Legion Warrior
-/-/-/10
FOLLOWER OF ALGEROTH. May never participate in combat or be in cover. If any of your FOLLOWERS OF ALGEROTH wounds (not kills) a Doomtrooper and survives the combat, the Justifier may IMPRISON the Doomtrooper. The prisoner's attached cards are discarded. Prisoners may never attack or be attacked. If the Justifier is discarded, all its prisoners return to their Squads.

EVA VALMONTE
Bauhaus Warrior
1/1/1/4
PERSONALITY. A famous movie star of Bauhaus, Eva can also double as your spy. For each action dedicated to spying, your Doomtroopers (but not Eva herself) gain +2 to F, S and A until the beginning of your next turn. An opponent must spend 1 Promotion Point to attack Eva.

FIELD MARSHAL JOHNSTONE
Imperial Warrior
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, you may convert any number of non-attack actions to attack actions, but they must be performed by Imperial warriors.

FLIGHT COMMANDER
Capitol Warrior
5/9/7/9
COMMANDER (CAPTAIN). While in the Squad, all of your Capitol warriors with AIRSHIPS, and all Capitol warriors that are considered AIRSHIPS or VEHICLES, gain +3 to their F, S, A and V. The Commander will not affect its own ratings, but others may.

GENERAL MICHAEL KELL
Capitol Warrior
7/11/9/12
PERSONALITY. While in the Squad, all of your Capitol warriors (but not Kell himself) gain +3 to their F, S, A and V.

IMMACULATE SPAWN
Dark Legion Warrior
3/9/6/6
FOLLOWER OF ALGEROTH. Whenever the Immaculate Spawn kills a Doomtrooper, you may immediately replace the Spawn with an IMMACULATE FURY from your collection. All cards attached to the Spawn stay in play on the IMMACULATE FURY.

JITO
Mishima Warrior
5/5/6/6
COMMANDER (SERGEANT). Assign a non-Personality Mishima warrior card to the Jito. That card, and copies of that card in your Squad gain +4 to F, S, A and V while this warrior is in the Squad.

KARNOPHAGE
Dark Legion Warrior
2/2/2/3
FOLLOWER OF ALGEROTH. Each Karnophage in your Kohort will automatically kill one wounded warrior of your choice (never a Nepharite) during each of your Discard phases. No points are earned. If there is no wounded warrior in play, the Karnophage is discarded.

KOMMANDANT
Bauhaus Warrior
5/6/9/10
COMMANDER (CAPTAIN). While in the Squad, all of your Bauhaus warriors with TANKS, and all Bauhaus warriors that are considered TANKS or VEHICLES, gain +5 to their F, S, A and V. The Kommandant will not affect its own ratings, but others may.

LORD NOZAKI
Mishima Warrior
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, you may convert any number of non-attack actions to attack actions, but they must be performed by Mishima warriors.

MERCURIAN MACULATOR
Dark Legion Warrior
8/14/6/6
FOLLOWER OF ALGEROTH. May only be added to your Kohort if you have a MERCURIAN WARZONE in play. If all your MERCURIAN WARZONES are discarded, all your Mercurian Maculators are also discarded (no points are earned).

PAPARAZZO
General Warrior
2/2/2/4
May not use any Equipment cards. While in play, all your Doomtroopers earn three extra points whenever killing an opponent in combat.

PRESIDENT CHARLES W. COLDING
Capitol Warrior
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, you may convert any number of non-attack actions to attack actions, but they must be performed by Capitol warriors.

REAPER OF SOULS
Dark Legion Warrior
8/3/6/6
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. Warriors wounded by the Reaper in a Fight combat are automatically killed.

SCOUT BAT
Dark Legion Warrior
-/1/1/1
FOLLOWER OF ILIAN. May never be affected by any cards (except attacking warrior cards) or perform Attack actions. As two actions, the Scout Bat may look at any number of randomly picked cards in any player's hand. You must first pay 1 D per card.

SERGEANT
Capitol Warrior
3/7/5/6
COMMANDER (SERGEANT). Assign a non-Personality Capitol warrior card to the Sergeant. That card, and copies of that card in your Squad gain +4 to F, S, A and V while this warrior is in the Squad.

SHUGO
Mishima Warrior
7/7/7/9
COMMANDER (CAPTAIN). While in your Squad, all your Mishima warriors with V:8 or less automatically kill anyone they wound.

SQUADRON COMMANDER
Imperial Warrior
7/3/5/6
COMMANDER (SERGEANT). Assign a non-Personality Imperial warrior card to the Squadron Commander. That card, and copies of that card in your Squad gain +4 to F, S, A and V while this warrior is in the Squad.

STAFF GENERAL CONSTANCE ROMANOV
Bauhaus Warrior
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, you may convert any number of non-attack actions to attack actions, but they must be performed by Bauhaus warriors.

SUPREME NECROMAGUS
Dark Legion Warrior
4/4/5/5
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. While in play, all your HERETICS (but not the Necromagus itself) gain +3 to F, S and A. The Necromagus will not affect its own ratings, but others may.

TECHNOMANCER
Dark Legion Warrior
3/3/4/5
FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. The Technomancer may be equipped with any Equipment cards regardless of affiliation restrictions.

THE NINETEENTH EXECUTIVE
Cybertronic Warrior
-/-/-/20
PERSONALITY. CORPORATE LEADER. May never participate in combat or be in cover. While in play, you may convert any number of non-attack actions to attack actions, but they must be performed by Cybertronic warriors.

VENOM BAT
Dark Legion Warrior
-/1/1/1
FOLLOWER OF ILIAN. May never be affected by any other cards (except attacking warrior cards) or perform Attack actions. If you inspect a player's hand with a SCOUT BAT, the Venom Bat may automatically discard all warrior cards that you pick during the inspection.

WAR MEDIC
General Warrior
0/0/5/3
May never use any Equipment cards or be an Attacker. May heal any wounded Doomtrooper as three actions.

Warzones

ASTEROID SETTLEMENT
General Warzone
+2/-1/+1/+2
ASTEROID BELT WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors may not use SHOOT WEAPONS or FIGHT/SHOOT WEAPONS while combating in this Warzone.

CITADEL SANCTUM
Dark Legion Warzone
+3/+3/+3/x2
GENERIC WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors defending from this Warzone automatically kill any Doomtrooper they wound. Doomtroopers who kill warriors defending from this Warzone earn double the V of the opponent.

CRATER OF ANATHOLIA
Dark Legion Warzone
-3/+1/+2/+2
MERCURIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors defending from this Warzone may freely receive any legal Dark Symmetry cards during combat and automatically kill opponents they wound in Fight combats.

CYBEROPOLIS
General Warzone
-1/-1/+3/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Cybertronic warriors defending from this Warzone gain an additional +3 to F, S, A and V. If the HOME TURF MARS card is played on this Warzone it affects Cybertronic warriors and not Capitol warriors.

GRAVETON ARCHIPELAGO
General Warzone
-1/+4/0/+1
VENUSIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN. SEA LIONS defending from the Graveton Archipelago earn gain an additional +4 to F, S and A.

GREAT RUST DESERT
General Warzone
0/+6/-2/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN. Any warrior wounded while combating in this Warzone is automatically killed.

HELSTROM MOUNTAINS
Dark Legion Warzone
+2/-3/+3/+4
VENUSIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. If your warrior kills a Doomtrooper in a Shoot combat while defending from this Warzone, your earn double oints.

INFESTED ASTEROID
Dark Legion Warzone
+2/0/+3/+2
ASTEROID BELT WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors defending from this Warzone against attacking Imperial warriors gain an additional +5 to F, S, A and V.

McCRAIG LINE
Capitol Warzone
-1/+3/+2/+2
MARTIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Capitol defending from this Warzone gain an additional +2 to F, S and A. When you have this Warzone in play, you may add TRENCHERS to your Squad with no action or point cost.

MERCURIAN DIAMOND CAVERNS
Mishima Warzone
-2/-2/+5/+4
MERCURIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. If a Mishima warrior defending from this Warzone kills its opponent, the Mishima warrior earns 3 extra Promotion Points.

NO-MAN'S LAND
General Warzone
+1/+1/+1/+4
GENERIC WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN. Freelancers who kill their opponents while defending from this Warzone may earn Promotion Points.

PHOBOS & DEIMOS
Dark Legion Warzone
+1/+1/-1/+2
MARTIAN WARZONE. ADD TO YOUR KOHORT IF YOU ARE A GRAND TACTICIAN. FOLLOWERS OF SEMAI and MUAWIJHE defending from this Warzone against attacking Doomtroopers gain an additional +5 to F, S and A.

SACRED OUTPOST
Brotherhood Warzone
+3/+3/+3/+6
GENERIC WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Brotherhood warriors defending from this Warzone may cast any Art spell and automatically kill any warrior they wound. Doomtroopers attacking a Brotherhood warrior defending from this Warzone are at -2 to F, S and A.

SHINRIKYO UNDERWORLD
General Warzone
+3/+3/-2/+3
MERCURIAN WARZONE. ADD TO YOUR SQUAD OR KOHORT IF YOU ARE A GRAND TACTICIAN. Warriors defending from this Warzone may be freely equipped with legal Equipment cards during the Modify Combat Ratings step of combat.

VENUSIAN JUNGLE
Bauhaus Warzone
+2/-2/+3/+3
VENUSIAN WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Warrior's combating in the Venusian Jungle may not use VEHICLES. VENUSIAN RANGERS defending from this Warzone gain an additional +3 to F, S and A.

VICTORIA
Imperial Warzone
+3/-1/+2/+2
ASTEROID BELT WARZONE. ADD TO YOUR SQUAD IF YOU ARE A GRAND TACTICIAN. Imperial warriors defending from this Warzone gain an additional +3 to F, S and A.

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