Doomtrooper 2nd Edition Basic Set

Art

COMMAND
Brotherhood Art
ART OF CHANGELING. CAST AS AN ATTACK ACTION AND PAY 6D. Force an opponent's warrior to attack a legal Defender of your choice. If either warrior is killed, you gain twice its (or their) V in D. You may not earn P. (-)

DOMINATION
Brotherhood Art
ART OF MANIPULATION. CAST AT ANY TIME AND PAY 5D. You may discard two random cards from any one player's hand, or one random card from any two players' hands. (X)

ELEMENTAL FOCI
Brotherhood Art
ART OF ELEMENTS. PERSONAL COMBAT SPELL. For every 2D the caster spends during combat, its F, S or A increases by +2. The caster may affect any or all ratings, in any combination, but each 2D must equate to a +2 in F, S or A. (-)

EMPATHIC AWARENESS
Brotherhood Art
ART OF CHANGELING. CAST AS ONE ACTION. For every 10D you spend, one player must place his or her hand face up on the table, for all to see, until the beginning of your next turn. (X)

ENVISION CONFLICT
Brotherhood Art
ART OF PREMONITION. COMBAT SPELL. For every 1D you spend during the combat, the affected target gains +1 to A until the combat is over. (-)

EXORCISE SELF
Brotherhood Art
ART OF MENTALISM. CAST AND ATTACH TO THE CASTER AT ANY TIME. While attached, the caster is immune to all Dark Symmetry cards. (+)

EXORCISM
Brotherhood Art
ART OF CHANGELING. CAST ANY TIME. For every 5D, one Doomtrooper corrupted into a Heretic is redeemed and is now back to normal. Any Dark Symmetry cards played on the warrior must first be discarded at the cost of 3D each. (-)

EXPLOSION
Brotherhood Art
ART OF KINETICS. PERSONAL COMBAT SPELL. For every 3D spent, the caster's F and S are +5 until the end of combat.

FLY
Brotherhood Art
ART OF MENTALISM. CAST AT ANY TIME ON CASTER. The caster may not be attacked until the beginning of your next turn. If the caster attacks, it gains +3 to F, S, A, and V (opponent may retaliate). (-)

GAZE
Brotherhood Art
ART OF PREMONITION. CAST AT ANY TIME. For every 10D you spend, you may examine any player's playing deck for 15 seconds. Once you have looked through the deck, the deck's owner must shuffle and cut it.

GREATER DOMINATION
Brotherhood Art
ART OF MANIPULATION. CAST AT ANY TIME. You may look at an opponent's hand. For every 5D you spend BEFORE YOU LOOK you may discard one card from the hand. You may not spend D after you look. (X)

GREATER HYPNOSIS
Brotherhood Art
ART OF CHANGELING. COMBAT SPELL. You may change the Defender of the combat to any other warrior in play able to participate in combat, regardless of that warrior's affiliation. (-)

GREATER TELEPATHY
Brotherhood Art
ART OF MANIPULATION. COMBAT SPELL. The caster may change the Attacker and Defender in the battle to any two warriors in play that may participate in combat, even if the new Attacker would not normally be allowed to attack the new Defender. The caster must also dictate the Battle Tactic used. (-)

HYPNOSIS
Brotherhood Art
ART OF MANIPULATION. COMBAT SPELL. You may change the Attacker of the combat to any other warrior in play. The new Attacker must be normally able to attack the original Defender. (-)

IMPROVE SELF
Brotherhood Art
ART OF MENTALISM. CAST AT ANY TIME ON CASTER. The caster's F, S, A, and V are doubled until the beginning of your next turn. (-)

INVULNERABILITY
Brotherhood Art
ART OF MENTALISM. CAST AT ANY TIME ON CASTER. The caster may not be wounded or killed until the beginning of your next turn. At that time, caster may be wounded and killed as normal. (-)

ITEM VISION
Brotherhood Art
ART OF PREMONITION. CAST AT ANY TIME. For every 4D spent, you may look at an opponent's hand. You must spend all D first. (-)

LEVITATION
Brotherhood Art
ART OF KINETICS. PERSONAL COMBAT SPELL. For every 1D spent, the caster's F, S, and A increase by +1.

MATTER TRANSFER
Brotherhood Art
ART OF KINETICS. PERSONAL COMBAT SPELL. For every 1D the caster spends during combat, its F, S, or A increases by +1. The caster may affect any or all ratings, in any combination. After the combat, the caster is automatically wounded. If killed in this manner, points are NOT earned. (-)

MENTAL SHIELD
Brotherhood Art
ART OF CHANGELING. CAST AS ONE ACTION ON ANY WARRIOR IN YOUR SQUAD (INCLUDING THE CASTER). While the affected warrior is in play, it is always immune to all Dark Symmetry cards. It is also immune to Art cards on a case-by-case basis (your choice). This effect may not be countered once the spell is successfully cast. (-)

PHANTASM
Brotherhood Art
ART OF KINETICS. PERSONAL COMBAT SPELL. The caster appears like any Brotherhood member (for 4 D), any Doomtrooper (for 6 D), or any Dark Legion warrior in play (for 10 D). The caster uses the modified F, S, A, and V of the original, but not any special abilities or restrictions. (-)

PREMONITION
Brotherhood Art
ART OF PREMONITION. COMBAT SPELL. You may change the Defender to any of your warriors that may participate in the combat, even one that is not a legal Defender. (-)

SPEED
Brotherhood Art
ART OF MENTALISM. PERSONAL COMBAT SPELL. Caster strikes first during this combat. If the caster wounds the opponent, the combat is over. If not, opponent retaliates. This all happens after playing all combat modifiers. (-)

TELEPATHIC MESSAGE
Brotherhood Art
ART OF MANIPULATION. Cast at any time. You may tell an opponent that he or she must attack a specific warrior during his or her next turn. That player gets to choose the Attacker. (-)

TELEPATHY
Brotherhood Art
ART OF PREMONITION. CAST AT ANY TIME. Until the beginning of your next turn, you choose the Battle Tactics for every combat. Choose the Tactic after the Attacker is announced but BEFORE the Defender is announced. (X)

Dark Symmetry

ANIMATE DEAD
Dark Legion Dark Symmetry
GIFT OF DEMNOGONIS. Once per turn, as 3 actions, the warrior can raise the dead. Place a warrior from any player's Discard pile in your Kohort. Halve its combat ratings (round up). If killed again, annihilate it. It can't use Art or Dark Symmetry cards.

CONFUSE
Dark Legion Dark Symmetry
GIFT OF MUAWIJHE. This warrior may change the Battle Tactics of a combat it is involved in at any time.

CONTROL MIND
Dark Legion Dark Symmetry
GIFT OF SEMAI. Once per turn, as 1 action, choose 1 enemy warrior and declare that it must or must not attack during its player's next turn. If attacking, its player chooses the Defender. If not, its player may attack with a different warrior.

CORROSIVE ICHOR
Dark Legion Dark Symmetry
DARK SYMMETRY GIFT. For every 2D this warrior spends during combat, the A of its opponent is reduced by -1.

DECAY
Dark Legion Dark Symmetry
GIFT OF DEMNOGONIS. By spending 10 D at any time, this warrior may discard any one Equipment card in play.

DEFORM
Dark Legion Dark Symmetry
GIFT OF DEMNOGONIS. All combat opponents of this warrior suffer a -4 penalty to their A.

DIMENSIONAL HOLE
Dark Legion Dark Symmetry
GIFT OF ILIAN. Opponents wounded by this warrior are automatically killed.

DIMENSIONAL WARP
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. Opponents wounded by this warrior are automatically killed.

DISRUPT POWER
Dark Legion Dark Symmetry
GIFT OF ILIAN. This warrior is immune to the effects of Dark Symmetry and Art cards.

DISTORT
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. By spending 10 D at any time, this warrior discard one equipment card in play.

DIZZYING AURA
Dark Legion Dark Symmetry
DARK SYMMETRY GIFT. For every 2D this warrior spends during combat, the F and S of its opponent are reduced by -1.

FLOW OF ACID
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. Once per turn, as 3 actions, this warrior may invoke a Flow of Acid. This counts as an attack. For every 3D you spend, each warrior in play takes 1 point of damage. If this is equal to or greater than a warrior's A, it is wounded. Warriors killed in this manner earn points.

HAND OF DEATH
Dark Legion Dark Symmetry
GIFT OF ILIAN. This warrior's F and S are +2.

ILLUSION
Dark Legion Dark Symmetry
GIFT OF SEMAI. This warrior may cancel a combat it's in at any time. Any cards played during the combat are discarded/annihilated as normal, and this warrior must immediately go into cover. This costs 3D, but no actions.

INDIGESTION
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. All combat opponents of this warrior suffer a -2 penalty to their A.

INFECTION
Dark Legion Dark Symmetry
GIFT OF DEMNOGONIS. Opponents wounded by this warrior are automatically killed.

INSANE DANCE
Dark Legion Dark Symmetry
GIFT OF MUAWIJHE. This warrior's combat opponents suffer a -2 penalty to their F and S.

INVOKE FRENZY
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. As one action, this warrior may Invoke Frenzy on 1 of your wounded Dark Legion warriors. It is healed. Put a marker on the affected warrior. For each marker, the warrior's A is -1.

INVOKE PAIN
Dark Legion Dark Symmetry
DARK SYMMETRY GIFT. INVOKE DURING AN OPPONENT'S ATTACK ACTION, BEFORE THE ATTACKER AND DEFENDER ARE ANNOUNCED. For every 3D, one chosen warrior may not attack until the beginning of your next turn.

MIND MELT
Dark Legion Dark Symmetry
GIFT OF SEMAI. This warrior gains +4 to its F and S.

NECROVISUAL LINK
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. May only be bestowed on a NEPHARITE of any Apostle (even non-Algeroth). As one action, you may look at another player's hand.

PORTAL OF DARK HEALING
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. May only be bestowed on a NEPHARITE of any Apostle (even non-Algeroth). If the Nepharite is wounded, it may heal itself as two actions.

PORTAL OF UNDEATH
Dark Legion Dark Symmetry
GIFT OF ALGEROTH. BESTOW ON A NEPHARITE OF ALGEROTH. If the Nepharite kills a warrior, place any FOLLOWER OF ALGEROTH with a V of 6 or less from your collection into your Kohort. You still earn points from the kill.

POSSESS
Dark Legion Dark Symmetry
GIFT OF SEMAI. A Doomtrooper killed by this warrior is not discarded. Instead, it becomes a Heretic of the Dark Legion. Move it to YOUR Kohort. You now control it. It may receive DARK SYMMETRY GIFT cards.

SHROUD
Dark Legion Dark Symmetry
GIFT OF SEMAI. As one action and 5D, this warrior may cast a swirling fog throughout the battlefield. Only you may perform attack actions (of any type) until the beginning of your next turn.

SLEEP
Dark Legion Dark Symmetry
GIFT OF MUAWIJHE. As one action, this warrior may put any one warrior to sleep. The affected warrior may not attack or be attacked until the beginning of your next turn.

TIME DEATH
Dark Legion Dark Symmetry
GIFT OF ILIAN. This warrior may attack twice as one attack action. It may attack a single warrior twice or attack two separate warriors once each. Announce all attacks before any begin. Conduct each attack separately.

TIME ROT
Dark Legion Dark Symmetry
GIFT OF DEMNOGONIS. As one action, this warrior may age an enemy warrior. Place a marker on the affected warrior. For every age marker, that warrior suffers -2 to F, S, and A.

TRUE GATE
Dark Legion Dark Symmetry
GIFT OF ILIAN. For every 6D it spends during combat, this warrior may call a reinforcement from your Kohort to assist it in battle. Your warriors add their F's and S's. The Defender chooses which warrior to attack.

WIND OF INSANITY
Dark Legion Dark Symmetry
GIFT OF MUAWIJHE. Once per turn, as 1 action, this warrior may invoke Winds of Insanity. For every 5D, every warrior in play takes 1 point of damage. If this is equal to or greater than a warrior's A, it is wounded. Warriors killed this way earn points. This is considered an attack action.

Equipment

AC-40 "JUSTIFIER"
Brotherhood Equipment
LIGHT MACHINE GUN WITH INTEGRATED CHAIN BAYONET. FIGHT/SHOOT WEAPON. Warrior gains +3 to F and S.

AH/UH-19 GRAPESHOT GUARDIAN
Capitol Equipment
GIVE TO A CAPITOL WARRIOR. AIRSHIP AND VEHICLE. When inside this airship, the warrior's S, A, and V are doubled. No WEAPONS may be used when using the Guardian.

ARMORED PERSONNEL CARRIER
Bauhaus Equipment
GIVE TO ANY WARRIOR. VEHICLE and TANK. Provides +3 to F, S, and A. A warrior in an APC may enter and be in cover. If a warrior inside an APC is wounded, it may discard the APC to prevent the wound (even if the wound "automatically kills").

BACTERIA GRENADE
Dark Legion Equipment
GIVE TO A DARK LEGION WARRIOR. SPECIAL WEAPON. Discard after one use. Provides +4 to F and S. If the opponent does not die, it and all the warriors in its Squad/Kohort become diseased and suffer -3 to their A until the END of your next turn.

BAUHAUS GREAT INFURIOR
Bauhaus Equipment
PLACE IN YOUR SQUAD AS ONE ACTION. ARTILLERY. You must spend 6D to put the Infurior into play. Every turn, as three actions, you may discard any Fortification in play.

BLESSED ARMOR
General Equipment
GIVE TO ANY DOOMTROOPER. ARMOR. The warrior gains +5 to A, may cast all Art spells, and is immune to all Dark Symmetry cards.

CAP 7000P
Cybertronic Equipment
GIVE TO A CYBERTRONIC WARRIOR. AIRSHIP AND VEHICLE. When inside this airship, the warrior's S, A, and V are doubled. No WEAPONS may be used when using the CAP 7000P.

CAPITOL SWORD OF HONOR
Capitol Equipment
GIVE TO A CAPITOL WARRIOR. FIGHT WEAPON. Warrior gains +4 to F.

CHAINRIPPER
General Equipment
ATTACH TO ANY DOOMTROOPER'S SHOOT WEAPON (NOT FIGHT/SHOOT WEAPON). The WEAPON provides an additional +3 to F and may be used during Fight combats. You must pay 3D each time you use the Chainripper in combat.

CLANSMAN CLAYMORE
Imperial Equipment
GIVE TO AN IMPERIAL WARRIOR. Warrior gains +2 to F. If given to a CLANSMAN, it provides +4 to F (always) and +4 to A (when Fighting a Dark Legion warrior).

COMPOSITE ARMOR
General Equipment
ARMOR. Warrior gains +4 to A.

CURATOR SWORD
Dark Legion Equipment
GIVE TO A DARK LEGION WARRIOR. FIGHT WEAPON. Warrior gains +2 to F. A CURATOR with this sword gets a +4 to F instead. Warriors wounded by the Curator Sword are automatically killed.

CYBERNETIC POWER ARM
Cybertronic Equipment
Warrior gains +4 to F. A warrior may use up to two Cybernetic Power Arms at a time.

CYBERNETIC RETINAS
Cybertronic Equipment
Warrior gains +3 to F and S, and is immune to cards which cause blindness. A warrior may use up to two Cybernetic Retinas at a time.

DEATHLOCKDRUM
General Equipment
HEAVY MACHINE GUN. SHOOT WEAPON. Warrior gains +4 to S and -4 is also applied to opponent's S.

DEMOLITION KIT
General Equipment
GIVE TO ANY WARRIOR. As one action this warrior may annihilate both this card and any one Fortification card in play (not another card type considered a Fortification).

FIRST AID KIT
General Equipment
This warrior may discard the First Aid Kit at any time to heal one wounded comrade (or itself). A Doomtrooper may not heal a Dark Legion warrior, or vice versa. The Kit may not be used on a just-killed warrior.

FLAK PLATING
General Equipment
GIVE TO ANY DOOMTROOPER. The affected warrior gains +2 to A. Multiple attachments of this card provide cumulative bonuses. You may give this card to another warrior in the same Squad as one action.

FUKIMURA NO. 12 "KAMIKAZE"
Mishima Equipment
GIVE TO A MISHIMA WARRIOR. AIRSHIP AND VEHICLE. When inside this airship, the warrior's S, A, and V are doubled. No other WEAPONS may be used during combat when using the Kamikaze.

GEHENNA PUKER
General Equipment
FLAME-THROWER. SHOOT WEAPON. Warrior gains +6 to S. Warriors wounded by the Puker are automatically killed.

GRENADE LAUNCHER
General Equipment
ATTACH TO ANY SHOOT OR FIGHT/SHOOT WEAPON. A warrior using the Launcher gains an additional +3 to S and automatically kills any warrior it wounds. A WEAPON may only have one Grenade Launcher attached to it.

HMG MK. XIXB "CHARGER"
Imperial Equipment
GIVE TO AN IMPERIAL WARRIOR. HEAVY MACHINE GUN. SHOOT WEAPON. Warrior gains +5 to S. If a warrior kills another while using the Charger, it may immediately attack another warrior in the same Squad or Kohort. If that warrior is killed, it may attack another warrior, and so on.

IMPERIAL DOOMLORD
Imperial Equipment
GIVE TO AN IMPERIAL WARRIOR. AIRSHIP AND VEHICLE. When inside this airship, the warrior's S, A, and V are doubled. No other WEAPONS may be used during combat when using the Doomlord.

IMPERIAL SOUTHPAW
Imperial Equipment
GIVE TO AN IMPERIAL WARRIOR. ROCKET LAUNCHER. SHOOT WEAPON. Warrior gains +4 to S. If the opponent is inside or considered an AIRSHIP, this warrior gains an additional +2 to S.

KRATACH
Dark Legion Equipment
GIVE TO A DARK LEGION WARRIOR. SHOOT WEAPON. Warrior gains +3 to S. This weapon behaves like a machine gun and is affected by cards that affect MACHINE GUNS.

L&A PLASMA CARBINE
General Equipment
ASSAULT RIFLE. SHOOT WEAPON. Warrior gains +3 to S.

METAL DETECTOR
General Equipment
GIVE TO ANY WARRIOR. The affected warrior may not be attacked with a warrior considered or using a VEHICLE. Warriors using VEHICLES must first exit them before they attack this warrior.

MORTIS SWORD
Brotherhood Equipment
GIVE TO A BROTHERHOOD WARRIOR. FIGHT WEAPON. +2 to F. As 1 action, you may attach 1 Art card that the owner can cast to the sword. For every Art card attached to the Sword, the owner's F is another +2. Attached Art spells have no other effect.

MOTION DETECTOR
General Equipment
GIVE TO ANY DOOMTROOPER. The affected warrior strikes first when it is attacked (not when it attacks).

NIMROD AUTOCANNON
Capitol Equipment
GIVE TO A CAPITOL WARRIOR. ARTILLERY. SHOOT WEAPON. +3 to S. The warrior may attack two opponents as one attack action. Choose two targets before combat begins. The same warrior may be attacked twice. Conduct each attack separately.

PERSONAL ANTI-PERSONNEL MINES
General Equipment
GIVE TO ANY WARRIOR. SPECIAL WEAPON. When it is your turn to modify the combat, you may discard this card to set off the Mines. The combat immediately ends, the opponent is automatically killed, and your warrior is wounded (if it is killed, points are earned).

PORTABLE FORCE SHIELD
General Equipment
CONSIDERED A FORTIFICATION. Warrior gains +6 to A. A warrior may only have one Portable Force Shield.

PSYCHO-SCANNER
General Equipment
If this warrior is attacked, it may change the Battle Tactics of the combat at any time during modification.

PUNISHER BLADE
General Equipment
GIVE TO ANY WARRIOR. FIGHT WEAPON. The warrior gains +3 to F. A warrior may use two Punisher Blades during combat. This card may never be discarded unless its controller is discarded as well.

PUNISHER HANDGUN
General Equipment
GIVE TO ANY WARRIOR. FIGHT/SHOOT WEAPON and HANDGUN. The warrior gains +2 to F and S. A warrior may use two HANDGUNS during combat. This card may never be discarded unless its controller is discarded as well.

PURPLE SHARK
Capitol Equipment
AIRSHIP AND VEHICLE. The warrior gains +4 to S and A. For 5D it may escape any Fight combat (even if the warrior is outside the Shark). If it does this, flip a coin. If heads, the warrior is wounded (if killed points are earned) and the Shark is discarded.

SCALPER
Misima Equipment
GIVE TO A MISHIMA DOOMTROOPER. FIGHT WEAPON. The warrior gains +3 to its F, and its opponent loses -3 to F.

SCYTHE OF SEMAI
Dark Legion Equipment
GIVE TO A DARK LEGION WARRIOR. FIGHT/SHOOT WEAPON. Warrior gains +4 to F and S. Warriors wounded by the Scythe of Semai are automatically killed. If given to a PRETORIAN STALKER, that warrior gains +8 to S instead of +4.

SHERMAN .74 MODEL 13 "BOLTER"
Capitol Equipment
HANDGUN. FIGHT/SHOOT WEAPON. Warrior gains +2 to F and S. A warrior may attack using two HANDGUNS.

SHRIEKETH
Dark Legion Equipment
GIVE ONLY TO A DARK LEGION WARRIOR. SHOOT WEAPON. +3 to S. If this warrior kills a warrior with the Shrieketh, place any HERETIC from your collection into your Kohort. You still earn points from the kill.

SMG MK. III "INTERCEPTOR"
Imperial Equipment
SUB-MACHINE GUN. SHOOT WEAPON. Warrior gains +3 to S.

SMOKE BOMB
General Equipment
Warrior may detonate the Smoke Bomb during combat by discarding this card. It retreats from the combat "before it begins," ending the attack action. All other cards played during the combat have no effect (but are still discarded/annihilated as normal).

T-32 "WOLFCLAW" JBT
Bauhaus Equipment
GIVE TO A BAUHAUS WARRIOR. TANK AND VEHICLE. While inside this tank, the warrior's F, S, A, and V are doubled. No other WEAPONS may be used when using the Wolfclaw.

VASSHT
Dark Legion Equipment
GIVE TO A DARK LEGION WARRIOR. FIGHT WEAPON. Warrior gains +5 to F. The Vassht may never be given to another warrior, and this warrior may never own another FIGHT or FIGHT/SHOOT WEAPON.

VIOLATOR SWORD
Bauhaus Equipment
GIVE TO A BAUHAUS WARRIOR. FIGHT WEAPON. The warrior gains +4 to F.

Fortifications

CITADEL OF ALGEROTH
Dark Legion Fortification
BUILD IN YOUR KOHORT. All FOLLOWERS OF ALGEROTH in your Kohort gain +3 to their A while the Citadel of Algeroth is in play.

CITADEL OF DEMNOGONIS
Dark Legion Fortification
BUILD IN YOUR KOHORT. All FOLLOWERS OF DEMNOGONIS in your Kohort gain +3 to their A while the Citadel of Demnogonis is in play.

CITADEL OF ILIAN
Dark Legion Fortification
BUILD IN YOUR KOHORT. All FOLLOWERS OF ILIAN in your Kohort gain +3 to their A while the Citadel of Ilian is in play.

CITADEL OF MUAWIJHE
Dark Legion Fortification
BUILD IN YOUR KOHORT. All FOLLOWERS OF MUAWIJHE in your Kohort gain +3 to their A while the Citadel of Muawijhe is in play.

CITADEL OF SEMAI
Dark Legion Fortification
BUILD IN YOUR KOHORT. All FOLLOWERS OF SEMAI in your Kohort gain +3 to their A while the Citadel of Semai is in play.

FOXHOLE
General Fortification
ATTACH TO YOUR WARRIOR. The warrior dives into a foxhole. It gains +4 to A. The warrior cannot make a Fight attack but may be attacked by one. This card may be given to a different warrior as one action. You may have any number of Foxholes in play.

FUKIDO
Imperial Fortification
BUILD IN YOUR SQUAD. All of your Imperial members gain +3 to their A while Fukido is in play.

HEIMBURG
Bauhaus Fortification
BUILD IN YOUR SQUAD. All of your Bauhaus members gain +3 to their A while Heimburg is in play.

LONGSHORE
Mishima Fortification
BUILD IN YOUR SQUAD. All of your Mishima members gain +3 to their A while Longshore is in play.

LUNA
General Fortification
BUILD IN YOUR SQUAD OR KOHORT. While in play, all warriors in the same Squad/Kohort gain +2 to A. FREELANCERS and HERETICS gain +4 to A instead.

PALISADE
General Fortification
BUILD IN YOUR SQUAD OR KOHORT. You may freely move warriors to and from the Palisade during your turn (it will hold up to 3). Warriors behind the Palisade may not attack or be attacked with Shoot combats (all Fight combats are legal). You may have any number of Palisades in play.

PLANNING COMMISSION
General Fortification
BUILD IN YOUR SQUAD OR KOHORT. As one action, you may draw one card from your Draw pile, even if your hand contains 7 or more cards.

SAN DORADO
Capitol Fortification
BUILD IN YOUR SQUAD. All of your Capitol members gain +3 to their A while San Dorado is in play.

SECRET HEADQUARTERS
General Fortification
BUILD IN YOUR SQUAD OR KOHORT. Provides +4 to A to all warriors in the same Squad/Kohort as this card. The Secret HQ may never be discarded or annihilated. Multiple copies of this card in a Squad/Kohort are NOT cummulative (but each area may have 1 Secret HQ in effect).

THE CATHEDRAL
Brotherhood Fortification
BUILD IN YOUR SQUAD. All of your Brotherhood members gain +3 to their A while The Cathedral is in play.

THE HQ
Cybertronic Fortification
BUILD IN YOUR SQUAD. All of your Cybertronic members gain +3 to their A while the HQ is in play.

TRENCH
General Fortification
BUILD IN YOUR SQUAD OR KOHORT. You may freely move warriors to and from the Trench during your turn (it will hold up to 3). Warriors in the Trench may not attack or be attacked with Fight combats (all Shoot combats are legal). You may have any number of Trenches in play.

Missions

ASSASSINATION
General Mission
ASSIGN TO ANY WARRIOR. This warrior must choose a healthy warrior (one with no wounds) when you assign the Mission and kill it to complete the mission and earn points equal to twice the Value of the assassinated warrior.

BETTER YOUR REPUTATION
General Mission
ASSIGN TO ANY WARRIOR. Each time the affected warrior wounds another warrior in combat, its F and S increase by an additional +1. This Mission is never fulfilled.

CLAN INFIGHTING
Imperial Mission
ASSIGN TO ANY IMPERIAL WARRIOR. This warrior must kill an Imperial warrior to complete the mission and earn twice the normal V. This warrior may attack non Personality Imperial warriors until the mission is fulfilled or otherwise removed.

DARK KOHORT
Dark Legion Mission
ASSIGN TO ANY PLAYER. Keep at least one FOLLOWER of each of the five Dark Apostles in your Kohort for one full turn (from the end of this turn to the end of your next turn) to fulfill the mission and earn 10P.

DESTROY KOHORT
General Mission
ASSIGN TO ANY PLAYER. One of your Doomtroopers must kill a player's last Kohort member in play (via combat) to complete the mission and earn an additional 5 points. Additional Kohort members may enter play later.

DESTROY SQUAD
Dark Legion Mission
ASSIGN TO ANY PLAYER. One of your Dark Legion warriors must kill a player's last Squad member in play (via combat) to complete the mission and earn an additional 5 points. Additional Squad members may enter play later.

ESTABLISH DEFENSIVE PERIMETER
General Mission
ASSIGN TO ANY PLAYER. For every differently-titled Fortification card you Build, you earn 2P. This mission is never completed. Other types of cards that are considered Fortifications do not earn P.

EXONERATED RONIN
Mishima Mission
ASSIGN TO ANY MISHIMA WARRIOR. This warrior must kill a Mishima warrior to complete the mission and earn twice the normal V. This warrior may attack non Personality Mishima warriors until the mission is fulfilled or otherwise removed.

FIFTEEN MINUTES OF FAME
General Mission
ASSIGN TO ANY NON-PERSONALITY WARRIOR. This warrior must kill a PERSONALITY to complete the mission and earn 10 additional points.

FURY OF THE CLANSMEN
Imperial Mission
ASSIGN TO ANY CLANSMAN. Kill any Dark Legion warrior in play to complete the mission and receive either four times its V in D or twice its V in P.

INFILTRATION
General Mission
ASSIGN TO ANY PLAYER. Discard or annihilate any opponent's Fortification card in play to complete the mission and receive 5P. Other card types that are considered Fortifications earn no P.

INTERNAL AFFAIRS CRACKDOWN
Capitol Mission
ASSIGN TO ANY CAPITOL WARRIOR. This warrior must kill a Capitol warrior to complete the mission and earn twice the normal V. This warrior may attack non Personality Capitol warriors until the mission is fulfilled or otherwise removed.

PROVE YOUR VALOR
General Mission
ASSIGN TO ANY WARRIOR. Choose a warrior with a V of at least twice this warrior's. This warrior must kill that warrior and survive the combat to complete the mission and earn points equal to three times the V of the slain warrior.

RECALLED
Cybertronic Mission
ASSIGN TO ANY CYBERTRONIC WARRIOR. This warrior must kill a Cybertronic Doomtrooper to complete the mission and earn twice the normal V. This warrior may attack non-Personality Cybertronic warriors until the mission is fulfilled or otherwise removed.

SNUB THE CARDINAL
Dark Legion Mission
ASSIGN TO ANY PLAYER. Kill an enemy Brotherhood warrior to complete the mission and earn an additional 5P. Alternatively, turn an enemy Brotherhood member into a Heretic and earn 8P.

STRENGTHEN YOUR RESOLVE
General Mission
ASSIGN TO ANY WARRIOR. Each time the affected warrior survives a combat in which it participates, its A increases by an additional +1. This Mission is never fulfilled.

SUICIDE MISSION
General Mission
ASSIGN TO ANY WARRIOR. If this warrior is killed in combat, the mission is completed. The player controlling the warrior earns P equal to the warrior's V, and 3 more if the warrior killed another warrior in its final battle.

TRAITOR DISCOVERED
Bauhaus Mission
ASSIGN TO ANY BAUHAUS WARRIOR. This warrior must kill a Bauhaus Doomtrooper to complete the mission and earn twice the normal V. This warrior may attack non Personality Bauhaus warriors until the mission is fulfilled or otherwise removed.

WELL-ROUNDED SQUAD
General Mission
ASSIGN TO ANY PLAYER. Keep at least one warrior from each of the five Corporations and the Brotherhood in your Squad for one full turn (from the end of this turn to the end of your next turn) to complete the mission and earn 10P.

WHISPERS OF HERESY
Brotherhood Mission
ASSIGN TO ANY MORTIFICATOR. This warrior must kill an enemy Brotherhood warrior to complete the mission and earn twice the normal V. The warrior may not be a Personality.

Special Cards

A GREATER NEED
General Special
PLAY AT ANY TIME EXCEPT COMBAT. You may take any one Personality in play with the same affiliation as one of your warriors in play and place that Personality in your Squad/Kohort. You now control the Personality. All attachments move with it. (X)

AIM
General Special
PLAY DURING YOUR TURN. For each extra action you devote to a single attack, your attacking warrior gains +3 to its F and S. For example, a 3-action attack will provide +6 to F and S. (-)

AMBUSH
General Special
PLAY DURING COMBAT. The Defender strikes first. If the Attacker is wounded, the combat is over. If not, the Attacker retaliates. (-)

AT PEACE WITH THE ART
General Special
ATTACH TO ANY DOOMTROOPER AT ANY TIME. While attached, the affected warrior may cast any Art spell if you first spend 2D for each casting. (+)

AT YOUR SERVICE
General Special
PLAY AT ANY TIME. Choose an opponent. That player cuts your discard pile in any way he or she wishes. You then draw the top card of your discard pile and place it into your hand. (X)

BITTER VICTORY
General Special
PLAY IMMEDIATELY AFTER YOUR WARRIOR IS KILLED IN COMBAT. Your opponent must earn Destiny Points for the killed warrior, not Promotion Points (even if P are earned from other cards such as Missions). (X)

BLIND FURY
General Special
ATTACH TO ANY NON-PERSONALITY WARRIOR AT ANY TIME. This warrior is blinded by a mad battle-frenzy, and may now attack any other warrior in play, regardless of affiliation. (+)

BLOOD LUST
General Special
PLAY DURING YOUR TURN, BEFORE YOU PERFORM ANY ACTIONS. You may perform an extra Attack action this turn (your third action does not have to be an Attack action). You may only play this card once per turn. (-)

BORN WITH A SILVER SPOON
General Special
PLAY IMMEDIATELY AFTER ANY NON-BROTHERHOOD DOOMTROOPER IS PLACED IN ANY SQUAD. The Doomtrooper that just joined the Squad has friends in high places. You may spend 5D and gain 3P, once. (-)

BOTCHED ORDERS
General Special
PLAY AT ANY TIME. You may discard any number of Mission cards currently in play. This card may not be used to counter a just-fulfilled mission. (-)

BUDGET CUTS
General Special
ATTACH TO ANY PLAYER AS TWO ACTIONS. While in play, the affected player must spend one extra action to play Equipment cards (not other cards considered Equipment). A player may only have one copy of this card attached to him or her at a time. (+)

BUILDING BOOM
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play Fortification cards (not other cards considered Fortifications). If a Fortification card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). (+)

CHANGELING EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Changeling. (+)

CHASM!
General Special
PLAY AT ANY TIME. An enormous ravine stretches before the combatants, cutting off all contact. Only Shoot combats may be made until the beginning of your next turn. This instantly ends a Fight combat. (-)

CHOSEN
Dark Legion Special
ATTACH TO ANY DARK LEGION WARRIOR AT ANY TIME. This warrior may be bestowed with any Dark Symmetry card, including all Gifts of all Apostles. If this card is discarded, attached Dark Symmetry cards remain. (+)

COMMITMENT TO SERVICE
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play Mission cards. If a Mission card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). (+)

CORRUPT SHIELD
General Special
ATTACH TO A DARK LEGION WARRIOR AT ANY TIME. While attached. the affected warrior is immune to the effects of Art spells. (+)

COWARDICE
General Special
PLAY ON ANY PLAYER AT ANY TIME. All of the affected player's warriors go into cover (if able), and any warrior that already is in cover is discarded, unless its player spends 5 D to prevent the discarding. (-)

DARK VISITATION
Dark Legion Special
PLAY ON ANY DOOMTROOPER ANY TIME. This warrior is now considered a HERETIC of the Dark Legion, not a Doomtrooper. All cards that affect Heretics affect this warrior, and DARK SYMMETRY GIFT cards may be bestowed on it. (-)

DEMOTED
General Special
ATTACH TO ANY WARRIOR AT ANY TIME. While attached, the affected warrior is -3 to V. If the warrior's V becomes 0 or less, it remains in play (its V is considered 0). A warrior may be demoted any number of times. (+)

DISCOVERED
General Special
PLAY AT ANY TIME. All warriors in play that are in cover lose the effects of the cover. Flip the warrior cards face up. (-)

DIVINE INSPIRATION
General Special
PLAY AS THREE ACTIONS. You may search through your entire collection and put one card into your hand. (X)

DOOMED
General Special
ATTACH TO ANY PLAYER AT ANY TIME. While attached, the affected player loses 3D at the beginning of his or her Draw step every turn. Discard this card if the player's D ever reaches 0. (+)

DUTIFUL SERVICE
Mishima Special
ATTACH TO ANY NON-MISHIMA DOOMTROOPER AT ANY TIME. While attached, the affected warrior is considered a member of the Mishima Corporation in addition to any memberships it currently holds. (+)

DWELLING ON THE PAST
General Special
ATTACH TO YOURSELF AT ANY TIME. While attached, as 3 actions, you may search through your Annihilated pile and take any one card back into your hand. Afterwards, you must annihilate the top 5 cards from your deck, and then must shuffle your Annihilated pile. (+)

EARTHQUAKE
General Special
PLAY AT ANY TIME. All Fortifications in play are discarded. (-)

ECONOMIC DISASTER
General Special
PLAY AT ANY TIME. All players lose all of their Destiny Points, and no player may gain Destiny Points until the beginning of your next turn. (-)

EFFICIENCY TRAINING
General Special
PLAY AS ONE ACTION. Equipment cards may be exchanged among all of your warriors, even between your Squad and your Kohort. Any affiliation restrictions stated on equipment cards must still be followed. (-)

ELEMENTAL EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Elements. (+)

ESSENCE OF CLARITY
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All FOLLOWERS OF MUAWIJHE in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

ESSENCE OF INTEGRITY
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All FOLLOWERS OF SEMAI in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

ESSENCE OF MORALITY
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. FOLLOWERS OF DEMNOGONIS in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

ESSENCE OF PURITY
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All FOLLOWERS OF ILIAN in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

ESSENCE OF RECTITUDE
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All HERETICS in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

ESSENCE OF VIRTUE
Brotherhood Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All FOLLOWERS OF ALGEROTH in play must discard all of their Dark Symmetry cards and are wounded. Warriors killed in this manner are discarded (no points are earned). (-)

EVASION TRAINING
General Special
ATTACH TO ANY WARRIOR AS THREE ACTIONS. For every 2D this warrior spends during combat, its A is increased by +1 until the end of combat. (+)

EVASIVE ACTION
General Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +3 to A during this combat. (-)

EXORCISM EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Exorcism. (+)

EXPEDITE REQUEST
General Special
PLAY AT ANY TIME DURING YOUR TURN. Annihilate the top 2 cards from your Draw pile (do not look at them). Then, search through your Draw pile, put any one card into your hand, and shuffle your Draw pile. (X)

FALL PRONE
General Special
PLAY DURING COMBAT ON YOUR COMBATING WARRIOR THAT MAY BE IN COVER. The warrior goes into cover (even if it is the Attacker) and gains +5 to A instead of +3. After combat, the warrior remains in cover, but at +3 to A. (-)

FAVORED STATUS
General Special
PLAY DURING A TEAM GAME DURING YOUR TURN. After your turn is over, you may choose one of your teammates to take the next turn. All players in between you and the chosen teammate miss their turns. Each TEAM may only play this card once per game. (X)

FICKLE FINGER OF FATE
General Special
PLAY DURING COMBAT ON YOUR COMBATING WARRIOR. For every 2D you spend during combat, you may increase the F, S or A of your warrior by +1. This card will only affect one rating; you may not distribute bonuses among the other ratings. (X)

FILE TRANSFER
General Special
PLAY ON ANY UNFULFILLED MISSION AT ANY TIME. You may reassign the affected mission to any other warrior in play (or any player if it is a player mission). The mission is no longer assigned to the original recipient. (-)

FINANCIAL SHENANIGANS
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, each time you perform a Meditate action, you earn +1D. Multiple attachments of this card provide cumulative bonuses. (+)

FORCED MARCH
General Special
PLAY ON A PLAYER AT ANY TIME. The affected player is limited to performing one less action on his or her next turn. (-)

FORGOTTEN ORDERS
General Special
PLAY DURING ANY COMBAT IMMEDIATELY AFTER THE ATTACKER IS ANNOUNCED. That warrior has forgotten its orders and may not attack. The player does not lose the action, and may attack with another warrior. (X)

FRAMED!
General Special
PLAY ON ANY PLAYER AT ANY TIME. Affected player loses 1P for every 5D you spend. You may not cause your opponent's Promotion Point pool to drop below 0. (-)

GALE FORCE WINDS
General Special
PLAY AT ANY TIME. All AIRSHIPS are discarded. You may keep this card in play by spending 3D when you play it, and another 3D during each of your draw steps. During this time, no AIRSHIPS may be played. (-)

GET ME OUT OF HERE!
General Special
PLAY DURING COMBAT ON YOUR COMBATING WARRIOR. The combat immediately ends and your warrior escapes unharmed. All combatants return to their Squads/Kohorts. (-)

GIFT OF FATE
General Special
PLAY AT ANY TIME DURING YOUR TURN. Return any one card from your discard pile to your hand. You may also spend 8D at this time to return a second card to your hand. You must annihilate the top card of your Draw pile for each card you return. (X)

GUN RUNNING
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to play Equipment cards (not other cards considered Equipment). If an Equipment card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). (+)

HEAVY FOG
General Special
PLAY AT ANY TIME. A dense fog descends upon the battlefield, practically eliminating visibility. Only Fight combats may be performed until the beginning of your next turn. This instantly ends a Shoot combat. (-)

HERO WORSHIP
General Special
PLAY DURING COMBAT ON ANY HERO. During combat resolution, the Hero's F, S, A, and V are doubled AFTER all other modifications take place. CORAL BEACH is considered a HERO. (X)

HIDDEN IN THE SHADOWS
General Special
PLAY ON ANY WARRIOR AT ANY TIME. The affected warrior gains +3 to A until the beginning of your next turn. Multiple copies of this card played on a single warrior are cumulative. (-)

HIT THEM WHERE IT HURTS
General Special
ATTACH TO ANY WARRIOR AT ANY TIME. While attached, the affected warrior may perform sabotage actions, even if the optional sabotage rules are not being used. If the sabotage rules are being used, this warrior may sabotage the same player more than once per turn, but each time this warrior makes an extra sabotage against a player during the same turn, it is wounded AFTER the sabotage is complete. (+)

HONORARY BAPTISM
Brotherhood Special
ATTACH TO ANY NON-BROTHERHOOD, NON-CYBERTRONIC DOOMTROOPER ANY TIME. While attached, the warrior is considered a member of the Brotherhood in addition to any memberships it currently holds. This card does not allow the warrior to cast the Art. (+)

INCONSPICUOUS
General Special
ATTACH TO YOURSELF AT ANY TIME. You may discard this card during combat, immediately after an Attacker and Defender are announced, to end the combat. The attack action is lost. Also, if the optional sabotage rules are being used (in any way), you may not be sabotaged, but your warriors may not perform sabotage actions, either. (+)

INFLUENCE
General Special
PLAY ON ANY PLAYER AT ANY TIME. For every 1D you spend, the affected player loses 1D. You may not cause the affected player to have less than 0D. (-)

INHUMAN PRACTICES
General Special
PLAY AT ANY TIME IF YOU HAVE A DARK LEGION WARRIOR IN PLAY. All Doomtroopers in play lose -3 to their A's until the beginning of your next turn. Multiple copies of this card in play do not provide cumulative bonuses. (-)

INITIATIVE
General Special
PLAY DURING YOUR TURN, BEFORE YOU PERFORM ANY ACTIONS. You may take an extra action this turn, even an extra attack. You may not play more than one INITIATIVE per turn. (-)

INNER STRENGTH
General Special
ATTACH TO ANY WARRIOR AT ANY TIME. Place 3 markers on this card. The warrior may remove one marker immediately after it successfully wounds an opponent to make that wound automatically kill its opponent. Only one marker may be used per combat. This card remains with the warrior even after all markers are used. (+)

INSIDER TRADING
General Special
ATTACH TO YOURSELF AS ONE ACTION. Each time any player performs a Meditate action you also earn 1D. Multiple attachments of this card are cumulative. (+)

INSPIRED
General Special
PLAY AT ANY TIME. You may immediately take up to three non-attack actions (and you may play cards that use up those actions). If played during your turn, these are in addition to your normal actions. (-)

INSUBORDINATION
General Special
PLAY ON ANY DOOMTROOPER ANY TIME. The warrior loses membership in 1 organization of your choice. Lose card-earned memberships first. If the warrior loses all memberships, it's considered a FREELANCER until it gets another. (-)

JAMMED!
General Special
PLAY ON ANY PLAYER'S SHOOT OR FIGHT/SHOOT WEAPON AT ANY TIME. The WEAPON is jammed. Flip it face-down. While face-down, it may not be used. Its controller may clear the weapon (and flip it face-up again) as one action. (-)

JOY OF VICTORY
General Special
PLAY AFTER ONE OF YOUR ATTACKERS HAS SURVIVED COMBAT, EVEN IF IT WAS WOUNDED. The battle was exactly what the warrior needed to boost its morale. 5D are added to your pool. If the warrior was wounded in the combat, it is healed. (-)

KINETIC EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Kinetics. (+)

KNIGHTHOOD
Imperial Special
ATTACH TO ANY NON-IMPERIAL DOOMTROOPER AT ANY TIME. While attached, the affected warrior is considered a member of the Imperial Corporation in addition to any memberships it currently holds. (+)

LACK OF RESOURCES
General Special
ATTACH TO ANY PLAYER AS TWO ACTIONS. While in play, the affected player must spend one extra action to play Fortification cards (not other cards considered Fortifications). A player may only have one copy of this card attached to him or her at a time. (+)

LOST PAPERWORK
General Special
PLAY ON ANY PLAYER AT ANY TIME. Affected player loses 3P. If player has less than 3P, the player only loses as many as he or she has. (-)

LUCKY SHOT
General Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +3 to S during this combat. (-)

MAKING AN EXAMPLE
General Special
PLAY DURING COMBAT. For every 5D you spend during the combat, you may increase the V of one combatant by +1. If that warrior is killed, this modified V is factored into the points earned. You may not spend more than 25D. (X)

MALFUNCTION!
General Special
PLAY ON ANY EQUIPMENT CARD IN PLAY AT ANY TIME. The affected Equipment card is discarded. (-)

MANIFEST DESTINY
General Special
ATTACH TO YOURSELF AT ANY TIME. While attached, your hand limit is 10 cards instead of 7. Follow all normal drawing rules, but use this new limit. (+)

MANIPULATIVE EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Manipulation. (+)

MARTIAL TRAINING
General Special
ATTACH TO ANY WARRIOR AS THREE ACTIONS. For every 2D this warrior spends during combat, its F is increased by +1 until the end of combat. (+)

MENTAL CONSTITUTION
General Special
ATTACH TO ANY WARRIOR AT ANY TIME. While attached, the affected warrior is immune to the effects of Dark Symmetry and Art cards, unless you choose otherwise. You may deem that the warrior is affected by an Art or Dark Symmetry effect on a case by-case basis. (+)

MENTALISM EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Mentalism. (+)

MISCOMMUNICATION
General Special
PLAY IMMEDIATELY AFTER A PLAYER PLAYS ANY SPECIAL CARD. The Special card that was just played has no effect on play. It is discarded/annihilated as normal. Any actions or D spent to play the card are lost. (-)

MONETARY DISCREPANCIES
General Special
ATTACH TO ANY PLAYER AT ANY TIME. While attached, each time the affected player wishes to play any Equipment, Fortification, Relic, Warzone, or Special card, he or she must spend 2D (in addition to any costs from the card itself). Multiple attachments of this card are NOT cumulative. (+)

MYSTICAL TRAINING
Brotherhood Special
ATTACH TO YOURSELF AS ONE ACTION. While attached, all your Brotherhood warriors are able to cast all aspects of the Art. (+)

NARROW ESCAPE!
General Special
PLAY IMMEDIATELY AFTER ONE OF YOUR WARRIORS IS KILLED. The warrior is not killed, but remains at its current status. (-)

NECROMUTANT FRENZY
General Special
ATTACH TO THE GAME AT ANY TIME. While attached, all NECROMUTANTS strike first during Fight combats. (+)

NEGATIVE KARMA
General Special
PLAY ON ANY PLAYER AT ANY TIME. The affected player's Destiny Point pool is emptied. (X)

NOTED EFFICIENCY
Cybertronic Special
ATTACH TO ANY NON-CYBERTRONIC, NON-BROTHERHOOD DOOMTROOPER AT ANY TIME. While attached, the affected warrior is considered a member of the Cybertronic Corporation in addition to any memberships it currently holds. (+)

OPEN AUCTION
General Special
PLAY IMMEDIATELY AFTER ANY WARRIOR IS MUSTERED, BUT BEFORE IT IS PAID FOR. All players may openly bid for the warrior. Opening bid is the warrior's V. Highest bid pays for and controls the warrior. You decide who gets the warrior among any ties. This card has no effect on warriors Mustered in Cover. (X)

PERSONNEL BUDGET
General Special
ATTACH TO YOUR SQUAD OR KOHORT AS ONE ACTION. Place 15 D from the common pool on this card when you play it. These Destiny Points may only be used to pay for warriors you Muster to the Squad/Kohort that contains this card. This card may never be discarded until all D are spent (at which point it is annihilated). You may only have 1 copy of this card in play at a time. (+)

PERSONNEL SHORTAGE
General Special
ATTACH TO ANY PLAYER AS TWO ACTIONS. While in play, the affected player must spend one extra action to play warrior cards. A player may only have one copy of this card attached to him or her at a time. (+)

PLANNING AHEAD
General Special
ATTACH TO YOURSELF AS ONE ACTION. While attached, each time one of your cards is discarded, you may spend 5D and place the card on the bottom of your Draw pile instead. If a number of cards are placed at once, you choose the order. (+)

PORTENTS OF VICTORY
General Special
PLAY IMMEDIATELY AFTER ONE OF YOUR WARRIORS HAS EARNED PROMOTION POINTS. The actions of the victorious warrior inspire your forces. For every 1P just earned, place 2D into your pool. (-)

POSITIVE KARMA
General Special
PLAY AT ANY TIME. Add 10 D to your Destiny Pool. (-)

POWERFUL BLOW
General Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +3 to F during this combat. (-)

PREMONITION EMPATHY
Brotherhood Special
ATTACH TO YOUR BROTHERHOOD WARRIOR AS ONE ACTION. While attached, all Brotherhood warriors in your Squad may use the Art of Premonition. (+)

PRIMAL SCREAM
General Special
PLAY DURING YOUR TURN. Until the beginning of your next turn, the base F, S, and A of all your warriors are doubled. This modifier is applied before all others. (-)

RECOLLECTION
General Special
PLAY BEFORE YOUR DRAW STEP. Instead of drawing cards from your draw pile, you may shuffle your discard pile and draw 2 cards from the top of it (even if this would bring your hand total over 7). (X)

RED TAPE
General Special
PLAY AT THE END OF YOUR TURN. All players change seats, sitting around the table in any order you choose. Their cards and P move with them, but D pools do not. The player to your left then takes the next turn (unless the play is counterclockwise) and play continues normally. You may never play Red Tape during a 2-player game, a Team game, or more than once per game. (X)

REINFORCEMENTS!
General Special
PLAY ON A WARRIOR DURING COMBAT. For every 7D, one of your warriors assists the affected warrior this combat. The F's and S's of the group are added together. The opponent chooses which warrior to attack. Doomtroopers may not reinforce the Dark Legion and vice versa. Reinforcements must be legal combatants. (-)

REPENTANCE
Brotherhood Special
PLAY AT ANY TIME. All HERETICS in play are discarded. No points are earned. (X)

REPUTATION
General Special
ATTACH TO ANY WARRIOR AS TWO ACTIONS. While attached, the affected warrior gains +5 to V. (+)

RETRAINING
General Special
PLAY AS ONE ACTION. Your earned Promotion Points and Destiny Points may be freely exchanged in either direction at a ratio of 5D to 1P. You may only play this card once per game. (X)

REVELATION
General Special
PLAY ON ANY DOOMTROOPER AT ANY TIME. The affected warrior may immediately cast any Art spell. You must immediately play the Art card that the warrior is casting. You must still pay any costs listed on the Art card. (-)

REVERSAL OF FORTUNE
General Special
PLAY AT ANY TIME. You may switch the Destiny Points in your pool with the Destiny Points in another player's pool (even if a pool contains 0D). (-)

SABOTAGE!
General Special
PLAY AT ANY TIME. Choose one of the five Corporations, the Brotherhood, or the Dark Legion. All members of that affiliation in play must discard all of their Equipment cards. (X)

SACRIFICE OF NATHANIEL
Brotherhood Special
PLAY AT ANY TIME. You may immediately either draw three cards from your Draw pile or gain 6D. (X)

SACRIFICE OF THE MASTER
General Special
PLAY AT ANY TIME. For each non-combating warrior you discard from your Squad, you gain 10D. (X)

SCARCE AMMUNITION
General Special
ATTACH TO THE GAME AT ANY TIME. Immediately after any warrior uses any SHOOT or FIGHT/SHOOT WEAPON, turn the WEAPON face-down (it is out of ammo). While face down it may not be used. The owner of a WEAPON may reload it as one action and flip it face-up. (+)

SECRET MISSION
General Special
You may conduct a secret mission. When the mission is fulfilled, play its card and this card. You must be able to prove that you completed the mission fairly and legally. You gain all of the benefits of the completed mission. (-)

SELF-SACRIFICE
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, you may negate the effects of any just-played Special card at any time, provided you first annihilate four cards from your hand (your choice). Any actions or D spent to play the Special are lost. (+)

SHARE THE WEALTH
General Special
PLAY AT ANY TIME. Take all players' Destiny Points (including your own) and divide them evenly among all the players. You keep any remainders after they have been divided evenly. (-)

SHARPSHOOTER
General Special
ATTACH TO ANY WARRIOR AS THREE ACTIONS. For every 2D this warrior spends during combat, its S is increased by +1 until the end of combat. (+)

SILENT AUCTION
General Special
PLAY IMMEDIATELY AFTER ANY WARRIOR IS PLAYED, BUT BEFORE IT IS PAID FOR. All players may secretly bid for the warrior by placing a number of D markers in their closed hands. A bidding player must bid at least 1D. Reveal all bids simultaneously; highest bid pays for and controls the warrior. You decide who gets the warrior among any ties. (X)

SOLACE
General Special
PLAY AT ANY TIME. All Discard piles in play are annihilated. (X)

SPECIAL COMMENDATION
Capitol Special
ATTACH TO ANY NON-CAPITOL DOOMTROOPER AT ANY TIME. While attached,the affected warrior is considered a member of the Capitol Corporation, in addition to any memberships it currently holds. (+)

SPOKE IN THE COG
Bauhaus Special
ATTACH TO ANY NON-BAUHAUS DOOMTROOPER AT ANY TIME. While attached,the affected warrior is considered a member of the Bauhaus Corporation, in addition to any memberships it currently holds. (+)

SPY IN THE RANKS
General Special
PLAY WHEN AN OPPOSING WARRIOR COMPLETES A MISSION. The warrior who completed the mission was your spy. You gain all the points the warrior earned, and its controller receives nothing. Also, the warrior is discarded. (-)

STIGMATA
Dark Legion Special
ATTACH TO ANY HERETIC WITH AT LEAST ONE DARK SYMMETRY GIFT AT ANY TIME. The Heretic may be bestowed with any Dark Symmetry card at any time and at no action cost. If this card is discarded or annihilated, or are ALL of the Heretic's Dark Symmetry cards. (+)

STRATEGIC RESTRUCTURING
General Special
PLAY DURING YOUR TURN, EXCEPT DURING COMBAT. You may return one of your cards in play to your hand. (-)

STRENGTH IN NUMBERS
General Special
ATTACH TO YOUR SQUAD OR KOHORT AS ONE ACTION. While in play, all your warriors in the Squad/Kohort gain +X to F, S, and A, where X is the number of warriors in the Squad/Kohort. Multiple attachments of this card in the same area are NOT cumulative. (+)

SURPRISE ATTACK
General Special
PLAY DURING COMBAT. The Attacker strikes first. If the Defender is wounded, the combat is over. If not, the Defender retaliates. (-)

SURPRISE INVASION!
General Special
PLAY AS ONE ACTION. Discard any one Fortification card or a card considered a Fortification in play. (-)

SWORN VENGEANCE
Mishima Special
PLAY IMMEDIATELY AFTER ANY MISHIMA WARRIOR IS KILLED IN COMBAT. The warrior who killed the Mishima warrior is wounded. If killed, points are earned. If more than one Sworn Vengeance is played, only the first one played takes effect. (-)

SYMMETRY DRAIN
General Special
ATTACH TO ANY PLAYER AS TWO ACTIONS. While in play, the affected player must spend one extra action to bestow Dark Symmetry cards. A player may only have one copy of this card attached to him or her at a time. (+)

TACTICAL ADVANTAGE
General Special
PLAY DURING COMBAT. You may change the battle tactics for this combat.

TAINTED CONJURER
Dark Legion Special
ATTACH TO ANY HERETIC ANY TIME. While attached, the affected Heretic may cast any Art spell if you first spend 3D for each casting. (+)

TAINTED!
Dark Legion Special
ATTACH TO ANY DOOMTROOPER AT ANY TIME EXCEPT COMBAT. The warrior is now a Dark Legion spy. It keeps all Doomtrooper memberships (attacking rules still apply), but is also considered a HERETIC of the Dark Legion. DARK SYMMETRY GIFT cards may be bestowed on it as normal. (+)

THE DARKNESS FLOWS
General Special
ATTACH TO YOURSELF AT ANY TIME. While in play, it does not cost you an action to bestow Dark Symmetry cards. If a Dark Symmetry card requires more than one action to be played, it requires one less action (multiple attachments are cumulative). (+)

THE GREAT DARKNESS IS DISPLEASED
General Special
PLAY DURING YOUR TURN. For each action you spend during this turn, you may annihilate 2 Dark Symmetry cards from anywhere in play. (-)

TOTAL CARNAGE
General Special
PLAY AT ANY TIME. Until your next Draw step, each player may attack with each of their warriors as their 1 attack action. Attacks are conducted separately as normal. No warrior may attack more than once. No player may perform extra attack actions during this time. (X)

UNDERCOVER AGENTS
General Special
PLAY AS ONE ACTION. For every 3D you spend, one Mission or Special card in play, chosen by you, is discarded. (-)

WEAPONS MANIFEST
General Special
ATTACH TO YOURSELF AT ANY TIME. While this card is in play, none of your Equipment cards may be discarded or annihilated. Equipment attached to discarded or annihilated cards are returned to your hand. (+)

WHAT IS THY BIDDING?
General Special
PLAY AT ANY TIME. Shuffle your Discard pile. For each card you annihilate from your hand, you may draw one card from your Discard pile. (X)

Warriors

AIRMAN TREVOR BARTHOLOMEW
Imperial Warrior
-/6/8/7
PERSONALITY. CONSIDERED a RAMS AIR CAVALRY, AIRSHIP, AND VEHICLE. May never take part in Fight combats, be in cover, or use equipment. Attacks ignore opponent's Fortifications. Provides all RAMS AIR CAVALRY with +3 to S and A.

ALAKHAI THE CUNNING
Dark Legion Warrior
9/9/12/12
PERSONALITY. HERO. FOLLOWER AND NEPHARITE OF ALGEROTH. Immune to the Art. Alakhai may have any Dark Symmetry cards, and GIFTS OF ALGEROTH may be bestowed on him at any time for no actions. Every 1D he spends on a Dark Symmetry effect is worth 2D.

ARCHANGEL
Brotherhood Warrior
4/5/4/4
May conjure the Arts of Changeling and Elements. May be equipped with any non warrior AIRSHIP, even those only allowed to certain affiliations.

ARCHINQUISITOR NIKODEMUS
Brotherhood Warrior
8/8/8/9
PERSONALITY. CONSIDERED AN INQUISITOR. May cast all Art spells and is immune to all Dark Symmetry cards. While in play, no Doomtroopers in play may voluntarily Seek Cover. If wounded, you may spend 1 action and 5D to heal him.

BAUHAUS BLITZER
Bauhaus Warrior
3/3/3/3
While in combat all Special cards attached to the Blitzer's opponent have no effect until the combat is over, provided the Blitzer first pays 3D per affected attachment. The Blitzer may choose to only affect certain attachments.

BIG BOB WATTS
Capitol Warrior
5/8/7/7
PERSONALITY. CONSIDERED A FREE MARINE. While in play, all your FREE MARINES are immune to all Dark Symmetry cards. You may discard a card from your hand at any time to give Watts +3 to A until the beginning of your next turn. You may only discard one card in this manner per turn.

BLESSED LEGIONNAIRE
Dark Legion Warrior
3/3/3/4
FOLLOWER OF DEMNOGONIS. Warriors wounded by the Blessed Legionnaire are automatically killed.

BLESSED VESTAL
Brotherhood Warrior
6/6/6/7
PERSONALITY. CONSIDERED A VALKYRIE. May cast all Art spells. Immune to all Dark Symmetry. While in play, all your VALKYRIES (but not the Vestal herself) gain +3 to F, S, and A, may use all Art spells, and are immune to all Dark Symmetry cards.

BLOOD BERET
Imperial Warrior
4/4/3/4
Immune to the effects of all Dark Symmetry cards. Gains +2 to F, S, and A when in combat against FOLLOWERS OF ALGEROTH.

CAIRATH
Dark Legion Warrior
8/2/6/6
FOLLOWER OF DEMNOGONIS. Any warrior wounded by the Cairath is automatically killed, and the warrior is annihilated instead of simply discarded.

CALLISTONIAN INTRUDER
Dark Legion Warrior
4/4/6/6
FOLLOWER OF SEMAI. If wounded, the Callistonian Intruder may heal itself at any time by spending 6D. The Intruder may not heal itself if the wound causes it to be killed.

CARDINAL DOMINIC
Brotherhood Warrior
10/7/10/10
PERSONALITY. May cast all Art spells. May only attack Dark Legion warriors, and must attack the Dark Legion warrior with the highest V in play (your warriors are exempt). HERETICS cannot attack Dominic. All warriors wounded by him are killed. While in play, all Brotherhood members are immune to all Dark Symmetry cards.

CENTURION
Dark Legion Warrior
4/4/4/5
FOLLOWER OF ALGEROTH. Gains +2 to F, S, and A for each UNDEAD LEGIONNAIRE in the same Kohort.

CHASSEUR
Cybertronic Warrior
5/5/5/6
Immune to the effects of all Dark Symmetry and Art cards. May never cast Art spells. May graft an already-attached WEAPON to its body as one action. Grafted WEAPONS may never be discarded or annihilated unless the Chasseur is discarded or annihilated as well.

CHEMIMAN
Cybertronic Warrior
5/5/6/6
Immune to the effects of DARK SYMMETRY GIFT cards, but not GIFT OF APOSTLE cards. May never cast Art spells. Any warrior wounded by the ChemiMan is automatically killed.

CHILD OF ILIAN
Dark Legion Warrior
4/3/3/3
FOLLOWER OF ILIAN. May be bestowed with multiple copies of DARK SYMMETRY GIFTS and GIFTS OF ILIAN. Their effects are cumulative (when applicable).OF ILIAN. May be bestowed with multiple copies of DARK SYMMETRY GIFTS and GIFTS OF ILIAN. Their effects are cumulative (when applicable).

CLANSMAN
Imperial Warrior
5/3/4/4
Gains +3 to its F, S, and A when combating Dark Legion warriors.

COMBAT WARHEAD
Mishima Warrior
5/6/6/7
Immune to all Dark Symmetry Cards. Strikes first during all combats.

CRENSHAW THE MORTIFICATOR
Brotherhood Warrior
3/7/8/7
PERSONALITY. HERO. CONSIDERED A MORTIFICATOR. May conjure all aspects of the Art. While in play, any warriors wounded by MORTIFICATORS are automatically killed.

CUIRASSIER
Cybertronic Warrior
4/4/4/4
Immune to the effects of all Dark Symmetry cards. May never cast Art spells. Gains +1 to its F, S, and A for each card you discard from your hand during combat. Cards may be discarded throughout the combat. Effects end when combat ends.

CURATOR
Dark Legion Warrior
4/5/4/5
FOLLOWER OF DEMNOGONIS. As one action and 5D, the Curator will heal any wounded warrior in the same Kohort.

DRAGOON
Bauhaus Warrior
4/4/5/4
May enter and exit VEHICLES for no action cost, but only during your turn, and not during combat.

EDWARD S. MURDOCH
Imperial Warrior
7/4/7/7
PERSONALITY. CONSIDERED A GOLDEN LION. While Murdoch is in play, all of your GOLDEN LIONS are immune to the effects of all Dark Symmetry cards, and automatically kill any warrior they wound in combat.

ETOILES MORTANT
Bauhaus Warrior
4/2/6/4
Immune to the effects of all Dark Symmetry cards. May cast any Art spell, provided you spend 3D per casting. Must attack Dark Legion warriors or warriors considered HERETICS before any others (your warriors are exempt).

EZOGHOUL
Dark Legion Warrior
15/18/17/18
FOLLOWER OF ALGEROTH. Ezoghouls may never attack more than once per full turn (from your Draw step to your next Draw step). Each time the Ezoghoul kills a warrior in combat, you may draw 2 cards from your Draw pile.

FREE MARINE
Capitol Warrior
4/6/4/5
During combat with the Free Marine, its opponent's controller may not play Special cards. Plus, the opponent may not use effects from attached Specials that will affect the Free Marine in any way.

FREELANCER
General Warrior
4/4/4/1
CONSIDERED A DOOMTROOPER. May attack and be attacked by any warrior. Any points it earns must be converted into D. If the Freelancer gains a Corporate or Dark Legion affiliation, it may earn P as normal.

GOLDEN LION
Imperial Warrior
3/3/3/3
When the Golden Lion attacks, all the GOLDEN LIONS in the same Squad may join the combat. They add their F's and S's together until the end of combat. Opponent chooses which one to counterattack.

HATAMOTO
Mishima Warrior
4/4/4/4
Automatically kills any warrior it wounds in combat, and that warrior is annihilated instead of discarded.

HERETIC
Dark Legion Warrior
3/3/3/3
You may bestow DARK SYMMETRY GIFTS on the Heretic, but not GIFTS OF APOSTLES. This Heretic gains +2 to F, S, and A for each other HERETIC in the same Kohort.

HUSSAR
Bauhaus Warrior
3/3/3/3
Equipment cards given to the Hussar may never be discarded or annihilated unless the Hussar is discarded or annihilated as well. This does not include equipment that must be discarded in order to be used.

IMMACULATE FURY
Dark Legion Warrior
5/12/7/8
FOLLOWER OF ALGEROTH. Immune to Art spells. As one action, the Fury may Shriek at any one warrior. That warrior loses -2 to A until the beginning of your next turn. The Fury may Shriek at a single warrior multiple times (each costs 1 action).

INFANTRY
Capitol Warrior
3/4/3/3
It does not cost an action to Muster this warrior (you must still pay D cost, and you may still only Muster it during your turn). Strikes first during Shoot combats.

INQUISITOR
Brotherhood Warrior
4/4/4/4
May conjure the Arts of Exorcism and Mentalism. Automatically kills any Dark Legion warrior it wounds in combat. If in combat with a HERETIC, the Inquisitor gains +2 to F, S, and A.

INQUISITOR MAJORIS
Brotherhood Warrior
7/7/7/8
CONSIDERED AN INQUISITOR. The Inquisitor Majoris may conjure all aspects of the Art. While in play, all INQUISITORS automatically kill any Dark Legion warrior they wound, and HERETICS killed by all INQUISITORS earn an additional 3P.

KEEPER OF THE ART
Brotherhood Warrior
3/3/5/4
The Keeper may conjure all disciplines of the Art. All PERSONAL COMBAT SPELLS are considered COMBAT SPELLS when cast by the Keeper, and every 1D spent on a spell effect is actually worth 2D toward that effect.

LEGIONNAIRE OF SEMAI
Dark Legion Warrior
3/3/4/3
FOLLOWER OF SEMAI. Doomtroopers combating the Legionnaire of Semai must spend 2D or lose -2 to their F, S, and A due to the Legionnaire's maddening wail.

MARCUS THE HERETIC
Dark Legion Warrior
5/8/7/8
PERSONALITY. FOLLOWER OF ALGEROTH. CONSIDERED A HERETIC. While in play all your IMMACULATE FURIES strike first in combat. For each other HERETIC in your Kohort, Marcus gains +2 to his F, S, and A.

MARTIAN BANSHEE
Capitol Warrior
3/5/4/4
Strikes first during Shoot combats.

MAX STEINER
Bauhaus Warrior
4/7/9/8
PERSONALITY. CONSIDERED A VENUSIAN RANGER. While in play, all your VENUSIAN RANGERS are immune to the effects of all Dark Symmetry cards. Steiner gains +5 to F and S while he is wounded.

MERCURIAN GUARDSMAN
Mishima Warrior
5/1/5/7
Assign the Guardsman to your Mishima warrior when you Muster it (it must be assigned or may not be played). That warrior may not be attacked until all assigned Guardsmen are killed or discarded. A warrior may have multiple Guardsmen attached to it.

MISSIONARY
Brotherhood Warrior
3/3/3/3
May not cast Art spells. Each turn, the Missionary will provide you with either one non attack action or 3D. You may take an action or D during the turn you Muster the warrior.

MITCH HUNTER
Capitol Warrior
4/7/7/7
PERSONALITY. HERO. CONSIDERED AN INFANTRY WARRIOR. While in play, all of your INFANTRY are immune to the effects of Dark Symmetry cards.For every 3D Hunter spends during combat, he gains +1 to F and S until the end of combat.

MORTIFICATOR
Brotherhood Warrior
4/4/4/4
May conjure the Arts of Kinetics and Manipulation. Gains +2 to F, S, and A when in combat with Dark Legion warriors.

MYSTIC
Brotherhood Warrior
4/4/4/5
May cast all Art spells. You may discard the Mystic while another warrior is casting a spell to provide 8D to the spell effect. Assume the caster is spending this D.

NECROMUTANT
Dark Legion Warrior
4/4/4/4
FOLLOWER OF ALGEROTH. UNDEAD LEGIONNAIRES in the same Kohort with the Necromutant gain +2 to F, S, and A. Multiple Necromutants provide cumulative bonuses.

NEPHARITE OF ALGEROTH
Dark Legion Warrior
11/6/8/9
FOLLOWER OF ALGEROTH. Immune to the Art. All non-Personality FOLLOWERS OF ALGEROTH in the same Kohort as the Nepharite gain +3 to F, S, and A when they attack (but not when they are attacked).

NEPHARITE OF DEMNOGONIS
Dark Legion Warrior
6/6/7/8
FOLLOWER OF DEMNOGONIS. Immune to the Art. While in your Kohort, every 1D your FOLLOWERS OF DEMNOGONIS spend on Dark Symmetry effects is actually worth 2D toward that effect. If wounded, the Nepharite can heal itself by spending 7D.

NEPHARITE OF ILIAN
Dark Legion Warrior
8/8/7/7
FOLLOWER OF ILIAN. Immune to the Art. May be bestowed with any Dark Symmetry card. While in your Kohort, all your FOLLOWERS OF ILIAN automatically kill any warrior they wound in combat.

NEPHARITE OF MUAWIJHE
Dark Legion Warrior
6/8/7/7
FOLLOWER OF MUAWIJHE. Immune to the Art. Warriors wounded by the Nepharite are automatically killed. If the Nepharite kills a Doomtrooper, you may place any FOLLOWER OF MUAWIJHE from your collection into your Kohort. You still earn points from the kill.

NEPHARITE OF SEMAI
Dark Legion Warrior
9/9/6/7
FOLLOWER OF SEMAI. Immune to the Art. Warriors wounded by the Nepharite are automatically killed. If the Nepharite kills a Doomtrooper, you may place any FOLLOWER OF SEMAI from your collection into your Kohort. You still earn points from the kill.

NEPHARITE WARLORD
Dark Legion Warrior
4/6/7/7
FOLLOWER AND NEPHARITE OF ALGEROTH. While in play, all your UNDEAD LEGIONNAIRES gain +4 to S. Warriors wounded by the Warlord are automatically killed.

NICHOLAI
Brotherhood Warrior
5/4/6/8
PERSONALITY. CONSIDERED A MORTIFICATOR. May conjure the Arts of Manipulation and Exorcism, plus all PERSONAL COMBAT SPELLS from all aspects. Warriors wounded by Nicholai are automatically killed.

PRETORIAN STALKER
Dark Legion Warrior
13/5/8/7
FOLLOWER OF ALGEROTH. Immune to the Art. May not have Dark Symmetry cards. You may join two Stalkers in your Kohort together. They combine their F, S A, and V and are now considered a single warrior. The group may never separate, or join another Stalker. Other warriors that are considered PRETORIAN STALKERS may not join.

RAGATHOL
Dark Legion Warrior
10/4/6/7
PERSONALITY. FOLLOWER OF NEPHARITE OF ALGEROTH. While in your Kohort, Doomtroopers killed by your Heretics are annihilated instead of discarded.

RAMS AIR CAVALRY
Imperial Warrior
-/4/6/5
CONSIDERED AN AIRSHIP AND A VEHICLE. May never take part in Fight combats, seek cover, or use Equipment. Opponents of the Rams Air Cav do not gain the effects of Fortifications.

RAZIDE
Dark Legion Warrior
9/4/7/7
FOLLOWER OF ALGEROTH. If the Razide is wounded, you may spend XD at any time to heal the wound, where X is the Razide's modified A. You may heal a wound that kills the Razide in this manner.

REVISOR
Brotherhood Warrior
4/4/4/4
May conjure the Arts of Manipulation and Mentalism. INQUISITORS in the same Squad with the Revisor gain +2 to F, S, and A. Multiple Revisors provide cumulative bonuses.

SACRED WARRIOR
Brotherhood Warrior
4/4/4/4
May conjure the Arts of Premonition and Exorcism. Gains +3 to F, S, and A when combating Dark Legion warriors.

SAMURAI
Mishima Warrior
3/3/3/3
Strikes first during Fight combats.

SCREAMING LEGIONNAIRE
Dark Legion Warrior
3/3/3/3
FOLLOWER OF MUAWIJHE. If any of your warriors invokes the Dark Symmetry WIND OF INSANITY, each of your Screaming Legionnaires causes an additional +2 to the damage inflicted.

SEA LION
Capitol Warrior
4/5/4/4
Automatically kills any warrior it wounds in combat.

SEAN GALLAGHER
Imperial Warrior
10/5/8/8
PERSONALITY. HERO. CONSIDERED A CLANSMAN. While in play, all of your CLANSMEN are immune to the effects of all Dark Symmetry cards. If Gallagher kills a Dark Legion warrior in combat, he earns an additional 3P.

SGT. MCBRIDE
Imperial Warrior
6/6/5/6
PERSONALITY. CONSIDERED A BLOOD BERET. While McBride is in play, all BLOOD BERETS (but not McBride himself) gain +3 to F and S.

SUICIDE WARHEAD
Mishima Warrior
10/0/0/3
Immune to all Dark Symmetry cards. May never use Equipment. The Suicide Warhead is killed if it becomes wounded.

SUNSET STRIKER
Capitol Warrior
3/3/3/3
Gains +2 to F, S, and A for each other Capitol-affiliated warrior in the same Squad.

TATSU
Mishima Warrior
6/6/7/7
PERSONALITY. CONSIDERED A SAMURAI. While Tatsu is in play, all of your SAMURAI automatically kill any warrior they wound and are immune to the effects of all Dark Symmetry cards. You may discard Tatsu during your turn (not during combat) to discard any warrior in play (no points are earned).

TEMPLAR
Dark Legion Warrior
4/7/5/6
FOLLOWER OF ILIAN. Templars may be bestowed with any Dark Symmetry.

TRENCHER
Imperial Warrior
5/3/4/4
May ENTRENCH itself as one action. While Entrenched, it gains +3 to its F and A, but it may not attack (it may be attacked as normal). It may leave its Entrenchment at any time.

UNDEAD LEGIONNAIRE
Dark Legion Warrior
2/2/1/2
FOLLOWER OF ALGEROTH. May never have attachments. For each additional Undead Legionnaire in your Kohort, this Undead Legionnaire gains +1 to F, S, and A. You may have any number of Undead Legionnaires in your deck.

VALERIE DUVAL
Bauhaus Warrior
8/4/8/8
PERSONALITY. HERO. CONSIDERED AN ETOILES MORTANT. Immune to all Dark Symmetry cards. May cast any Art spell. While in play, all of your ETOILES MORTANT automatically kill any warrior they wound. Also, you may discard any one of your ETOILES MORTANT at any time to discard any Dark Legion warrior in play.

VALKYRIE
Brotherhood Warrior
3/3/3/3
May conjure the Arts of Changeling and Premonition. Valkyries gain +2 to their F, S, and A when they attack. When they are attacked, their ratings are normal.

VENUSIAN RANGER
Bauhaus Warrior
4/3/4/4
Immune to the effects of all DARK SYMMETRY GIFT cards, but not GIFTS OF APOSTLES. Venusian Rangers gain +2 to their F, S, and A when they attack. When attacked, their ratings are normal.

WOLFBANE LIGHT CAVALRY
Imperial Warrior
5/4/4/5
Opponents of the Wolfbane Cavalry suffer a -3 to A unless the opponent is affected by any Fortification, in which case their A is increased by +3.

YOJIMBO
Mishima Warrior
7/5/7/7
PERSONALITY. HERO. CONSIDERED A HATAMOTO. While in play, all of your HATAMOTO are immune to the effects of all Dark Symmetry cards and may attack any warrior in play, regardless of affiliation.

YOUNG GUARD
Imperial Warrior
3/5/4/4
You may discard the Young Guard at any time to negate the effects of any just-played Special card. Any actions or D spent to play the Special are lost.

ZENITHIAN SOULSLAYER
Dark Legion Warrior
7/2/6/6
FOLLOWER OF MUAWIJHE. If the Soulslayer is wounded in combat, you may discard a SCREAMING LEGIONNAIRE from the same Kohort to prevent the wound.

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