Apocalypse

Art

SUMMON WARZONE
Brotherhood Art
ART OF SUMMONING. CAST AS ONE ACTION. For 4 D, you may retrieve any Warzone from your Discard pile and immediately put it into play. Or for 8 D, you may take the Warzone from your Draw pile instead. You may only summon one card. Annihilate after use.

Equipment

ADRENALINE IMPLANTS
Cybertronic Equipment
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER AS THREE ACTIONS. This warrior automatically heals itself when wounded (unless killed automatically), but each time it loses -1 to its base A. If the base A reaches 0, the warrior is discarded (no points are earned).

ANTI-PERSONNEL GRENADE
General Equipment
GIVE TO ANY WARRIOR. As one action, this warrior may annihilate this card and automatically wound any warrior in play, regardless of affiliation. The target must be able to be in combat. If the warrior is killed, points are earned. This is considered an attack action.

BRAINWAVE BOMB
Cybertronic Equipment
GIVE TO ANY WARRIOR. If this warrior is killed in combat, you MUST set off the Bomb after combat is resolved. Its opponent is killed as well, and points are earned. This card and the warrior it is attached to are then annihilated.

EPIDERMAL PLATES
Cybertronic Equipment
GIVE TO ANY NON-BROTHERHOOD DOOMTROOPER. ARMOR. The warrior's base A rating is doubled. Modifiers to A are applied after this doubling. A warrior may only have one piece of ARMOR.

ESCAPE HATCH
General Equipment
ATTACH TO ANY VEHICLE. Warriors using this Vehicle may enter and exit it without spending actions, but only once between each of your Draw steps (per warrior). A Vehicle may have multiple Hatches attached to it.

GOOD LUCK CHARM
General Equipment
GIVE TO ANY WARRIOR. While attached, this warrior may never be the target of cards that cause its F, S, A or V to be lowered. Any such cards already on the warrior are discarded, and no others may be added.

HARDENED FIST
Cybertronic Equipment
GIVE TO ANY CYBERTRONIC WARRIOR. As two actions, this warrior may make a Fight combat at double its base F rating. Warriors wounded by the Fist are automatically killed.

INNOCENT BAUBLE
General Equipment
GIVE TO ANY OPPONENT'S WARRIOR AS ONE ACTION. All attached cards currently in play on the warrior are discarded, except this one. No new cards of any type may be attached to the warrior as long as this card is in play. Card effects that affect the warrior but are not attached to it are still valid.

MISHIMESE CEREMONIAL BLADE
Mishima Equipment
GIVE TO ANY MISHIMA WARRIOR. FIGHT WEAPON. Provides +4 to F. Warriors wounded by the Blade are automatically killed. Warriors equipped with the Blade may never lose their Mishima affiliation or be converted into Heretics.

PERIMETER ALARM
General Equipment
ATTACH TO ANY SQUAD OR KOHORT. When warriors in the same Squad/Kohort are attacked, NO warriors may "strike first" AT ALL. Ignore ALL "strike first" abilities of ALL combatants. This takes precedence over all other "strike first" abilities (even those utilizing the words "always" or "never").

SAMURAI ARMOR
Mishima Equipment
ATTACH TO ANY NON-PERSONALITY DOOMTROOPER. ARMOR. Provides +3 to A. While attached, the warrior is considered a Mishima warrior and a SAMURAI.

SURVEILLANCE BUG
General Equipment
ATTACH TO ANY WARRIOR AS ONE ACTION. Each time that warrior wishes to attack, its controller must reveal his or her hand for all to see, until the combat is over. You control this card.

TRIANGULATING SCOPE
General Equipment
ATTACH TO ANY SQUAD OR KOHORT. All warriors in the same Squad/Kohort as Scope gain +3 to S and opponents do not gain any bonuses from cover or Fortifications. Your warriors only gain these effects when they attack (not when they are attacked). Multiple Scopes in the same Squad/Kohort are cumulative.

YOMURA'S AMULET
Mishima Equipment
GIVE TO ANY WARRIOR. This warrior's combat opponents may not use Ki Powers. This warrior may use its Ki Powers as normal (unless opponent also has an Amulet). This warrior may be attacked with an action obtained from NOMURA'S QUICKENED STEP.

Fortifications

BOARD ROOM
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. Annihilate the Board Room as three actions to bring one CORPORATE LEADER from your collection into play. The CORPORATE LEADER is immediately added to your Squad for free.

BOOT CAMP
General Fortification
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Place 5 markers on this card. You may remove a marker at any time and add any warrior with a base V of 4 or less to your Squad/Kohort (not in cover). You do not have to use actions or pay D. Discard when markers are gone.

CRYOTECH CHAMBER
Dark Legion Fortification
ADD TO YOUR KOHORT AS ONE ACTION. If your Dark Legion warrior is forced to be killed, discarded or annihilated at any time, you may return it to your hand instead (attachments are discarded). Personalities must still go to the GRAVEYARD if it is in play.

DISCREET MEETING ROOM
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. While in play, all of your FREELANCERS may earn Promotion Points as normal.

FACTORY RETROFIT
General Fortification
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. For each Retrofit you have in play, all your FACTORIES in the same Squad/Kohort earn an additional 3 D. This card is affected by STRATEGIC BOMBING.

FORTIFIED ENTRENCHMENT
General Fortification
ADD TO ANY SQUAD OR KOHORT AS ONE ACTION. Warriors in the same Squad/Kohort gain +2 to A when attacked. You may attach Equipment cards to this card at any time and with no action cost. Each provides an additional +2 to A and may not be discarded unless this card is discarded as well. They have no other effect on play.

GRAVEYARD
General Fortification
ADD TO THE GAME AS ONE ACTION. A Personality killed or annihilated in combat is placed under the Graveyard. It has no effect, but is still "in play." No copies of the Personality may enter play while underneath. If discarded, all cards go to their owners' discard/annihilated piles. Only one Graveyard may be in play at a time.

GUARD STATION
General Fortification
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. If a warrior attacks YOU directly, you may play a warrior from your hand (you must pay its V in D) to the same Squad/Kohort and have that warrior defend in your place. It must be a legal combatant, but affiliation is disregarded.

MUSEUM
General Fortification
ADD TO THE GAME AS ONE ACTION. A discarded or annihilated Relic is instead placed under the Museum. It has no effect, but is still "in play." No copies of the Relic may enter play while underneath. If discarded, all cards go to their owners' discard/annihilated piles. Only one Museum may be in play at a time.

PROTECTIVE WALL
General Fortification
ADD TO YOUR SQUAD OR KOHORT AS ONE ACTION. Warriors in the same Squad/Kohort may hide behind the Wall as one action each. It will protect up to 3 warriors, who may leave at any time. Warriors behind it may not attack, be attacked, or prevent a PLAYER from being attacked. If discarded all behind it are wounded (no points are earned).

SANCTUARY
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. While in play, your Doomtroopers may never be annihilated (removed from the game). If a card effect causes a warrior to be annihilated, it is discarded instead.

TARGETING INSTALLATION
General Fortification
ADD TO YOUR SQUAD AS ONE ACTION. You may TARGET any number of warriors as one action each (mark them). If a target is wounded by any of your Doomtroopers it is automatically killed. Target may not use cards that counter or heal the wound, or that prevent it from being automatically killed.

Ki Powers

ADAMANTIUM WILL
Mishima Ki Power
This warrior may not be automatically killed, but is normally wounded instead. Also, this warrior is not affected by Special card effects that wound or kill warriors.

AURA OF MYSTICAL RESISTANCE
Mishima Ki Power
This warrior and all of its attachments are immune to all effects of Art spells and Dark Symmetry effects. It may spend 6 D immediately after any Art spell is cast or Dark Symmetry effect is used to negate the spell or effect.

HANDS OF STONE
Mishima Ki Power
During Fight combats, this warrior may choose to parry its opponent's blow at any time. Combat ends and neither warrior is affected. This may be used to counter a combat-modifying card. Warrior may not have this card and THE MONGOOSE'S ARTFUL DODGE.

KANJI'S LUCKY SENSE
Mishima Ki Power
This warrior strikes first in combat, and its opponent loses any "strike first" ability. Also, this warrior may negate any Special card played DIRECTLY on it (or its attachment) if it spends 6 D immediately after the card is played. Global Special-effects are not affected.

KI SELF HEALING
Mishima Ki Power
If wounded, this warrior may perform a Seek Cover action to automatically heal itself. If for some reason Seeking Cover is not allowed, the warrior may not use this Ki Power.

KI TELEPORTATION
Mishima Ki Power
May only be given to a SHADOW WALKER. If attacked, this warrior may defend from any Warzone in play, even one found in a Kohort, and even those controlled by other players.

NOMURA'S QUICKENED STEP
Mishima Ki Power
For every 5 D (max 15 D) you spend during your turn, this warrior may take an additional action, including attacking. Attacks must still occur after other actions.

SHADOW WALK
Mishima Ki Power
The warrior is now considered a SHADOW WALKER. It may attack any other warrior, and strikes first in combat. If the opponent survives, it may retaliate.

SUPREME CONCENTRATION
Mishima Ki Power
During combat, this warrior gains +X to its S, where X is the base S of its opponent.

THE CHAMELEON'S SKIN
Mishima Ki Power
May only be given to a SHADOW WALKER. On a case by case basis, this warrior may choose whether it may participate in combat at all. If not, it may not stop a PLAYER attack. If this occurs during combat in which the warrior is attacked, the attacker may immediately perform another attack action.

THE COBRA'S VENOMOUS STRIKE
Mishima Ki Power
This warrior may spend two actions to perform a Fight attack at double its base F rating.

THE CROW'S PIERCING GLANCE
Mishima Ki Power
For every 1 D this warrior spends during combat, its opponent loses -1 to A until combat ends. Points may continue to be spent throughout the combat.

THE MONGOOSE'S ARTFUL DODGE
Mishima Ki Power
During Shoot combats, this warrior may choose to dodge its opponent's shot at any time. Combat ends and neither warrior is affected. This may be used to counter a combat-modifying card. Warrior may not have this card and HANDS OF STONE.

THE MONKEY'S FOOT
Mishima Ki Power
During combat, this warrior gains +X to its A, where X is the base A of its opponent.

TORONAGA'S RAGING MIGHT
Mishima Ki Power
During combat, this warrior gains +X to its F, where X is the base F of its opponent.

WEAPON LINK
Mishima Ki Power
Attach to a Mishima warrior with at least one WEAPON, and choose which weapon is Linked. The bonus provided by the chosen weapon is doubled.

YORAMA'S DEFLECTING HANDS
Mishima Ki Power
During combat this warrior may discard any one WEAPON from its opponent before the Battle Tactic is announced. If the opponent "strikes first" the weapon is discarded after the initial strike.

Missions

WORKING ON THE SLY
General Mission
ASSIGN TO ANY OPPONENT'S WARRIOR. You must pay the warrior's current modified V in D. If the warrior's controller wishes the warrior to attack, you must choose the Defender (it must be a legal target). This mission is fulfilled once the warrior kills another, and you get the Promotion Points (even if it killed your warrior).

Relics

EYE OF ALGEROTH
Dark Legion Relic
GIVE TO ANY HERETIC. While in play, this Heretic may have any number of copies of legal Dark Symmetry cards attached to it. Their effects are cumulative (when applicable). If the Eye is discarded, ALL Dark Symmetry cards on the Heretic are discarded as well.

SOUL WELL
Dark Legion Relic
GIVE TO ANY FOLLOWER OF ILIAN. While in play, any Doomtrooper killed by any FOLLOWER OF ILIAN in play is annihilated. This warrior also gains +1 to F, S and A for every Doomtrooper killed by any FOLLOWER OF ILIAN in play.

SYMMETRY STONE
Dark Legion Relic
GIVE TO ANY DARK LEGION WARRIOR. All Dark Symmetry cards in the same Kohort as the Stone may not be discarded or annihilated unless this card is discarded first (or placed in the MUSEUM).

VISIONARY CRYSTAL
General Relic
GIVE TO ANY WARRIOR AS ONE ACTIONS. Once in play, and as three actions, you may annihilate this card, search through any Draw pile, and annihilate any one card in that pile. Finally, the warrior using the Crystal is wounded. If it is killed, no points are earned.

Special Cards

A NASTY SURPRISE
General Special
PLAY AT ANY TIME. You must spend 10 D when you play this card. You may place any one non-Special, non-Personality card from your collection into your hand. You must show the card to your opponents. No other card may counter or effect this card (i.e. OH YEAH? and MISCOMMUNICATION). Annihilate after use.

A SECOND CHANCE
General Special
Play at any time. You may return one of your annihilated cards to your Draw pile, which must be shuffled. Annihilate after use.

ADMINISTRATIVE CRACKDOWN
General Special
ATTACH TO ANY PLAYER AS ONE ACTION. Anytime the player earns Promotion Points, he or she must pay 1 D for each Point earned. Just-earned D may be used to pay for just-earned Promotion Points. Points not paid for are lost. Discard this card if player ever has 0 D. Multiple attachments of this card are cumulative.

BATTLEFIELD CHAOS
General Special
ATTACH TO THE GAME AT ANY TIME. Players do not have to wait until their last action (or actions) to attack. Non-attack actions may be taken after attack actions. A player is still normally limited to one attack action per turn.

DIRE PORTENTS
General Special
ATTACH TO THE GAME AT ANY TIME. ALL players perform one less of their standard three actions each turn, even you. Multiple copies of this card in play are cumulative. Players are always allowed to perform one standard action per turn. Additional actions from card effects are permitted.

INNER SHAME
General Special
PLAY AT ANY TIME. You may immediately discard any one Ki Power card in play.

PALADINE'S FAVOR
General Special
ATTACH TO ANY PLAYER AT ANY TIME. Affected player's hand size increases by one card (max five) for each Imperial warrior in his Squad. Immediately discard down to new hand size if number of warriors is reduced or this card is discarded. Multiple attachments of this card are not cumulative.

PASS THE BUCK
General Special
PLAY IMMEDIATELY AFTER ANY SPECIAL CARD THAT DOES NOT REMAIN IN PLAY IS PLAYED. The original target is still affected by the Special, but you may take the Special and immediately play it on any player (pay any D cost). Cards played "during your turn" may be Passed, but those requiring actions may not. Annihilate after use.

PROMOTED
General Special
ATTACH TO ANY NON-FREELANCER DOOMTROOPER AT ANY TIME. The affected warrior is now considered a COMMANDER.

TOTAL WAR!
General Special
ATTACH TO THE GAME AS TWO ACTIONS. All warriors may freely attack all other warriors. Affiliation has no effect on combat. A player may still not attack his or her own warriors. Only one copy of this card may be in play at a time.

WEAPONS EXPERT
General Special
ATTACH TO ANY DOOMTROOPER AT ANY TIME. This warrior may use two WEAPONS during combat. As two actions it may either attack a single opponent with both weapons (effects are cumulative) or make two separate attacks (even a Fight and a Shoot), each with a different weapon. Weapons are restricted to their proper Battle Tactics as normal.

Warriors

ANDREW DROUGAN
Imperial Warrior
5/9/8/9
PERSONALITY. CONSIDERED A BLOOD BERET. While in play, all your BLOOD BERETS (except Drougan himself) gain +3 to F, S and A and automatically kill any warrior they wound.

BROTHER CLAUDIUS
Brotherhood Warrior
7/7/6/8
PERSONALITY. CONSIDERED A MORTIFICATOR. May cast any Art spell. During combat, every 1 D Claudius spends toward ART OF KINETICS spells counts as 3 D.

BROTHER STERN
Brotherhood Warrior
8/6/8/8
PERSONALITY. CONSIDERED A SACRED WARRIOR. May cast any Art spell. Stern automatically kills any warrior he wounds. While in play, all your SACRED WARRIORS (but not Stern himself) gain +5 to F, S and A and automatically kill any warrior they wound.

COLONEL MAXWELL
Imperial Warrior
9/7/8/9
PERSONALITY. CONSIDERED A COMMANDER AND A TRENCHER. While in play, your TRENCHERS (but not Maxwell himself) gain +6 to F, S and A.

DARK MYSTIC
Dark Legion Warrior
4/5/5/7
HERETIC. This warrior may receive Ki Powers as if it was a Mishima warrior. It may receive DARK SYMMETRY GIFTS as normal (but not GIFTS OF APOSTLES). The Dark Mystic is not affected by cards that affect MYSTICS.

DEMON HUNTER
Mishima Warrior
5/5/7/7
CONSIDERED A SHADOW WALKER. This warriors always strikes first in combat. May never be converted into a Heretic. The Demon Hunter must attack a Dark Legion warrior or a warrior considered a Heretic before any others.

ELEMENTAL MASTER
Brotherhood Warrior
8/8/9/10
CONSIDERED A MYSTIC. The Elemental Master may cast any Art spell. When casting spells from the ART OF ELEMENTS, every 1 D spent toward the spell effect counts as 5 D.

FREEDOM BRIGADEER
Capitol Warrior
3/7/6/7
CONSIDERED INFANTRY. The Freedom Brigadeer may attack any warrior, regardless of affiliation.

FREELANCER PATRIARCH
General Warrior
3/3/6/5
PERSONALITY. CONSIDERED A FREELANCER. Points earned by the patriarch must be converted into D. While in play, all FREELANCERS (but not the patriarch himself) gain +5 to F, S, and A and automatically kill anyone they wound.

GREY MYSTIC
Mishima Warrior
5/5/4/8
Grey Mystics may be given Ki Powers at any time and with no action cost. The Grey Mystic is not affected by cards that affect MYSTICS.

KADAVER
Dark Legion Warrior
2/2/2/2
FOLLOWER OF ALGEROTH. May never have Equipment, Relic or Dark Symmetry cards. For each additional Kadaver in your Kohort, this Kadaver gains +3 to F, S, and A, but only +1 to V. GRIM REAPER may not be played on a Kadaver.

KEITOKU ASANO
Mishima Warrior
11/7/10/10
PERSONALITY. CONSIDERED A COMMANDER, A SAMURAI AND A SHOGUN. While in play all your SHOGUN (except Asano himself) gain +4 to F, S and A. If he is equipped with the DAI-SHO OF THE ANCIENT EMPERORS, all your Mishima warriors may be given Ki Powers at any time and with no action cost.

KRITANA
Dark Legion Warrior
9/8/10/11
PERSONALITY. FOLLOWER AND NEPHARITE OF ILIAN. While in play, all your FOLLOWERS OF ILIAN (but not Kritana herself) gain +4 to F, S and A. She may bestow any FOLLOWER OF ILIAN with any Dark Symmetry card, except those restricted to specific warrior types.

MALEDRACH
Dark Legion Warrior
6/5/8/10
PERSONALITY. NEPHARITE AND FOLLOWER OF ALGEROTH. Maledrach may receive any Dark Symmetry Gifts AND those Gifts that are restricted to HERETICS. Maledrach is not considered a Heretic.

NICOLA BRANNAGHAN
Imperial Warrior
7/9/10/12
PERSONALITY. Considered a CLANSMAN. While in play, all Imperial warriors (except Brannaghan herself) gain +4 to F, S and A.

RED GUARD LEGIONNAIRE
Dark Legion Warrior
6/5/6/7
FOLLOWER OF ALGEROTH. While in play, all your UNDEAD LEGIONNAIRES gain +5 to F, S, A and V and automatically kill anyone they wound. For each Red Guard Legionnaire in your Kohort, SALADIN gains +1 to F and S, no matter where he is in play.

SHADOW MASTER
Mishima Warrior
6/5/5/8
CONSIDERED A SHADOW WALKER. May attack and be attacked by any opposing warrior, regardless of affiliation. As three actions, you may annihilate the Master and automatically kill any warrior in play that is able to be in combat. This is considered an Attack action and points are earned by both players.

SHOGUN
Mishima Warrior
5/4/6/6
CONSIDERED A SAMURAI. When the Shogun uses a SCALPER, it provides an additional +6 to F, and its opponent's F is penalized by an additional -6.

WHITE MYSTIC
Mishima Warrior
5/5/6/6
May cast all aspects of the Art, and every 1 D spent on a spell effect counts as 2 D toward that effect. The White Mystic is not affected by cards that affect MYSTICS.

WOLFBANE HONOR GUARD
Imperial Warrior
6/5/7/7
CONSIDERED A CLANSMAN. When the Wolfbane Honor Guard uses a CLANSMAN CLAYMORE, it gains an additional +8 to F.

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