DOOMTROOPER 1st EDITION
SPOILER LIST

SPOILER KEY

AA - All aspects of the art
AC - Art of Changeling
AE - Art of Elements
AMa - Art of Manpulation
AMe - Art of Mentalism
AP - Art of Premonition
CS - Combat Spell
DL - Dark Legion (aka Kohort)
DS - Dark Symmetry (cards usually)
DSG - Dark Symmetry Gifts
DP - Destiny Points
DT - DoomTrooper (aka squad)
FA - Follower of Algeroth
FD - Follower of Demnogonis
FI - Follower of Illian
FM - Follower of Muawijhe
FS - Follower of Semai
GA - Gift of Algeroth
GD - Gift of Demnogonis
GI - Gift of Illian
GM - Gift of Muawijhe
GS - Gift of Semai
IA - Immune to Art
ID - instant death/automatic kill/whatever
IDS - Immune Dark Symmetry
IDSG - Immune Dark Symmetry Gifts
MG - machine gun (considered one or affects one)
NA - Nepharite of Algeroth
ND - Nepharite of Demnogonis
NI - Nepharite of Illian
NM - Nepharite of Muawijhe
NS - Nepharite of Semai
P - Personality
PCS - Personal Combat Spell
PP - Promotion Points

SPOILER

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

AH/UH-19 Grapeshot Guardian R Equipment (Capitol Airship)
When flying this airship, the warrior's S, A and V are doubled. No other
weapons may be used when using the Guardian.

Agent Nick Michaels C All Corporations
P 4/4/4/4, (Not considered part of the Brotherhood) He may never lose
Cartel affiliation, nor may he ever become a Heretic.

Airman Trevor Bartholomew U Imperial
P Rams Air Cav -/6/8/7, Can only take part in Shoot combats. Can't seek
cover or use equipment. Attacks ignore opponent's fortifications. While
in play, all Rams Air Cav gain +1 to S and A.

Alakhai the Cunning R Dark Legion
P NA FA IA 9/9/12/12, Alakhai may have any DS and GA bestowed on him at any
time for no actions. Every 1D he spends on a DS effect is worth 2D.

Ambush U Special
Play during combat, Resolve the Defender's attack first. If the Attacker
is wounded, the combat is over. If not, resolve the Attacker's attack.
This happens after playing all combat modifiers.

Animate Dead R Dark Symmetry
GD, Once per tunr, as 3 actions, the warrior can animate a dead comrade.
Place a warrior from your discard pile in your Kohort. Halve its combat
ratings (round up). If killed again, remove it from play. It can't use
Art or DS.

Archangel C Brotherhood
3/3/3/3 - AC AE

Archinquisitor Nikodemus R Brotherhood
P IDS AA 8/8/8/9 - While he's in play, DT can't voluntarily seek comver.
If he's wounded, you may spend 1 action and 5D to heal him and wound
another of your DT

Assassination R Mission
Warrior - This warrior must choose a healthy warrior (one with no wounds)
and kill it to complete the mission and earn points equal to twice the
Value of the assassinated warrior.

Automatic Fire U Special
Play during combat on MG - The bonus given by the weapon is doubled for
this combat.

Bacteria Grenade U Equipment
Fight/Shoot weapon(DL only), Discard after one use. +4 to F and S. If
opponent survives, it's diseased: a cumulative -1 to V every turn the
warrior's player doesn't spend 3D to stop it. If the warrior drops to 0V
discard it.

Bamboozled! U Special
PLAY IMMEDIATELY AFTER A PLAYER EARNS PP. All PP the player just earned
are lost. Place twice the number of DP into your pool.

Bauhaus Blitzer C Bauhaus
3/3/3/3

Bauhaus Great Infurior R Equipment (Artillery) (*3)
YOU MAY PLACE THE INFURIOR IN YOUR SQUAD AS ONE ACTION. You must spend
15DP to put the Infurior into play. Every turn, as 3 actions, you may
discard any fortification in play.

Bayonet C Equipment
ATTACH TO ANY SHOOT WEAPON. The weapon can now be used as a Fight weapon
too. Increase warrior's F by +2.

Big Bob Watts R Capitol
P Free Marine 5/8/7/7 - While Big Bob is in play, all of your Free Marines
are IDS

Billy C Dark Legion
P Heretic 4/4/4/5 - He may have DSG cards bestowed on him as normal, and
for every 5D, Billy may have one GIFT OF APOSTLE card bestowed on him.

Blessed Armor R Equipment
GIVE ONLY TO A DT. The warrior is IDS

Blessed Legionnaire C Dark Legion
FD ID 2/3/1/3 - DS may not be bestowed on Blessed Legionnaires.

Blessed Vestal Laura U Brotherhood
P Valkyrie 4/4/4/5 -While Laura is in play, all your Valkyrie may use AA
and are IDS

Blindness C Dark Symmetry
The opponents of this warrior suffer a -2 penalty to their F and S.

Blood Beret C Imperial
4/4/3/4 - IDSG

Blood Lust C Special
PLAY AT THE BEGINNING OF YOUR TURN. You may perform an extra attack action
this turn. Do not choose the Attacker or Defender of the second attack
until after the first attack is complete.

Bogged Down R Special
PLAY ON OPPONENT DURING YOUR TURN. The affected player misses his or her
next turn.

Born with a Silver Spoon U Special
PLAY IMMEDIATELY AFTER A NON-BROTHERHOOD DT IS PLACED IN YOUR SQUAD. You
may spend 5D and gain 3 PP, once.

Botched Orders R Special
PLAY AT ANY TIME. One mission, chosen by you, is discarded.

CAP 7000P R Equipment (Cybertronics Airship)
When flying this airship, the warrior's S, A and V are doubled. No other
weapons may be used when using the CAP 7000P.

Cairath R Dark Legion
FD ID 8/2/6/6 - Any warrior wounded by the Cairath is killed, and the
warrior is taken out of play instead of simply discarded. DS cards may not
be played on Cairaths.

Callistonian Intruder U Dark Legion
FS 4/4/6/6 - If wounded, the Callistonian Intruder may heal itself at any
time by spending 6D.

Capitol Sword of Honor U Equipment
MAY ONLY BE GIVEN TO A CAPITOL DT. FIGHT WEAPON. Warrior gains +1 to F.

Cardinal Dominic R Brotherhood
P AA ID 10/7/10/10 - When attacking, Dominic must always attack the DL
warrior in play with the highest V. Heretics cannot attack Dominic, and
all warriors wounded by him are killed. While he's in play all Brotherhood
members are IDS.

Centurion U Dark Legion
FA 4/4/4/5

Changeling Empathy U Special
Play on DT anytime, warrior gains AC

Chasm! C Special
PLAY AT ANY TIME. Only shoot combat may be made until te beginning of your
next turn. This instantly ends fight combat.

Chasseur C Cybertronic
IDSG 3/4/4/4

ChemiMan U Cybertronic
IDSG ID 4/4/4/4

Child of Ilian C Dark Legion
FI 1/3/2/2 DS cards may not be bestowed on Children of Ilian.

Chosen R Special
PLAY ON ANY DL WARRIOR AT ANY TIME. This warrior may be bestowed with DSG
from any Apostle.

Citadel of Algeroth U Fortification
THIS CARD MAY BE ADDED TO YOUR KOHORT AS ONE ACTION. All FA in your Kohort
gain +2 while Citadel of Algeroth is in play

Citadel of Demnogonis U Fortification
THIS CARD MAY BE ADDED TO YOUR KOHORT AS ONE ACTION. All FD in your Kohort
gain +2 while Citadel of Demnogonis is in play

Citadel of Ilian U Fortification
THIS CARD MAY BE ADDED TO YOUR KOHORT AS ONE ACTION. All FI in your Kohort
gain +2 while Citadel of Ilian is in play

Citadel of Muawijhe U Fortification
THIS CARD MAY BE ADDED TO YOUR KOHORT AS ONE ACTION. All FM in your Kohort
gain +2 while Citadel of Muawijhe is in play

Citadel of Semai U Fortification
THIS CARD MAY BE ADDED TO YOUR KOHORT AS ONE ACTION. All FS in your Kohort
gain +2 while Citadel of Semai is in play

Clan Infighting R Mission
Imperial DT - This warrior must kill an Imperial DT to complete the mission
and earn points equal to twice the killed warrior's V. The attacked
warrior must not be identical to this warrior.

Clansman C Imperial
4/2/3/3, Clansman gain +1F when attacking the DL. When defending F is
normal.

Clansman Claymore U Equipment
MAY ONLY BE GIVEN TO AN IMPERIAL DT. FIGHT WEAPON. +1 to F (always) and
+1 to A (when fighting the DL). With a Clansman +2 to F (always) and +2 to
A (when fighting the DL) instead.

Combat Armor C Equipment
Warrior gains +1 to A.

Combat Warhead U Mishima
IDS 4/4/3/4

Command U Art
AC CAST AS AN ATTACK ACTION. Cost 6D - Force an opponents warrior to attack
a warrior of your choice. If attacker hurt it's controller gains D equal
to twice of its V. If defender hurt you get D equal to defender's V

Composite Armor R Equipment
Warrior gains +4 to A.

Confuse R Dark Symmetry
GM - This warrior may change the Battle Tactics of a combat it is involved
in at any time.

Control Mind U Dark Symmetry
GS Once per turn, as 3 actions, 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. It not, its player may attack with a
different warrior.

Corporate Shenanigans R Special
PLAY AT ANY TIME. All players lose half their PP (round down) and all
their DP.

Corrupt Shield U Special
PLAY ON A DL WARRIOR AT ANY TIME. The affected warrior is IA. This card
remains with the warrior.

Cowardice U Special
PLAY ON ANY PLAYER AT ANY TIME. All the affected player's warriors go into
cover.

Crenshaw the Mortificator R Brotherhood
P Mortificator 3/7/8/7 - AE AK He may attack any warrior in play. While
he is in play, any warriors wounded by Mortificators are automaticall
killed.

Cuirassier C Cybertronic
IDSG 4/3/4/4

Curator U Dark Legion
FD 3/4/3/4

Curator Sword U Equipment
MAY ONLY BE GIVEN TO A DL WARRIOR. FIGHT WEAPON. Warriors gains +2 F. A
Curator wit this sword gets a +4 F instead. A warrior wounded by the
Curator Sword is automatically killed.

Cybercurity MP C Cybertronic
IDSG 3/3/4/3

Cybernetic Power Arm R Equipment
FIGHT WEAPON. Warrior gains +6 to F.

Cybernetic Retinas R Equipment
The warrior's F and S are +3, and the warrior is immune to cards which
cause blindness.

Dark Fire C Dark Symmetry
Warrior gains +1F.

Dark Kohort R Mission
Player - Keep atleast one Follower of each of the five Dark Apostles in
your Kohort for one full turn (of your own) to complete the mission and
earn 5 PP.

Dark Visitation U Special
PLAY ON ANY DT ANY TIME. This warrior is now considered a Heretic of the
DL, not a DT. All cards that affect Heretics affect this warrior as well,
and DSG may be bestowed on it.

Deathlockdrum R Equipment
HEAVY MACHINE GUN. SHOOT WEAPON. Warrior gains +3S and -2 is also applied
to opponent's S.

Decay U Dark Symmetry
GD - By spending 10D at any time, this warrior may choose one weapon or
equipment card in play to be discarded.

Deform U Dark Symmetry
GD - All combat opponents of this warrior suffer a -2 penalty to their A.

Demolition Kit R Equipment
The warrior may use this piece of equipment during a combat in which it or
its opponent is affected by a fortification. The warrior may set an
explosive charge by discarding this card. The fortification is also
discarded.

Demoted U Special
PLAY ON ANY WARRIOR AT ANY TIME. Affected warrior is permanently -2 to V.
If the warrior's V becomes 0, the warrior is discarded. A warrior may be
demoted any number of times.

Desperate Measures R Special
PLAY AT ANY TIME. All missions in play are discarded.

Destroy Kohort R Mission
Player - One of your DT must kill a player's last Kohort member in play to
complete the mission and earn an additional 5 points. Additional Kohort
members may enter play later.

Destroy Squad R Mission
Player - One of your DL warriors must kill a player's last Squad member in
play to complete the mission and earn an additional 5 points. Additional
Squad members may enter play later.

Dimensional Hole U Dark Symmetry
GI - Opponents wounded by this warrior are automatically killed.

Dimensional Warp U Dark Symmetry
GA - Opponents wounded by this warrior are automatically killed.

Discern Truth U Art
AMa Cast Any Time - For every 3D, you may ask an opponent 1 "yes" or "no"
question about his or her hand. The opponent must answer truthfully or
refuse to answer for 5D. The same question can be asked again (for 3 D).

Discovered U Special
PLAY ON ANY WARRIOR IN COVER AT ANY TIME. Flip the warrior card face up.

Disrupt Power U Dark Symmetry
GI - Warrior is IDS and IA.

Distort U Dark Symmetry
GA - By spending 10 D at any time, this warrior may choose one weapon or
equipment card in play to be discarded.

Divine Inspiration R Special
PLAY AT ANY TIME DURING YOUR TURN. As 3 actions, you may search through
your collection and put one card into your hand.

Doomed U Special
PLAY ON ANY PLAYER AT ANY TIME. The affected player loses 3D at the
beginning of his or her Draw step every turn. If the player ever has zero
D at the beginning of his or her Draw step, this card is discarded.

Dragoon C Bauhaus
1/3/5/3

Dull Blade C Special
PLAY ON ANY FIGHT WEAPON (NOT FIGHT/SHOOT WEAPON) DURING COMBAT. The
affected weapon has lost its edge and may not be used during this combat.
The weapon is considered sharpened after the combat has finished.

Dutiful Service U Special
PLAY ON ANY NON-MISHIMA DT AT ANY TIME. The affected warrior is now
considered a member of the Mishima Corp. in addition to any other
memberships it currently holds.

Earthquake R Special
PLAY AT ANY TIME. All citadels and cities in play are discarded.

Edward S. Murdoch R Imperial
P Golden Lion 7/4/7/7 - While Murdoch is in play, all of your Golden Lions
are IDS

Efficiency Training U Special
PLAY THIS CARD AS ONE ACTION - Weapon and equipment cards may be exchanged
among all your warriors, even between your squad and kohort.

Elemental Ball C Art
AE PCS - For every 2D, caster gains +2 to F

Elemental Bolt C Art
AE PCS - For every 2D, caster gains +2 to S

Elemental Empathy U Special
Play on DT anytime, warrior gains AE

Elemental Wall C Art
AE PCS - For every 2D, caster gains +2 to A.

Empathy R Art
AC, Cast as 1 action - For every 10D, a player must tell you the details
of any attack plans for his or her next turn(s), including the Attacker,
Defender, battle tactic and if there will be an attack. If possible, the
player must follow the plans.

Essence of Clarity R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
FM in play must discard all of their DS cards and are wounded.

Essence of Integrity R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
FS in play must discard all of their DS cards and are wounded.

Essence of Morality R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
FD in play must discard all of their DS cards and are wounded.

Essence of Purity R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
FI in play must discard all of their DS cards and are wounded.

Essence of Rectitude R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
Heretics in play must discard all of their DS cards.

Essence of Virtue R Special
PLAY AT ANY TIME. YOU MUST HAVE A BROTHERHOOD WARRIOR IN YOUR SQUAD. All
FA in play must discard all of their DS cards and are wounded.

Establish Defensive Perimeter R Mission
Player - For every different type of fortification card brought into play,
you earn 1PP. This mission is never completed.

Etoiles Mortant C Bauhaus
4/2/6/4 - The Etoiles Mortant may only attack DL warriors during your turn
if there are any in play, even if they are in your own Kohort. Otherwise
it can attack normally.

Evasion Training R Special
PLAY ON ANY WARRIOR AS THREE ACTIONS. The affected warrior gains +1 to A
for every 2D spent during combat. This card remains with the warrior.

Evasive Action C Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +2 to A
during this combat.

Ex-Bauhaus Freelancer C None
2/2/4/1 - Points earned by the Freelancer must be made into D. The warrior
may use cards meant for Bauhaus warriors, but only if you pay 3 D when each
card is played.

Ex-Capitol Freelancer C None
2/2/4/1 - Points earned by the Freelancer must be made into D. The warrior
may use cards meant for Capitol warriors, but only if you pay 3 D when each
card is played.

Ex-Cybertronic Freelancer C None
2/2/4/1 - Points earned by the Freelancer must be made into D. The warrior
may use cards meant for Cybertronic warriors, but only if you pay 3 D when
each card is played.

Ex-Imperial Freelancer C None
4/2/2/1 - Points earned by the Freelancer must be made into D. The warrior
may use cards meant for Imperial warriors, but only if you pay 3 D when
each card is played.

Ex-Mishima Freelancer C None
3/3/3/1 - Points earned by the Freelancer must be made into D. The warrior
may use cards meant for Mishima warriors, but only if you pay 3 D when each
card is played.

Exonerated Ronin R Mission
Mishima DT - This warrior must kill another Mishima DT to complete the
mission and earn points equal to twice the V of the killed warrior. The
attacked warrior may not be identical to this warrior.

Exorcise Dark Influences C Art
AE CS - For every 1D, affected warrior is IDSG (1 only)

Exorcise Disease C Art
AE CS - For every 2D spent, affected warriors gains +1 A or IDSG
(Demnogonis only)

Exorcise Evil Thoughts C Art
AE CS - For every 2D spent, affected warriors gains +1 A or IDSG (Muawijhe
only)

Exorcise Infection C Art
AE CS - For every 2D spent, affected warriors gains +1 A or IDSG (Ilian
only)

Exorcise Poison C Art
AE CS - For every 2D spent, affected warriors gains +1 A or IDSG (Semai
only)

Exorcise Self U Art
AMe CAST AT ANY TIME. The caster is unaffected by DS cards until beginning
of your next turn.

Exorcise Wound C Art
AE CS - For every 2D spent, affected warriors gains +1 A or IDSG (Algeroth
only)

Exorcism U Art
AC CAST AT ANY TIME - For every 5D, one DT corrupted into a Heretic is
redeemed and is now back to normal. Any DS cards played on the warrior
must first be discarded at the cost of 3D each.

Exorcism Empathy U Special
Play on DT anytime - warrior gains AE

Expedite Request U Special
PLAY AT ANY TIME DURING YOUR TURN. Search through your draw pile, put one
card into your hand, then shuffle your draw pile.

Explosion R Art
AK PCS - For every 3D spent, the caster's F and S are +5.

Ezoghoul R Dark Legion
FA 5/8/7/8

Fallen from Favor C Special
PLAY ON ANY DL WARRIOR AT ANY TIME. One of the warrior's DS cards, choosen
by you, is discarded.

Fay & Klaus U Cybertronic
P IDSG 3/3/3/5 - This card is considered a single warrior. Fay & Klaus may
battle as a team for 5D. If so F, S, A and V are +3 until the end of the
combat.

Fifteen Minutes of Fame R Mission
Any Non-P - This warrior must kill a Personality to complete the mission
and earn 4 additional points.

First Aid Kit C Equipment
This warrior may discard the FAK to heal one wounded comrade (or him or
herself). A DT may not heal a DL warrior, nor may a DL warrior heal a DT.
The FAK may not be used on a just-killed warrior.

Flow of Acid R Dark Symmetry
GA - Once per turn, as 3 actions, this warrior may invoke a Flow of Acid.
This counts as an attack. For every 3D, each warrior in play takes 1 point
of damage. If this is not less than a warrior's A, it is wounded.

Flush Out the Coward R Mission
Any warrior - Kill a warrior in cover to complete the mission and earn
points equal to twice the slain warrior's value.

Fly U Art
AMe Cast at any time - The caster may not be attacked until the beginning
of your next turn. But if the caster attacks, it gains +2 to F, S, A and
V.

Forced March U Special
PLAY ON A PLAYER AT ANY TIME. The affected player is limited to
performing one less action on his or her next turn.

Fortune of War U Special
PLAY AT ANY TIME. For the rest of the game, you do not have to discard
cards during the Discard step, if you have over 7 cards in your hand.

Foxhole U Fortification
GIVE THIS CARD TO A WARRIOR AS ONE ACTION. The warrior gets +2 A and -2 to
F. 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.

Framed! U Special
PLAY ON ANY PLAYER AT ANY TIME. Affected player loses 1 PP for every 5D
you spend.

Free Marine C Capitol (*1)
4/6/4/5 (1st printing lower stat: 2/4/2/1)

Fukido U Fortification (Imperial City)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your Imperial
members gain +2 to their A while Fukido is in play.

Fukimura No. 12 "Kamikaze" R Equipment (Mishima Airship)
When flying this airship the warrior's S, A and V are doubled. No other
weapons may be used during combat when using the Kamikaze.

Fury of the Clansmen R Mission
Clansman - Kill any DL warrior in play to complete the mission and receive
either 4 times its V in DP or twice its V in PP.

Gale Force Winds R Special
PLAY AT ANY TIME. All airships are discarded. This card may be kept in
play for 3D each turn. During this time, no airships can be played.

Gaze R Art
AP Cast any time - For every 10D you may examine an opponent's playing
deck. Once you have looked through the deck, the deck's owner may
reshuffle it.

Gehenna Puker R Equipment
FLAME-THROWER. SHOOT WEAPON. Warrior gains +6 to S.

Gift of Fate U Special
PLAY AT ANY TIME DURING YOUR TURN. Return any one card from your discard
pile to your hand. You may also spend 8 D at this time to return a second
card to your hand.

Golden Lion C Imperial
3/3/3/3

Greater Domination R Art
AMa Cast any time - For every 5D you may look at opponent's hand and
discard 2 of his or her cards.

Greater Hypnosis R Art
AC CS - You may change the defender of the combat to any other warrior in
play regardless of that warrior's affiliation with a corporation of the DL.

Greater Telepathy R Art
AMa CS - The caster may change the Attacker and Defender in the battle to
any two warriors in play, even if the new Attacker would not normally be
allowed to attack the new Defender. The caster may also dictate the battle
tactic used.

Grenade Launcher R Equipment
ATTACH TO ANY SHOOT WEAPON. Warrior gains +3 to S.

HMG Mk. XIXB "Charger" R Equipment
HEAVY MACHINE GUN. SHOOT WEAPON. Warrior gains +5 to S.

Hand of Death U Dark Symmetry
GI - This warrior F and S are +2.

Hatamoto C Mishima
4/4/4/4 - Missions given to a Hatamoto must be completed before any of your
other missions. If you complete another mission first, no bonus points are
earned.

Heavy Fog C Special
PLAY AT ANY TIME. Only Fight combat may be performed until the beginning
of your next turn. This instantly ends a Shoot combat.

Heimburg U Fortification (Bauhaus City)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your Bauhaus
members gain +2 to their A wile Heimburg is in play.

Heretic C Dark Legion
2/2/2/3 - You may bestow DSG on the Heretic, but not GIFT OF APOSTLE cards.

Hidden in the Shadows C Special
PLAY ON A WARRIOR AT ANY TIME. This card is discarded during your next
Draw step. The affected warrior gains +3 to A.

Honorary Baptism U Special
PLAY ON ANY NON-BROTHERHOOD, NON-CYBERTRONIC DT ANY TIME. The warrior is
now a member of the Brotherhood in addition to any memberships it currently
holds. This card does not allow the warrior to cast the Art.

Hussar C Bauhaus
2/2/3/2

Illusion U Dark Symmetry
GS - This warrior may cancel a combat it's in at any time. Any cards
played during the combat are discarded, and this warrior must immediately
go into cover. This costs 3D, but no actions.

Immaculate Fury R Dark Legion
FA 5/12/7/8 - DS cards may not be bestowed on Immaculate Furies.

Imperial Doomlord R Equipment (Imperial Airship)
When flying 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 R Equipment
ROCKET LAUNCHER. SHOOT WEPAON. Warrior gains +4 to S. If the opponent is
an airship, or is equipped with one, this warrior gains an additional +2 to
S.

Improve Self U Art
AMe Cast any time - The caster's F, S, A and V are doubled until the
beginning of your next turn.

Indigestion U Dark Symmetry
GA - All combat opponents of this warrior suffer a -2 penalty to their A.

Infantry C Capitol
2/3/2/2

Infection U Dark Symmetry
GD - Opponents wounded by this warrior are automatically killed.

Infiltration R Mission
Player - Destroy any city in play to complete the mission and receive 3 PP.

Influence U Special
PLAY ON ANY PLAYER AT ANY TIME. For every 1D you spend, the affected
player loses 1D. You may not cause the affected warrior to have less than
0D.

Initiative C Special
PLAY AT THE BEGINNING OF YOUR TURN. You may take an extra action this
turn, even an extra attack. You may not play more than one INITIATIVE per
turn.

Inquisitor C Brotherhood
AE AM 3/3/3/3

Inquisitor Majoris R Brotherhood
AA 7/7/7/8

Insane Dance U Dark Symmetry
GM - This warrior's combat opponents suffer a -2 penalty to their F and S.

Inspire the Masses R Mission
Cardinal Dominc if Cathedral in play - Spend 2D for each DT in play and use
3 actions to complete the mission. All DT are healed and IDS. All
Brothers can use AA. Those played later aren't affected.

Inspired C Special
PLAY AT ANY TIME. You may immediately take up to three non-attack actions.
If played during your turn, these are in addition to your normal actions.

Installation R Fortification
GIVE THIS CARD TO A WARRIOR AS ONE ACTION. The warrior seeks the shelter
of a defensive installation. It gets +3 to its A and -3 to its F. The
warrior may not make a Fight attack but may be attacked by one. This card
may be given to a different warrior as one action.

Insubordination U Special
PLAY ON ANY DT AT ANY TIME. This warrior loses membership in 1
organization of you choice. Lose card-earned memberships first. If the
warrior loses all memberships, it's a Freelancer until it gets another.
Any points it earns become D.

Internal Affairs Crackdown R Mission
Capitol DT - This warrior must kill a Capitol DT to complete the mission
and earn points equal to twice the V of the killed warrior. The attacked
warrior may not be indentical to this warrior.

Invoke Frenzy R Dark Symmetry
GA As one action this warrior may Invoke Frenzy on 1 of your wounded DL
warriors. Put a marker on the warrior. It is healed. For each marker,
the warrior's A is -1.

Invoke Pain U Dark Symmetry
DSG 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.

Invulnerability U Art
AMe Cast any time - The caster may not be wounded or killed until the
beginning of your next turn.

Item Vision U Art
AP Cast any time - For every 4D spent, you may look at an opponent's hand.

Joy of Victory C Special
PLAY AFTER ONE OF YOUR ATTACKERS HAS SURVIVED COMBAT, EVEN IF IT WAS
WOUNDED. 5D are added to your pool. If the warrior was wounded in combat
it is healed.

Keeper of the Art R Brotherhood
AA 3/3/5/4 - All PCS are considered CS when cast by the Keeper, and every
1D spent on a spell effect is actually worth 2D toward that effect.

Kinetic Empathy U Special
Play on DT any time - DT gains AK

Knighthood U Special
PLAY ON ANY NON-IMPERIAL DT AT ANY TIME. The affected warrior is now
considered a member of the Imperial Corp. in addition to any memberships it
currently holds.

Kratach U Equipment
MAY ONLY BE GIVEN TO A DL 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 U Equipment
ASSUALT RIFLE. SHOOT WEAPON. Warrior gains +3 to S.

Lane Chung U Capitol
P 3/6/4/4 - To attack with him, you must announce it the turn before the
attack. Then Lane must attack next turn. You do not hae to signify the
Defender or the battle tactic.

Legionnaire of Semai C Dark Legion
FS 1/2/3/2 - DS cards may not be bestowed on the Legionnare of Semai.

Lesser Domination C Art
AC Cast any time - For every 8D you may look at an opponent's hand and
discard one of his or her cards.

Lesser Hypnosis C Art
AMa CS - You may change the Defender of the combat to any other warrior in
play. The Attacker must be eligible to attack the new Defender.

Lesser Telepathy C Art
AP CS - You may change the battle tactic used for this combat.

Levitation U Art
AK PCS - For every 1D spent, the caster's F,S and A increase by +1.

Longshore U Fortification (Mishima city)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your Mishima
members gain +2 to their A while Longshore is in play.

Lost Paperwork U Special
PLAY ON ANY PLAYER AT ANY TIME. Affected player loses 3 PP.

Lucky Shot C Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +2 to S
during this combat.

Machinator C Cybertronic
IDSG 3/3/3/3

Malfunction! C Special
PLAY ON ANY WARRIOR AT ANY TIME. One of the affected warrior's weapons or
equipment cards, chosen by you, is discarded.

Manifest Destiny R Special
PLAY AT BEGINNING OF YOU DRAW STEP. For the rest of the game, you may draw
cards during your Draw step until there are 10 cards in your hand, but you
have to discard cards during the Discard step if you have over 10 cards in
your hand.

Manipulative Empathy U Special
Play DT any time - DT gains AMa

Martial Training R Special
PLAY ON ANY WARRIOR AS 3 ACTIONS. The affected warrior gains +1 to its F
for every 2D spent during combat. This card remains with the warrior.

Martian Banshee C Capitol
1/5/3/3

Max Steiner R Bauhaus
P Venusian Ranger 4/7/9/8 - While Steiner is in play all of your Venusian
Rangers are IDS.

Mental Constitution U Special
PLAY ON A DT AT ANY TIME. The affected warrior is IDS. This card remains
with the warrior.

Mentalism Empathy U Special
Play DT any time - DT gains AMe

Mind Melt U Dark Symmetry
GS - The warrior gains +2 to its F and S

Mind Wall C Art
AC CAST AT ANY TIME, MAY BE CAST ON A WARRIOR IN COMBAT - For every 1D the
affected warrior is IDS (one effect only) until the beginning of your next
turn.

Miscommunication U Special
PLAY IMMEDIATELY AFTER A PLAYER PLAYS ANY CARD. The card just played has
no effect on play. It is discarded.

Mitch Hunter R Capitol
P Infantry 4/7/7/7 - While Hunter is in play, all of your Infantry are IDS.

Mortificator C Brotherhood
AK AMa 3/3/3/3

Mortis Sword U Equipment
MAY ONLY BE GIVEN TO A BROTHERHOOD WARRIOR. FIGHT WEAPON. +1 to F. As 1
action you can give 1 art card that owner can cast to sword. For every art
card with the Sword the Brother's F is another +1.

Mystic U Brotherhood
AA 4/4/4/5

Mystical Training R Special
PLAY ON ONE BROTHERHOOD MEMBER AS THREE ACTIONS. The affected Brother is
now able to us AA. This card remains with the warrior.

Narrow Escape! U Special
PLAY IMMEDIATELY AFTER ONE OF YOUR WARRIORS IS KILLED. The warrior is not
killed, remains at its current status.

Necromutant C Dark Legion
FA 3/3/3/4

Necrovisual Link R Dark Symmetry
GA - May only be bestowed on a Nepharite of any Apostle (even
nonAlgeroth). As one action, you may look at another player's hand.

Negative Karma R Special
PLAY ON ANY PLAYER AT ANY TIME. The affected player's DP pool is emptied.

Nepharite Hunt R Mission
Any DT - Kill a Nepharite to complete the mission and earn 5 additional
points.

Nepharite of Algeroth R Dark Legion
FA IA 11/5/6/8

Nepharite of Demnogonis R Dark Legion
FD IA 4/5/2/5 - Every 1D it spends on a DS effect is actually worth 2D
toward that effect. If wounded, the Nepharite can heal itself by spending
7D.

Nepharite of Ilian R Dark Legion
FI IA ID (fight only)8/5/4/7 - A warrior wounded in a Fight combat by the
Nepharite of Ilian is automatically killed.

Nepharite of Muawijhe R Dark Legion
FM IA ID (Brothers only) 6/8/3/7 - Brothers wounded by the Nepharite are
killed and resurrected under your control. Place a Screaming Legionnaire
card from your collection into your Kohort. If you can't still discard the
Brother.

Nepharite of Semai R Dark Legion
FS IA ID (DT only) 5/4/5/6 - DT killed by it become Legionnaires of Semai
under your control. Place a Legionnaire of Semai card from you collection
into your Kohort. If you can't still discard the DT.

Nimrod Autocannon R Equipment (Artillery)
SHOOT WEAPON. +3 to S. The warrior may attack two opponents in one attack
action. Choose two targets before combat begins. The same warrior may be
attacked twice. Treat each attack separately.

Noted Efficiency U Special
PLAY ON ANY NON-CYBERTRONICS, NON-BROTHERHOOD DT ANY TIME. The affected
warrior is now considered a member of the Cybertronics Corp. in addition to
any memberships it currently holds.

Out of Ammo C Special
PLAY ON AN OPPONENT'S SHOOT OF FIGHT/SHOOT WEAPON DURING COMBAT. The
affected weapon may not be used during this combat. The weapon is
considered reloaded after the combat is over.

Pam Afton U Capitol
P 2/5/4/4 - If you have both PAM AFTON and LANE CHUNG in play, Lane Chung
does not have to "boast" before attacking.

Personal Anti-Personnel Mines R Equipment
This warrior may automatically kill an opponent by discarding this card and
becomming wounded.

Phantasm U Art
AK PCS - The caster appears like any Brotherhood member in play (for 4D),
any DT in play (for 6D), or any DL warrior in play (for 10D). The caster
uses the F, S, A and V of the original.

Portable Force Shield R Equipment
CONSIDERED A FORTIFICATION. Warrior gains +6 to A.

Portal of Dark Healing R Dark Symmetry
GA May be bestowed on a Nepharite of any Apostle (even non-Algeroth). If
the Nepharite is wounded it may heal itself as three actions.

Portal of the Great Conqueror R Mission
Neph. of Algeroth if Citadel of Algeroth in play - Then this Nepharite must
kill a Brother of V 3 or more to complete the mission. No points are
earned from this sacrificed warrior. After this, all Brothers in play lose
the ability to cast the art. Those added later are not affected.

Portal of Undeath R Dark Symmetry
GA Nepharite only - DT killed by the Nepharite are resurrected under your
control. Place an Undead Legionnaires card from your collection into your
Kohort. If you can't still discard the warrior.

Portents of Victory U Special
PLAY IMMEDIATELY AFTER ONE OF YOUR WARRIORS HAS EARNED PP. For every PP
just earned, place 2D into your pool.

Positive Karma U Special
PLAY AT ANY TIME. Add 10D to your Destiny Pool.

Possess R Dark Symmetry
GS - A DT killed by this warrior is not discarded. Instead it become a
Heretic of the DL. Move it to its controller's Kohort. DS cards may be
played on the new Heretic.

Powerful Blow C Special
PLAY ON ANY WARRIOR DURING COMBAT. The affected warrior gains +2 to F
during this combat.

Premonition U Art
AP CS - You may change the Defender in an attack to any of your other
warriors.

Premonition Empathy U Special
Play on DT any time - DT gains AP

Presence C Art
AP CS MAY ONLY BE CAST IF AFFECTED WARRIOR IS FIGHTING A DL WARRIOR. For
every 1D, the affected warrior gains +1 to A.

Pretorian Stalker R Dark Legion
FA 12/3/8/7 - DS cards may not be bestowed on Pretorian Stalkers. If you
have two Pretorian Stalkers in your Kohort, both their F and S increase by
+2.

Proficiency C Art
AMe Cast at the beginning of your turn - All spells this caster casts this
turn cast 1 D less to cast or improve (minimum of 1D). For instance, a
spell that costs 3D to give +1 to A would now only cost 2D per +1.

Prove Your Valor R Mission
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 or the slain warrior.

PsychoScanner R Equipment
If this warrior is attacked, it may immediately go into cover. Flip the
warrior card face down for free.

Punisher Blade U Equipment
FIGHT WEAPON. This warrior gains +1 to F.

Punisher Handgun U Equipment
HANDGUN. FIGHT/SHOOT WEAPON. Warrior gains +1 to F and S. A warrior may
attack using two handguns.

Purple Shark R Equipment (Airship)
While flying this airship, the warrior's S and A are +4. For 5D it may
escape a Fight combat. When the warrior uses the Purple Shark, flip a
coin. If heads, the warrior is wounded, and the purple shark is discarded.

Radar Scanner C Equipment
GIVE TO ANY WARRIOR. This warrior may not be attacked by airships.

Rams Air Cavalry U Imperial
CONSIDERED AN AIRSHIP -/4/6/5 - Can only take part in shoot combats. Can't
seek cover or use equipment. Attacks ignore opponent's fortifications.

Razide R Dark Legion
FA 9/2/7/7

Recalled R Mission
Cybertronic DT - This warrior must kill a Cybertronic DT to complete the
mission and earn points equal to twice the V of the killed warrior. The
attack warrior may not be identical to this warrior.

Reinforcements! U Special
PLAY ON A WARRIOR DURING COMBAT. For every 7D, 1 of this warrior's fellows
joins it in battle! DT can't reinforce the DL and vice versa. The group
of warriors add their attack ratings together. Their opponent striked at
only one of them.

Reinstatement U Special
PLAY ON ANY FREELANCER. The warrior is redeemed. It is now a member of
its home corp again. It can now earn PP and has full acces to all cards
specific to its home corporation. Its F,S,A and V are +1.

Repentance R Special
PLAY AT ANY TIME. All heretics inplay are discarded

Reputation R Special
PLAY ON ANY WARRIOR AS THREE ACTIONS. The affected warrior gains +3 to its
V. This card remains with the warrior.

Resist Elements C Art
AE PCS - Caster automatically gains +1 to A. For every 2D the caster gains
an additional +1 to A.

Resist Pain C Dark Symmetry
DSG - The warrior gains +1 to A

Retraining U Special
PLAY THIS CARD AS ONE ACTION. Your earned PP and DP may be freely
exchanged in either direction at a ratio of 5 DP to 1 PP.

Retreat! C Special
PLAY DURING COMBAT. Your warrior withdraws from the battle. Being
partially victorious, your opponent received PP equal to half of the V
(round up) of your warrior.

Reverberating Sharpener C Equipment
ATTACH TO ANY FIGHT, BUT NOT A FIGHT/SHOOT WEAPON. Warrior gains +1 to F.

Reversal of Fortune R Special
PLAY AT ANY TIME. You may switch the DP in your pool with the DP in
another player's pool.

Revisor C Brotherhood
AMa AMe 3/3/3/3

Rogue U Imperial
5/3/4/4 - You may not add the Rouge to your squad if you have other
Imperial warriors there already, and Imperial warriors may not be added to
your squad if the Rouge is already there.

Ruthless Efficiency R Special
PLAY AT THE END OF YOUR TURN. You may immediately take another turn.

SMG Mk. III "Interceptor" U Equipment
MG shoot weapon +2S

Sabotage! R Special
PLAY AT ANY TIME. Choose one of the five corporations, the Brotherhood, or
the DL. All the members of that organization in play must discard all of
their equipment cards.

Sacred Warrior C Brotherhood
AP AE 3/3/3/3

Samurai C Mishima
3/3/3/3

San Dorado U Fortification (Capitol city)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your Capitol
members gain +2 to their A while San Dorado is in play.

Scalper U Equipment
MAY ONLY BE GIVEN TO A MISHIMA DT. FIGHT WEAPON. The warrior gains +1 to
its F, and -1 is applied to its opponent's F in combat due to the horric
nature of this weapon.

Screaming Legionnaire C Dark Legion
FM 3/2/1/3 - NO DS CARDS ALLOWED. Once per game as 3 actions you can
invoke WINDS OF INSANITY. For each of your Screaming Legionnaires , every
warrior in play takes 1 point of damage. If this is equal to or greater
than a warriors A is it wounded.

Scythe of Semai R Equipment
MAY ONLY BE GIVEN TO A DL WARRIOR. FIGHT/SHOOT WEAPON. Warrior gains +4
to F and S. Warriors wounded by the Scyth of Semai are automatically
killed. If given to a Pretorian Stalker, that warrior gains +8 to S
instead of +4.

Sea Lion C Capitol
3/4/4/4

Sean Gallagher R Imperial
P Clansman 10/3/8/8 - If you attack with Sean Gallagher, you must attack a
DL warrior if there is one available. While Gallagher is in play all of
your Clansmen warriors are IDS.

Secret Headquarters R Special
Spend 5D and and put this card in play as one action. If you
don't have any warriors in play, enemy warriors may not attack you. You
must spend 5D during your draw step each turn to keep this card in play.

Secret Mission R Special
You may conduct a secret mission. When the mission is done, 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.

Send Dreams U Dark Symmetry
GM - By spending 5D at any time, this warrior may send horrific dreams to
any enemy warrior, causing it to go into cover. Flip the affected warrior
face down.

Sgt. McBride U Imperial
P Blood Beret 5/5/4/5 - While McBride is in play all Blood Berets (but not
McBride himself) gain +1 to F and S

Sharpshooter R Special
PLAY ON ANY WARRIOR AS 3 ACTIONS. The affected warrior gains +1 to its S
for every 2D spent during combat. This card remains with the warrior.

Sherman .74 Model 13 "Bolter" U Equipment
HANDGUN. FIGHT/SHOOT WEAPON. Warrior gains +2 F and S. A warrior may
attack using 2 handguns.

Shield C Art
AK PCS - For every 1D spent, caster gains +1 to A

Shrieketh R Equipment
MAY ONLY BE GIVEN TO A DL WARRIOR. SHOOT WARRIOR. +1 TO S. Warriors
killed with the Shrieketh become Heretics under your control. Place a
Heretic card from your collection into your Kohort. If you can't, still
discard the warrior.

Shroud R Dark Symmetry
GS - As one action no combat may take place until the begining of your next
turn.

Siege of the Citadel R Mission
Player - Destroy any Dark Apostle's Citadel in play to complete the mission
and receive 3 PP.

Sleep R Dark Symmetry
GM - As one action, this warrior may put any enemy warrior to sleep. The
affected warrior may not attack or be attacked until the begining of your
next turn.

Smoke Bomb U Equipment
A warrior may detonate a smoke bomb by discarding this card. The warrior
may retreat from a combat before it begins, end the attack action.

Snub the Cardinal R Mission
Player - Turn a Brotherhood member into a Heretic to complete the mission
and earn 5 PP.

Special Commendation U Special
PLAY ON ANY NON-CAPITOL DT AT ANY TIME. The affected warrior is now
considered a member of the Capitol Corp. in addition to any memberships it
currently holds.

Speed U Art
AMe PCS - The caster strikes at its opponent first. If the caster wounds
the opponent, the combat is over. If not, then check if the caster is
wounded. This all happens after playing all combat modifiers.

Spiked Barricade C Fortification
GIVE THIS CARD TO A WARRIOR AS ONE ACTION. The warrior is protected by a
spike-covered wall and gains +1 toA. The warrior can not make a Fight
attack but may be attacked by one. You can give this card to a different
warrior as one action.

Spoke in the Cog U Special
PLAY ON ANY NON-BAUHAUS DT AT ANY TIME. The affected warrior is now
considered a member of the Bauhaus Corp. in addition to any memberships it
currently holds.

Spy in the Ranks R Special
PLAY WHEN AN OPPONENT'S WARRIOR COMPLETES A MISSION. You gain all the
points the warrior earned,and its controller receives nothing. Also, the
warrior is discarded.

Stigmata R Special
PLAY ANY TIME ON A HERETIC WITH AT LEAST 1 DSG. It is forever a member of
the DL and may receive any DSG from any Dark Apostle at any time for no
action cost.

Strategic Restructuring U Special
PLAY AT ANY TIME DURING YOUR TURN, EXCEPT DURING COMBAT. You may return
one of your cards in play to your hand.

Strength of Will C Special
PLAY AT ANY TIME. Your warriors are IDS until begining of your next turn.
Your DL warriors may still use their DSG as normal.

Strike C Art
AK PCS - For every 1D spent, the caster gains +1 to S.

Suggestion U Art
AMa - Cast during an opponent's attack action, before the Attacker is
announced. Tell the affected player which of his or her warriors is the
Attacker for this combat. That warrior must attack, but its player picks
the Defender.

Suicide Mission R Mission
Any warrior - If this warrior is killed, the mission is completed. The
player controlling the warrior earns PP equal to warrior's V, and 3 more if
the warrior killed another warrior in its final battle.

Suicide Warhead U Mishima
10/0/0/3 IDS - May not use weapons or equipment. The Suicide Warhead is
killed if it becomes wounded.

Sunset Striker C Capitol
3/3/3/3

Surprise Attack U Special
PLAY DURING COMBAT. The combat is not simultaneous. Resolve the
Attacker's attack first. If the Defender is wounded, the combat is over.
If not, resolve the Defender's attack. This all happens after playing all
combat modifiers.

Surprise Invasion! U Special
PLAY AT ANY TIME. As one action, one fortification in play, chosen by you,
is discarded.

T-32 "Wolfclaw" JBT R Equipment (Bauhaus Tank)
A warrior can have only 1 tank. With this tank, the warrior's F,S,A and V
are doubled. No other weapons may be used when using the Wolfclaw.

Tactical Advantage U Special
PLAY DURING COMBAT. You may change the battle tactics for this combat.

Tainted! R Special
PLAY ANY TIME ON ANY DT. This warrior is now a DL spy. It keeps all DT
memberships, but it is also considered a Heretic of the DL. DS cards can
be played on it.

Take Aim C Special
PLAY DURING COMBAT. Warrior gains +1 to F and S.

Take Cover C Special
PLAY ON YOUR WARRIOR DURING COMBAT IF IT IS THE DEFENDER. Your warrior
hastily finds cover. Flip its cards over. The hasty cover only gives a +3
to A. After the combat, the warrior remains in cover, and the cover
becomes normal.

Tatsu R Mishima
P Samurai 6/6/7/7 - While Tatsu is in play, all of your Samurai are IDS.

Telepathic Message U Art
AMa Cast 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
which of his or her warriors to attack with.

Teleportation C Art
AK Cast any time. For every 1D spent, one weapon or equipment card may be
transferred from any one DT to another. Weapons and equipment cards may
also be teleported back into your hand.

Telescopic Sight C Equipment
ATTACH TO ANY SHOOT WEAPON. Warrior gains +1 to S.

Templar U Dark Legion
FI 4/7/5/6

Terror C Dark Symmetry
DSG - Opponents of this warrior are stricken with nearly paralyzing dear
which causes -1 to their A.

The Cathedral U Fortification (Brotherhood city)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your
Brotherhood members gain +2 to their A while THE CATHEDRAL is in play.

The HQ U Fortification (Cybertronic city)
THIS CARD MAY BE ADDED TO YOUR SQUAD AS ONE ACTION. All of your
Cybertronic members gains +2 to their A while The HQ is in play.

Ticker C Equipment
GIVE TO A DT AS ONE ACTION. Add +2 to the warrior's F,S and A. The
warrior may not be wounded or killed during combat. After a combat, TICKER
wears off and the warrior automatically receives one wound. Once used,
TICKER is discarded.

Time Death R Dark Symmetry
GI - This warrior always gets the upper hand in battle. Resolve its attack
first. If it wounds its opponent, the combat is over. If not, then
resolve the opponent's attack. This all happens after playing all combat
modifiers.

Time Rot R Dark Symmetry
GD - As 1 action , this warrior may age an enemy warrior. Place a marker
on the affected warrior. For every 3 age markers, that warrior suffers a a
-1 F, S, A and V. If the warriors V reaches 0, discard the warrior.

Traitor Discovered R Mission
Bauhaus DT - This warrior must kill a Bauhaus DT to complete the mission
and earn points equal to twice the V of the killed warrior. The attacked
warrior may not be identical to this warrior.

Trencher C Imperial
3/2/2/3 - The Trencher may dig a Foxhole as 3 actions. If this is done,
take a foxhole card from your collection and place it with this warrior.
The Trencher is then in the Foxhole.

True Gate R Dark Symmetry
GI - For every 10D, this warrior may call a reinforcement from your Kohort
to assit in a battle it is involved in. Your warriors add their attack
ratings together. The Defender chooses which warrior to attack.

True Path C Art
AP CAST DURING YOUR DRAW STEP BEFORE DRAWING. For every 3D draw 1 extra
card. Keep 1 of the cards and discard the rest. Before drawing decide how
many extra cards to draw.

Twist of Fate U Special
PLAY AT ANY TIME YOU HAVE 5 PP OR MORE. Flip a coin. If the result is
heads, you gain 20D. If the result is tails, you lose 5 PP.

Twitcher C Cybertronic
2/2/2/2 - If the Twitcher is equiped with TICKER its Fand S ratings
increase by +1 in addition to the effects of TICKER.

Undead Legionnaire C Dark Legion
FA 3/1/2/2 - DS cards may not be bestowed on Undead Legionnaires.

Undercover Agents R Special
PLAY AS ONE ACTION. For every 3D, one mission card in play, chosen by you,
is discarded.

Valerie Duval R Bauhaus
P Etolies Mortant 8/4/8/8 - While Valerie Duval is in play, all your
Etolies Mortant are IDS.

Valkyrie C Brotherhood
AC AP 3/3/3/3

Vassht U Equipment
MAY ONLY BE GIVEN TO A DL WARRIOR. FIGHT WEAPON. Once equipped, the Vassht
may never be given to another warrior, and this warrior may never own
another Fight or Fight/Shoot weapon. It gives the warrior +2 to its F.

Venusian Ranger C Bauhaus
IDS 4/3/4/4

Violator Sword U Equipment (*2)
MAY ONLY BE GIVEN TO A BAUHAUS DT. FIGHT WEAPON. The warrior gains +2 to F.

Well-Rounded Squad R Mission
Player - Keep at least one warrior from each of the five corp. and the
Brotherhood in your squad for one full turn (of your own) to complete the
mission and earn 5 PP.

Whispers of Heresy R Mission
Brother - This warrior must kill a Brother to complete the mission and earn
points equal to twice the killed warrior's V. The attacked warrior may not
be identical to this warrior.

Wind of Insanity U Dark Symmetry
GM, Once per turn, as 1 action this warrior may invoke Winds of Insantiy.
For every 5D, each warrior in play takes 1 point damage. If this is not
less than a warrior's A, it is wounded. This doesn't count as an attack.

Wolfbane Light Cavalry U Imperial
5/4/4/5 - Opponents of the Wolfbane Cavalry suffer -3 to A unless the
opponent is protected by a fortification, in which case their A is
increased by +3.

Yojimbo R Mishima
P Hatamoto 7/5/7/7 - While Yojimbo is in play, all of your Hatamoto are
IDS.

Young Guard C Imperial
2/2/3/2 - Young Guards may never voluntarily seek cover, and they refuse
to gain the benefits of fortifications.

Zenithian Soulslayer U Dark Legion
FM 7/2/6/6