IMPLIMENTS OF WAR "Proxie" expansion:

This file was last updated on: 06/02/01 (June 2nd 2001)

* -denoted a recent change

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WARRIORS:----

BAUHAUS:

INDUSTRIAL WORKERS 6/3/3/4
 FREE-During your action phase. During the beginning of
your turn this warrior is discarded (no points) and you may add any 
Fortification card from your collection to your Squad at no action cost.

SULEMONT ETOILES 4/3/4/4
 FREE-During your action phase. Considered an ETOILES 
MORTANT. During the beginning of your turn this warrior is discarded 
and you may discard any warrior in play of origional V:4 or less that
this warrior can attack, if you spend 5D you may discard a 
warrior of origional V:6 or less instead.


CAPITOL:

A.U.P. BANSHEE -/7/4/4
 CONSIDERED A MARTIAN BANSHEE and INFANTRY. FEARLESS. LOYAL. CONSIDERED A 
VEHICLE AND AIRSHIP. May never participate in FIGHT combats.

DROP SERGEANT MATHEW 3/8/7/7
 PERSONALITY. COMMANDER. LOYAL. Considered a MARTIAN BANSHEE. While in 
play you may spend an Attack action to discard any number of your 
MARTIAN BANSHEES from play and hand to inflict 4 damage (per warrior) on 
any warrior that these warriors could legally attack in a shoot combat. 
If the target is MISHIMA affiliated, these warriors inflict 9 damage each,
instead. Killed warriors are worth points.

McCRAIG LINER 6/10/4/5
 FREE-During your action phase. Considered INFANTRY. During the
beginning of your turn this warrior is discarded.

SUN BANSHEE 3/6/4/4
 FREE-During your action phase. Considered a MARTIAN BANSHEE. 
During the beginning of your turn this warrior is discarded (no points) and you 
may discard any Mission, Fortification, or warrior of V:3 or less in play (that 
this warrior could attack), no points are earned.

WETWORTH HAYES 6/9/8/8
 PERSONALITY. LOYAL. SUBVERSIVE. Considered a FREE MARINE. While in play all 
FREE MARINES are SUBVERSIVE and +2 to F,S, and A (not HAYES). All FREE MARINES 
that earn D points have the gain doubled while WETWORTH HAYES is in play.


CYBERTRONIC: 
(NOTE: all Cybertronic warriors may Never cast Art spells, and are IMMUNE TO 
 BASIC DARK SYMMETRY. Unless otherwise noted)

ATILLA R&D PROTOTYPE 6/8/4/6
 FREE-During your action phase. Considered a CUISSEUR. During the 
beginning of your turn this warrior is discarded (no points) and you may muster any 
CUISSEUR from your hand or discard pile to the same area of play as 
this warrior was for "FREE".

ENLISTMENT TRANSPORT -/0/8/5
 FREE-During your action phase. Considered a VEHICLE and AIRSHIP. 
LOYAL. FEARLESS. During the beginning of your turn this warrior is discarded (no 
points) and you may add any number of CHASSEURS from your hand to the same area of
play as this warrior was for FREE. Warriors that are considered VEHICLES may not
be effected by this card.

MEA FREELIG 2/2/9/5
 FREE-During your action phase. PERSONALITY. LOYAL. During the 
beginning of your turn this warrior is discarded and you may discard any 
INFILTRATOR, Special, or Misson card in play (no points)

METROPOLIS TERRORIST 2/4/2/5
 FREE-During your action phase. SQUAD SPY. Considered a CHASSEUR. 
During the beginning of your turn this warrior is Annihilated and you may 
either discard a fortification card in the same area of play as this warrior, or 
inflict 6 damage on all warriors in the same area of play as this warrior.  
Killed warriors are worth points. Multiple copies of this card are cumulitive.

OPS MIRROR MAN 8/9/6/6
 Considered a CHASSEUR. FEARLESS. LOYAL. QUICK. At any time you may return this
warrior to your hand from play by paying 5D or discarding a selected card from 
your hand.

R&D OPS 2/2/7/5
 Considered a CHASSEUR. As one action you may shuffle an opposing discard pile then
reveal one card at random from it, if you have a card in your discard pile with the
same title as the chosen card you may reveal it and shuffle it back into your draw pile,
return the opposing card.

R&D SLUG 2/2/6/4
 FREE-During your action phase. Considered a CYBERCURITY MP and 
CHASSEUR. During the beginning of your turn this warrior is discarded (no points) 
and during your next draw phase you draw 3 additional cards. Multiple copies of
this warrior are not cumulitive.

SCAVENGER DRONE 0/0/7/6
 FREE-During your action phase. Considered a VEHICLE and a CUISSEUR.
LOYAL. FEARLESS. During the beginning of your turn this warrior is Annihilated (no 
points) and you may reveal any number of CUISSEURS from your discard pile to 
reshuffle them all into your draw pile.

IMPERIAL:

BLACK SKULL INFANTRY 8/8/6/8
 INFILTRATOR. AUTOKILLER. Considered a BLOOD BERET. This warrior may not use it's
INFILTRATOR ability to discard a special card in play, unless that special card is
attached to a card you own.

RED WING 6/4/4/4
 FREE-During your action phase. Considered a BLOOD BERET. During 
the Beginning of your turn this warrior is discarded (no points) and you may 
discard any one equipment card, fortification card, or VEHICLE in play (no points).


MISHIMA:

CRIMSON SUN BLADE 6/2/4/5
 FREE-During your action phase. Considered a HATAMOTO. During 
the beginning of your turn this warrior is discarded (no points) and you may 
inflict 7 damage on any warrior in play that this one could legally attack,  
points are earned if killed. Multiple copies of this card cannot be combined
to harm the same warrior at the same time.


BROTHERHOOD:


DARK LEGION:

ABAZAR 3/2/9/9
 NEPHARITE OF ALGEROTH. AUTOKILLER. QUICK. This warrior may be
bestowed with any Dark Symmetry card at any time at no action cost. During combat,
for every 1D you spend this warrior gains +1 to F or S, this ability is considered a Gift
of Algeroth. While in play all NECROMUTANTS you control are +3 to F,S, and A.

ALAKHAI - THE CHOSEN 6/11/15/13
 PERSONALITY. NEPHARITE OF ALGEROTH. INFILTRATOR. QUICK. Immune to the Art. Immune to
all Dark Symmetry on a case by case basis. May be bestowed with any Dark Symmetry card at
any time at no action cost. When brought into play you MAY discard any NEPHARITE or 
INFILTRATOR in play (no points).

BLACK FURY 6/13/9/10
 FOLLOWER OF ALGEROTH. Considered an IMMACULATE FURY. 
During combat against non-FEARLESS warriors this warrior is QUICK and
an AUTOKILLER, and the opposing non-FEARLESS warriors are -3 to F, and S.

BLOOD FIST 8/6/4/5
 FOLLOWER OF ALGEROTH. AUTOKILLER. Consdiered a 
NECROMUTANT. If a copy of ALAKHAI is in play this warrior is
+2 to S and +4 to A.

CADZAK 1/1/3/5
 FOLLOWER OF MUAWIJHE. If this warrior is killed all players immediatly discard
their hands, yours is Annihilated instead and this warrior is also.

DARK SEED -/-/-/8
 FOLLOWER OF DEMNOGONIS. May never participate in combat. When mustered, attach
to any Doomtrooper in play. During that Doomtrooper's Draw Phase it's controler
may choose to pay 2D and put a marker on this card, or discard the Doomtrooper 
(no points). If the Doomtrooper is discarded in this manner you may add X+2 
Followers of Demnogonis of V:4 or less from your collection to play for free. 
X equals the number of markers on this card.

DEATH KOMMANDO 6/7/4/6
 FOLLOWER OF ALGEROTH. FEARLESS. Considered a CENTURIAN.
If JEZERAI is in play this warrior is +2 to F and A. If SALADIN is in play this
warrior is an AUTOKILLER and +2 to F and A. SALADIN gains +2 to A while
this warrior is in play.

DEATHWORM 12/0/9/9
 CONTACT. FOLLOWER OF ALGEROTH. Considered a VEHICLE. May never have Dark
Symmetry or Equipment. As one action attach a Dark Legion warrior of yours to this 
card (if this card is removed from play they are discarded, no points). You may 
declare an attack with this warrior and discard any Fortification or Warzone card 
controled by the Defender, all attached warriors detach and Reinforce this warrior 
for free.

DEMENTIA MAGUS 2/3/9/6
 FOLLOWER OF MUAWIJHE. While in play all players draw one less card during their draw
phases (minimum of 1 card via this ability). Each player may discard one card from 
their hand to force another player to discard one card from their hand at random; This
may be done once by each player per DEMENTIA MAGUS in play between each of their Draw
phases.

EPOCH- REANIMATOR 1/1/4/7
 FOLLOWER OF DEMNOGONIS. PERSONALITY. While in play, you may discrad a card from your
hand to play any on FOD in your discard pile as if it were in your hand (still spend D
costs). At anytime you may discard a card and spend 3D to return this warrior to its 
owners hand, from play.

ETHERIAL SOLDIER -/-/8/5
 FOLLOWER OF MUAWIJHE. FEARLESS. May not strike during combat, or have attachments 
(except for Dark Symmetry). This warrior does not prevent you from being attacked.
This warrior may attack any player directly despite the presence of warriors, unless
any of that player's warriors are Immune to any Dark Symmetry.

HARBRINGER OF DOOM 2/4/6/5
 FREE-During your action phase. HERETIC. During the beginning of your 
turn this warrior is Annihilated (no points) and you may muster another copy of this 
card from your collection for "FREE" after your draw phase. If you ANNIHILATE three 
copies of this card in this fassion immediatly discard all non-Warrior cards in play,
all players loose all their D, then you may immediatly muster all Dark Legion warriors 
from your hand for "FREE".

JEZERAI 11/4/9/10
 NEPHARITE OF ALGEROTH. FEARLESS. AUTOKILLER. If SALADIN is
in play this warrior is +3 to F,S, and A. While in play all CENTURIANS you
control are +4 to F,S, and A. As one action JEZERAI can switch an attachment
on one of your Dark Legion warriors with any other attachment on another dark 
legion warrior you control, all attachments switches must be legal.

LEGIONAIRE OF THE DAMNED 5/4/3/4
 FOLLOWER OF ALGEROTH. FEARLESS. Considered an UNDEAD 
LEGIONAIRE. This warrior may be mustered for "FREE" if MALDRACH-THE
ARCHMAGUS is in play.

MAKOGHOUL 6/8/7/7
 FOLLOWER OF MUAWIJHE. If this warrior has the highest shoot rating of any warrior 
in play (must be at least one more warrior in play) you draw one additional card 
during your draw phase for every 2 points it exceeds the next highest warrior's
S rating (max of 4 extra cards).

MALDRACH- THE ARCHMAGUS 4/9/7/8
 NEPHARITE AND ARCHMAGUS OF ALGEROTH. FEARLESS. INFILTRATOR. IMMUNE TO THE ART. 
May conjur any art spell on any warrior. May bestow any Dark Symmetry card on
any Dark Legion warrior at no action cost. MALDRACH may remove himself from combat if you 
spend 5D, this ability is considered a Gift of Algeroth. While in play all UNDEAD 
LEGIONAIRES are +2 to F,S, and A.

MODIUS -TECHRON MAGUS  -/-/-/9
 PERSONALITY. CONTACT. Considered a TECHRON. While in play all your TECHRONS are
Considered CONTACTS, Dark Legion equipment cards may be given to your Dark Legion
warriors at any time at no action cost. MODIUS may discard any non-PERSONALITY 
TECHRON you control as one action to force any player to discard all Equipment cards
in one of their areas of play. 

NECROTECH MAGUS 0/0/6/8 
 FREE-During your action phase. During the beginning of your turn discard
this warrior, then you may replace any or all of your non-PERSONALITY Dark Legion warriors 
with any non-PERSONALITY Dark Legion warriors from your collection for "FREE" (on a one for 
one basis), these replacement warriors may be up to +2 V of the replaced warriors (discard
origional and transfer legal attachments). Multiples of this warrior are not cumulitive.

NIGHTHAMMER MOBILE FIELDGUN -/26/15/18
 FEARLESS. Considered a VEHICLE and TANK. May never declare FIGHT attacks or have 
attachments. This warrior may only declare attacks against Warriors of V:10 or greater,
Fortifications, and Warzones in play (costs 3 actions to attack). This warrior's strike 
counts against all warriors of lesser total value in the same area of play as the defender 
(they do not retaliate). If this warrior attacks a Fortification or Warzone, it is discarded and all 
warriors that are in the same area of play suffer 8 damage each (points earned if killed)

SAPLING 0/0/5/3
 FOLLOWER OF ALGEROTH. FEARLESS. Considered a TECHRON. When you muster this warrior
you may immediatly play any CITODEL from your collection at no action cost. While in play
your CITODELS may not be forced to be discarded by any opponent.

SOLDIER OF THE BURNING SUN 8/9/5/7
 FOLLOWER OF ALGEROTH. QUICK. Considered a NECROMUTANT.
If ABAZAR is in play this warrior is +3 to A.

THE ETHOSIAN DREAM REAPER 14/-/12/8
 PERSONALITY. RELIC. CONTACT. FOLLOWER OF MUAWIJHE. May never earn points, or be wounded
or killed. This warrior may declare FIGHT combats despite this warrior being a "CONTACT". 
You must pay 3D during your draw phase or this warrior is discarded.

THE TEN THOUSAND 6/5/6/6
 FOLLOWER OF ALGEROTH. FEARLESS. Considered an UNDEAD 
LEGIONAIRE. If this warrior is killed you may immediatly Muster another
copy of it from your Hand, Draw pile, or sideboard for "FREE". This warrior
is +2 to F,S,A, and V while any copy of ALAKHAI is in play.

VENUSIAN ANARCH 7/7/1/5
 FREE-During your action phase. HERETIC. AUTOKILLER. During the 
beginning of your next turn this warrior is discarded (no points), and all players
must discard the top three cards of their draw piles.

VENUSIAN REAPER 4/6/5/5
 FOLLOWER OF ALGEROTH. Considered a NECROMUTANT. When attacking the forces 
of a player that controls any VENUSIAN Warzones, this warrior is +4 to F,S,
and A. This bonus also applies versus Bauhaus warriors (cumulitive with
warzone bonus)

VENUSIAN WARMONGER -/-/-/12
 CONTACT. NEPHARTIE OF ALGEROTH. While in play, no player may win the game via 
Promotion point total, unlesss that player is the only player that controls any
warrior that can participate in combat.

ZA'MAKIO 6/2/4/5
 FOLLOWER OF MUAWIJHE. FEARLESS. During combat involving this warrior all opposing
Doomtroopers in combat lose all their printed abilities (not restrictions), This ability
is considered a GIFT OF MUAWIJHE.

GENERAL AFFILIATION:

ALFRED B. 9/7/8/7
 PRESONALITY. Considered a LOCAL THUG. While in play you only need to spend 2D
per usage of an EXTORTION card (instead of 4D), your cards and warriors may not
be the target of opposing INFILTRATOR warriors.

REEVES- THE TRUE CYBERTRONIC FREELANCER 3/6/3/4 (NOT Cybertronic Affiliation)
 PERSONALITY. FREELANCER. INFILTRATOR. Immune to Basic Dark Symmetry. May never cast
Art spells. Any points REEVES earns are converted into D. REEVES may attack any
opponent directly, despite the warriors that player may control (+4 to V when doing so).
When attacked directly, that player may redirect combat, once, to any warrior he controls 
(despite affiliations) that has a higher total V than REEVES.


CRESCENTIA:

LUTHERANS:

NORTHERN SONS:

TEMPLARS:


EQUIPMENT:

CARRION SPORES (dark legion)
 ATTACH TO A DARK LEGION VEHICLE. If this VEHICLE is ever placed in the discard pile
all warriors controled by the player responsable in one area of play (chosen by you)
suffer 7 damage and are forced into cover (no points if killed). A VEHICLE may only
have one copy of this card attached.

DROP POD (dark legion)
 ATTACH TO ANY DARK LEGION WARRIOR'S AIRSHIP AS ONE ACTION. During any 
combat you may discard this card to Muster Dark Legion warrior(s) from your hand
(up to 10 total V), these Mustered warrior(s) count as Reinforcements for your
Dark Legion warrior involved in this combat.

NECROTECH HELL ENGINE (dark legion)
 ATTACH TO ANY DARK LEGION WARRIOR. VEHICLE. The attached warrior is now permenantly 
considered a TANK and may never use other equipment. The warrior is now +2 to F and S,
and +8 to A and V. All opposing warriors in combat suffer 2 damage for each Dark 
Symmetry card attached to this warrior directly before combat resolution, points 
are earned if killed.

SYMMETRIC NODES (dark legion)
 DARK TECHNOLOGY. Every 1D this warrior spends on a Dark Symmetry effect is worth 2D 
toward the effect. This card may be discarded (NOTE: remember to wound this warrior) 
to double the effects of any Dark Symmetry ability this warrior is using until end of
turn.


FORTIFICATIONS:

CADAVERIC INCUBATOR (Cybertronic)
 SQUAD. 3 actions. Whenever a non-FREE warrior you control is sent to the discard 
pile from play it is instead attached to this card. You may muster any of these 
warriors as if they were in your hand. When a warrior comes into play from the 
INCUBATOR it loses all affiliations and ablities and becomes Cybertronic. 
All Cybetronic warriors may never cast the Art and are Immune to Basic Dark
Symmetry. Dark Legion warriors who come into play via this card may not hold
Dark Symmetry and are still placed in your kohort.

CATHEDRAL STUDY (brotherhood)
 SQUAD. 1 action. While in play, if you have at least one Brotherhood warrior in play,
Annihilate one spell card from your hand and pay 1D to inspect the top five cards of 
your Draw Pile and add one of them to your hand. Return the remaining cards in the 
same order.

COUNTER INTELEGENCE HQ (cybertronic)
 Squad. 1 action. You may attach a Special card from your hand to this card as
one action, this card will attach a max number of these cards equal to the 
number of Cybertronic warriors you have in play (immediatly discard attachment(s)
to adjust for lost warriors). You may discard one of these Special cards 
immediatly after an opponent plays a Special card to cancel the cards effect
and reshuffle that card back into the owner's draw pile (even if Annihilated 
after use) all costs are considered lost.

DARK SOUL'S PORTAL
 Kohort. CITODEL. 1 action. At any time you may spend 4D and reveal any Dark 
Legion warrior from your discard pile or side board to shuffle that warrior 
into your Draw pile. Followers of Ilian and Demnogonis may be reshuffled for 
2D instead.

DNA STORAGE (cybertronic)
 Squad. 1 action. As two actions you may take any one of your Annihilated 
Cybertronic PERSONALITIES and reshuffle it into your draw pile. As one action
you may take a Cybertronic PERSONALITY from your Discard pile and reshuffle it
into your draw pile.

HEAVY INDUSTRIAL COMPLEX
 Squad, Kohort, Outpost. 2 actions. Effected by cards that effect INDUSTRIAL
COMPLEXES. Warriors that are considered VEHICLES being mustered to the same 
area of play as this card cost 1/2 their D cost to muster (round up) and at no
action cost. You must pay 2D during each beginning of your turn or this card 
is discarded.

MEDICAL EMERGENCY FACILITY
 Squad. CITY. 1 action. As one action you may discard this card and reveal any 
number of Doomtroopers from your discard pile to reshuffle those warriors back
into your draw pile.

MINERAL CAP 
 Squad/Kohort/Oupost. 1 action. At any time you may spend 1D to Annihilate this card
and draw the top three cards of your draw pile. You may choose to discard any of
those three cards immediatly after you draw them, gain 2D for each card discarded
in this fassion.

ORRDINANCE COMPLEX
 Squad, Kohort. 1 action. Effected by cards that effect INDUSTRIAL COMPLEXES.
During your draw phase you must either pay 3D or discard this card. After your
Draw Phase you draw one additional card. This card's effect is cumulitive. You may
have any number of copies of this card in play at the same time.

ORDINANCE FACTORY
 Squad, Kohort. 1 action. This card is effected by cards that effect FACTORIES.
At the beginning of your turn place a marker on this card. You may discard the 
marker during your turn to gain a free and immediate EQUIPMENT action (this action
may never be converted into any other type of action). If there is a marker on
this card during your discard phase it is removed and you gain 2D. You may have
any number of ORDINANCE FACTORIES in play.

POST PRODUCTION UNIT
 Squad, Kohort, Outpost. 2 actions. After your discard phase you gain 5D. You may 
have any number of POST PRODUCTION UNITS in play.

SYMMETRIC FURNACE (dark legion)
 Kohort. 1 action. Place markers on this card until there are 3 when this card 
enters play and at the beginning of each of your turns. These markers may be 
spent as D towards any Dark Symmetry effect. You may also remove a marker to 
bestow a legal Dark Symmetry card at no action cost. You may have any number 
of copies of this card in play.

SPELLS:

CLEANSING LIGHT
Art of Exorcism. Cast at any time. For every 3D spent discard one unwanted attachment
from any of your Doomtroopers in play.

THE CARDINAL'S EYE
 Art of Premonition. Cast at any time on any other Doomtrooper in play. Attach this
spell to that Doomtrooper, while attached that Doomtrooper can never be forced to 
be Discarded, or returned to hand or Draw Pile by an opponent. Discard this spell 
immediatly after it's caster casts another spell.

THE GIFT OF LIGHT
 Art of Mentalism. Cast at any time. Force any player to immediatly draw X cards, 
where X equals the amount of Promotion Points you spend when you cast this spell.
Annihilate this spell and it's caster after use. LIMIT ONE PER DECK.

DARK SYMMETRY:

EARTHSHOCK
 GIFT OF ALGEROTH. As three actions this warrior may annihilate this GIFT and
inflict 10 damage on himself to cause any Fortification card or Warzone in play to be
discarded, and all warriors in the same area of play as the target suffer 8 damage (no
points if killed).

FLOW OF FLAMES
 GIFT OF ALGEROTH. During combat resolution, as this warrior's strike, this warrior
may inflict 7 damage on all participants in combat for every 10D you spend, killed 
warriors are worth points.

THE DARK SOUL'S FAVOR
 GIFT OF ANY APOSTLE. May only be bestowed on a NEPHARITE. The
bestowed warrior is +3 to F,S,A, and V. This card may be discarded to prevent any 
wound on this warrior, or to heal him. This card may also be discarded immediatly 
after any Special card is played that affects this warrior to cancel the card's effect 
(all costs are considered lost). If another copy of this card enters play
discard this one.


SPECIALS:

CORPORATE GAINS (Captiol)
ATTACH TO YOURSELF AS THREE ACTIONS. Everytime you draw a card gain one D. You 
can never have more then 10 D in your pool at one time, any excess amounts are
lost.

DANGEROUS CONNECTIONS
 ATTACH TO YOURSELF AS ONE ACTION. While in play you may, at any time, annihilate
any one selected card from your hand to perform a free and immediate non-attack
action. A max of 5 cards may be annihilated in the fassion between each of your 
Draw Phases. Brotherhood affiliated cards may not be selected for this ability.

FORCED MUSINGS 
 PLAY ON ANY PLAYER AT THE BEGINNING OF THEIR TURN. In order for that player to
draw cards this Draw Phase that player must put their current hand on the bottom
of their draw pile, then draw cards.

INSURANCE POLICY (Capitol)
 PLAY IMMEDIATLY AFTER ANY OPPONENT FORCES YOU TO SPEND OR LOSE 5 OR MORE DESTINY.
Gain back all the D you spent or lost and draw 3 cards from your Draw Pile.

NATURALLY EQUIPPED (Capitol)
 PLAY IMMEDIATLY AFTER ADDING ANY DOOMTROOPER TO PLAY. Pay 3D. You may immediatly 
equip this warrior with any non-Relic WEAPON and ARMOR (up to one of each) from
your draw pile or side board for free.

NEW RECRUITMENT 
 PLAY IMMEDIATLY AFTER ANY NON-PERSONALITY WARRIOR YOU CONTROL IS FORCED TO BE 
DISCARDED BY AN OPPONENT. You may immediatly muster another copy of that warrior
card from your hand or Draw Pile at no action or D cost. Annihilate after use.
Only one copy of this card may be played for each warrior discarded.

RECKLESS ENDEAVERS
 ATTACH TO YOURSELF AS THREE ACTIONS. At any time you may give an opponent of your 
choice one promo to draw one card. As long as Reckless Endeavors is in play you 
may not use actions to draw cards.

"THE BUDDY SYSTEM"
 ATTACH TO ANY TWO DOOMTROOPERS YOU CONTROL AT ANY TIME. Neither of these two
warriors may be forced to be discarded by an opponent unless both warriors are 
being discarded at the same time. Both warriors may REINFORCE eachother during
combat automatically for free. A warrior may only have one copy of this card
attached at a time. If one warrior is somehow removed alone then discard this 
card.

THE FIFTH AMMENDMENT
 ATTACH TO GAME AT ANY TIME. All players may play special cards that are 
restricted to being played at their own turn during any other player's 
turn.

TOO MUCH PLANNING
 PLAY AS AN ATTACK ACTION ON ANY PLAYER. Inspect that players hand and inflict
an ammount of damage on a warrior they control equal to the number of special
cards in their hand. You earn points for any warrior killed.


MISSIONS:

SPECIFIC PROBLEM
 ASSIGN TO YOURSELF AS ONE ACTION. Immediatly attach any one card from your hand
to this one face down. Each opponent must guess the attached card's title during
their draw phase, if wrong add a marker to this card, otherwise discard this 
mission. If there are 5 markers on this card the mission is accomplished and you
gain 10 P.

RELICS:

CROWN OF RITUALS (dark legion)
 GIVE TO ANY NEPHARITE IF ANY COPY OF VALPURGIUS IS NOT IN
PLAY. No copy of VALPURGIUS may enter play while this card is in play. This
warrior is +3 to V. While attached this warrior may conjur any art spell on any 
warrior. This warrior may bestow Dark Legion warriors with any Dark Symmetry
card at any time at no action cost.

NECROMATIC BAUBLE (dark legion)
 ATTACH TO YOURSELF AS ONE ACTION. Any player may attach this RELIC to themself
(detaches from current controler) as two actions. While in play you do not gain
D during your draw phase. Instead, for every 3D you would have gained you gain an
additional non-attack action during your current turn. If this RELIC is removed
from play, it's current controler loses all their D, their next turn, and 5 P.

STAFF OF THE NETHERVOID (dark legion)
 GIVE TO ANY NEPHARITE. While in play, this warrior is IMMUNE TO THE ART,
may be bestowed with any Dark Symmetry card at any time at no action cost, and gains 
+2 to F and S for every Dark Symmetry card bestowed on him. 

WARZONES:
ALLIENCES:
KI POWERS:
BEASTS: