1.17.2012

Cards

Name
Category
P/R Cost
Abilities
Dice Cap
A/D Stats
Infantry
Troop
1/1
-every additional P dice adds 1\1 to A/D stats
-once dice cap is met double attack
+earth infantry gain additional +4A if player owns Earth
+mars infantry gain +2 P dice cap if player owns Mars
5
1/1
Power Armor
Troop
5/5
-every additional P dice adds 1\1 to A/D stats
-when dice cap is met this troop has double defense
+earth infantry gain additional +4A if player owns Earth
+mars infantry gain +2 P dice cap if player owns Mars
10
5/5
Engineer
Troop
1/2
-engineer can repair vehicles and ships with the amount of R stored on this card
2
0/0
Worker
Troop
1/2
-adds +2R production to location
-every additional P dice increases R production by +2
-once dice cap is met increase R production by +2
4
0/0
Harvester
Vehicle
4/8
-Double R production
-
0/1
Walker Mech
Vehicle
1/8
-6R Deals 20 damage
1
10/2
Jump Mech
Vehicle
1/8
-6R attack two units
1
10/2
Missile Bay
Vehicle
4/8
-strong against ships (double damage to ships)
-6R when attacked by ships both players roll dice, if missile bay rolls higher the ship's attack is negated
-if missile bay rolls 6 the ship is stunned for a turn
1
10/2
Planetary Cannon
Vehicle
4/8
-6R attack adjacent planet
-12R attack every unit on adjacent planet
2
14/2
Tank
Vehicle
2/6
-strong against troops (double damage to troops)
-6R stuns attacked unit for a turn
-6R attacks twice
1
6/10
Mortar
Vehicle
2/6
-strong against vehicles (double damage to vehicles)
-6R attacks twice
1
5/8
Striker
Ship
4/8
-6R attack twice
-6R move twice
1
10/2
Transporter
Ship
3/6
-Transports P/R to other planets
-Can transport four units
4/4
0/4
Satellite
Ship
2/8
-6R look at player's hand
-6R reveal hidden card
-12R force player to discard a card
2
0/2
Pirate Ship
Ship
4/4
-Takes equal amount of R to the damage dealt
2
8/4
Warp Gate
Ship
1/12
-Can transports units anywhere on map for 2R a unit
-
0
Stealth Bomber
Ship
2/8
-when unit is created it can be placed anywhere on the map
-6R can move to any point on the map
2
10/1
Terra Carrier
Ship
12/10
-can transport 4 units
-6R double defense for a turn
4/4
8/20
Martian Carrier
Ship
12/10
-can transport 4 units
-6R double defense for a turn
4/4
8/20
Terra Cruiser
Ship
12/10
-can transport two units
-12R destroys 18 R
-12R double defense for a turn
-24R attack every unit on location
4
15/15
Martian Cruiser
Ship
12/10
-can transport two units
-12R can move twice
-12R double damage for a turn
-24R destroy non-planetary location
4
15/15
Destroyer
Ship
20/24
-attatched units take half damage
-12R opponet discards two cards
-12R double damage for a turn
-24R units on location can not move for a turn
-48R opponet discards entire hand
4/4
20/20



Name
Category
P/R Cost
Ability
Dice Cap
Production
Colony
Location
2/2
-6R Colony Shields
3/1
2/0
Orbital Colony
Location
2/4
-6R Colony Shields
-12R Emergency Transport
4/2
2/0
Mine
Location
2/2


0/2
0/2
Gas Cloud
Location
1/6


0/4
0/6
Asteroid Field
Location
1/4
-When opposing players move through this location units take 15 dam
-When dice cap is met location deals 30 dam
0/2
0/0
Mine Field
Location
2/8
-When opposing players move through this location units take 15 dam and are stunned for a turn
-When dice cap is met this location deals 15x1d6 dam
0/4
0/0
Cloning Facility
Location
10/10
-6R adds 6P to selected unit
-12R increase selected unit's dice cap by 1
-24R copy selected unit
0/4
0/0
Fort
Location
4/6
-Doubles defense of attached location
-12R Negates all dam next turn
-12R Emergency transport
4/4
0/0
Armory
Location
4/10
-
2/2
0/0



Name
Category
Cost
Ability/Effect
Dice Cap
Research
Action
0/6
-Draw a card
-6R Look at the next 5 cards and arrange them how you want
-
Reshuffle
Action
0/6
-Reshuffle deck
-
Discard
Action
0/6
-Discard a card
-
Reroll
Action
0/6
-Reroll dice roll
-
Sabotage
Training
0/10
-6R opponent discards a card
-12R opponent discards hand
-18R destroy location
-18R destroy unit
3
Signal decoder
Training
0/10
-6R look at opponent's hand
-12R reveal hidden card
2
EMP
Training
0/10
-12R eliminates all R tokens on location
2
Bio Attack
Training
0/10
-12R eliminates all P tokens on location
2
Applied Biogenetics
Training
0/8
-6R add 6 P
-when dice cap is met double P tokens
3

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