Cards

This is where the rules for individual cards can be stored and discussed. Play our game and if you find that something is unbalanced or you have an idea, please comment.

---------------------------------------------------------------------------------
NAME TYPE Min.
P/R
Max.
P/R
A/D Cost
P/R
Special
Rules
Mars Planet- Terrestrial 2/3 24/30 -/- -/- Produces:
 3/ 3
Phobos Planet- Moon 1/1 6/12 -/- -/- Produces: 0/2

May only have 2 Location cards attached
Deimos Planet- Moon 1/1 6/6 -/- -/- Produces: 0/1

Cannot hold Location cards.
Earth Planet- Terrestrial 2/2 30/30 -/- -/- Produces: 4/2
Luna Planet- Moon 1/2 12/18 -/- -/- Produces: 1/2
Ceres Planet- Dwarf 1/3 6/18 -/- -/- Produces: 1/4

May only hold 2 Location cards.
Inner Belt Planet- Asteroid Belt 2/4 18/30 -/- -/- Produces: 2/3
Venus Planet- Terrestrial 3/4 18/24 -/- -/- Produces: 2/4
Mercury Planet- Terrestrial 1/2 12/18 -/- -/- Produces: -/3
Jupiter Planet- Gas Giant 1/4 12/36 -/- -/- Produces: -/6
Saturn Planet- Gas Giant 1/3 12/30 -/- -/- Produces: -/5
Europa Planet- Moon 1/3 12/24 -/- -/- Produces: 3/2
Kuiper Belt Planet- Asteroid Belt 1/6 24/30 -/- -/- Produces: 1/5
Ganymede Planet- Moon 1/3 12/24 -/- -/- Produces: 1/3
Titan Planet- Moon 2/3 24/24 -/- -/- Produces: 2/2

---------------------------------------------------------------------------------


NAME TYPE Min.
P/R
Max.
P/R
A/D Cost
P/R
Special
Rules
Suicide Mission Command


2/6 Target attacking unit you
control deals its damage twice then is removed from play.
Red Herring Command


-/4 You may move an enemy Ship
to a neutral or enemy Planet this turn.  Play this only during
your opponents Move Step.
Enemy Image Command


-/5 Infantry cards you control
get +2 A this turn.
Propoganda Campaign Command


-/8 Infantry cards you control
get 2D6 P counters.
Political Backlash Command


-/9 Play this card only on an
enemy's turn after they have removed P tokens from a Planet you control.



Target enemy Planet produces no R on their next turn.
Hidden Agenda Command


-/3 Enemies may not use cards
or abilities to look at your hand or deck this turn.
Riotous Revolution Command


-/24 Select an enemy controlled
Plant.



Each location card takes damage equal to the number of P on that planet.
Political Assylum Command


-/30 Remove 3D6 P from an enemy
Planet and put those counters on a Planet you control.
 Counters in excess of your Planet's maximum are lost.
Scientific Discovery Command


-/8 Draw two cards.
Scientific Breaktrhough Command


-/16 Draw three cards.
Dirty Bomb Command


1/10 Remove 1/2 of  P
from target planet.
Secret Arramaents Command


-/8 One attacking or
intercepting Ship or Mech you control gets +5 A this turn.

6R:  Add this effect to another Ship or Mech.
Emergency Resupply Command


-/x Move "x" R from one Planet
or Location card to any other card you control.
Hidden Sabotour Command


-/6 One enemy Location looses
2D6 R.
Industrial Sabotage Command


-/8 Cancel target location
card.
Distress Signal Command


-/6 Play only on opponents
Combat Step as
interceptors are declared.  Move a ship you control to the
attacked planet intercepting an attacker.
Counter Intelligence Command


-/6 Cancel target command card.
Industrial Espionage Command


-/12 Reveal the top card of an
ememy's deck.  If that card is a Ship, Mech, or Location card
you may put it into play under your control.
Tarrif Gambit Command


-/x Target Planet produces no
R this turn.  This also effects Location cards attached to
that planet.



x=3D6
Political Favour Command


-/6 Taret enemy reveals one
card at random from their hand.



3R:  That player reveals an additional card at random
Blackops Budget Command


-/- Play this card only when a
planet you control has atleast 24 R.



Reduce the cost of  one card this turn by 12R.
Political Pressure Command


-/12 Target enemy puts a card
at random from his hand onto the bottom of his deck.

---------------------------------------------------------------------------------


NAME TYPE Min.
P/R
Max.
P/R
A/D Cost
P/R
Special
Rules
Martian Reserves Infantry 1/- 16/6 3/2 1/1 +1 A for every P Die on this
card.
Power Armor Regiment Infantry 1/1 12/16 3/6 2/4 +1 A for every R Die on this
card.  Damage may be allocated to R instead of P.
Chain Gang Infantry 1/- 6/- -/2 /- If during your Acquisition
Step Chain Gang is on a planet add 1R to that planet.



During your Manufactering Step you may remove all P from Chang Gang.
 Reduce the R cost of one Location card by that many counters.
Zero-G Marines Infantry 1/- 6/- 6/3 4/2 This card ignores the
defense sore of Ship cards.
Spacer Demolition Squad Infantry 1/1 6/12

3R:  Remove 1R
from each attacking Ship
Xenophobic Mob Infantry 1/- 12/-
6/2 Cannot be placed on a
planet you control.



This card ignores the defense score of other Infantry.
Walker Combat Repair Crew Infantry 1/- 6/12 -/3 2/6 Adjacent Mech units may
remove R counters from this unit when they are damaged.
Deepspace Mechanics Infantry 1/- 6/12 -/2 1/8 Adjacent Ship units may
remove R counters from this card when the are damaged.
Unionized Workers of Mars Infantry 1/- 18/12 -/1 12/3 During your Acquisition
Step add 1R to adjacent Planet for every P Die on this card.
Spacer Clan Infantry 1/1 12/12 1/2 1/2 6R:  Prevent all
that would be dealt to this card from an enemy Ship.



6P:  Remove 2D6 R from a Ship this card intercepts.
Last Ditch Militia Infantry 1/- 24/- 2/2 x/- You may play this card on
your enemy's Attack step.  If you do it comes into play
intercepting an enemy unit.



For every R Die on this card add 1 A and D.
Colony Mechanics Infantry 1/- 6/12 -/2 1/8 Adjacent Location units
may remove R counters from this card when the are damaged.
----------------------------------------------------------------------------------

NAME TYPE Min.
P/R
Max.
P/R
A/D Cost
P/R
Special
Rules
Gamma Coloniser Ship 2/1 12/6 -/2 2/2 Produces:  1/0

Transport 1
Delta Coloniser Ship 1/2 12/12
2/3 Produces: 1/0

Transport 2
Beta Colonizer Ship 1/1 18/12
2/6 Produces: 2/0

Transport 3
Interceptor Squadon Ship -/1 -/12 5/3 -/3 +1 D for every R Die on this
card.  May load into transports.
Ares Class Assault Carrier Ship -/1 18/30 10/8 6/14 Transport 6

Subspace 1

12R: Damage all ships that blocked Assault Carrier.
Belt Colony Ship 3/8 24/12 1/6 5/7 Transport 2

Produces:  1/0

2R: +1 P.  Use this only during your Aquisition Step.
Tartarus Class Gunship Ship -/1 6/18 8/5 1/9 1R: deal 1 damage to
target attacking or intercepting ship.  Use this ability when
this card intercepts or becomes intercepted.
Pillaged Fleet Ship -/1 6/18 5/4 3/6 +1 A for every R Die on this
card.

When this card removes R from an enemy card add that much R to this
card.
Slaver Fleet Ship -/1 18/12 6/3 2/6 Stealth

When this ship removes P from an enemy card add that much P to this
card.
Construction Barge Ship -/1 6/18 -/4 -/3 Reduce the cost of
Locations cards by 1R for every R Die on this card.
Luxury SpaceLiner Ship -/1 6/6 -/3 -/2
Pirate Flagship Ship -/1 6/12 7/7 -/12 Subspace 1

Fast



When this ship remvoes P or R counters from an enemy card add that many
counters to this card.
Moa Squadron Ship -/1 -/6 6/4 -/8 Homing
Long Ranged Drone Bomber Ship -/1 -/12 8/3 -/18 Stealth

Subspace 2



5R:  remove 8 P from enemy planet this card is attacking.
Ground Assault Barge Ship -/1 12/18 -/8 -/8 Transport 3



Transported Infantry and Mechs get +1 A
Rail Bombardment Cruiser Ship -/1 -/18 12/5 -/18 5R:  Rail Cruiser
gets +2 A this turn.


--------------------------------------------------------------------------------------
NAME TYPE Min. P/R Max. P/R A/D Cost P/R Special Rules
Mars Pattern Heavy Wakler Mech -/3 -/12 8/9 -/8 2R:  Gain +1 Attack this turn.  Use this ability only during a Combat Step.
Jumper Mech Mech -/1 -/6 7/5 -/10 Stealth

4R: As this Unit attacks deal damage to an additional blocker.
Martian Tank Battalion Mech 1/2 -/18 5/8 +1A/+1D for every 6 R on this card.
When fighting on a Terrestrial Planet this card gets +4 D
ER- Belt Team Mech -/1 -/18 4/6 -/6 When adjacent Ship, Mech, or Location Cards you control are damaged, you may remove R from this card instead.
Anti-Armor Belt Team Mech -/1 -/18 8/7 2R:  Decrease target enemy Ship or Mech Defense by 1 this turn.
CIB Assault Mechs Mech -/1 -/12 12/7 -/12 8R:  When CIB Assault Mechs attack they deal damage to each interceptor.
Hacker Drone Swarm Mech -/1 -/6 2/1 -/12 If this card was in combat with an enemy Ship or Mech that would be destroyed, gain control of it instead.  Scrap this card and transfer all Counters to the Ship or Mech.
CIB Defense Team Mech -/1 -/12 6/7 -/10 When Fighting at an Asteroid Belt or Gas Giant this card gets +4 D
Invader Class Drop Mechs Mech -/1 -/6 9/5 -/6 1R: +1A this turn.
---------------------------------------------------------------------------
NAME TYPE Min. P/R Max. P/R A/D Cost P/R Special Rules
Theoretical Physics Laborotory Location- Surface 1/3 6/12 -/- 5/12 6R:  Draw a card.  Use this ability only on your Manufacturing Step.
Hydroponic Space Colony Location- Orbit 2/1 30/18 -/- 5/4 3R:  +2P.  Use this ability only during your Acquisition Step.
Protectorate Solar Array Location- Orbit -/5 -/18 x/6 1/6 x = R on this card.

2R:  This card may intercept an additional ship this turn.  Use this ability only during Combat Steps.
Engineering Laboratory Location- Surface 1/3 6/12 2/ 8R:  Search your deck for a location card.  Reveal that card an put it on top of your deck.

12R:  Search your library for a location card .  Reveal that card and put it in your hand.
Aerospace Laboratory Location- Orbit 1/3 6/12 -/- 2/12 9R:  Search your deck for a ship card, reveal it and put it ontop of your deck.

12R:  Search your deck for a ship card, reveal it to all players and put it into your hand
Harvester Fleet Location- Surface 1/1 12/18 -/2 2/5 Can be loaded onto ships.
During your Acquisition Step add 1 R for every P Die on this card.
Subspace Radio Array Location- Orbit 1/2 6/18 -/- 2/4 4R:  Look at the top card of target  enemy's deck.

12R:  Target enemy reveals his or her hand to you.
Penal Colony Location- Surface 3/2 18/12 -/- 3/4 2P:  During your Acquisition Step +1 R.
Planetary Missile Silos Location- Surface 1/6 6/18 7/10 Stealth

May only defend against ships.
Recruitment Station Location- Surface 4/1 18/6 -/- 1/6 3R:  Search your deck for an Infantry card.  Reveal that card an put it on top of your deck.

6R:  Search your library for an Infantry card .  Reveal that card and put it in your hand.
Orbital Shipyard Location- Orbit 1/1 12/24 -/- 3/18 When a Ship card you control is destroyed you may pay its cost.  If you do, put that card on top of your deck.
Advance Warning  Satelite Grid Location- Orbit -/1 -/18 -/- -/6 6R:  Target attacking card looses Stealth this turn.
Samson Orbital Defense Cannon Location- Surface -/18 -/30 12/8 -/18 24:  Attack target planet.  Interceptors may not be assigned to this attack.

This card may only be manufactured on Deimos.
Energy Refinery Location- Surface -/1 6/24 -/- -/5 Produces: 0/1 for every R Die on this card.
Metropolitan Sprawl Location- Surface 6/6 24/18 -/- 5/5 Produces: 1/0 for every P Die.

Produces: 0/1 for every R Die.
Subterranian Farms Location- Surface 5/3 12/18 -/- 3/3 Produces: 0/2 for every R Die.
Megalopolis Location- Surface 5/5 30/6 -/- 2/3 This card may only be manufactured on a Terrestrial Planet.
Drone Mine Field Location- Orbit -/1 -/36 -/- -/10 For each R Die deal 1 Damage to each Ship attacking this Location's Planet.