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Atmosphere

Atmosphere: 122 cards
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Acidic Residue
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Acidic Residue:

Play this card face down under a Barrier in play with the Alien restriction. Replace that Barrier with this card immediately when that Barrier leaves play. Any non-Alien character or hidden marker moving over this event card sustains 1 Environmental Acid damage. 1 Residue per Barrier. Discard Residue 3 turns after the Barrier leaves play.

"It bleeds like the rest of 'em."

  • Card Number: 1
  • Rarity: Common
  • Type: Event
Adaptive Leadership
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Adaptive Leadership:

Rotate an Adaptable Predator that you control during the ready round. Gain 1 CP per Predator you control at the Adaptable Predator's location. In addition, all Lethal Predators at that location gain + 2 to close combat damage for the remainder of the turn.

"There is honor in the hunt"

  • Card Number: 2
  • Rarity: Common
  • Type: Event
  • Restrictions: Predator Hunting Pack
Advanced Hive
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Advanced Hive:

May only be played by Aliens player. This player may substitute any number of "starting Warrior character cards" for an equal number of "Guard character cards" (replaced cards are shuffled into draw deck). In addition, at any time, you may spend 2CP and rotate a Queen at the BC to search for a Royal Jelly from your draw deck. Each time you cycle through your draw deck, your handsize reduces by 2, instead of 1.

"Sometimes they push evolution along"

  • Card Number: 3
  • Rarity: Rare
  • Type: Condition
  • Restrictions: Alien
Ain`t Got Time to Bleed
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Ain't Got Time to Bleed:

+2 Resistance. In addition, if Marines, roll a die: 1-5: +1 resistance, 6: character resists all non-environmental damage from one source.

"You're hit, man. You're bleeding."

  • Card Number: 4
  • Rarity: Common
  • Type: Event
  • Restrictions: Veteran
Airfield 112
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Airfield 112:

High Locations may not be placed above this location. During the search round, characters with Communications may rotate here for two consecutive turns to find the first vehicle with the flight resource in your draw deck. This vehicle comes directly into play at this location.

"Used for weapons and drug smuggling"

  • Card Number: 5
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Open, Equipment, Vehicle
Alien Sentry
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Alien Sentry:

+3 damage in close combat. During the Aliens mature phase, play Royal Jelly on an Alien Warrior that you control, then replace that Warrior with the Alien Sentry. While at Hive locations, this character gains 2 hidden movement markers. During the search round, you may pay 2 CP and rotate Sentry to search through the draw deck and add the first Barrier card to your hand.

"Man, I'm telling you... there's something' here and it ain't us…"

  • Card Number: 6
  • Rarity: Common
  • Type: Alien Main Character
  • Power: 5
  • Speed: 4
  • Resource: Alien, Lethal, Molted
Anna
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Anna:

Singular. Counts as 2 Supporting Characters for Hostage and Evacuation purposes. At the end of each ready round, roll a die: 1-4: no effect; 5-6: Controller must rotate Anna and one friendly character (controller's choice) at her location with no effect. Anna may never be targeted by non-Outcast predators unless she is carrying a weapon. (may not be evacuated from Guerrilla Base Camp)

"The jungle came alive and took him."

  • Card Number: 7
  • Rarity: Common
  • Type: Supporting Character
  • Power: 2
  • Speed: 2
  • Resource: Human, Lucky, Coward
  • Restrictions: Guerrilla Base Camp
Automated Return System
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Automated Return System:

Honor 3. Requires Throwing Disk. As long as both Automated Return System and Throwing Disk are undamaged, Throwing disk gains Long-Ranged and is not dropped if it misses.

"Converts it to an advanced 'smart disk'"

  • Card Number: 8
  • Rarity: Rare
  • Type: Predator Item
  • Resource: Attachment
  • Restrictions: Predator Item, 3 Honor
Betrayal
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Betrayal:

Target a character with the Coward resource. This character is considered to be under your control until the end of the current round. You may force this character to perform any action that it is normally capable of doing including attacking any characters/tokens that would be considered unfriendly to you.

"I don't know which species is worse . . ."

  • Card Number: 9
  • Rarity: Common
  • Type: Event
  • Restrictions: Coward
C-4
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C-4:

Limited. Rotate a Marine to deploy this card as a Trap at an Open location. When triggered, the first victim or vehicle is hit for 15 damage.

"I sleep better just knowing it's there."

  • Card Number: 10
  • Rarity: Common
  • Type: Human Item
  • Resource: Traps
  • Restrictions: Military Arms
Change of Command
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Change of Command:

Permanent. Play on a Human leader who has just acquired damage tokens. This Human loses the Leader resource while this event is in play. Discard this card when the Human is fully healed.

"I believe Cpl Hicks is next in chain of command."

  • Card Number: 11
  • Rarity: Common
  • Type: Event
Clan Gladiator
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Clan Gladiator:

7 honor. Gladiator may not possess or use ranged weapons but gains + 1 resistance and + 1 to close combat damage for every unfriendly character card at his location. Gladiator never suffers movement penalties from outnumbering.

"Extremely powerful, even among its own kind."

  • Card Number: 12
  • Rarity: Common
  • Type: Predator Main Character
  • Power: 7
  • Speed: 4
  • Resource: Predator, Lethal, Brave
Claymore Mines
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Claymore Mines:

Limited. Rotate a Human character to deploy this card as a Trap in any Confined, Cover or Central location. When activated, the first victim or vehicle is hit for 10 damage. Then roll a die: 1-4, discard this trap, 5-6, this trap is redeployed at the same location.

"Remember Cliff, point them away from the camp"

  • Card Number: 13
  • Rarity: Common
  • Type: Human Item
  • Resource: Traps
  • Restrictions: Equipment
Corruption Virus
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Corruption Virus:

Target a Rogue character who just rotated to download data and roll a die, 1: All data tokens within that character's Storage Device are discarded with no effect and the Device is permanently damaged. 2-4: Discard up to 3 data tokens and device is damaged until the end of the current turn. 5-6: Character gains no data tokens from this search action. Characters with the Synthetic or Hacker resource add +1 to this roll.

"I knew we should have checked it first"

  • Card Number: 14
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Covered in Mud
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Covered in Mud:

No Predator may declare an attack on this character. Discard this card if character moves, rotates, or after 3 turns.

"Come on ya bastard, just a little closer."

  • Card Number: 15
  • Rarity: Common
  • Type: Event
  • Restrictions: Outdoor, Human
Cpl. Hawkins
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Cpl. Hawkins:

Hawkins may begin the game with the Communications Array. During the search round while at any Open, Outdoor location; spend 5 CP to rotate Hawkins and Communications Array to roll a d6, 1-4: no effect; 5-6: search your draw deck for a Marine Pvt. main character. This character immediately comes into play at Hawkins' location.

"His transponder signal is coming from over here."

  • Card Number: 16
  • Rarity: Common
  • Type: Human Main Character
  • Power: 3
  • Speed: 3
  • Resource: Human, Marine, Veteran, Marksman
Cpt. Poncho
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Cpt. Poncho:

Poncho may re-roll any natural 1 while using any Grenade Launcher or Crude Explosives. In addition, you may spend 1 CP and rotate Poncho at locations with Weaponry and/or Military Arms to search draw deck for a Demolition Charge. This card is placed directly into the Marine player's hand.

"You got time to duck?"

  • Card Number: 17
  • Rarity: Common
  • Type: Human Main Character
  • Power: 3
  • Speed: 3
  • Resource: Human, Marine, Veteran, Brave, Scout, Tactics
Crash Site
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Crash Site:

When first brought into play, search through your draw deck and place the first three Human Ammo cards found on top of this location.

"Still a pilot in there, single round to the head"

  • Card Number: 18
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Confined
Custom Data Drive
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Custom Data Drive:

Rotate Custom Data Drive and owner at a location with Computers and roll a die: 1-2, no data tokens are downloaded; 3-6, download 2 data tokens. The device may hold 6 data tokens. Hackers may add +1 to this roll. Data tokens are lost and Drive is permanently damaged if it is ever in a Submerged location or Water Processing.

"Fast but unreliable, I've made my own modifications."

  • Card Number: 19
  • Rarity: Common
  • Type: Human Item
  • Restrictions: Prohibited, Equipment
Dark Spirit
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Dark Spirit:

Honor 11. Cannot win through honor. If Dark Spirit kills a human in close combat, all Human Supporting Characters at and adjacent to this location become uncontrolled and their movement is reduced to 0. This effect lasts until Dark Spirit is killed, becomes hidden, or leaves his current location.

"He knows how to use fear to his advantage"

  • Card Number: 20
  • Rarity: Promotional
  • Type: Predator Main Character
  • Power: 7
  • Speed: 4
  • Resource: Predator, Outcast, Lethal, Veteran, Lucky
Dense Jungle
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Dense Jungle:

This location is distinct. Characters may not make ranged attacks into adjacent locations while at this location. All characters gain +1 defense from Ranged attacks while at this location.

"Damn it, Drake! We'll never get that APC through here!"

  • Card Number: 21
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Cover, Confined
Dishonorable Defeat
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Dishonorable Defeat:

Permanent. Play this card on a Predator you just damaged. During the discard and draw phase, the hand size of the controller of this character is reduced by one card per damage token on this Predator. Discard this card when the Predator is fully healed or leaves play.

"It's better to die than to suffer at the hands of an animal"

  • Card Number: 22
  • Rarity: Common
  • Type: Event
  • Restrictions: Human
Diversion
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Diversion:

Play immediately after a character you control has triggered a trap. The trap is discarded with no effect and all unfriendly characters at this location are -1 defense until the end of the turn.

"Nice going, Mac.You killed a pig."

  • Card Number: 23
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Ducheck
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Ducheck:

  • Card Number: 24
  • Rarity: Common
  • Type: Human Main Character
  • Speed: 2
Dug in Like an Alabama Tick
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Dug in Like an Alabama Tick:

Permanent. Play on a High or Low location, all characters at this location gain +1 defense and +2 resistance (or +2 defense and +3 resistance if this location has Cover) when being targeted by ranged combat from adjacent locations.

"We can't hit him, he's too well covered."

  • Card Number: 25
  • Rarity: Common
  • Type: Event
Elevator Shaft
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Elevator Shaft:

This location is distinct. You may rotate this location and a character you control at this location to search your draw deck for the first Elevator card and place it directly into play.

"I can bypass the emergency protocols."

  • Card Number: 26
  • Rarity: Common
  • Type: Cross Location
  • Resource: Indoor, High, Confined
Elite Guard
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Elite Guard:

+3 damage in close combat. During the Aliens mature phase and in the presence of a Queen, play a Royal Jelly on a Royal Guard that you control, then replace it with the Elite Guard. During any combat resolution step, Guard may redirect all damage from an attack declared against a Queen at its location onto itself. Pay 2CP for each redirected attack. Also, you may pay 1CP and rotate Guard to bring a Royal Jelly or any card with ‘Queen’ in the title to your hand from the discard pile.

"Evolution doesn't stop for any species."

  • Card Number: 27
  • Rarity: Common
  • Type: Alien Main Character
  • Power: 6
  • Speed: 5
  • Resource: Alien, Lethal, Molted
For His Own Good
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For His Own Good:

Rotate a Leader you control with a weapon and target one non- Rogue Human Supporting Character at that Leader's location. Targeted supporting character is immediately discarded. If that supporting character was infected, you may immediately ready this Leader.

"When the time comes, I'll do us both."

  • Card Number: 28
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Restrictions: Marine
Forced Entry
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Forced Entry:

Play during your segment of the movement phase. Target an Enclosed enemy vehicle in play. Characters you control may enter that vehicle as if they were friendly to the owner, even if they would exceed the vehicle's normal capacity.

"Don't let them in!"

  • Card Number: 29
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
  • Restrictions: Enclosed Vehicle
Gates
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Gates:

Gates can store up to 8 Data tokens. Whenever Gates rotates to gain data tokens, roll a d6: 1: Discard all data tokens; 2-5: Gain 2 data tokens; 6: Does not gain data tokens and data capacity is permanently reduced to 4 tokens. Gates permanently gains Marksman and Lethal and may declare attacks on Human Characters.

"Rebuilt from spare parts and stolen programs"

  • Card Number: 30
  • Rarity: Common
  • Type: Human Main Character
  • Power: 4
  • Speed: 4
  • Resource: Synthetic, Rogue, Corporate, Tactics
Genetic Experiment: Alien Awareness
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Genetic Experiment: Alien Awareness:

All Cloned Aliens that you control may choose not to attack unhidden characters. Discard this card after 5 turns. Any player can spend 5 research points to discard this card at any time.

"They're watching. They know it's a trap."

  • Card Number: 31
  • Rarity: Common
  • Type: Event
  • Restrictions: Alien, Cloned
Genetic Experiment: Aquatic Adaptation
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Genetic Experiment: Aquatic Adaptation:

Permanent. All Cloned Aliens in play only fail drowning rolls on a natural 1. Any player may spend 5 research points to cancel and discard this event during the movement round.

"They can adapt to all conditions"

  • Card Number: 32
  • Rarity: Common
  • Type: Event
  • Restrictions: Alien, Cloned
Genetic Experiment: Augmented Intelligence
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Genetic Experiment: Augmented Intelligence:

Permanent. Owner may spend 1CP at any time to give target Cloned Alien +1 defense (+2 if location has cover). No more than 3 CP per Alien may be spent each turn. Any player may spend 5 Research Points to discard this card at any time.

"These ones appear to be smart enough to use cover."

  • Card Number: 33
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
  • Restrictions: Alien, Cloned
Guerrilla Base Camp
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Guerrilla Base Camp:

Rogue characters may rotate to heal up to 2 damage at this location. Characters may not download data tokens at this location.

"Must be their base-of-command"

  • Card Number: 34
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Open, Communications, Prohibited, Weaponry, Equipment
H.E.A.P. Rounds
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H.E.A.P. Rounds:

Requires Rifle or Smartgun. This weapon deals +4 damage. Anytime this character rolls a natural 1 to hit, discard this Ammo Card and the weapon it was attached to and the owner gains 2 damage counters. Discard this card after 4 uses.

"High Explosive Armor Piercing shells. Used for synthetic uprisings and light Anti-Tank work."

  • Card Number: 35
  • Rarity: Common
  • Type: Human Item
  • Resource: Ammo
  • Restrictions: Military Arms
He`s Busted Up Pretty Bad
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He's Busted Up Pretty Bad:

Play on any attack which is doing at least 10 base damage. Add +1 damage. In addition, roll a die, 1-5: +1 additional damage, 6: Target's MPs are reduced to 1 and may not declare any attacks until the damage is healed.

"…broken ribs and bleeding bad on the inside"

  • Card Number: 38
  • Rarity: Common
  • Type: Event
  • Restrictions: Ranged
Headlong Rush
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Headlong Rush:

Target a character before that character moves during the movement phase. Target Character gains +1 movement and +1 close combat damage, but must add 1 to all Trap test rolls. Lasts 1 turn.

"A foolish and wasteful death. There is no honor in reckless abandon." - Honored Elder

  • Card Number: 36
  • Rarity: Common
  • Type: Event
Helping Hand
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Helping Hand:

Target Brave or Veteran character adds +3 Power (in addition to all other bonuses) when attempting to free a friendly Bound character at his location.

"Don't move, I'll cut you free"

  • Card Number: 37
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Hidden Egg
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Hidden Egg:

Synthetics, vehicles, and infected characters will not activate this trap. When activated, replace Hidden Egg with a Facehugger character card from your draw deck, sidebar, or hand. This Face Hugger immediately rotates to attack the character that failed the trap test roll. This attack does not suffer the normal -2 to hit.

"The Easter Bunny isn't the only one that likes to hide eggs."

  • Card Number: 39
  • Rarity: Common
  • Type: Event
  • Resource: Traps
  • Restrictions: Alien, Hive
High Ground
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High Ground:

Discard this card at any time or when you play a new formation. Human Leader, and all friendly characters moving with Human Leader, may move between adjacent High Cross-Locations for 0 MPs.

"Stick tight and follow me"

  • Card Number: 40
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Resource: Formation
  • Restrictions: Human
Hived Tunnels
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Hived Tunnels:

This location is distinct. Alien Sentries may resolve close combat before ranged attacks while at this location. In addition, any Lethal Alien killed at this location deals 1 environmental acid damage to every non-Alien character. Characters with Adaptable, Tactics, or Veteran do not suffer this damage.

"The entrance to the hive is often overlooked…"

  • Card Number: 41
  • Rarity: Common
  • Type: Cross Location
  • Resource: Outdoor, Low, Hive
Honorable Experience
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Honorable Experience:

Permanent. Play on a Predator character that just gained 6+ honor from 1 attack. That character gains 1 of the following resources: Veteran or Lethal or Marksman or Adaptable (the owner of this card chooses).

"Battle field experience gives more than any training exercise"

  • Card Number: 42
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Human Shield
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Human Shield:

Play this card immediately following a successful roll to hit against a Rogue character. Target a Human hostage at that Rogue's location and roll a d6: 1-4, the effects of the attack are canceled and the hostage is discarded, 5-6: discard the hostage and place 2 damage counters on the Rogue Character.

"Drop your gun, or she dies "

  • Card Number: 43
  • Rarity: Common
  • Type: Event
  • Restrictions: Rogue
I Saw Something…
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I Saw Something…:

Play this event when any unfriendly hidden marker moves into or adjacent to your Leader's location. You may immediately rotate your Leader to reveal target hidden marker. All friendly characters within range may then rotate to declare attacks upon that target at -1 to hit.

" . . . in the trees . . . those eyes . . ."

  • Card Number: 44
  • Rarity: Common
  • Type: Event
  • Restrictions: Ranged
I See You…
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I See You…:

Target a Predator at the end of the ready round. Any time that Predator uses hidden movement this turn, it may only use one hidden marker until the next ready round (no exceptions).

"…out there beyond dem trees"

  • Card Number: 45
  • Rarity: Common
  • Type: Event
In Harm`s Way
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In Harm's Way:

Play during close combat attack declaration. An Alien at the same location as an enclosed vehicle may rotate to attack the driver of that vehicle at -3 to hit. If the attack misses, discard the Alien and the Hull is reduced by the number of Alien tokens on the character. This effect ignores armor and resistance.

"Some Aliens have no concept of self-preservation."

  • Card Number: 46
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Restrictions: Alien, Lethal
Inherent Stealth
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Inherent Stealth:

Target Adaptable Predator immediately becomes hidden. This character gains 1 hidden marker.

"Those eyes… disappeared"

  • Card Number: 47
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
Instinctive Swarm
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Instinctive Swarm:

Play during any close combat declaration step. Target a location in play; you may spend 1 CP per character to move any number of Alien Sentries or Elite Guards you control, that are currently at Hive locations, to the targeted location. This may not be played by the Cloned Aliens player.

"They're coming out of the God-Damned Walls!!!!"

  • Card Number: 48
  • Rarity: Common
  • Type: Event
  • Cp Cost: *
  • Restrictions: Alien
Integrated Repair Module
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Integrated Repair Module:

2 Honor. Owner (without the Unlucky resource) may rotate Integrated Repair Module to immediately cancel any Malfunction event as it is played which targets owner's Predator Items. Discard Integrated Repair Module after use.

"A Big game Hunter relies on working Equipment"

  • Card Number: 49
  • Rarity: Common
  • Type: Predator Item
  • Restrictions: Predator Item, 2 Honor
Interrogation
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Interrogation:

Play during the search round. Rotate a Rogue Synthetic you control at the same location as a Corporate, Singular, or Unique hostage. Place up to X damage counters on this hostage, where X equals the hostage's current power -1. This Synthetic gains one data token per damage counter placed in this manner.

"This is going to hurt you a hell of a lot more than me…” -or- "You'll tell me EVERYTHING I want to know..."

  • Card Number: 50
  • Rarity: Common
  • Type: Event
  • Restrictions: Rogue, Synthetic
Intravascular Stimulant
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Intravascular Stimulant:

1 Honor. Requires Predator Medikit. Place 4 tokens on Intravascular Stimulant when it comes into play; you may remove one token per turn to either heal one damage or gain +1 close combat damage until the end of the turn. Discard this item when you remove the last token from it.

"Used for minimal medical treatment while on the move"

  • Card Number: 51
  • Rarity: Common
  • Type: Predator Item
  • Resource: Attachment
  • Restrictions: Predator Item, 1 Honor
Lock `n Load
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Lock 'n Load:

During the search round, rotate all of your Marines at one location. Search your draw deck and place 1 Ammo item on each Marine who rotated. The Ammo is found regardless of restrictions.

"We hit 'em hard and we hit 'em fast!"

  • Card Number: 52
  • Rarity: Common
  • Type: Event
  • Restrictions: Marine
Lone Shadow
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Lone Shadow:

9 honor. May not be chosen for Hunting Packs. If Lone Shadow has an undamaged Camosuit, he may spend 3 CP to become hidden immediately after revealing.

"Always the first off the shuttle."

  • Card Number: 53
  • Rarity: Common
  • Type: Predator Main Character
  • Power: 6
  • Speed: 4
  • Resource: Predator, Lethal, Marksman, Adaptable
M-77 Minigun
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M-77 Minigun:

Does 12 damage. Rotate this weapon and the owner when declaring attacks. The owner must declare an attack upon each unfriendly character at a targeted location, with a cumulative -1 to hit and damage after the first target. Owner determines the order of resolution. Opponents playing Friendly Fire on this character may pay an extra 2 CP to return Friendly Fire to their hand instead of the discard pile.

"30 rounds per second will put a dent in anything."

  • Card Number: 56
  • Rarity: Rare
  • Type: Human Item
  • Resource: Rifle, Long-Ranged
  • Restrictions: Military Arms
M27 UZI
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M27 UZI:

Rotate the owner and this weapon when attacks are declared. Short ranged: 8 damage. Marine or Veteran owner: long ranged: 8 damage, and owner may declare additional target(s) per unrotated Ammo Item that is discarded by owner.

"Kills with Quantity, not necessarily quality."

  • Card Number: 54
  • Rarity: Common
  • Type: Human Item
  • Resource: Rifle, Ranged
  • Restrictions: Weaponry
M577 Armored Personnel Carrier
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M577 Armored Personnel Carrier:

Passengers: 8
Armor: 10
Hull Points: 7
Driver must have Marine resource. When found, owner may search draw deck for a vehicle item and place it on the APC. Human characters may rotate to repair or reload any Weaponry or Military Arms item in this vehicle. APC may enter Outdoor, Confined locations by spending an extra 4 movement points.

"State of the Art in Marine ground transportation"

  • Card Number: 55
  • Rarity: Common
  • Type: Human Vehicle
  • Speed: 6
  • Resource: Military Arms, Weaponry, Enclosed
  • Restrictions: Vehicle
M932 Turret Mounted Assault Cannon
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M932 Turret Mounted Assault Cannon:

Requires Enclosed vehicle and a Smartgunner to use. 16 damage. -2 to hit characters in the same location as Vehicle. May attack up to two locations away. This item can only be used while vehicle is at an Outdoor location or Indoor Open location. 1 per vehicle.

"It mounts dual 20mW Boyars PARS 150 Phased Plasma Cannons."

  • Card Number: 57
  • Rarity: Common
  • Type: Vehicle Item
  • Resource: Vehicle Weapon, Long-Ranged
  • Restrictions: Vehicle Item
Maintenance Bay
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Maintenance Bay:

You may rotate this location and a character you control at this location to repair up to 2 points of armor or hull damage from a vehicle at this location, +1 point if character is a mechanic. Or you may rotate this location and 2 characters you control at this location to find the first vehicle or vehicle item card in your draw deck. Shuffle your deck.

"All these rigs and no keys to be found."

  • Card Number: 58
  • Rarity: Common
  • Type: Location
  • Resource: Indoor, Entry, Open, Mechanic, Equipment, Vehicle Item, Vehicle
Maintenance Shafts
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Maintenance Shafts:

In addition to normal adjacencies, this location is also considered to be adjacent to Operations. Only 2 non-Alien characters may be in this location at any time.

"With all the cables they have to run there, you'd think they'd make these things bigger."

  • Card Number: 59
  • Rarity: Common
  • Type: Cross Location
  • Resource: Indoor, Low, Central, Confined
Major Dutch
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Major Dutch:

Dutch may add or subtract 1 from any die roll he makes. Once per turn, Dutch may spend 3CP to ready himself.

"This is getting better by the minute."

  • Card Number: 60
  • Rarity: Common
  • Type: Human Main Character
  • Power: 4
  • Speed: 3
  • Resource: Human, Marine, Veteran, Lethal, Leader, Lucky, Brave, Marksman
Makeshift Long Bow
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Makeshift Long Bow:

Requires Marksman to use. If target is using Armor, Long Bow does 7 damage. If target is not using Armor, target gains 2 damage counters. Characters damaged by Long Bow may not use hidden movement until fully healed.

"When in doubt, improvise"

  • Card Number: 61
  • Rarity: Common
  • Type: Human Item
  • Resource: Long-Ranged
  • Restrictions: Outdoor
Marine Prisoners
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Marine Prisoners:

Singular. Place 1 damage counter on this card at the beginning of each ready round. When character is found, roll a die: 1-2, counts as 1 Supporting Character for the purposes of Marine/Rogue evacuation; 3-4: counts as 2, 5-6: counts as 3. (may not be evacuated from Guerrilla Base Camp)

"They're bleeding bad, get 'em outta here!"

  • Card Number: 62
  • Rarity: Common
  • Type: Supporting Character
  • Power: 3
  • Speed: 3
  • Resource: Human, Marine
  • Restrictions: Guerrilla Base Camp
Massive Blood Loss
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Massive Blood Loss:

+2 Damage. In addition, if target is predator or alien, +1 additional damage and that Predator or Alien receives one less hidden movement marker until the damage is fully healed.

"Must've cut an artery. He won't get far"

  • Card Number: 63
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Restrictions: Human
Medical Scanner
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Medical Scanner:

Requires Enclosed vehicle. Rotate Medical Scanner to remove up to 2 points of damage from 1 Human character within this vehicle. Characters within this vehicle are not required to make normal Infected/Burst rolls and may not be targeted by Alien Birth. 1 per vehicle.

"Internal sensors scan everyone upon entering the vehicle"

  • Card Number: 64
  • Rarity: Common
  • Type: Vehicle Item
  • Restrictions: Vehicle Item
Mortal Wound
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Mortal Wound:

Play on a character who has just been damaged by your close combat attack. The damage from your attack is ignored and the target gains 1 damage counter. You gain 1 CP and the target gains 1 damage counter at the beginning of every combat phase until fully healed. Discard this card when the target is fully healed or removed from play.

"They like to play with their victims"

  • Card Number: 65
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
  • Restrictions: Lethal
Motorcycle
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Motorcycle:

Passengers: 2
Armor: 4
Hull Points: 4
Motorcycle is +1 defense while at Open or Outdoor locations. Ranged attacks declared by passengers are -1 to hit. Motorcycle can enter Confined or Cover locations by spending an extra 2 movement points.

"It was worth the money we paid for it…"

  • Card Number: 66
  • Rarity: Common
  • Type: Vehicle
  • Speed: 5
  • Restrictions: Vehicle
Natural Instinct
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Natural Instinct:

All of your Predators gain the Veteran and Lethal resources for the remainder of the turn. Costs 1 CP per Predator in your Hunting Pack.

"Training is no match for instinct"

  • Card Number: 67
  • Rarity: Common
  • Type: Event
  • Cp Cost: *
  • Restrictions: Predator Hunting Pack
Net Trap
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Net Trap:

When activated, victim(s) is immediately bound with Binding 8. Every unsuccessful escape roll increases the Binding number by one to a maximum of 12. If activated by a vehicle, this trap is discarded with no effect. Discard this trap when the victim breaks free.

"It saw our tripwires. Maybe it can't see this."

  • Card Number: 68
  • Rarity: Common
  • Type: Event
  • Resource: Traps
  • Restrictions: Outdoor, Human or Predator
Night Stalker
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Night Stalker:

10 honor. While at Outdoor Locations, Stalker is +1 to hit. Any time Stalker declares an attack against characters not carrying weapons, or characters without the Lethal or veteran resource, the controlling Predator player's honor requirement increases by 3 honor.

"El Que Hace Trofeos De Los Hombres, the demon who makes trophies of men"

  • Card Number: 69
  • Rarity: Common
  • Type: Predator Main Character
  • Power: 7
  • Speed: 5
  • Resource: Predator, Adaptable, Lethal, Marksman, Veteran
Nothing Could Have Lived At That Range
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Nothing Could Have Lived At That Range:

Play this event during any combat sequence. Every unrotated Ammo item that a character discards will each add +3 damage to that character's attack, to a maximum of +6 damage. That character's weapon is considered 'EMPTY' after combat resolution.

"I emptied a whole arsenal into that guy. No way he was gonna walk away."

  • Card Number: 70
  • Rarity: Common
  • Type: Event
  • Restrictions: Marine, Ranged
Overdrive
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Overdrive:

Vehicle gains +1 to hit when ramming (+2 if driver is Synthetic)

"Pedal to the metal, baby!"

  • Card Number: 71
  • Rarity: Common
  • Type: Event
  • Restrictions: Vehicle
Pack Cry
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Pack Cry:

Play when one member of a Hunting Pack kills or captures a character worth 10 or more honor. All Predators at his location are rotated (with no effect) and cannot ready during the next ready round. Each Predator at that location decreases the Pack player's honor requirement by 2 honor.

"The honor of one deserves the recognition of all"

  • Card Number: 72
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Payback Time
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Payback Time:

Target a Marine at a location where another Marine was just killed. Targeted Marine gains all the items from the dead Marine and immediately gains a free attack at +2 to hit and damage at the attacking enemy character.

"That was my friend, you bastard!"

  • Card Number: 73
  • Rarity: Common
  • Type: Event
  • Restrictions: Ranged
Pit
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Pit:

When activated, victim(s) and/or vehicle(s) are rotated with no effect and must remain at this location for the rest of this turn. Discard this trap after it is activated.

"Watch your step.."

  • Card Number: 74
  • Rarity: Common
  • Type: Event
  • Resource: Traps
Plasma Shielding
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Plasma Shielding:

6 honor. Requires Caster. Rotate Plasma Shielding and Caster during any combat declaration phase to gain +4 resistance until the end of turn. Owner has -2 defense and may not use Camoflage Suit or hidden markers while Shielding is providing resistance. In addition, this item is considered damaged while at submerged locations.

"Hey Sarge, what's that purple light over there?"

  • Card Number: 75
  • Rarity: Common
  • Type: Predator Item
  • Resource: Attachment
  • Restrictions: Predator Item, 6 Honor
Primitive Traps
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Primitive Traps:

Play this event immediately before a character takes a Trap test. In addition to all other modifications, the targeted character adds +2 to the Trap test roll. This may not be played on a Scout or Lucky character.

"It'll never think to look for something so primitive."

  • Card Number: 76
  • Rarity: Common
  • Type: Event
Prisoner Transport
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Prisoner Transport:

Passengers: 10
Armor: 9
Hull Points: 7
Driver must have Rogue Resource. When found, owner may search draw deck for a vehicle item and place it on the Transport. Hostages left in this vehicle remain Rogue-controlled hostages even if there are no Rogues present. 2 Marine-controlled characters must rotate to liberate a Hostage on this Vehicle. Vehicle may enter Outdoor, Confined locations by spending an extra 4 movement points.

"You want to bribe me? Get in there, we'll have plenty of time for that later."

  • Card Number: 77
  • Rarity: Common
  • Type: Human Vehicle
  • Speed: 5
  • Resource: Enclosed
  • Restrictions: Vehicle
Prophecy Stones
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Prophecy Stones:

Increase honor requirement by 2 honor to look at the top 5 cards in your draw deck. You may return these cards to the top of your draw deck in any order you choose and/or discard as many of the 5 as you choose. May not be used by Outcasts.

"Used by tribal shamans to foresee their victory …or their doom"

  • Card Number: 78
  • Rarity: Common
  • Type: Event
  • Restrictions: Predator
Put `em On a Leash
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Put 'em On a Leash:

Permanent. This character can never be liberated and is considered uncontrolled if unaccompanied by a Rogue Main Character or Spike.

"Try to escape again and we'll feed you to Spike."

  • Card Number: 79
  • Rarity: Common
  • Type: Event
  • Restrictions: Rogue
Rafters
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Rafters:

This location is distinct. A Lethal character at this location may rotate during close combat declaration to move to an adjacent ground level location in order to attack one character there in close combat at +1 to hit. This attack is resolved simultaneously with ranged combat.

"It just disappeared into the rafters . . ."

  • Card Number: 80
  • Rarity: Common
  • Type: Cross Location
  • Resource: Indoor, High, Open
Razor`s Edge
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Razor's Edge:

Permanent. Rotate Predator and Laser Sight to place this event and 4 tokens on any Claws. Every successful attack with these Claws does +X damage where X is the number of tokens currently on the Claws. Remove one token after every successful attack with Claws. When all tokens are removed, discard this event. One Razor's Edge per predator.

"Laser sight power output can be varied for a variety of uses."

  • Card Number: 81
  • Rarity: Common
  • Type: Event
  • Restrictions: Predator
RE700 20mm Gattling Cannon
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RE700 20mm Gattling Cannon:

Requires vehicle. A rotated Driver in the Lock Down position, may rotate RE700 20mm Gattling Cannon to declare 1 attack at +1 to hit for 10 Damage. 1 per vehicle.

"The places that this weapon system can turn up amazes me."

  • Card Number: 82
  • Rarity: Common
  • Type: Vehicle Item
  • Resource: Vehicle Weapon, Short-Ranged
  • Restrictions: Vehicle Item
Recessive Guard
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Recessive Guard:

Must be created with Royal Jelly in the presence of the Cloned Queen. Rotate this character and place on a Cloned Queen at the same location, the Cloned Queen gains +1 resistance until the end of the turn. When the Cloned Queen is damaged, damage counters are first placed on each Recessive Guard which is on the Cloned Queen. After all Recessive Guards have taken lethal damage, the Queen then starts to gain damage counters.

"They shield the body of the Queen with their own."

  • Card Number: 83
  • Rarity: Common
  • Type: Alien Main Character
  • Power: 2
  • Speed: 2
  • Resource: Alien, Cloned, Guard
Restricted Information
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Restricted Information:

Rotate a character you control to discard up to five data tokens from a Storage Device or Synthetic you control. For each data token discarded, increase your hand size by one. Hand size bonus lasts until this card is discarded. Discard this card after three turns.

"So *that's* what they're doing here."

  • Card Number: 84
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Restrictions: Rogue, Computers
Riverbank
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Riverbank:

The first person to play this card targets two additional locations, 1 Outdoor and 1 Entry. Those locations are considered adjacent to the Riverbank. This effect is permanent.

"Convenient how this river runs through the entire crash site..."

  • Card Number: 85
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Open
Rocky Fissure
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Rocky Fissure:

This location is distinct. Any unhidden character who ends their movement in this location, gains one hidden marker. This marker remains in play until it is revealed.

"A slight tactical advantage"

  • Card Number: 86
  • Rarity: Common
  • Type: Cross Location
  • Resource: Outdoor, Low, Confined
Royal Embryo
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Royal Embryo:

Play on an Infected character. This character no longer makes 'infected' rolls and may not be attacked by Aliens. At the end of 3 turns, replace this character with a Royal Guard character card if there is a friendly Queen in play. If there is no friendly Queen in play then replace this character with a Young Queen. These characters can be replaced from discard/draw decks or hand. This may not be played by Cloned Aliens.

"Drones have been known to re-write the genetic sequence when there is no Queen present"

  • Card Number: 87
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
  • Restrictions: Alien Player
Sgt. Billy
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Sgt. Billy:

May begin game with a Combat Knife and is +2 to hit and damage with it. You may rotate Billy to reveal one hidden movement marker at same or adjacent location. Whenever Billy enters a location with an enemy Trap, roll d6: 1-4 the Trap is discarded with no effect, 5-6 Trap resolves normally.

"Billy! Find us a way out of this hole!"

  • Card Number: 88
  • Rarity: Common
  • Type: Human Main Character
  • Power: 4
  • Speed: 2
  • Resource: Human, Marine, Scout, Lethal, Brave, Tactics, Veteran
Sgt. Blaine
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Sgt. Blaine:

Blaine may roll two dice when using the M-77 Minigun and always takes the higher roll. Blaine's base resistance is always 4, regardless of damage counters.

"Lose it out here 'n yer in a world of hurt"

  • Card Number: 89
  • Rarity: Common
  • Type: Human Main Character
  • Power: 4
  • Speed: 2
  • Resource: Human, Marine, Marksman, Veteran
Sgt. Mac
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Sgt. Mac:

You may pay 1 CP and rotate Mac during the search round to find the first Trap card in your draw deck and add it to your hand. Whenever Mac is at the same location as any hidden markers, roll a die; a natural 6 reveals them.

"I'm gonna bleed you, real quiet. Leave you here."

  • Card Number: 90
  • Rarity: Common
  • Type: Human Main Character
  • Power: 3
  • Speed: 3
  • Resource: Human, Marine, Lethal, Veteran, Brave, Tactics
Shadows
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Shadows:

Permanent. Discard at any time or when a new formation is played. At the beginning of the movement round, any Rogue character may reduce its movement points to 1 and gain 1 hidden movement marker until the end of the turn.

"It's best not to be seen when yer stealin' from the Military"

  • Card Number: 91
  • Rarity: Common
  • Type: Event
  • Resource: Formation
  • Restrictions: Rogue
Sidestep
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Sidestep:

Play when a Trap has just been triggered by a character you control. Rotate that character. You may redirect the effects of the Trap onto any other character at that location. (if applicable)

"Ya gotta be quick to survive around here"

  • Card Number: 92
  • Rarity: Common
  • Type: Event
  • Cp Cost: 3
Sniper`s Roost
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Sniper's Roost:

This location is distinct. Characters at this location gain +1 defense and +1 resistance from attacks declared from adjacent locations. In addition, characters here may fire ranged weapons into one location further than normally allowed, at -2 to hit.

"The best place for an ambush is from the last place they expect it…"

  • Card Number: 93
  • Rarity: Common
  • Type: Cross Location
  • Resource: Outdoor, High, Confined
Spike
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Spike:

May only be controlled by the Rogue player. Spike does +2 damage in close combat, an additional +2 damage if target is Human. When at a location without any Rogue Main Characters, treat Spike and all hostages at Spike's location as if there were still a Rogue Main Character present. Spike may not pick up or use any items.

"100% teeth, muscle, and obedience."

  • Card Number: 94
  • Rarity: Common
  • Type: Supporting Character
  • Power: 2
  • Speed: 2
  • Resource: Pet, Lethal
  • Restrictions: Subterranean Tunnels OR any Living Quarters
Stolen I.F.F.s
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Stolen I.F.F.s:

Owner may not be targeted by activated Sentry Guns for any reason. In addition, owner gains +3 to his defense against Smart Guns.

"Smartguns and Sentry Guns use an 'Interrogation: Friend-or-Foe' system to lock onto their targets."

  • Card Number: 95
  • Rarity: Common
  • Type: Human Item
  • Restrictions: Prohibited, Equipment
Stowaway
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Stowaway:

You may move a hidden marker you control into an enclosed vehicle which is not at its capacity. Reveal this marker when it enters the vehicle. You may only play this card once per turn.

"How did that get on board?"

  • Card Number: 96
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
Subterranean Tunnels
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Subterranean Tunnels:

This location is distinct. Ranged Combat is at -3 to hit into, out of, or at this location. In addition, all close combat at this location is at -1 to hit.

"Don't have to be in the Hive to be dangerous…"

  • Card Number: 97
  • Rarity: Common
  • Type: Cross Location
  • Resource: Outdoor, Low, Confined
Survival Has a Price
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Survival Has a Price:

Target a Predator character with Claws at the same location as an infected Predator character and rotate both characters. Infected Predator loses the Infected resource and its power is permanently lowered by 2 (or by 1 if target of this event has Medic resource).

"Kept alive long enough for punishment on the homeworld"

  • Card Number: 98
  • Rarity: Common
  • Type: Event
  • Cp Cost: 3
  • Restrictions: Predator
Sweep Pattern
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Sweep Pattern:

Permanent. Discard at any time or when you play a new formation. All Marines at Outdoor Locations gain +1 Speed. In addition, Scouts and Snipers gain an additional +1 to defense and +1 to hit rolls.

"Search the area, I want his body FOUND!"

  • Card Number: 99
  • Rarity: Common
  • Type: Event
  • Resource: Formation
  • Restrictions: Outdoor, Marine
Swinging Log
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Swinging Log:

Only the first character or vehicle to fail their Trap Test is affected by this Trap. When activated, victim or vehicle is hit for 12 damage and is rotated with no effect. Discard this trap after it is activated. May not be placed in Low Locations.

"Ouch. That'll leave a mark."

  • Card Number: 100
  • Rarity: Common
  • Type: Event
  • Resource: Traps
  • Restrictions: Outdoor, Human or Predator
Targeting Acquisition Error
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Targeting Acquisition Error:

Permanent. Rotate a Hacker that you control who is at or adjacent to an activated Sentry Gun's location. This Sentry Gun will attack all characters/tokens (friendly or unfriendly) entering its location at +2 to hit and 13 damage. This event is discarded when an undamaged Sentry Gun Control is in play.

"Uh sir...We've got a problem here.."

  • Card Number: 101
  • Rarity: Common
  • Type: Event
  • Cp Cost: 3
  • Restrictions: Rogue, Hacker
Tazer
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Tazer:

Rotate owner and Tazer to declare a Close Combat attack. Damage: target suffers 1 Environmental damage, is rotated (with no effect), and does not ready as normal during next Ready round. If target character has Armor, then no effect. If used at a Submerged location, owner is removed from play and all characters at the location are automatically hit by this weapon as if they were not wearing Armor.

"Move! He won't be out for long."

  • Card Number: 102
  • Rarity: Common
  • Type: Human Item
  • Restrictions: Prohibited, Weaponry
Teflon Coated Rounds
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Teflon Coated Rounds:

Requires Weaponry item. The damage from this weapon is not reduced by the use of a character's armor or events/effects that increase resistance. Base resistance still applies. Discard this card after 6 uses.

"Rips through Kevlar like you wuz wearin' nothin'!"

  • Card Number: 103
  • Rarity: Common
  • Type: Human Item
  • Resource: Ammo
  • Restrictions: Weaponry
The Elders Are Watching
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The Elders Are Watching:

May only be played by a Solo Predator player. Predator player decreases honor requirement by 2 honor per Main Character or Lethal Supporting Characters killed. Additionally, the Predator player increases honor requirement by 2 honor for every damage counter its Predator character accumulates.

"The stakes are higher when the Clan is observing..."

  • Card Number: 104
  • Rarity: Common
  • Type: Condition
  • Restrictions: Predator
The Kid
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The Kid:

-2 to hit with any weapon and may not wear armor. The Kid may rotate to add one extra data token to another Rogue at his location who just successfully downloaded a data token. The Kid confers the Computers resource to any location that has the Hi-Tech or Communications resource while he is present.

"The Kid's gonna drive? He can't even reach the pedals!"

  • Card Number: 105
  • Rarity: Common
  • Type: Human Main Character
  • Power: 2
  • Speed: 2
  • Resource: Human, Rogue, Hacker, Brave, Driver
There Are Monsters
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There Are Monsters:

Your hidden markers may move through all Barriers. Lasts 1 turn.

"10 meters?! That can't be, that's inside the room!"

  • Card Number: 106
  • Rarity: Rare
  • Type: Event
  • Restrictions: Predator OR Alien
There`s Something In Those Trees
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There's Something In Those Trees:

You may view any hidden markers at locations at or adjacent to your characters. Costs 1 CP per hidden marker viewed.

"Sarge, we ain't alone out here."

  • Card Number: 107
  • Rarity: Common
  • Type: Event
  • Cp Cost: *
They Just Disappeared
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They Just Disappeared:

Play when a Predator kills a target. That deceased character is immediately removed from play along with all the items that he was carrying.

"The jungle, it came alive and took him…"

  • Card Number: 108
  • Rarity: Common
  • Type: Event
  • Restrictions: Outdoor
Trail of Blood
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Trail of Blood:

Permanent. Target an unhidden, damaged Predator at your character's current location. That Predator may not use hidden movement (by any means) until he is fully healed.

"There's more on the leaves over here, Major"

  • Card Number: 109
  • Rarity: Common
  • Type: Event
  • Cp Cost: 2
  • Restrictions: Scout or Civilian
Tread Lightly
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Tread Lightly:

Discard this card at any time or when you play a new formation. Supporting Characters that you control are exempt from making Trap rolls when entering a Trapped location.

"There's only one safe path."

  • Card Number: 110
  • Rarity: Common
  • Type: Event
  • Resource: Formation
  • Restrictions: Human
Treetop Sanctuary
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Treetop Sanctuary:

Once per turn you may rotate this location and a Predator that you control at this location to gain 1 CP. Characters at this location gain +1 to hit when attacking characters in adjacent locations.

"He's using the trees."

  • Card Number: 111
  • Rarity: Common
  • Type: Cross Location
  • Resource: Outdoor, High, Confined, Predator Item
Unfair Odds
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Unfair Odds:

Play during the close combat declaration phase after one of your Predators has declared an attack to capture. Rotate one or more other Veteran Predators you control; each Veteran Predator you rotate in this manner adds +2 to hit and +2 damage to the original capture attempt.

"One is bad, but three is deadly"

  • Card Number: 112
  • Rarity: Common
  • Type: Event
  • Restrictions: Predator
Unfinished Business
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Unfinished Business:

Play this on a character that you control. This character gains + X to hit a target, where X is the number of damage counters this character's target currently has. Discard this card after 3 turns.

"Sometimes the hunt becomes something more…"

  • Card Number: 113
  • Rarity: Common
  • Type: Event
  • Restrictions: Lethal
Using the Trees
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Using the Trees:

Predator-controlled characters starting in High Locations gain +1 Speed and an additional hidden movement marker. Lasts 1 turn.

"…to bypass our traps."

  • Card Number: 114
  • Rarity: Common
  • Type: Event
  • Restrictions: High, Predator
Voice Mimicry
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Voice Mimicry:

Play on a Human Supporting Character and target one of your hidden markers during the movement round. This supporting character must move their entire MPs toward that specific hidden marker. (Owner of this event determines the shortest route.)

"Over heeeeeere…"

  • Card Number: 115
  • Rarity: Common
  • Type: Event
  • Restrictions: Predator
Waterfall
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Waterfall:

Predator Items are considered damaged while at this location. Reveal any hidden markers as they enter this location.

"Leeches as long as your arm…"

  • Card Number: 116
  • Rarity: Common
  • Type: Location
  • Resource: Outdoor, Open, Submerged
We`re a Rescue Team…
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We're a Rescue Team…:

May only be played by Marine player. All characters controlled by this Marine player gain +2 Speed. In addition, this Marine player may pay 1CP during the Search phase to rotate his Leader to search for the first formation in his draw deck and add it to his hand. This Marine player may not have any Military Arms items in his draw deck.

"...Not Assassins"

  • Card Number: 119
  • Rarity: Common
  • Type: Condition
Weakened Armor
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Weakened Armor:

Play immediately following your successful roll to hit against a vehicle in play. The damage from your attack is ignored and the vehicle's Armor value is reduced by 5 points.

"A chain is only as strong as its weakest link."

  • Card Number: 117
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
Weapons Master
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Weapons Master:

12 honor. Weapons Master may gain 2 Predator Items from 1 regular search action. Once per turn, Weapons Master may spend 2CP to cancel a Malfunction which is played against one of his items. -1 to hand size.

"The best offense, is a good offense…"

  • Card Number: 118
  • Rarity: Common
  • Type: Predator Main Character
  • Power: 6
  • Speed: 4
  • Resource: Predator, Marksman, Lethal, Veteran
What Do These Pulse Rifles Fire?
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What Do These Pulse Rifles Fire?:

Permanent. Flame Throwers at Hi-Tech locations gain +1 to its base damage. No other Ranged Military Arms may be used at or into Hi-Tech locations. This event may not be played during the combat round or during any combat sequence.

"They're right under the primary heat exchangers…"

  • Card Number: 120
  • Rarity: Common
  • Type: Event
  • Cp Cost: 1
You`re Ghosting Us
Who has this card?
Who wants this card?
You're Ghosting Us:

Target a human character using hidden movement who has just finished moving. Reveal any of the character's hidden markers that are at or adjacent to a location with a revealed friendly character.

"You give us away again..."

  • Card Number: 121
  • Rarity: Common
  • Type: Event
You`re Under Orders, Major
Who has this card?
Who wants this card?
You're Under Orders, Major:

Target a Human Leader in play. All Friendly characters at the Leader's location must remain with that leader. This means that all affected characters must move and stay together while not separating from the Leader, for any reason. Discard this card if the Leader leaves play, loses the leader resource, or after 5 turns.

"You forget major, I'm in command here."

  • Card Number: 122
  • Rarity: Common
  • Type: Event


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