Name Set ImageFile Cost Type Decking_Value Traits AT CA DC Rarity Collector Text A Cold Day in Hell Pr Pr-001 3 Any Asset 1 Secret Weapon. | Nation Asset. U Pr-001 Rotate this asset and target a field unit you control that is outside your C&C. The target gains +5 AT but is discarded during the End Turn Round this turn. A-63 All Purpose Robots Pr Pr-002 4 Cyberworks Field Unit Cyberworks. Tech. Robot. 4 2 4 C4 Pr-002 A Cyberworks player may have more than six copies of this card in his deck. A-64 Master Robots Pr Pr-003 5 Cyberworks Field Unit Cyberworks. Tech. Robot. 6 2 4 U Pr-003 FIREPOWER: 5 Cyberworks. | A Cyberworks player may have more than six copies of this card in his deck. AA-10 Bottweilers Pr Pr-004 2 Cyberworks Field Unit Cyberworks. Tech. Robot. 3 0 3 C Pr-004 A Cyberworks player may have more than six copies of this card in his deck. When you rotate this unit to attack, you may immediately place 3 damage on it to increase its AT by +3 until end of turn. AA-50 Insectons Pr Pr-005 6 Cyberworks Field Unit Cyberworks. Tech. Robot. 7 3 4 R Pr-005 A Cyberworks player may have up to 12 copies of this card in his deck. Aberdeen Proving Grounds Pr Pr-006 1 Cyberworks Base Unit CITY. | Cyberworks. Tech. Robot. | Generates: 1. 0 0 2 C Pr-006 Rotate to draw a card. | If you are a Cyberworks faction, all Pre-Rifts Industrial Complex cards you control gain the Cyberworks and Robot traits, and the text "Rotate to draw a card." AC-29 ''Air Castle'' Bombers Pr Pr-007 8 Tech Field Unit Tech. 9 3 6 R Pr-007 MARAUDER. | SNIPER: 2 Aerial Attack Pr Pr-008 Event 2 R Pr-008 Target up to 2 ready field units; they generate no CA damage this turn. Alistair Dunscon Pr Pr-009 2 Federation of Magic Base Unit HERO. Federation of Magic. Generates: 2. 0 0 3 R Pr-009 Rotate to draw a card. | During your Ready Round, you may take the top event in your discard pile that has the Magic trait and place it underneath Alistair Dunscon, or take an event underneath Alistair Dunscon and place it in your hand. All Bases Covered Pr Pr-010 2 Any Event 1 SECRET WEAPON. R Pr-010 Target an opponent. All of his units lose these abilities until end of turn: Assault, Defense, Fallback, Firepower, Formation, Marauder, Proficiency, Sabotage, Sniper, Swarm, and Tactical. Alliance of Science Pr Pr-011 Asset 1 SECRET WEAPON. | Nation Asset. Tech. C Pr-011 Cannot be discarded. | Only Coalition States, Cyberworks, and Free Quebec players may play this card. | When your nation card, and all of your base units that have your nation card's title as a trait, generate resources, those resources have the Coalition States, Cyberworks, and Free Quebec traits, in addition to their other traits. [12-17-2001] Alliance of Sorcery Pr Pr-012 Asset 1 SECRET WEAPON. | Nation Asset. Tech. C Pr-012 Cannot be discarded. | Only Federation of Magic, Lazlo, Pecos Empire, Tolkeen, and Xiticix players may play this card. | When your nation card, and all of your base units that have your nation card's title as a trait, generate resources, those resources have the Federation of Magic, Lazlo, Pecos Empire, Tolkeen, and Xiticix traits, in addition to their other traits. [12-17-2001] Ambush Pr Pr-013 Event 1 U Pr-013 Play during your turn. Target an opponent who discarded from his deck to satisfy decking damage this turn, if you attacked with at least 3 field units this turn. He must discard the top 3 cards from his deck. Apprentice Pr Pr-014 Asset 3 Base Asset or Field Asset. | Magic. U Pr-014 Target a Magic Hero unit. When you play this asset, you may immediately play a stacked copy of the unit from your hand for free. A.R.C.H.I.E. 3-OZ Pr Pr-015 1 Cyberworks Base Unit HERO. | Cyberworks. Tech. Robot. | Generates: 2. 0 0 4 C4 Pr-015 Rotate to draw a card. Arl Xzzyni Pr Pr-016 1 Lazlo, or 2 Wolfen Base Unit HERO. | Lazlo. D-Bee. Tech. Wolfen. | Generates: 1. 3 0 3 R Pr-016 Rotate to draw a card. | REINFORCEMENT: 2 Lazlo. | If stacked with at least 2 stacked copies, rotate during your turn to heal all damage on a Lazlo unit you control. Armor of Ithan Pr Pr-017 Asset 2 Field Asset. | Magic. U Pr-017 RECYCLE: 1 Magic. | Target a Magic unit you control. During your Play Round, pay X Magic resources to increase the target's DC by +X until end of turn. Army Recce Pr Pr-018 4 Free Quebec, or 5 Tech Field Unit Free Quebec. Tech. 5 1 4 U Pr-018 FALLBACK: 2 Free Quebec. Artillery Barrage Pr Pr-019 Asset 2 Field Asset. | Tech. C Pr-019 Target gains Formation, usable only to add to the AT of Tech units. If the target uses this asset's ability, it does not ready during its controller's next turn. Aurelor the Magnificent Pr Pr-020 5 Tolkeen, or 5 Dragon, or 6 Magic Field Unit HERO. Tolkeen. Magic. Psychic. Dragon. 8 0 5 R Pr-020 Basal Daemonix Pr Pr-021 1 Tolkeen, or 3 Techno-Wizard Base Unit Tolkeen. Techno-Wizard. Psychic. Monster. Demonic. Daemonix. | Generates: 1. 0 0 3 C Pr-021 Battle Magi Pr Pr-022 7 Federation of Magic, or 8 Magic Field Unit Federation of Magic. Magic. 8 3 4 R Pr-022 FIREPOWER: 7 Magic. | When this unit rotates to attack, the player it is attacking must immediately discard a card from his hand, if possible. Bigger Guns Pr Pr-023 1 Any Asset Field Asset. | Magic. Tech. Techno-Wizard. R Pr-023 Decking Value = the number of nation assets attached to your nation card. The target's AT is increased by +1 for each nation asset attached to your nation card. Bio-Regeneration Pr Pr-024 Asset 3 Field Asset. | Magic. U Pr-024 Target a Demonic, Dragon, or Magic field unit. You may discard a copy of the target unit from your hand at any time to fully heal the target Black Lightning Helicopters Pr Pr-025 4 Coalition States, or 5 Tech Field Unit Coalition States. Tech. 5 2 3 U Pr-025 Black Market Pr Pr-026 Asset 3 Nation Asset. C Pr-026 You must discard the top 4 cards in your deck to play this card. Rotate this asset to generate 2 resources with no traits, or 1 resource with the Magic, Tech or Techno-Wizard trait. Bloodmist Pr Pr-027 1 Federation of Magic Base Unit HERO. | Federation of Magic. Magic. Demonic. | Generates: 1. 0 0 3 U Pr-027 Bodyguards Pr Pr-028 1 Any Asset 3 Field Asset. R Pr-028 This asset has all of the traits that its target has. Target gains +1 DC and the Immunity trait. You may discard this asset to place the target on the bottom of your deck. Booby Trap Pr Pr-029 Event 4 R Pr-029 Rotate your nation card to shuffle this card from your hand back into your deck. If this card is discarded from your deck to satisfy decking damage, this card is removed from the game and the player who caused you to discard it must discard a card. Bountiful Resources Pr Pr-030 3 Any Asset 1 Nation Asset. R Pr-030 When you rotate your nation card to generate resources, it generates an additional 2 resources. Brains Over Brawn Pr Pr-031 3 Federation of Magic Asset 1 Field Asset. R Pr-031 Target an opponent's ready field unit. The field unit is rotated and placed under your control. At the end of each of your turns, discard X cards (from hand or deck), where X is equal to half the lowest printed cost of the unit, rounded up. Brethan D'zir Pr Pr-032 2 Federation of Magic Base Unit HERO. | Federation of Magic. Magic. Psychic. | Generates: 2. 8 0 6 R Pr-032 Rotate to draw a card. | While stacked, your Command & Control is increased by +1. REINFORCEMENT: 5 Federation of Magic Brodkil Miscreants Pr Pr-033 4 Any Field Unit D-Bee. Tech. Demonic. 5 1 4 U Pr-033 FIREPOWER: 4 Tech. | PROFICIENCY: Tech. Brok Redman Pr Pr-034 1 Federation of Magic Base Unit HERO. Federation of Magic. Magic. Demonic. | Generates: 1. 0 0 3 C Pr-034 Burleson the War Mage Pr Pr-035 3 Federation of Magic, or 4 Magic Field Unit HERO. Magic. Demonic. 3 0 2 C Pr-035 FIREPOWER: 3 Magic. | BACKLASH: 3. | For each stacked copy on this unit, it gains +1 AT. Bursters [Fixed] Pr Pr-036 3 Any Field Unit Psychic. 4 1 3 F Pr-036 FIREPOWER: 3 Any. (Pay any number of resources, to a maximum of 3. This unit gains +1 AT until end of turn for each resource you paid.) Bursters Pr Pr-037 3 Any Field Unit Psychic. 4 1 3 C Pr-037 FIREPOWER: 3 Any. Central War Chief Pr Pr-038 Asset 2 Nation Asset. | Pecos Empire. U Pr-038 All Pecos Empire Hero base units you control gain +2 AT and Formation, usable only to add to the Attack of Pecos Empire units. Discard this asset if you do not control at least 3 Pecos Empire Hero base units. Charge of the Cyber-Knights Pr Pr-039 Event Cyber-Knight. R Pr-039 Decking Value = twice the number of Cyber-Knight units you control. You must control a Cyber-Knight to play this event. Target an opponent; the target must discard a random field unit from his hand, if possible, or show you his hand if not possible. Chi-Town & Burbs [Fixed] Pr Pr-040 2 Coalition States Base Unit CITY. | Coalition States. Tech. | Generates: 2. 0 0 3 F Pr-040 Chi-Town & Burbs Pr Pr-041 2 Coalition States Base Unit CITY. | Coalition States. Tech. | Generates: 2. 0 0 3 C4 Pr-041 Rotate to draw a card. City of Brass Pr Pr-042 1 Federation of Magic, or 2 Demonic Base Unit CITY. | Federation of Magic. Magic. Demonic. | Generates: 1. 0 0 2 U Pr-042 Rotate to draw a card. | All Demonic cards you control gain the Federation of Magic trait. While stacked, this unit generates an additional resource. City of Free Quebec [Fixed] Pr Pr-043 2 Free Quebec Base Unit CITY. Free Quebec. Tech. | Generates: 2. 0 0 3 F Pr-043 City of Free Quebec Pr Pr-044 2 Free Quebec Base Unit CITY. Free Quebec. Tech. | Generates: 2. 0 0 3 C4 Pr-044 Rotate to draw a card. City of Lazlo [Fixed] Pr Pr-045 2 Lazlo Base Unit CITY. | Lazlo. D-Bee. Magic. Tech. Techno-Wizard. | Generates: 2. 0 0 3 F Pr-045 City of Lazlo Pr Pr-046 2 Lazlo Base Unit CITY. | Lazlo. D-Bee. Magic. Tech. Techno-Wizard. | Generates: 2. 0 0 3 C4 Pr-046 Rotate to draw a card. City of Tolkeen [Fixed] Pr Pr-047 2 Tolkeen Base Unit CITY. | Tolkeen. D-Bee. Magic. Tech. Techno-Wizard. | Generates 2. 0 0 3 F Pr-047 City of Tolkeen Pr Pr-048 2 Tolkeen Base Unit CITY. | Tolkeen. D-Bee. Magic. Tech. Techno-Wizard. | Generates 2. 0 0 3 C4 Pr-048 Rotate to draw a card. City Rats Pr Pr-049 Asset 2 Nation Asset. U Pr-049 All City units you control gain +1 DC. Rotate this asset and discard a stacked copy on a City you control to reduce an opponent's Attack Pool by 4. Coalition Armored Group Pr Pr-050 10 Coalition States Field Unit Coalition States. Tech. 11 4 7 R Pr-050 BACKLASH: 1 | DEFENSE: 1 | IMMUNITY. | MARAUDER. Coalition Juicers Pr Pr-051 5 Coalition States, or 7 Tech Field Unit Coalition States. Tech. Juicer. 7 1 4 R Pr-051 SABOTAGE. | TACTICAL. Coalition State of Iron Heart Pr Pr-052 1 Coalition States Base Unit CITY. | Coalition States. Tech. | Generates: 1. 0 0 2 C3 Pr-052 Rotate to draw a card. | The first time you stack this unit, this unit immediately generates 4 resources with the Tech trait but no other traits. Coalition State of Lone Star Pr Pr-053 1 Coalition States Base Unit CITY. | Coalition States. Tech. | Generates: 1. 0 0 2 C4 Pr-053 Rotate to draw a card. | The first time you stack this unit, you may take a card of your choice from your Secret Weapon pile for free. Coalition States Pr Pr-054 Nation Card Coalition States. Tech. | GENERATES: 2. F Pr-054 Deck Size Maximum: 76. | Secret Weapon Pile Maximum: 6. | Starting Hand: 1 card of your choice, plus 5 random cards. | You may not play or control Magic, Techno-Wizard, D-Bee, or Monster cards. | Your field units and base units may have multiple copies of the same asset target them. | If attacked by one or more cards with the Magic, D-Bee, or Monster trait, you generate an additional +1 CA for each stacked City unit you control with the Coalition States trait. Colonel Marcus Larsen Pr Pr-055 2 Any Base Unit HERO. | Tech. | Generates: 2. 4 0 4 R Pr-055 REINFORCEMENT: 2 Any. Colonel Rolf Ziechen, Triax Advisor Pr Pr-056 1 Free Quebec, or 1 New German Republic Base Unit HERO. | Free Quebec. Tech. Cyborg. New German Republic (NGR). | Generates: 1. 0 0 3 U Pr-056 Rotate to draw a card. Colossus Automatons Pr Pr-057 11 Federation of Magic, or 12 Magic Field Unit Federation of Magic. Magic. 12 5 7 R Pr-057 DEFENSE: 2. | IMMUNITY. Commando Strike Pr Pr-058 Event 3 U Pr-058 Target a unit with stacked copies on it and pay any amount of resources. For every 5 resources paid, discard a stacked copy on that unit. Complacency Pr Pr-059 Event 1 SECRET WEAPON. U Pr-059 Target an opponent at the end of his turn if he did not attack with at least 1 field unit this turn. Remove his discard pile from the game. Coran D'zir Pr Pr-060 1 Federation of Magic Base Unit HERO. | Federation of Magic. Magic. | Generates: 1. 9 0 5 R Pr-060 Rotate to draw a card. | REINFORCEMENT: 5 Federation of Magic. Corrigal of the Nine Pr Pr-061 4 Tolkeen, or 5 Magic Field Unit HERO. Tolkeen. Magic. Dragon. 4 1 5 R Pr-061 If at least one other unit in play has any of the following abilities, this unit also has that ability: Assault, Formation, Immunity, Marauder, Sabotage, and Tactical Cracius the Cunning Pr Pr-062 1 Federation of Magic Base Unit HERO. | Federation of Magic. Magic. Demonic. | Generates: 1. 0 0 2 U Pr-062 Crescent Wing Boards Pr Pr-063 4 Lazlo, or 5 Techno-Wizard Field Unit Lazlo. Techno-Wizard. 3 2 4 C Pr-063 TACTICAL. | PROFICIENCY: Any. Cross-fire Pr Pr-064 Event 3 R Pr-064 Target an opponent. Reveal the top 3 cards in your deck, place them in your hand, and X to your Attack Pool this turn, where X equals the combined AT of the 3 revealed cards. Opponent reveals the top card in his deck, places it in his hand, and adds Y to his Counter Attack Pool, where Y equals the CA of the revealed card. Crush Your Enemies Pr Pr-065 2 Techno-Wizard Event 3 Techno-Wizard. U Pr-065 The first time you play this event each game, target field unit takes 5 damage. Each time you play this event after that, target field unit takes 2 damage. CTX-50 Line Backer Tanks Pr Pr-066 8 Coalition States Field Unit Coalition States. Tech. 8 4 6 U Pr-066 IMMUNITY. Cyber-Doc Pr Pr-067 Asset 2 Field Asset. | Tech. U Pr-067 RECYCLE: 1 Tech. | Target a Tech unit you control. During your Play Round, pay X Tech resources to increase the target's DC by +X until end of turn. Cyber-Snatchers Pr Pr-068 1 Any Field Unit Tech. 2 0 2 U Pr-068 Once per turn, this card may deal 1 point of damage to a damaged Cyborg card. Cyberworks Pr Pr-069 Nation Card Cyberworks. Tech. Robot. | GENERATES: 2. F Pr-069 Deck Size Maximum: 77. | Secret Weapon Pile Maximum: 8. | Starting Hand: 2 cards of your choice with different titles, plus 3 random cards. | Once per turn, during the Ready Round, pay 2 Cyberworks resources and name an event. Until end of turn, no copies of that event may target you or a card you control. You may not name the Devouring Swarm event. Cyborg Enforcers [Fixed] Pr Pr-070 4 Tech Field Unit Tech. Cyborg. 3 2 5 F Pr-070 Cyborg Enforcers Pr Pr-071 4 Tech, or 5 Any Field Unit Tech. Cyborg. 3 2 5 C Pr-071 Daring Rescue Pr Pr-072 Asset 1 Nation Asset. U Pr-072 Rotate during the End of Turn Round and target a card in your discard pile that was discarded from your deck this turn. Place that card face-down underneath this asset. This asset cannot ready while there is a face-down card underneath it. Rotate your nation card to take a face-down card underneath this asset and place it in your hand. Dead Boy Heavy Infantry Pr Pr-073 2 Coalition States, or 3 Tech Field Unit Coalition States. Tech. 3 1 2 C4 Pr-073 A Coalition States player may have more than six copies of this card in his deck. Death's Head Squadron Pr Pr-074 8 Coalition States, or 8 Free Quebec Field Unit Coalition States. Free Quebec. Tech. 6 4 8 R Pr-074 SABOTAGE. Defensive Perimeter Pr Pr-075 Asset 2 Nation Asset. U Pr-075 Rotate and target a field unit you control with lethal damage. If it is not your turn, you must also pay X Any resources, where X is the lowest printed cost of the unit. Place the unit on the bottom of your deck. Demonbusters, Inc. Pr Pr-076 6 Any Field Unit HERO. | D-Bee. Magic. Psychic. Tech. Cyborg. Glitter Boy. Juicer. Dragon. 6 1 4 R Pr-076 For each [Field] unit you control that has at least 1 trait in common with this card, this card gains +1 AT. Dervish Cyborg Troopers Pr Pr-077 5 Free Quebec, or 6 Tech Field Unit Free Quebec. Tech. Cyborg. 7 1 4 R Pr-077 MARAUDER. Devouring Swarm Pr Pr-078 2 Any Event 1 SECRET WEAPON. R Pr-078 Discard 6 cards and target any asset, base unit, or field unit in play, even if the card has Immunity. That card is killed if it is a unit, or discarded otherwise. Remove from play after use. Discreet Observation Pr Pr-079 4 Any Asset 1 SECRET WEAPON. | Nation Asset. U Pr-079 Name an event when you play this asset. No player may play a copy of that event. Any player may discard a copy of that event from his hand to remove this asset from the game. Dispersal Pr Pr-080 X Any Event 3 R Pr-080 Play during your turn. Target a ready field unit. X = the target's CA. The target, and any stacked copies on it, are returned to its owner's hand. Dog Pack Seek-and-Destroy Squads Pr Pr-081 4 Coalition States Field Unit Coalition States. Tech. Dog Boy. Psychic. 5 2 3 C Pr-081 Dr. Desmond Bradford Pr Pr-082 1 Coalition States Base Unit HERO. | Coalition States. Tech. | Generates: 1. 0 0 1 U Pr-082 Rotate to draw a card. | The number of cards you must discard to take a card from your Secret Weapon pile is reduced by 1. Dragon Juicers Pr Pr-083 4 Magic, or 5 Tech, or 6 Any Field Unit Magic. Tech. Juicer. 5 1 4 U Pr-083 Each time a Dragon unit controlled by another player is killed, this card permanently gains +1 AT and +1 DC. Duluth Hive Pr Pr-084 2 Xiticix Base Unit CITY. | D-Bee. Xiticix. | Generates: 2. 0 0 3 U Pr-084 Rotate to draw a card. | While you have 5 stacked copies on this unit, all of your Duluth Xiticix cards have a Decking Value of 25 Duluth Xiticix Pr Pr-085 7 Xiticix, or 8 D-Bee, or 9 Any Field Unit Xiticix. D-Bee. 8 3 5 R Pr-085 DEFENSE: 1. Dweomer [Fixed] Pr Pr-086 2 Federation of Magic Base Unit CITY. | Federation of Magic. Magic. | Generates: 2. 0 0 2 F Pr-086 Dweomer Pr Pr-087 2 Federation of Magic Base Unit CITY. | Federation of Magic. Magic. | Generates: 2. 0 0 2 C4 Pr-087 Rotate to draw a card. Earth Elementals Pr Pr-088 4 Elemental, or 5 Magic Field Unit Magic. Elemental. 5 2 5 U Pr-088 PROFICIENCY: Magic. Earthwake Iron Juggernauts Pr Pr-089 7 Tolkeen, or 9 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 8 2 6 U Pr-089 BACKLASH: 1. | DEFENSE: 1. Elemental Warlocks [Fixed] Pr Pr-090 1 Magic Base Unit Magic. Elemental. | Generates: 1. 0 0 2 F Pr-090 Elemental Warlocks Pr Pr-091 1 Magic Base Unit Magic. Elemental. | Generates: 1. 0 0 2 C3 Pr-091 Emperor Karl Prosek Pr Pr-092 2 Coalition States Base Unit HERO. | Coalition States. Tech. | Generates: 2. 0 0 3 R Pr-092 Rotate to draw a card. | While you control this unit, your Command & Control is increased by +1. Emperor Sabre Lasar Pr Pr-093 2 Pecos Empire Base Unit HERO. | Pecos Empire. Magic. Psychic. Tech. Dragon. | Generates: 2. 0 0 3 R Pr-093 Rotate to draw a card. | Resources generated by this unit also have the D-Bee trait. While stacked, your Command & Control is increased by +1 Endless Horde of Minions Pr Pr-094 Event 1 R Pr-094 Rotate X Hero base units you control. Take up to X cards from the top of your discard pile and place them on the bottom of your deck. Remove from play after use. Engineers Pr Pr-095 Asset 3 Base Asset. U Pr-095 To play this asset you must pay 1 resource generated by the base unit that it targets. The target generates an additional resource whenever it rotates to generate resources. Erin Tarn Pr Pr-096 2 Lazlo, or 5 Tolkeen, or 8 Any Base Unit HERO. Lazlo. | Generates: 1. 0 0 2 R Pr-096 Rotate to draw 2 cards. While stacked, whenever an opponent attacks you with 1 or more units, he must discard the top card from his deck, and you may take the bottom card from your discard pile into your hand. Experiments Pr Pr-097 3 Any Event 1 SECRET WEAPON. R Pr-097 Target any number of field units you control that have lethal damage. They are all fully healed, but are discarded at the start of your next turn. Extermination Pr Pr-098 Event 1 R Pr-098 Target a field unit and pay X resources, where X equals the lowest printed cost of the unit. All resources used to pay this cost must have at least one of the traits your nation card has. The target unit is killed. Fargo Hive Pr Pr-099 1 Xiticix Base Unit CITY. | D-Bee. Xiticix. | Generates: 1 0 0 2 C3 Pr-099 Rotate to draw a card. | While you have 5 stacked copies on this unit, all of your Fargo Xiticix cards have a Decking Value of 25. Fargo Xiticix Pr Pr-100 6 Xiticix, or 7 D-Bee, or 8 Any Field Unit Xiticix. D-Bee. 7 3 4 U Pr-100 Estimated Xiticix population: 3-4 million | Estimated population in 2 years: 10-12 million | Estimated population in 3 years: 16-20 million | Estimated population in 4 years: 30+ million | Estimated population in 5 years: 50+ million | - Coalition States Report on Xiticix activity. Feculence Daemonix Pr Pr-101 4 Tolkeen, or 5 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. Psychic. Monster. Demonic. Daemonix. 6 1 3 C Pr-101 SABOTAGE. Federation of Magic Pr Pr-102 Nation Card Federation of Magic. Magic. | GENERATES: 2. F Pr-102 Deck Size Maximum: 79. | Secret Weapon Pile Maximum: 6. | Starting Hand: 1 card of your choice, plus 5 random cards. | Rotate your nation card when you are being attacked to reduce the Attack Pool by 4. | You may rotate a Federation of Magic field unit you control to generate a resource with the Magic trait (but no other traits). This resource may only be used to pay the cost of an event card which costs Magic resources. Fire Demon Automatons Pr Pr-103 6 Federation of Magic, or 7 Magic Field Unit Federation of Magic. Magic. 6 3 5 C Pr-103 First Calgary Volunteers Pr Pr-104 2 Tolkeen, or 4 Any Field Unit HERO. Tolkeen. D-Bee. Magic. Psychic. Tech. Cyber-Knight. 3 1 2 U Pr-104 When this unit enters play, name a non-Hero field unit in an opponent's discard pile. No copies of that unit may be played until this card leaves play. You cannot use this ability on any unit if the player could have had more than 6 copies of it in his deck. Fleet Admiral Jacques LeFevre Pr Pr-105 1 Free Quebec Base Unit HERO. | Free Quebec. Tech. | Generates: 1. 0 0 2 U Pr-105 Rotate to draw a card. | While stacked, no copies of the first event you play during each of your turns can be played by any player (including yourself) until the start of your next turn. Flying Titan Power Armor Troops [Fixed] Pr Pr-106 3 Tech Field Unit Tech. 2 1 4 F Pr-106 SWARM. (When this unit attacks, it gains +1 AT until end of turn for each unit you control with the same name, not including itself.) Flying Titan Power Armor Troops Pr Pr-107 3 Tech Field Unit Tech. 2 1 4 C Pr-107 SWARM. Force Field Pr Pr-108 1 Any Event 3 R Pr-108 Play after an opponent has calculated his Attack Pool. The Attack Pool is cut in half (round fractions up). Fort Caldera Pr Pr-109 1 Lazlo Base Unit CITY. | Lazlo. D-Bee. Tech. | Generates: 1. 0 0 2 U Pr-109 Rotate to draw a card. | Whenever you play a field unit by paying its listed cost in Tech resources, it enters play readied. Fortifications Pr Pr-110 3 Any Field Unit 0 0 6 U Pr-110 This card has a Decking Value of 3. Frank Mire, Coalition Grunt Pr Pr-111 1 Coalition States Field Unit HERO. Coalition States. Tech. 1 1 1 R Pr-111 This unit may never have damage assigned to it by any means, unless it is attacking. Rotate this unit and place it on the bottom of your deck to target a field unit; the target's AT is reduced to zero until end of turn. Free Quebec Pr Pr-112 Nation Card Free Quebec. Tech. | GENERATES: 2. F Pr-112 Deck Size Maximum: 81. | Secret Weapon Pile Maximum: 6. | Starting Hand: 1 card of your choice, plus 5 random cards. | You may not play or control Magic, Techno-Wizard, D-Bee, or Monster cards. Freehold, City of Dragons Pr Pr-113 1 Tolkeen, or 3 Dragon Base Unit CITY. | Tolkeen. Magic. Dragon. | Generates: 1. 0 0 3 R Pr-113 Rotate to draw a card. | Rotate to ready a Dragon unit you control that is not a City. Full Mobilization Pr Pr-114 Event 2 R Pr-114 Target any number of base units you control that do not have Reinforcement and pay resources equal to the combined Damage Capacity of the targeted units. The target units become field units under your control. Fury Iron Juggernauts Pr Pr-115 9 Tolkeen, or 11 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 10 3 7 R Pr-115 IMMUNITY. | MARAUDER. GB 6-96 Glitter Boy Transports Pr Pr-116 4 Free Quebec, or 5 Tech Field Unit Free Quebec. Tech. 5 0 5 R Pr-116 FORMATION, usable only to add to the AT of Glitter Boy units. When you use this unit's Formation ability, the Glitter Boy unit it aids also gains Tactical until end of turn. General ''Genius'' Godfrey Pr Pr-117 5 Any Field Unit HERO. Psychic. 3 1 3 P Pr-117 While you control this unit, whenever you discard from your deck, you may discard the bottom card instead of the top card. General Marshall Cabot Pr Pr-118 1 Coalition States Base Unit HERO. | Coalition States. Tech. | Generates: 1. 0 1 2 R Pr-118 Rotate to draw a card. General Ross Underhill Pr Pr-119 1 Coalition States Base Unit HERO. | Coalition States. Tech. | Generates: 1. 2 0 2 R Pr-119 Rotate to draw a card. | FORMATION, usable only to add to the AT of Coalition States units. Geometric Growth Pr Pr-120 Event 2 Xiticix. R Pr-120 Playable only once per turn. Play during your turn after you have attacked. Take the top X field units in your discard pile and shuffle them back into your deck, where X equals the number of Xiticix field units you attacked with this turn. Remove from play after use. Glitter Boy Killers Pr Pr-121 5 Coalition States, or 6 Tech Field Unit Coalition States. Tech. 6 2 4 U Pr-121 ASSAULT. | If the Assault damage from this unit is placed on a Glitter Boy, place another point of damage on that Glitter Boy. Glitter Boy Sidekicks Pr Pr-122 4 Free Quebec Field Unit Free Quebec. Tech. Glitter Boy. 4 2 4 U Pr-122 FORMATION, usable only to add to the AT of Glitter Boy units. Glitter Boy Squadron Pr Pr-123 8 Free Quebec, or 9 Tech, or 10 Any Field Unit Free Quebec. Tech. Glitter Boy. 8 4 6 U Pr-123 ASSAULT. | IMMUNITY. Glitter Girls Pr Pr-124 7 Free Quebec Field Unit Free Quebec. Tech. Glitter Boy. 7 3 5 R Pr-124 TACTICAL. Golden Age Weaponsmiths [Fixed] Pr Pr-125 3 Any Field Unit Tech. 5 1 1 F Pr-125 FIREPOWER: 3 Tech. (Pay any number of Tech resources, to a maximum of 3. This unit gains +1 AT until end of turn for each resource you paid.) Golden Age Weaponsmiths Pr Pr-126 3 Any Field Unit Tech. 5 1 1 C Pr-126 FIREPOWER: 3 Tech. Grahmzin LaMoore Pr Pr-127 3 Magic Field Unit HERO. Magic. 5 0 3 R Pr-127 While stacked, your cost to play a Dragon unit is 1 less if you pay its cost in Dragon resources. Each time you play a Dragon card, this unit generates 1 resource with a trait of your choice (it does not gain Grahmzin LaMoore's standard traits). Gray Fox Pr Pr-128 1 Pecos Empire Base Unit HERO. | Pecos Empire. Tech. | Generates: 1. 0 0 3 U Pr-128 Rotate to draw a card.While stacked, resources generated by this unit also have the Magic trait. Grind Them to Dust Pr Pr-129 1 Any Event 1 C Pr-129 Target an opponent. Any card that would be placed in his discard pile this turn is removed from the game instead. Place this card on the bottom of your deck after use. Ground Assault Pr Pr-130 3 Any Event 1 R Pr-130 Target an opponent and rotate all of his non-Hero base units. None of his non-Hero base units ready during his next Ready Round. The target may cancel these effects by immediately discarding cards (from hand and/or deck) with a combined Decking Value of at least 5. Remove from play after use. Hagan Lonovich Pr Pr-131 1 Cyberworks Base Unit HERO. | Cyberworks. Tech. | Generates: 1. 0 0 2 U Pr-131 While stacked, your Command & Control is increased by +1, and all your Cyberworks field units gain Proficiency: Tech. Hangdog Daemonix Pr Pr-132 5 Tolkeen, or 6 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. Monster. Demonic. Daemonix. 5 2 4 U Pr-132 FORMATION, usable only to add to the AT of Magic or Techno-Wizard units. Head Shot [Fixed] Pr Pr-133 Event 2 F Pr-133 Target a damaged field unit or base unit. The target takes 4 damage. Head Shot Pr Pr-134 Event 2 C Pr-134 Target a damaged field unit or base unit. The target takes 4 damage. Heavy Duty Cyborgs Pr Pr-135 5 Tech, or 6 Any Field Unit Tech. Cyborg. 6 0 6 U Pr-135 ASSAULT. | SABOTAGE. Heavy Fire Pr Pr-136 Event 3 C Pr-136 When you attack this turn with 1 or more field units, you may discard any number of field units from your hand. For each field unit thus discarded, your Attack Pool is increased by +2. Heroism [Fixed] Pr Pr-137 Event 1 F Pr-137 Target a field unit you control. The target's DC is increased by an amount equal to its printed DC; this bonus lasts until end of turn. Heroism Pr Pr-138 Event 1 C Pr-138 Target a field unit you control. The target's DC is increased by an amount equal to its printed DC; this bonus lasts until end of turn. Hidden Arts Pr Pr-139 6 Techno-Wizard Event 1 Techno-Wizard. R Pr-139 Shuffle your hand and place it on the bottom of your deck. Draw a number of cards equal to the number of cards you placed on the bottom of your deck. High Magi Pr Pr-140 3 Federation of Magic, or 4 Magic Field Unit Federation of Magic. Magic. 3 1 4 R Pr-140 This unit generates 1 resource each of your turns automatically, but that resource has only the Federation of Magic trait. | FORMATION, usable only to add to the AT of Federation of Magic units. Hit and Run Pr Pr-141 Event 1 U Pr-141 You may not select this card to be in your starting hand. Play during your turn and target a ready non-Hero field unit. Pay X resources, all of which must have at least one of the traits listed on your nation card. The target unit takes X damage. Houstown [Fixed] Pr Pr-142 1 Pecos Empire Base Unit CITY. | Pecos Empire. D-Bee. Tech. | Generates: 1. 0 0 2 F Pr-142 At the start of your turn, if no opponent attacked you since your last turn, place the top card in your discard pile on the bottom of your deck Houstown Pr Pr-143 1 Pecos Empire Base Unit CITY. | Pecos Empire. D-Bee. Tech. | Generates: 1. 0 0 2 C4 Pr-143 Rotate to draw a card. | At the start of your turn, if no opponent attacked you since your last turn, place the top card in your discard pile on the bottom of your deck IAR-4 Hellraisers Pr Pr-144 7 Coalition States Field Unit Coalition States. Tech. 7 3 6 R Pr-144 DEFENSE: 1. IAR-5 Hellfires Pr Pr-145 6 Coalition States Field Unit Coalition States. Tech. 7 2 4 R Pr-145 BACKLASH: 1. | SABOTAGE. Immolator Daemonix Pr Pr-146 6 Tolkeen, or 7 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. Psychic. Monster. Demonic. Daemonix. 7 2 5 U Pr-146 FIREPOWER: 3 Magic or Techno-Wizard Imprimer Cyborgs Pr Pr-147 5 Free Quebec, or 6 Tech Field Unit Free Quebec. Tech. Cyborg. 5 2 5 U Pr-147 PROFICIENCY: Tech. Invulnerability Pr Pr-148 Event 3 Magic. R Pr-148 Play during your Play Round, target a Magic field unit, and pay 1 Magic to give target unit +3 DC until end of turn. Or pay X Magic resources to reduce an opponent's Attack Pool by X. Iron Dragonfly Heavy Air Juggernauts Pr Pr-149 10 Tolkeen, or 11 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 11 4 7 R Pr-149 BACKLASH: 3. | DEFENSE: 2. | IMMUNITY. Ironbane Pr Pr-150 3 Magic Asset 1 SECRET WEAPON. | Field Asset. Magic. Unique. R Pr-150 When first played each game, take the top 3 cards in your discard pile and put them on the bottom of your deck. Rotate Ironbane to reveal the top card in target opponent's deck. If it has the Tech or Techno-Wizard trait, discard it, otherwise place it in its owner's hand. Joseph Prosek II Pr Pr-151 1 Coalition States Base Unit HERO. | Coalition States. Tech. | Generates: 1. 0 0 2 R Pr-151 While stacked, you may rotate this unit to draw 2 cards, plus a third card if he has at least 2 stacked copies. Juicer Army of Liberation Pr Pr-152 3 Tech Asset 1 SECRET WEAPON. | Nation Asset. Juicer. U Pr-152 Cannot be targeted by events. When a Juicer unit you control is killed, remove it from the game. You may play Juicer units in your discard pile as if they were in your hand. While all field units you control have the Juicer trait, all of them gain +1 AT. At the start of each turn, discard all Nation Assets on your nation card, except this one. Juicer Assassins Pr Pr-153 4 Tech, or 5 Any Field Unit Tech. Juicer. 6 1 3 R Pr-153 SNIPER: 2. K'zaa Pr Pr-154 1 Federation of Magic, or 2 Techno-Wizard Base Unit HERO. | Federation of Magic. D-Bee. Magic. Techno-Wizard. | Generates: 1. 0 0 3 R Pr-154 Rotate to draw a card. | During your Ready Round, you may take the top copy of Stormspire in your discard pile in and place it in your hand. Khosrou Pr Pr-155 4 Lazlo, or 4 Dragon, or 5 Magic Field Unit HERO. Lazlo. Magic. Psychic. Dragon. 5 1 4 R Pr-155 FORMATION, usable only to add to the AT of Dragon, Psychic, and Wolfen units. Kill Hounds Pr Pr-156 3 Coalition States, or 4 Psychic Field Unit Coalition States. Tech. Dog Boy. Psychic. 4 1 3 U Pr-156 ASSAULT. King Victor Macklin Pr Pr-157 1 Pecos Empire Base Unit HERO. | Pecos Empire. Tech. | Generates: 1. 0 0 2 U Pr-157 Rotate to draw a card. | Rotate King Victor Macklin to play Dr. Desmond Bradford for free. You may play King Victor Macklin for free by rotating Dr. Desmond Bradford. Know Thy Enemy Pr Pr-158 Event 2 U Pr-158 Each player may only play this event once per turn. Target a non-Hero field unit controlled by an opponent. All copies of that unit are -1 AT, -1 CA, and -1 DC for each copy in play, until end of turn Large-Scale Tactics [Fixed] Pr Pr-159 1 Any Event 3 F Pr-159 Playable only once per turn. All units in play are -1 CA until end of turn. Large-Scale Tactics Pr Pr-160 1 Any Event 3 C Pr-160 Playable only once per turn. All units in play are -1 CA until end of turn. Last Stand Pr Pr-161 Event 1 SECRET WEAPON. U Pr-161 Target an opponent who controls 4 or more field units. If you control no field units, and your discard pile has more cards in it than your deck, search your deck for 4 field units of your choice. Place one of these units into play, and take the other 3 into your hand. Lazlo Pr Pr-162 Nation Card Lazlo. D-Bee. Magic. Tech. Techno-Wizard. | GENERATES: 2. F Pr-162 Deck Size Maximum: 85. | Secret Weapon Pile Maximum: 7. | Starting Hand: 1 card of your choice, plus 5 random cards. | When a Hero unit you control is killed, you may shuffle it back into your deck instead. | At the start of the game, target a non-Lazlo opponent. He must choose either Magic, Tech, or Techno-Wizard. All cards with the chosen trait in their cost require 1 less of that chosen trait for you to play that card. (e.g. If you pay a cost of 6 Magic, it costs 5 Magic instead.) Le Baron Epouvantable Pr Pr-163 5 Lazlo, or 5 Dragon, or 6 Magic Field Unit HERO. Lazlo. Magic. Psychic. Dragon. 4 2 4 R Pr-163 FIREPOWER: 7 Magic. Le Surete du Quebec Pr Pr-164 1 Free Quebec Base Unit Free Quebec. Tech. | Generates: 1. 0 0 2 C4 Pr-164 Leizak D'zir Pr Pr-165 1 Federation of Magic Base Unit HERO. | Federation of Magic. Magic. | Generates: 1. 8 0 5 R Pr-165 Rotate to draw a card. | REINFORCEMENT: 5 Federation of Magic. | DEFENSE: 1 while stacked. Ley Line Nexus Pr Pr-166 2 Magic Event 3 Magic. U Pr-166 Add 5 Magic resources to your resource pool. These resources may only be used to pay the cost of an asset or event card. Ley Line Storm Pr Pr-167 3 Any Event 3 U Pr-167 All City units in play take 2 damage. Ley Line Walkers [Fixed] Pr Pr-168 2 Magic Field Unit Magic. 3 1 2 F Pr-168 Any player whose Nation Card has the Magic trait may have more than six copies of this card in his deck. Ley Line Walkers Pr Pr-169 2 Magic, or 3 Any Field Unit Magic. 3 1 2 C4 Pr-169 Any player whose Nation Card has the Magic trait may have more than six copies of this card in his deck. Liberte, Fraternite Pr Pr-170 10 Any Event 2 Free Quebec. R Pr-170 Free Quebec players may play this event for free. Until end of turn, you may continually play the top unit in your discard pile as if it was in your hand. Liberty Reserve Cyborgs Pr Pr-171 4 Free Quebec, or 5 Tech Field Unit Free Quebec. Tech. Cyborg. 4 2 4 C Pr-171 Liberty Reserve Juicers Pr Pr-172 3 Free Quebec, or 4 Tech Field Unit Free Quebec. Tech. Juicer. 4 1 3 U Pr-172 ASSAULT. Lockdown [Fixed] Pr Pr-173 1 Any Asset 2 Field Asset. F Pr-173 Target a ready field unit. Rotate the target. The target cannot ready. The target's controller may pay X Any resources to discard this card, where X equals 10 minus the target's AT. Lockdown Pr Pr-174 1 Any Asset 2 Field Asset. C Pr-174 Target a ready field unit. Rotate the target. The target cannot ready. The target's controller may pay X Any resources to discard this card, where X equals 10 minus the target's AT. Loot and Pillage Pr Pr-175 Event 3 R Pr-175 Target an opponent. All cards he discards from his hand or deck this turn to satisfy decking damage have their Decking Value reduced by 99 (to a minimum of 1). Lord Magi Pr Pr-176 6 Federation of Magic, or 7 Magic Field Unit Federation of Magic. Magic. 5 3 5 C Pr-176 FALLBACK: 3 Magic. | FIREPOWER: 3 Magic. Los Alamo [Fixed] Pr Pr-177 2 Pecos Empire Base Unit CITY. | Pecos Empire. D-Bee. Tech. Juicer. | Generates: 2. 0 0 3 F Pr-177 Los Alamo Pr Pr-178 2 Pecos Empire Base Unit CITY. | Pecos Empire. D-Bee. Tech. Juicer. | Generates: 2. 0 0 3 C3 Pr-178 Rotate to draw a card. M.R. Hummel's Hammerheads Pr Pr-179 8 Tech, or 9 Any Field Unit HERO. Tech. Glitter Boy. 9 3 6 R Pr-179 IMMUNITY. | When this unit rotates to attack, all of your other units rotating to attack at the same time gain Assault, unless they already have Assault. The new ability applies immediately but expires after the attack is resolved. Magestar Pr Pr-180 1 Federation of Magic, or 2 Magic Base Unit CITY. | Federation of Magic. D-Bee. Magic. | Generates: 1. 0 0 2 U Pr-180 Rotate to draw a card. | Rotate to take a copy of this card from your discard pile and place it on the bottom of your deck. Major Perrin Pr Pr-181 4 Tech Field Unit HERO. Psychic. Tech. Dog Boy. 4 2 3 R Pr-181 When Major Perrin enters play, all of your opponents must rotate all of their Base Units for no effect. If a copy of Major Perrin is discarded off the top of your deck, and no copy of him is in play, you may immediately play the discarded copy for free. Man-Eagles Pr Pr-182 5 Magic Field Unit Magic. Demonic. 5 1 5 U Pr-182 IMMUNITY. Mankind's Salvation Pr Pr-183 1 Tech Asset 4 Nation Asset. U Pr-183 Only Coalition States, Free Quebec, New German Republic, Cordoba, New Empire, and Otomo Shogunate players may put this card in their deck. Once per turn, you may discard this card from play to reduce by 3 the number of cards you must discard to get your next card from your secret weapon pile this turn. Manslayer Daemonix Pr Pr-184 5 Tolkeen, or 6 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. Psychic. Monster. Demonic. Daemonix. 6 2 4 U Pr-184 PROFICIENCY: Tech. Mark V Armored Personnel Carrier Pr Pr-185 4 Coalition States, or 4 Free Quebec, or 5 Tech Field Unit Coalition States. Free Quebec. Tech. 4 2 4 U Pr-185 Mechanized Platoon Pr Pr-186 9 Coalition States, or 9 Free Quebec, or 10 Tech Field Unit Coalition States. Free Quebec. Tech. 10 4 6 R Pr-186 DEFENSE: 1. | BACKLASH: 3. Mechanized Recon Squad Pr Pr-187 5 Coalition States, or 5 Free Quebec, or 6 Tech Field Unit Coalition States. Free Quebec. Tech. 5 2 5 U Pr-187 PROFICIENCY: Tech. Mega-Juicers Pr Pr-188 5 Tech, or 6 Any Field Unit Psychic. Tech. Juicer. 6 2 3 R Pr-188 TACTICAL. | FALLBACK: 5 Any. Mental Discipline Pr Pr-189 Event 2 Psychic. U Pr-189 All Psychic cards gain +1 Decking Value until end of turn. All Psychic units you control gain Immunity until end of turn. You may shuffle up to X cards from your hand back into your deck, where X equals the number of Psychic units you control. Merchant Marine Pr Pr-190 2 Any Asset 1 Nation Asset. U Pr-190 During an opponent's turn, rotate this card to ready any two base units. Mind Melters Pr Pr-191 4 Psychic, 5 Any Field Unit Psychic. 5 2 5 C Pr-191 ASSAULT. Missile Salvo [Fixed] Pr Pr-192 2 Tech Event 2 F Pr-192 Play during your turn. Only 2 copies of this event may be played each turn. Target an opponent and choose either to assign 3 damage to one of his field units of your choice, or 1 damage to each of his field units. Missile Salvo Pr Pr-193 2 Tech Event 2 C Pr-193 Play during your turn. Only 2 copies of this event may be played each turn. Target an opponent and choose either to assign 3 damage to one of his field units of your choice, or 1 damage to each of his field units. Mobile Defense Pr Pr-194 Event 3 U Pr-194 Play during your turn after you have attacked with at least 5 field units. Until the start of your next turn, all units that attack you are -2 AT. Mongoth Pr Pr-195 7 Federation of Magic, or 9 Any Field Unit Magic. Monster. Demonic. 9 1 6 R Pr-195 MARAUDER. | Your cost to play this card is reduced by 1 for every Mongoth you control or is in your discard pile. Monst-Rexes Pr Pr-196 4 Cyberworks Field Unit Cyberworks. Tech. Robot. 4 2 4 U Pr-196 Montreal Pr Pr-197 1 Free Quebec Base Unit CITY. | Free Quebec. Tech. | Generates: 1. 0 0 2 U Pr-197 Rotate to draw a card. | DEFENSE: 1 while stacked. Mornn Pr Pr-198 4 Lazlo, or 5 D-Bee Field Unit Lazlo. D-Bee. Psychic. Tech. 5 1 4 C Pr-198 The first time this unit takes lethal damage, it is fully healed immediately. Multiply and Conquer Pr Pr-199 Event 4 Xiticix. U Pr-199 Rotate X Xiticix field units you control and reveal X cards from your deck. Any revealed Xiticix field units are placed in your hand, all other revealed cards are discarded. Murder Wraiths Pr Pr-200 5 Magic Field Unit Magic. Juicer. Undead. 6 0 6 U Pr-200 IMMUNITY. | In order for an opponent to target you or a card you control with an Event, he must discard one card from his hand or deck for each Murder Wraiths card you control. Mystic Knights Pr Pr-201 8 Magic Field Unit Magic. 9 3 6 R Pr-201 FALLBACK: 4 Magic. | IMMUNITY. | PROFICIENCY: Magic. Naval Superiority [Fixed] Pr Pr-202 3 Tech Asset 1 Nation Asset. F Pr-202 Rotate Naval Superiority and target a field unit you control; the target gains +4 AT until end of turn. Naval Superiority Pr Pr-203 3 Tech Asset 1 Nation Asset. C Pr-203 Rotate Naval Superiority and target a field unit you control; the target gains +4 AT until end of turn. Neuron Beasts Pr Pr-204 4 Magic, or 6 Any Field Unit Magic. Psychic. Monster. Demonic. 4 1 5 C Pr-204 BACKLASH: 1. New Lazlo Pr Pr-205 1 Lazlo Base Unit CITY. | Lazlo. Magic. Tech. Techno-Wizard. Generates: 1. 0 0 2 U Pr-205 Rotate to draw a card. | Whenever you play a field unit by paying its listed cost in Magic resources, it enters play readied. New Technologies Pr Pr-206 2 Tech Event 3 Tech. U Pr-206 Add 5 Tech resources to your resource pool. These resources may only be used to pay the cost of an asset or event card. NG-V7 Hunter Mobile Guns [Fixed] Pr Pr-207 6 Tech Field Unit Tech. 7 2 5 F Pr-207 FIREPOWER: 6 Tech. (Pay any number of Tech resources to a maximum of 6. The unit gains +1 AT until end of turn for each resource you paid.) NG-V7 Hunter Mobile Guns Pr Pr-208 6 Tech, or 7 Any Field Unit Tech. 7 2 5 C Pr-208 FIREPOWER: 6 Tech. Nikiden Shodai Pr Pr-209 4 Tolkeen, or 4 Dragon, or 5 Magic Field Unit HERO. Tolkeen. Magic. Psychic. Dragon. 3 3 4 R Pr-209 Nine Rings of Elder Pr Pr-210 Asset 1 Field Asset. | Magic. U Pr-210 RECYCLE: 1 Magic. | Target a Magic Hero field unit you control. The target gains +1 AT for each stacked copy on him. Discard this asset to search your deck for a copy of the target and place it in your hand. Old Bones Pr Pr-211 1 Free Quebec Base Unit CITY. | Free Quebec. Tech. Cyborg. Juicer. | Generates: 1. 0 0 2 C4 Pr-211 Rotate to draw a card. | The number of cards you must discard to take a card from your Secret Weapon pile is reduced by 1. On Full Alert Pr Pr-212 Event 4 R Pr-212 Target a rotated field unit. Ready the target. Orpheus Pr Pr-213 1 Pecos Empire Base Unit HERO. | Pecos Empire. D-Bee. Tech. | Generates: 1. 0 0 2 C Pr-213 Rotate to draw a card. Pack Up and Move Out Pr Pr-214 Event 1 Pecos Empire. U Pr-214 Only a Pecos Empire player may play this event. If you control at least 1 field unit, and all of your field units have lethal damage, all cards you discard until end of turn gain +99 Decking Value. Peace and Harmony Pr Pr-215 Event 1 SECRET WEAPON. U Pr-215 Target an opponent who controls at least 2 more base units than you do. Search your deck for the top 2 City cards and place them in your hand. Pecos Empire Pr Pr-216 Nation Card Pecos Empire. D-Bee. Tech. | GENERATES: 2. F Pr-216 Deck Size Maximum: 82. | Secret Weapon Pile Maximum: 4. | Starting Hand: 1 card of your choice, plus 5 random cards. | When you play a field unit or base unit that only has a cost listed in "Any" resources, and that unit costs at least 2 Any to play, your cost is reduced by 1 resource. | Rotate your nation card and target a field unit or base unit you control; the target is returned to your hand. Plato Pr Pr-217 2 Lazlo, or 5 Dragon Base Unit HERO. Lazlo. Magic. Psychic. Tech. Techno-Wizard. Dragon. | Generates: 2. 6 0 5 R Pr-217 Rotate to draw a card. | REINFORCEMENT: 4 Lazlo. | FIREPOWER: 4 Lazlo. | While stacked, your Command & Control is increased by +1, and all Dragons you control gain +1 AT. Poor Yorick Pr Pr-218 2 Magic Asset 1 Base Asset. | Unique. Magic. R Pr-218 Target a Magic Hero unit you control. The target gains +1 CA. Rotate the target to look at an opponent's hand. Power Blast Pr Pr-219 Event 3 Magic. R Pr-219 Playable only once per turn. Play during your turn. Increase your Attack Pool this turn by +1 for each Magic asset you control targeting a card you control. Pre-Rifts Industrial Complex [Fixed] Pr Pr-220 1 Tech Base Unit Tech. | Generates: 1. 0 0 2 F Pr-220 Pre-Rifts Industrial Complex Pr Pr-221 1 Tech Base Unit Tech. | Generates: 1. 0 0 2 C4 Pr-221 Press the Attack Pr Pr-222 Asset 2 Nation Asset. U Pr-222 At the end of your turn, place the top 2 cards in your discard pile on the bottom of your deck. At the end of your Attack Round, if you did not attack this turn with 1 or more field units, discard this asset. Prime Minister James Lorne Pr Pr-223 2 Free Quebec Base Unit HERO. | Free Quebec. Tech. | Generates: 2. 0 0 3 R Pr-223 Rotate to draw a card. | While stacked, your Command & Control is increased by +1. All your Glitter Boy units gain Proficiency: Tech. Psi Battallion Pr Pr-224 3 Coalition States, or 3 Free Quebec, or 4 Psychic Field Unit Coalition States. Free Quebec. Tech. Psychic. 3 1 3 R Pr-224 IMMUNITY. Psi-Stalkers [Fixed] Pr Pr-225 4 Any Field Unit Psychic. 5 2 3 F Pr-225 Psi-Stalkers Pr Pr-226 4 Any Field Unit Psychic. 5 2 3 C Pr-226 Quebecois Infantry Pr Pr-227 2 Free Quebec, or 3 Tech Field Unit Free Quebec. Tech. 3 1 2 C3 Pr-227 A Free Quebec player may have more than six copies of this card in his deck. Rag'tar Batrick Pr Pr-228 4 Lazlo, or 4 Dragon, or 5 Magic Field Unit HERO. Lazlo. Magic. Psychic. Dragon. 4 2 4 R Pr-228 You may stack this card on any Dragon Hero unit you control (you must pay this card's cost to do so.) This card is then considered to be a stacked copy of that Dragon Hero for all purposes while it remains in play. Rapid Deployment Company Pr Pr-229 10 Free Quebec, or 11 Tech Field Unit Free Quebec. Tech. 11 4 7 R Pr-229 BACKLASH: 1. | DEFENSE: 1. | IMMUNITY. | You may play this unit from your hand at any time that you could play an Event. Rebuild Pr Pr-230 Event 3 U Pr-230 Each player may only play this event once per game. Rotate your nation card. Take the top X base units in your discard pile and shuffle them back into your deck, where X equals the number of base units target opponent controls. Regroup Pr Pr-231 Event 2 SECRET WEAPON. R Pr-231 Play after you attack if at least 2 of your attacking field units were killed this turn. From your attacking field units that were killed this turn, take the one with the lowest printed cost (your choice if tied) and place it into play, rotated, and place one of the others into your hand. Until your next turn, all units attacking you are -1 AT. Renegade Dog Boys Pr Pr-232 4 Any Field Unit Psychic. Tech. Dog Boy. 6 1 3 U Pr-232 SNIPER: 2. Reprogramming Pr Pr-233 4 Cyberworks Asset 1 Field Asset. | Cyberworks. Tech. R Pr-233 Target a ready Tech field unit. You gain control of the target. The target must attack every turn, if possible. Rise From Chaos Pr Pr-234 2 Lazlo Event 2 Lazlo. R Pr-234 Target an opponent. The target must choose one of these traits: Magic, Tech, or Techno-Wizard. Search your deck for the top 2 cards with the chosen trait, reveal them, and take them into your hand. Rolla-Morden Hive Pr Pr-235 1 Xiticix Base Unit CITY. | D-Bee. Xiticix. | Generates: 1. 0 0 2 C4 Pr-235 Rotate to draw a card.While you have 5 stacked copies on this unit, all your Rolla-Morden Xiticix cards have a Decking Value of 25. Rolla-Morden Xiticix Pr Pr-236 5 Xiticix, or 6 D-Bee, or 7 Any Field Unit Xiticix. D-Bee. 6 2 4 U Pr-236 SWARM. SAMAS Squadron Pr Pr-237 5 Coalition States, or 5 Free Quebec, or 6 Tech Field Unit Coalition States. Free Quebec. Tech. 6 2 4 U Pr-237 ASSAULT. Sea Viper Iron Juggernauts Pr Pr-238 6 Tolkeen, or 8 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 6 3 5 C Pr-238 Shemarrian Warriors Pr Pr-239 5 Cyberworks Field Unit Cyberworks. Tech. Robot. 6 2 4 R Pr-239 ASSAULT. | TACTICAL. Shifters Pr Pr-240 1 Any Base Unit Magic. Demonic. | Generates: 1. 0 0 2 C4 Pr-240 Resources generated by this unit have no traits (but can be used to pay an "Any" cost). This card has a Decking Value of 3. Simvan Monster Riders Pr Pr-241 7 D-Bee, or 8 Any Field Unit Tech. D-Bee. Psychic. 8 3 5 U Pr-241 DEFENSE: 1. Sir Tristram Pr Pr-242 4 Cyber-Knight, or 5 Any Field Unit HERO. Psychic. Cyber-Knight. 4 1 4 R Pr-242 FALLBACK: 2 Cyber-Knight or 3 Any. | DEFENSE: 1. Sir Winslow Thorpe Pr Pr-243 3 Lazlo, or 3 Cyber-Knight, or 5 Any Field Unit HERO. Lazlo. Psychic. Cyber-Knight. 2 1 5 U Pr-243 Each time Sir Winslow Thorpe rotates to attack, he permanently gains +1 AT. Skelebot Platoon Pr Pr-244 4 Coalition States, or 5 Tech Field Unit Coalition States. Tech. Robot. 6 1 3 U Pr-244 FALLBACK: 2 Coalition States. Sky Cycles Pr Pr-245 4 Coalition States, or 4 Free Quebec, or 5 Tech Field Unit Coalition States. Free Quebec. Tech. 5 2 3 C Pr-245 Slice and Dice Pr Pr-246 Event 3 R Pr-246 Target a field unit you control. The target's AT is increased by an amount equal to its lowest printed cost until end of turn. Sorcerers' Revenge Pr Pr-247 Asset 2 Field Asset. | Magic. U Pr-247 RECYCLE: 2 Tolkeen. | Target a Tolkeen field unit you control. Rotate this asset and remove any number of Magic units in your discard pile from the game; the target gains +1 AT until end of turn for each card thus removed. Special Projects Pr Pr-248 3 Any Event 1 U Pr-248 Target a non-Unique asset. Discard the target. Spider-Skull Walkers [Fixed] Pr Pr-249 7 Tech Field Unit Coalition States. Free Quebec. Tech. 7 3 4 F Pr-249 Even with the split between Free Quebec and its former allies in the Coalition States, the two armies continue to use much of the same military equipment and vehicles left over from their days of cooperation against the enemies of mankind. Spider-Skull Walkers Pr Pr-250 6 Coalition States, or 6 Free Quebec, or 7 Tech Field Unit Coalition States. Free Quebec. Tech. 7 3 4 C Pr-250 Even with the split between Free Quebec and its former allies in the Coalition States, the two armies continue to use much of the same military equipment and vehicles left over from their days of cooperation against the enemies of mankind. Spiny Ravagers Pr Pr-251 5 Federation of Magic, or 6 Any Field Unit Monster. | BACKLASH: 2. 6 1 5 C Pr-251 Stolen Battle Plans Pr Pr-252 Event 4 U Pr-252 If you attacked with at least 3 field units this turn, and at least 2 of them received lethal damage, take a Secret Weapon of your choice from your Secret Weapon Pile for free. Stormspire [Fixed] Pr Pr-253 1 Federation of Magic Base Unit CITY. | Federation of Magic. Magic. Tech. Techno-Wizard. | Generates: 1. 0 0 2 F Pr-253 Stormspire Pr Pr-254 1 Federation of Magic, or 4 Any Base Unit CITY. | Federation of Magic. Magic. Tech. Techno-Wizard. | Generates: 1. 0 0 2 C3 Pr-254 Rotate to draw a card. Strategic Withdrawal Pr Pr-255 Event 1 SECRET WEAPON. U Pr-255 Play when you are being attacked. Remove your entire discard pile from the game. If there were at least 20 cards in your discard pile when you did this, reduce an opponent's Attack Pool by 10 points. Stray From the Pack Pr Pr-256 Event 1 U Pr-256 Target a field unit that is outside its controller's Command & Control; it is discarded. Or, target a field unit you control during your Attack Round; if the target is your only unit that is attacking this turn, it gains +3 AT until end of turn. Sundance Pr Pr-257 1 Pecos Empire Base Unit HERO. | Pecos Empire. Tech. | Generates: 1. 1 0 2 C Pr-257 FORMATION. Sunset Angel Pr Pr-258 3 Lazlo, or 4 Magic Field Unit HERO. Lazlo. Magic. 3 1 1 U Pr-258 SNIPER: 1. | For each stacked copy on this unit, its Sniper ability is increased by +1. Super SAMAS Squadron Pr Pr-259 6 Coalition States Field Unit Coalition States. Tech. 7 2 5 U Pr-259 SWARM. Suppression Fire [Fixed] Pr Pr-260 1 Tech Asset 2 Field Asset. | Tech. F Pr-260 RECYCLE: 1 Tech. | While target unit is attacking, the attacked player's Counter Attack Pool is reduced by 1. Suppression Fire Pr Pr-261 1 Tech Asset 2 Field Asset. | Tech. C Pr-261 RECYCLE: 1 Tech. | While target unit is attacking, the attacked player's Counter Attack Pool is reduced by 1. Tactical Nuke Pr Pr-262 2 Tech Event 1 Tech. R Pr-262 You must discard 2 other cards from your hand to play this event. Add 7 to your Attack Pool. Or target a field unit or City; it takes 3 damage. Remove from play after use. Take Point Pr Pr-263 Event 1 R Pr-263 Play when you are attacking another player. Target a field unit he controls. If the target is rotated, you must rotate your nation card to play this event; otherwise it is free. Until end of turn, target's controller cannot assign damage to any of his other units, or to his hand or deck, unless the target has lethal damage. Tarantula Glitter Boys Pr Pr-264 7 Free Quebec, or 9 Tech Field Unit Free Quebec. Tech. Glitter Boy. 7 3 6 R Pr-264 DEFENSE: 1. Tazoro Zain, Mystic Knight Pr Pr-265 4 Magic Field Unit HERO. Magic. 3 1 4 R Pr-265 When this unit enters play, target a non-City base unit. The target takes 3 damage. Tech Upgrade Pr Pr-266 Asset 2 Field Asset. | Tech. R Pr-266 Target a Tech field unit you control. The target gains +2 AT, plus an additional +1 AT for every copy of this asset targeting a field unit you control (including this one). Techno-Wizard Desperados Pr Pr-267 4 Pecos Empire, or 5 Techno-Wizard Field Unit Pecos Empire. Techno-Wizard. 5 2 3 U Pr-267 Techno-Wizard Smiths [Fixed] Pr Pr-268 1 Techno-Wizard Base Unit Techno-Wizard. | Generates: 1. 0 0 2 F Pr-268 Techno-Wizard Smiths Pr Pr-269 1 Techno-Wizard Base Unit Techno-Wizard. | Generates: 1. 0 0 2 C4 Pr-269 Technological Supremacy Pr Pr-270 Event 1 SECRET WEAPON. Tech. U Pr-270 Playable only once per turn. If your deck has fewer cards than your discard pile, all Tech base units you control generate an additional resource when they rotate to generate this turn. If your deck has fewer cards than your hand, all Tech base units you control also generate an additional +2 resources when they rotate to generate this turn. Telemechanics Pr Pr-271 1 Psychic Asset 2 SECRET WEAPON. Field Asset. Psychic. R Pr-271 RECYCLE: 1 Psychic. | Target a Psychic field unit you control. No opponent may target the target of this asset with any event which as a Tech cost. Rotate this asset and target a Tech unit; its CA is reduced until end of turn by an amount equal to the CA of the unit this asset is attached to. Terror Troopers Pr Pr-272 5 Coalition States, or 6 Tech Field Unit Coalition States. Tech. 6 2 4 R Pr-272 ASSAULT. The Book of Ten Pr Pr-273 6 Magic Asset 1 Nation Asset. Magic. R Pr-273 May only target a nation card with the Magic trait. Rotate, target an opponent, and reveal any number of cards in your hand with a printed cost listed in Magic resources and no other printed costs. Remove these revealed cards from the game. If you revealed and removed 10 or more cards in this fashion, add +20 to your Attack Pool this turn. The Diamond Alliance Pr Pr-274 11 Tech Field Unit HERO. Tech. 3 3 3 P Pr-274 The first time you play this card, you may separate your deck into two piles, one containing all unit cards and the other containing all non-unit cards. Then shuffle both piles and place one pile on top of the other; this is your new deck. The Great Purple Mage Pr Pr-275 1 Tolkeen Base Unit HERO. | Tolkeen. Magic. | Generates: 1. 0 0 2 R Pr-275 Rotate to draw a card. | While stacked, your Command & Control is increased by +1. The Grim Reapers Pr Pr-276 5 Federation of Magic, or 8 Magic Field Unit Magic. Undead. 3 0 3 U Pr-276 This unit enters play readied. When this unit rotated to attack, you may immediately remove any number of field units in your discard pile from the game; this unit gains +1 AT until end of turn for every 2 field units removed from play in this manner. The Pact Pr Pr-277 5 Magic Event 1 Magic. Demonic U Pr-277 Search your deck for a Demonic field unit of your choice and place it into play, readied, under your control. You immediately take decking damage equal to the unit's AT. The Pecos Raiders Pr Pr-278 6 Pecos Empire, or 7 D-Bee Field Unit Pecos Empire. Magic. Tech. D-Bee. 8 2 4 R Pr-278 FALLBACK: 3 Pecos Empire | SWARM. The Sabre Warriors Pr Pr-279 2 Pecos Empire, or 4 Any Field Unit HERO. Pecos Empire. D-Bee. Magic. Psychic. Tech. Cyber-Knight. Dragon. Elemental. 1 0 1 R Pr-279 This unit generates 1 resource per turn automatically, plus 1 resource for each stacked copy, but these resources have only one of this unit's traits (your choice). Thirst for Battle Pr Pr-280 2 Any Asset 1 Field Asset. C Pr-280 Target a ready field unit. If, at the end of the target's controller's Attack Round, the target did not attack this turn, the target's controller must discard 2 cards. Thomm Pr Pr-281 1 Lazlo, or 2 Cyber-Knight Base Unit HERO. | Lazlo. Psychic. Tech. Cyber-Knight. | Generates: 1. 3 0 3 U Pr-281 Rotate to draw a card. | REINFORCEMENT: 2 Lazlo. | While stacked, Thomm's Reinforcement ability is free. Thornhead Demons [Fixed] Pr Pr-282 4 Magic Field Unit Magic. Monster. Demonic 3 2 5 F Pr-282 Thornhead Demons Pr Pr-283 4 Magic, or 6 Any Field Unit Magic. Monster. Demonic 3 2 5 C Pr-283 Thundering Iron Juggernauts Pr Pr-284 7 Tolkeen, or 9 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 7 3 6 U Pr-284 DEFENSE: 1. Titan Combat Robots Pr Pr-285 4 Cyberworks, or 4 Tech, or 5 Any Field Unit Cyberworks. Tech. 5 1 4 U Pr-285 BACKLASH: 1. | A Cyberworks player may have more than six copies of this card in his deck. Titan Juicers [Fixed] Pr Pr-286 3 Tech Field Unit Tech. Juicer. 4 1 3 F Pr-286 PROFICIENCY: TECH. Titan Juicers Pr Pr-287 3 Tech Field Unit Tech. Juicer. 4 1 3 C Pr-287 PROFICIENCY: TECH. (This unit gains +1 AT and +1 DC for each Tech field asset attached to it.) Tokanii Pr Pr-288 4 Pecos Empire, or 5 D-Bee Field Unit Pecos Empire. D-Bee. 4 2 4 C Pr-288 Tolkeen Pr Pr-289 Nation Card Tolkeen. D-Bee. Magic. Tech. Techno-Wizard. | GENERATES 2. F Pr-289 Deck Size Maximum: 80. | Secret Weapon Pile Maximum: 6. | Starting Hand: 1 card of your choice, plus 5 random cards. | Before calculating your Attack Pool, you may discard a field unit you control to give all your other field units +1 AT until end of turn. | When a Demonic or Dragon unit you control is killed, you may target an opponent. The target must discard a random card from his hand. Total War Pr Pr-290 4 Any Event 3 R Pr-290 All units, except Cities and Heroes, take 2 damage. Town of Solomon Pr Pr-291 1 Tolkeen, or 2 Magic Base Unit CITY. | Tolkeen. Magic. | Generates: 1. 0 0 2 C4 Pr-291 Rotate to draw a card. | Once per game, when you play a fifth stacked copy on this unit, you may immediately take control of 1 field unit and/or 1 non-city base unit controlled by an opponent. Upstart Warlord Pr Pr-292 Nation Card GENERATES: 2. F Pr-292 Deck Size Maximum: 71. | (No Secret Weapon Pile.) | Starting Hand: 6 random cards. | You draw 2 cards per turn, not 1. | Your deck must consist of the 71 non-nation cards included in the starter deck; do not use the other 8 nation cards. | Resources generated by this card and by your base units have all traits. (This allows you to effectively ignore traits when playing cards.) [Use this nation card for your first game of Rifts CCG.] Urban Decay Pr Pr-293 3 Any Event 2 C Pr-293 Target a stacked copy on a City unit. Discard the target. Urban Warfare Pr Pr-294 Event 3 U Pr-294 Target an opponent. No more than 3 of his field units may attack you this turn. Only 1 of your field units may generate CA damage this turn. Vanguard Brawlers Pr Pr-295 3 Pecos Empire, or 4 D-Bee Field Unit Pecos Empire. D-Bee. 4 1 3 C Pr-295 Proficiency: Any. Versatility Pr Pr-296 Asset 1 Field Asset. R Pr-296 RECYCLE: 1 Any. | Rotate to increase the target's AT by +3, or DC by +2, until end of turn. Violator SAMAS Squadron Pr Pr-297 5 Free Quebec Field Unit Free Quebec. Tech. 6 2 4 U Pr-297 SWARM. Warhawk Iron Juggernauts Pr Pr-298 8 Tolkeen, or 10 Techno-Wizard Field Unit Tolkeen. Techno-Wizard. 9 4 5 R Pr-298 IMMUNITY. Warlord Don Marco Pr Pr-299 1 Pecos Empire, or 3 Any Base Unit HERO. | Pecos Empire. Tech. | Generates: 1. 0 0 2 U Pr-299 Rotate to draw a card. Warlord Uxluth Pr Pr-300 1 Tolkeen, or 2 Techno-Wizard Base Unit SECRET WEAPON but for Tolkeen players only. 0 0 2 U Pr-300 HERO. | Tolkeen. Magic. Tech. Techno-Wizard. | Generates: 1. | Rotate to draw a card. Water Elementals Pr Pr-301 4 Elemental, or 5 Magic Field Unit Magic. Elemental. 4 2 5 U Pr-301 SABOTAGE. Weapon Burst Pr Pr-302 Event 3 Tech. R Pr-302 Playable only once per turn. Play during your turn. Increase your Attack Pool this turn by +1 for each Tech asset you control targeting a card you control. Wild Psi-Stalkers Pr Pr-303 3 Any Field Unit Psychic. 4 1 3 C Pr-303 ASSAULT. Winnipeg Hive Pr Pr-304 1 Xiticix Base Unit CITY. | D-Bee. Xiticix. | Generates: 1. 0 0 2 C4 Pr-304 Rotate to draw a card. | While you have 5 stacked copies of this card in play, your Winnipeg Xiticix cards have a Decking Value of 25. Winnipeg Xiticix Pr Pr-305 3 Xiticix, or 4 D-Bee, or 5 Any Field Unit Xiticix. D-Bee. 4 1 3 U Pr-305 SWARM. Witchlings [Fixed] Pr Pr-306 2 Magic Field Unit Magic. Monster. Demonic. 3 0 3 F Pr-306 SWARM. (When this unit attacks, it gains +1 AT until end of turn for each unit you control with the same name, not including itself.) Witchlings Pr Pr-307 2 Magic, or 4 Any Field Unit Magic. Monster. Demonic. 3 0 3 C Pr-307 SWARM. Xiticix Pr Pr-308 Nation Card Xiticix. | GENERATES: 2. F Pr-308 Deck Size Maximum: 65. | Secret Weapon Pile Maximum: 4. | Starting Hand: 1 card of your choice, plus 5 random cards. | If you have a Xiticix Elder Queen in play, when you discard a Xiticix Elder Queen card from your deck while satisfying decking damage, all remaining decking damage in the Attack Pool is eliminated Xiticix Elder Queen Pr Pr-309 2 Xiticix Base Unit D-Bee. Xiticix. | Generates: 2. 0 0 4 R Pr-309 Xiticix Killers Pr Pr-310 2 Coalition States, or 4 Any Field Unit SECRET WEAPON. | Coalition States. Tech. 4 0 2 U Pr-310 Must attack each turn, if possible. When attacking, this unit gains +3 AT until end of turn if the player it attacks controls any Xiticix cards. Xiticix Nannies Pr Pr-311 1 Xiticix Base Unit D-Bee. Xiticix. | Generates: 1. 0 0 2 C Pr-311 Xiticix Raiding Swarm Pr Pr-312 9 Xiticix, or 10 D-Bee, or 11 Any Field Unit Xiticix. D-Bee. 11 3 6 R Pr-312 IMMUNITY. | MARAUDER. | FIREPOWER: 9 Xiticix. Xiticix Super-Warriors Pr Pr-313 6 Xiticix, or 7 D-Bee, or 8 Any Field Unit Xiticix. D-Bee. 7 2 5 R Pr-313 Rotate this unit and any number of Xiticix field units you control. For each unit you rotated (including this one), your opponent must discard a card from his deck. However, each of these units you rotated does not add to your CA pool until the start of your next turn Xiticix Warriors Pr Pr-314 5 Xiticix, or 6 D-Bee, or 7 Any Field Unit Xiticix. D-Bee. 7 2 3 C Pr-314 ASSAULT. Xiticix Workers Pr Pr-315 2 Xiticix, or 3 D-Bee, or 4 Any Field Unit Xiticix. D-Bee. 3 0 3 C4 Pr-315 A Xiticix player may have more than six copies of this card in his deck. Xiticix Young Queens Pr Pr-316 1 Xiticix Base Unit HERO. | D-Bee. Xiticix. | Generates: 1. 0 0 3 C Pr-316 Zimchex Pr Pr-317 1 Pecos Empire Base Unit HERO. | Pecos Empire. D-Bee. Psychic. Tech. | Generates: 1. 0 0 2 C Pr-317 Rotate to draw a card. Ragtag Army Pr CardMissing Nation Card GENERATES: 2 P Pr-318 Deck Size Maximum: 66. | (No Secret Weapon Pile.) | Starting Hand: 1 card of your choice, plus 6 random cards. | Your deck must consist of the 66 cards pulled from the 6 sealed booster packs given to you by the judge. | Resources generated by this card and by your base units have all traits. (This allows you to effectively ignore traits when playing cards.) [This card and its text replace that of any Nation Card used in a Sealed Booster tournament]