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@@ -4,11 +4,11 @@ Radio Relay;0;Mecha Tower;(Radio Relay counts as a Mecha and a Tower. Play only
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Attack Vector;1;Mecha;(No abilities.);2;1
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Mega Bot;2;Mecha;(No abilities.);3;2
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Class Ganon;3;Mecha;(No abilities.);4;1
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Mod Bot;2;Mecha;Sacrifice a neighbouring Mecha you control: add that unit's durability to this Mecha.;1;2
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Mod Bot;2;Mecha;Sacrifice an adjacent Mecha you control: add that unit's durability to this Mecha.;1;2
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Cap Gun;1;Mecha;Pierce (This unit ignores Armour counters). Reach (This unit may attack units with Flight).;1;1
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Shortbow;1;Mecha;Pierce (This unit ignores Armour counters). Range 2 (This unit may attack any unit within two spaces).;1;1
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Longbow;2;Mecha;Pierce (This unit ignores Armour counters). Range 3 (This unit may attack any unit within three spaces).;1;1
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Bot-a-pult;2;Mecha;Reach (This unit may attack units with Flight). Sacrifice a neighbouring Mecha you control: this Mecha gains Range 3 this turn (This unit may attack any unit within three spaces this turn).;2;2
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Shortbow;1;Mecha;Pierce (This unit ignores Armour counters). Range 2 (This unit may attack any target within two spaces).;1;1
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Longbow;2;Mecha;Pierce (This unit ignores Armour counters). Range 3 (This unit may attack any target within three spaces).;1;1
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Bot-a-pult;2;Mecha;Reach (This unit may attack units with Flight). Sacrifice an adjacent Mecha you control: this Mecha gains Range 3 this turn (This unit may attack any target within three spaces this turn).;2;2
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Stonewall;1;Mecha;This Mecha can't attack. When this Mecha moves, it can't move next turn.;0;6
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Turtle;2;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;2;3
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Dragon;4;Mecha;Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;4;4
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@@ -38,11 +38,11 @@ Hidden Cache;;Command;If you discard this card, draw three cards.;;
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EMP Blast;;Command;Destroy all Towers (including Mecha Towers).;;
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Sabotage;;Command;Sacrifice a Tower you control. Destroy one target Mecha.;;
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Reparations;;Command;If a Mecha you control is destroyed, destroy one target Mecha.;;
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The Vice;3;Mecha;As long as this unit is in play, each player's maximum hand size is reduced by 2.;4;4
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The Vise;3;Mecha;As long as this unit is in play, each player's maximum hand size is reduced by 2.;4;4
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Rampart;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks.;0;2
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Turret;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move.;4;2
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Engineered Earthquake;;Command;Deal 2 damage to all non-flying Mechas (Armour counters protect against this damage as normal).;;
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Interdictor;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of all enemy Mechas is increased by 1 (including Mechas in their hand).;1;1
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Engineered Earthquake;;Command;Deal 2 damage to all Mechas without Flight (Armour counters protect against this damage as normal).;;
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Signal Blocker;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of adjacent Mechas is increased by 1.;1;1
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Mineshaft;;Command;Play this card on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your draw phase, if there are no time counters on this card, draw one additional card this turn.;;
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Potshot;3;Mecha;When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls.;2;3
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Gutshot;3;Mecha;When a player plays a command, they must sacrifice one Tower they control.;2;2
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