Battletech(TM) Card List Wizards of the Coast, Inc. Released: November 8th, 1996 293 Cards Total (Includes multiple art for cards) Key: {R} - Resource {T} - Tap **'Mech Cards - 142 Cards** Assassin (ASN-21) 'Mech-Fast-Jump-Inner Sphere Cost: 0+1A+1M Attack/Armor/Structure: 1/0/4 -1 attack: +1 initiative Mass: 40 tons Armaments: Med Laser, 5 LRMs, 2 SRMs Charles Gillespie Uncommon Atlas (AS7-D) 'Mech-Slow-Inner Sphere Cost: 7+1L Attack/Armor/Structure: 3/3/11 Missile 1 Alpha Strike: +2 attack Mass: 100 tons Armaments: AC/20, 20 LRMs, 6 SRMs Mike Raabe Common Atlas (AS7-K) 'Mech-Slow-Anti-Missile-Inner Sphere-Kurita Cost: 7+2A+2L+1M Attack/Armor/Structure: 2/3/11 Missile 1 Overheat 4: +4 attack Each missile assigned to a 'Mech in a group that includes Atlas deals -1 damage. Mass: 100 tons Armaments: Gauss Rifle, 20 LRMs, 2 Lg Lasers Mike Raabe Rare Awesome (AWS-9M) 'Mech-Slow-Inner Sphere-Marik Cost: 7+1A Attack/Armor/Structure: 4/3/10 Overheat 2: +2 attack Mass: 80 tons Armaments: 3 PPCs, 4 SRMs Doug Chaffee Common Awesome (AWS-8Q) 'Mech-Slow-Inner Sphere Cost: 6 Attack/Armor/Structure: 4/3/10 If the Awesome attacks and is blocked, it may deal 1 of its damage to the target. Mass: 80 tons Armaments: 3 PPCs Doug Chaffee Common Axman (AXM-1N) 'Mech-Slow-Jump-Inner Sphere-Davion-Steiner Cost: 6 Attack/Armor/Structure: 4/3/6 Alpha Strike: +2 attack -1 attack: +1 initiative If Axman blocks or is blocked by at least one slow 'Mech, Axman deals +1 damage to one of those slow 'Mechs. Mass: 65 tons Armaments: Hatchet, AC/20, Lg Laser, 3 Med Lasers Doug Chaffee Rare Banshee (BNC-5S) 'Mech-Slow-Inner Sphere-Davion-Steiner Cost: 8+2A Attack/Armor/Structure: 5/3/9 Overheat 4: +3 attack Mass: 95 tons Armaments: Gauss Rifle, 2 PPCs, 6 SRMs Kelly Krantz Common Banshee (BNC-3E) 'Mech-Slow-Inner Sphere Cost: 4 Attack/Armor/Structure: 2/3/9 Mass: 95 tons Armaments: PPC, AC/5 Kelly Krantz Uncommon Black Hawk (A Nova) 'Mech-Moderate-Jump-Anti-Missile-Clan-Omni Cost: 7+1A+1M+1T Attack/Armor/Structure: 5/1/7 Overheat 2: +2 attack -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Black Hawk A deals -1 damage. Mass: 50 tons Armaments: 2 PPCs, Med Laser Clint Langley Common Black Hawk (B Nova) 'Mech-Moderate-Jump-Clan-Omni Cost: 5 Attack/Armor/Structure: 4/1/7 -1 attack: +1 initiative If Black Hawk B attacks and is blocked, it may deal 1 of its damage to the target. Mass: 50 tons Armaments: Lg Laser, AC/5 Clint Langley Common Black Hawk (D Nova) 'Mech-Moderate-Jump-Clan-Omni Cost: 2+3A Attack/Armor/Structure: 0/1/7 Missile 2 -1 attack: +1 initiative Mass: 50 tons Armaments: AC/5, 20 LRMs Clint Langley Common Black Hawk (Prime Nova) 'Mech-Moderate-Jump-Clan-Omni Cost: 13+2M+1L Attack/Armor/Structure: 7/1/7 Overheat 4: +6 attack -1 attack: +1 initiative Mass: 50 tons Armaments: 12 Med Lasers Clint Langley Common Black Knight (BL6-KNT) 'Mech-Slow-Inner Sphere Cost: 5+2A Attack/Armor/Structure: 3/2/8 Overheat 3: +3 attack Mass: 75 tons Armaments: PPC, 2 Lg Lasers, 4 Med Lasers Charles Gillespie Uncommon Blackjack (BJ2) 'Mech-Slow-Jump-Inner Sphere-Davion Cost: 3+2A Attack/Armor/Structure: 3/1/6 Overheat 1: +1 attack -1 attack: +1 initiative Mass: 45 tons Armaments: 2 Lg Lasers, 8 SRMs Tom Baxa Common Caesar (CES-3R) 'Mech-Slow-Inner Sphere-Davion-Steiner Cost: 4+2A+1M Attack/Armor/Structure: 5/2/6 Mass: 70 tons Armaments: Gauss Rifle, PPC, 2 Med Lasers Randy Gallegos Common Cataphract (CTF-3D) 'Mech-Slow-Jump-Inner Sphere-Liao Cost: 5 Attack/Armor/Structure: 4/2/6 Alpha Strike: +1 attack -1 attack: +1 initiative Mass: 70 tons Armaments: AC/10, AC/5, 2 Med Lasers Dave Seeley Uncommon Catapult (CPLT-C3) 'Mech-Slow-Jump-Artillery-Inner Sphere-Liao Cost: 5 Attack/Armor/Structure: 3/2/6 Overheat 2: +2 attack -1 attack: +1 initiative {T}: Deal 1 damage to 'Mech or target. Use this ability only during a mission. Mass: 65 tons Armaments: Arrow IV, 4 Med Lasers Charles Gillespie Common Centurion (CN9-A) 'Mech-Slow-Inner Sphere Cost: 2 Attack/Armor/Structure: 2/1/6 Alpha Strike: +1 attack Mass: 50 tons Armaments: AC/10, 10 LRMs Dave Seeley Common Centurion (CN9-D) 'Mech-Moderate-Inner Sphere Cost: 2+2A Attack/Armor/Structure: 2/1/6 Alpha Strike: +2 attack Mass: 50 tons Armaments: AC/10, 10 LRMs Dave Seeley Uncommon Charger (CGR-1A1) 'Mech-Moderate-Inner Sphere-Kurita Cost: 1+1A+1P Attack/Armor/Structure: 1/1/7 Mass: 80 tons Armaments: 5 Sm Lasers Charles Gillespie Uncommon Cicada (CDA-2A) 'Mech-Fast-Inner Sphere Cost: 0+1A Attack/Armor/Structure: 1/0/3 Mass: 40 tons Armaments: 2 Med Lasers, Sm Laser Mike Jackson Common Cicada (CDA-3M) 'Mech-Fast-Inner Sphere-Marik Cost: 1+1A Attack/Armor/Structure: 2/0/3 Mass: 40 tons Armaments: AC/5, 2 Med Lasers Mike Jackson Common Clint (CLNT-2-3T) 'Mech-Moderate-Jump-Inner Sphere Cost: 1+1A Attack/Armor/Structure: 2/1/3 -1 attack: +1 initiative Mass: 40 tons Armaments: AC/5, 2 Med Lasers Clint Langley Uncommon Clint (CLNT-2-3U) 'Mech-Moderate-Jump-Inner Sphere-Liao Cost: 1+3A Attack/Armor/Structure: 2/1/3 Overheat 2: +1 attack -1 attack: +1 initiative Mass: 40 tons Armaments: PPC, 2 Med Lasers Clint Langley Uncommon Commando (COM-2D) 'Mech-Moderate-Inner Sphere-Steiner Cost: 0+1A+1M Attack/Armor/Structure: 2/1/2 Mass: 25 tons Armaments: 10 SRMs, Med Laser Dave Seeley Common Crockett (CRK-5003-1) 'Mech-Slow-Jump-Inner Sphere Cost: 7+2A Attack/Armor/Structure: 5/3/9 Overheat 1: +1 attack -1 attack: +1 initiative Mass: 85 tons Armaments: 2 Lg Lasers, 12 SRMs, AC/10 David Deitrick Uncommon Cyclops (CP11A) 'Mech-Slow-Inner Sphere Cost: 4+1A Attack/Armor/Structure: 4/1/7 Alpha Strike: +1 attack Mass: 90 tons Armaments: Gauss Rifle, 10 LRMs, 2 Med Lasers Mark Poole Common Daishi A (Dire Wolf) 'Mech-Slow-Anti-Missile-Clan-Omni-Smoke Jaguar Cost: 17+5A+5M+5L Attack/Armor/Structure: 12/4/11 Each missile assigned to a 'Mech in a group that includes Daishi A deals -1 damage. If Daishi A attacks and is blocked, it may deal up to 4 of its damage to the target. Mass: 100 tons Armaments: Gauss Rifle, 12 SRMs, 3 Lg Lasers Joel Biske Rare Dasher C (Firemoth) 'Mech-Fast-Anti-Missile-Clan-Omni-Ghost Bear Cost: 0+1A Attack/Armor/Structure: 0/0/2 Missile 1 Each missile assigned to a 'Mech in a group that includes Dasher C deals -1 damage. If Dasher C is fully constructed when you reveal it, you may immediately place it in your Patrol region. Mass: 20 tons Armaments: 10 LRMs Kelly Krantz Uncommon Dasher D (Firemoth) 'Mech-Fast-Clan-Omni-Ghost Bear Cost: 4+2A+1M+1T Attack/Armor/Structure: 3/0/2 Overheat 1: +3 attack If Dasher D is fully constructed when you reveal it, you may immediately place it in your Patrol region. Mass: 20 tons Armaments: 5 Med Lasers Kelly Krantz Common Dasher Prime (Firemoth) 'Mech-Fast-Clan-Omni Cost: 2+2A Attack/Armor/Structure: 3/0/2 If Dasher Prime is fully constructed when you reveal it, you may immediately place it in your Patrol region. Mass: 20 tons Armaments: 2 Med Lasers, 10 SRMs Kelly Krantz Common Dervish (DV-6M) 'Mech-Moderate-Jump-Inner Sphere Cost: 3 Attack/Armor/Structure: 1/1/5 Missile 1 Overheat 2: +1 attack -1 attack: +1 initiative Mass: 55 tons Armaments: 20 LRMs, 4 SRMs, 2 Med Lasers Charles Gillespie Common Dervish (DV-7D) 'Mech-Moderate-Jump-Inner Sphere-Davion Cost: 3+1A Attack/Armor/Structure: 2/1/6 Missile 1 -1 attack: +1 initiative Mass: 55 tons Armaments: 20 LRMs, 4 SRMs, 2 Med Lasers Charles Gillespie Common Dragon (DRG-1N) 'Mech-Moderate-Inner Sphere-Kurita Cost: 2+1A Attack/Armor/Structure: 2/1/7 Mass: 60 tons Armaments: 10 LRMs, AC/5 Chris Moeller Common Dragonfly A (Viper) 'Mech-Fast-Jump-Clan-Omni-Ghost Bear Cost: 6+3A+1M Attack/Armor/Structure: 4/1/5 Overheat 2: +2 attack -1 attack: +1 initiative Mass: 40 tons Armaments: 5 Med Lasers, 6 SRMs Thomas Milliorn Rare Dragonfly B (Viper) 'Mech-Fast-Jump-Clan-Omni-Ghost Bear Cost: 4+1A Attack/Armor/Structure: 3/1/5 Overheat 2: +1 attack -1 attack: +1 initiative Mass: 40 tons Armaments: PPC, 2 Sm Lasers Thomas Milliorn Uncommon Dragonfly C (Viper) 'Mech-Fast-Jump-AP-Clan-Omni-Ghost Bear Cost: 4+2A Attack/Armor/Structure: 3/1/5 -1 attack: +1 initiative Dragonfly C deals +1 damage to any target other than a 'Mech. Mass: 40 tons Armaments: 2 Med Lasers, 4 MGs, 3 Flamers Thomas Milliorn Uncommon Dragonfly D (Viper) 'Mech-Fast-Jump-Clan-Omni-Ghost Bear Cost: 5+1A Attack/Armor/Structure: 4/1/5 -1 attack: +1 initiative Mass: 40 tons Armaments: 2 Med Lasers, 6 SRMs Thomas Milliorn Uncommon Dragonfly Prime (Viper) 'Mech-Fast-Jump-Anti-Missile-Clan-Omni Cost: 3+2A+1M+2T Attack/Armor/Structure: 3/1/5 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Dragonfly Prime deals -1 damage. Mass: 40 tons Armaments: 2 Med Lasers, 4 SRMs Thomas Milliorn Uncommon Enforcer (ENF-5D) 'Mech-Moderate-Jump-Inner Sphere-Davion Cost: 2+1A+1M Attack/Armor/Structure: 2/1/7 Alpha Strike: +1 attack -1 attack: +1 initiative Mass: 50 tons Armaments: AC/10, Lg Laser Ron Spencer Common Enforcer (ENF-4R) 'Mech-Slow-Jump-Inner Sphere-Davion Cost: 2+1A Attack/Armor/Structure: 2/1/6 Alpha Strike: +1 attack -1 attack: +1 initiative Mass: 50 tons Armaments: AC/10, Lg Laser Ron Spencer Common Exterminator (EXT-4D) 'Mech-Moderate-Jump-Anti-Missile-Inner Sphere Cost: 3+1A+1M Attack/Armor/Structure: 3/1/7 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Exterminator deals -1 damage. Mass: 65 tons Armaments: 4 Med Lasers, 10 LRMs Dave Seeley Uncommon Falcon (FLC-4P) 'Mech-Moderate-Jump-Anti-Missile-Inner Sphere-Wolf's Dragoons Cost: 0+1A+1M Attack/Armor/Structure: 1/1/3 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Falcon deals -1 damage. Mass: 30 tons Armaments: Med Laser, 2 Sm Lasers Chris Moeller Uncommon Fenris A (Ice Ferret) 'Mech-Fast-Anti-Missile-Clan-Omni-Wolf Cost: 3 Attack/Armor/Structure: 2/1/6 Each missile assigned to a 'Mech in a group that includes Fenris A deals -1 damage. Mass: 45 tons Armaments: 2 Med Lasers, AC/2 Brian Dugan Uncommon Fenris C (Ice Ferret) 'Mech-Fast-Clan-Omni-Wolf Cost: 2+3A Attack/Armor/Structure: 1/1/6 Missile 1 Mass: 45 tons Armaments: 15 LRMs Brian Dugan Common Fenris D (Ice Ferret) 'Mech-Fast-Anti-Missile-Clan-Omni-Wolf Cost: 6+2A+1M+1T Attack/Armor/Structure: 5/1/6 Each missile assigned to a 'Mech in a group that includes Fenris D deals -1 damage. 4Mass: 5 tons Armaments: 4 Med Lasers Brian Dugan Common Fenris Prime (Ice Ferret) 'Mech-Fast-Clan-Omni Cost: 3+1A+1M+1T Attack/Armor/Structure: 3/1/6 Mass: 45 tons Armaments: PPC, Sm Laser Brian Dugan Common Firestarter (FS9-H) 'Mech-Moderate-Jump-Inner Sphere Cost: 0+2A+1T Attack/Armor/Structure: 1/1/3 Overheat 1: +1 attack -1 attack: +1 initiative Mass: 35 tons Armaments: 3 Flamers, 2 Med Lasers Chris Moeller Common Firestarter (FS9-S) 'Mech-Moderate-Jump-Anti-Missile-Inner Sphere Cost: 1+1A Attack/Armor/Structure: 1/1/3 Overheat 1: +1 attack -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Firestarter deals -1 damage. Mass: 35 tons Armaments: 3 Flamers, 2 Med Lasers Chris Moeller Rare Flashman (FLS-8K) 'Mech-Moderate-Inner Sphere-Anti-Missile Cost: 8 Attack/Armor/Structure: 4/2/8 Overheat 3: +3 attack Each missile assigned to a 'Mech in a group that includes Flashman deals -1 damage. Mass: 75 tons Armaments: 3 Lg Lasers, 4 Med Lasers Dave Seeley Rare Flea (FLE-17) 'Mech-Moderate-Jump-Inner Sphere-Wolf's Dragoons Cost: 1+2L Attack/Armor/Structure: 1/0/2 Overheat 1: +1 attack Attack-1: +1 initiative You may deploy Flea revealed to make an additional deployment this turn. Mass: 20 tons Armaments: 2 Med Lasers, 2 Sm Lasers Kelly Krantz Uncommon Gladiator A (Executioner) 'Mech-Slow-Jump-Clan-Omni-Ghost Bear Cost: 12+2M+2L Attack/Armor/Structure: 8/3/10 Overheat 4: +3 attack -1 attack: +1 initiative Mass: 95 tons Armaments: 3 Lg Lasers, 4 Med Lasers Doug Chaffee Uncommon Gladiator B (Executioner) 'Mech-Slow-Jump-Anti-Missile-Clan-Omni-Ghost Bear Cost: 8+1A+3M+1T Attack/Armor/Structure: 6/3/10 Alpha Strike: +1 attack -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Gladiator B deals -1 damage. Mass: 95 tons Armaments: AC/20, PPC Doug Chaffee Rare Gladiator C (Executioner) 'Mech-Slow-Jump-Clan-Omni-Ghost Bear Cost: 8+1A+1M Attack/Armor/Structure: 6/3/10 Missile 1 Alpha Strike: +1 attack Attack -2: +1 initiative Mass: 95 tons Armaments: AC/20, 20 LRMs Doug Chaffee Uncommon Gladiator Prime (Executioner) 'Mech-Slow-Jump-Clan-Omni Cost: 9 Attack/Armor/Structure: 6/3/10 -1 attack: +1 initiative If Gladiator Prime attacks and is blocked, it may deal up to 2 of its damage to the target. Mass: 95 tons Armaments: Gauss Rifle, 2 Lg Lasers Doug Chaffee Common Grand Dragon (DRG-5K) 'Mech-Moderate-Inner Sphere-Kurita Cost: 4 Attack/Armor/Structure: 3/2/6 Overheat 2: +1 attack Mass: 60 tons Armaments: PPC, 10 LRMs Stuart Beel Common Grasshopper (GHR-5H) 'Mech-Slow-Jump-Inner Sphere Cost: 4 Attack/Armor/Structure: 3/2/8 -1 attack: +1 initiative Mass: 70 tons Armaments: Lg Laser, 4 Med Lasers Sam Wood Common Guillotine (GLT-5M) 'Mech-Slow-Jump-Inner Sphere-Marik Cost: 4+2A Attack/Armor/Structure: 4/2/7 -1 attack: +1 initiative Mass: 70 tons Armaments: Lg Laser, 4 Med Lasers, 6 SRMs Sam Wood Rare Hatamoto-Chi (HTM-27T) 'Mech-Slow-Inner Sphere-Kurita Cost: 4 Attack/Armor/Structure: 3/3/8 Overheat 2: +1 attack Mass: 80 tons Armaments: 2 PPCs, 12 SRMs Tom Baxa Uncommon Hatchetman (HCT-3F) 'Mech-Slow-Jump-Inner Sphere-Davion-Steiner Cost: 2+1A Attack/Armor/Structure: 3/1/4 -1 attack: +1 initiative If Hatchetman blocks or is blocked by at least one slow 'Mech, Hatchetman deals +1 damage to one of those slow 'Mechs. Mass: 45 tons Armaments: Hatchet, AC/10, 2 Med Lasers Charles Gillespie Common Hatchetman (HCT-5S) 'Mech-Slow-Jump-Inner Sphere-Davion-Steiner Cost: 2+3A Attack/Armor/Structure: 2/1/6 Overheat 1: +1 attack -1 attack: +1 initiative If Hatchetman blocks or is blocked by at least one slow 'Mech, Hatchetman deals +1 damage to one of those slow 'Mechs. Mass: 45 tons Armaments: Hatchet, AC/10, 3 Med Lasers Charles Gillespie Uncommon Highlander (HGN-732) 'Mech-Slow-Jump-Inner Sphere Cost: 6+1A Attack/Armor/Structure: 2/3/10 Missile 1 Overheat 3: +2 attack -1 attack: +1 initiative Mass: 90 tons Armaments: Gauss Rifle, 20 LRMs, 2 Med Lasers Charles Gillespie Rare Hoplite (HOP-4D) 'Mech-Slow-Inner Sphere-Wolf's Dragoons Cost: 1+1A+1M Attack/Armor/Structure: 1/1/8 Alpha Strike: +1 attack Mass: 55 tons Armaments: AC/10, 5 LRMs Mike Raabe Rare Hornet (HNT-171) 'Mech-Moderate-Jump-Inner Sphere-Wolf's Dragoons-Davion Cost: 1+1L Attack/Armor/Structure: 1/0/3 -1 attack: +1 initiative You may deploy Hornet revealed to make an additional deployment this turn. Mass: 20 tons Armaments: Med Laser, 5 LRMs Mike Raabe Uncommon Hunchback (HBK-4G) 'Mech-Slow-Inner Sphere Cost: 2+1A+1M Attack/Armor/Structure: 2/1/7 Alpha Strike: +2 attack Mass: 50 tons Armaments: AC/20, 2 Med Lasers David Deitrick Common Hussar (HSR 200-D) 'Mech-Fast-Inner Sphere Cost: 0+2L Attack/Armor/Structure: 1/0/1 You may deploy Hussar revealed to make an additional deployment this turn. Mass: 30 tons Armaments: Lg Laser Tom Wanerstrand Uncommon Imp (IMP-3E) 'Mech-Slow-Inner Sphere-Wolf's Dragoons Cost: 7+1L Attack/Armor/Structure: 3/3/11 Overheat 4: +3 attack Alpha Strike: +1 attack Mass: 100 tons Armaments: 2 PPCs, 4 Med Lasers, 15 LRMs Randy Asplund-Faith Uncommon JagerMech (JM6-S) 'Mech-Slow-Inner Sphere-Davion-Liao Cost: 1+1A Attack/Armor/Structure: 2/1/4 Alpha Strike: +1 attack Mass: 65 tons Armaments: 2 AC/5, 2 AC/2, 2 Med Lasers Randy Asplund-Faith Common JagerMech (JM6-DD) 'Mech-Slow-Inner Sphere-Davion-Kurita Cost: 2+3A Attack/Armor/Structure: 3/1/5 Alpha Strike: +1 attack Mass: 65 tons Armaments: 2 AC/5, 2 AC/2, 2 Med Lasers Randy Asplund-Faith Common Javelin (JVN-10N) 'Mech-Moderate-Jump-Inner Sphere Cost: 1 Attack/Armor/Structure: 2/0/3 -1 attack: +1 initiative Mass: 30 tons Armaments: 10 SRMs JOCK Common Jenner (JR7-D) 'Mech-Fast-Jump-Inner Sphere-Kurita Cost: 2+1A+1M Attack/Armor/Structure: 2/1/2 Overheat 2: +2 attack -1 attack: +1 initiative Mass: 35 tons Armaments: 4 Med Lasers, 4 SRMs JOCK Common Katana (CRK5003-2) 'Mech-Slow-Jump-Inner Sphere-Kurita Cost: 5+2A+1M Attack/Armor/Structure: 4/2/7 Overheat 3: +2 attack -1 attack: +1 initiative Mass: 85 tons Armaments: 2 Lg Lasers, 12 SRMs, AC/10 Alan Rabinowitz Common Koshi A (Mist Lynx) 'Mech-Fast-Jump-Anti-Missile-AP-Clan-Omni Cost: 0 Attack/Armor/Structure: 0/0/3 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Koshi A deals -1 damage. Koshi A deals +1 damage to any target other than a 'Mech. Mass: 25 tons Armaments: Flamer, MG Kevin McCann Rare Koshi B (Mist Lynx) 'Mech-Fast-Jump-Clan-Omni Cost: 4 Attack/Armor/Structure: 4/0/4 -1 attack: +1 initiative Mass: 25 tons Armaments: 2 Med Laser, 12 SRMs Kevin McCann Common Koshi C Mist Lynx 'Mech-Fast-Jump-Anti-Missile-ECM-Clan-Omni-Smoke Jaguar Cost: 3+1A+1M+1T Attack/Armor/Structure: 3/0/3 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Koshi C deals -1 damage. Each 'Mech in a group that includes at least one 'Mech with ECM gets +1 armor. Mass: 25 tons Armaments: Lg Laser, Med Laser Kevin McCann Rare Koshi D (Mist Lynx) 'Mech-Fast-Jump-Clan-Omni Cost: 1+2A Attack/Armor/Structure: 2/0/3 -1 attack: +1 initiative Mass: 25 tons Armaments: AC/2, Med Laser Kevin McCann Uncommon Koshi Prime (Mist Lynx) 'Mech-Fast-Jump-Clan-Omni Cost: 1+2A Attack/Armor/Structure: 2/0/3 -1 attack: +1 initiative Mass: 25 tons Armaments: 10 LRMs, 4 SRMs Kevin McCann Common Lancelot (LNC25-01) 'Mech-Moderate-Inner Sphere Cost: 4+3A Attack/Armor/Structure: 4/2/5 Overheat 4: +1 attack Mass: 60 tons Armaments: PPC, 2 Lg Laser Randy Asplund-Faith Rare Loki A (Hellbringer) 'Mech-Moderate-NARC-Clan-Omni-Jade Falcon Cost: 8+3A+3T Attack/Armor/Structure: 5/1/5 Missile 1 Overheat 3: +2 attack You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 65 tons Armaments: 2 Lg Lasers, 20 LRMs Jeff Laubenstein Uncommon Loki B (Hellbringer) 'Mech-Moderate-Clan-Omni-Jade Falcon Cost: 5+1A+2M Attack/Armor/Structure: 6/1/5 Mass: 65 tons Armaments: Gauss Rifle, 12 SRMs Jeff Laubenstein Uncommon Loki Prime (Hellbringer) 'Mech-Moderate-Anti-Missile-ECM-AP-Clan-Omni Cost: 12+1A+2L+2M+3T Attack/Armor/Structure: 6/1/5 Overheat 5: +6 attack Each missile assigned to a 'Mech in a group that includes Loki Prime deals -1 damage. Each 'Mech in a group that includes at least one 'Mech with ECM gets +1 armor. Loki Prime deals +1 damage to any target other than a 'Mech. Mass: 65 tons Armaments: 2 PPCs, 3 Med Lasers, 6 SRMs Jeff Laubenstein Uncommon Mad Cat A (Timber Wolf) 'Mech-Moderate-Clan-Omni-Wolf Cost: 14 Attack/Armor/Structure: 9/2/9 Overheat 1: +1 attack Mass: 75 tons Armaments: 2 PPCs, 3 Med Lasers, 6 SRMs Tony Roberts Uncommon Mad Cat B (Timber Wolf) 'Mech-Moderate-Clan-Omni-Wolf Cost: 9+1A+1M Attack/Armor/Structure: 7/2/9 Mass: 75 tons Armaments: Lg Laser, Gauss Rifle, 10 LRMs Tony Roberts Uncommon Mad Cat C (Timber Wolf) 'Mech-Moderate-Anti-Missile-Clan-Omni-Wolf Cost: 11+4A+1M+1T Attack/Armor/Structure: 5/2/9 Overheat 2: +3 attack Missile 1 Each missile assigned to a 'Mech in a group that includes Mad Cat C deals -1 damage. Mass: 75 tons Armaments: 2 Lg Lasers, 30 LRMs Tony Roberts Rare Mad Cat D (Timber Wolf) 'Mech-Moderate-Clan-Omni-Wolf Cost: 13+4A+4M Attack/Armor/Structure: 7/2/9 Overheat 4: +4 attack Mass: 75 tons Armaments: 2 PPCs, 12 SRMs Tony Roberts Uncommon Mad Cat Prime (Timber Wolf) 'Mech-Moderate-Clan-Omni Cost: 15+2L Attack/Armor/Structure: 7/2/9 Missile 2 Overheat 3: +3 attack Mass: 75 tons Armaments: 2 Lg Lasers, 40 LRMs, 2 Med Lasers Tony Roberts Common Man O' War A (Gargoyle) 'Mech-Moderate-Clan-Omni-Wolf Cost: 12+3M Attack/Armor/Structure: 6/3/7 Overheat 4: +5 attack Mass: 80 tons Armaments: 2 PPCs, Lg Laser Randy Asplund-Faith Rare Man O' War B (Gargoyle) 'Mech-Moderate-Clan-Omni-Wolf Cost: 5+2A Attack/Armor/Structure: 4/3/7 Mass: 80 tons Armaments: Gauss Rifle, 10 LRMs, 4 SRMs Randy Asplund-Faith Rare Man O' War C (Gargoyle) 'Mech-Moderate-Clan-Omni-Wolf Cost: 14+4M Attack/Armor/Structure: 9/3/7 Alpha Strike: +3 attack Mass: 80 tons Armaments: AC/20, 6 Med Lasers Randy Asplund-Faith Rare Man O' War Prime (Gargoyle) 'Mech-Moderate-Clan-Omni Cost: 5+2A Attack/Armor/Structure: 4/3/7 Mass: 80 tons Armaments: 2 AC/5, 12 SRMs Randy Asplund-Faith Common Masakari A (Warhawk) 'Mech-Slow-Clan-Omni Cost: 10+1A+1M Attack/Armor/Structure: 8/3/10 Mass: 85 tons Armaments: 2 Lg Lasers, AC/10, 15 LRMs Thomas Milliorn Common Masakari B (Warhawk) 'Mech-Slow-NARC-Clan-Omni Cost: 11+3A+3L Attack/Armor/Structure: 8/3/10 You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 85 tons Armaments: Gauss Rifle, 3 Med Lasers, 12 SRMs Thomas Milliorn Uncommon Masakari C (Warhawk) 'Mech-Slow-Clan-Omni Cost: 13+3M+2L Attack/Armor/Structure: 10/3/10 Overheat 1: +1 attack Mass: 85 tons Armaments: 2 PPCs, 2 Lg Lasers Thomas Milliorn Rare Masakari Prime (Warhawk) 'Mech-Slow-Clan-Omni Cost: 13+3A+5M+3L Attack/Armor/Structure: 10/3/9 Overheat 4: +3 attack Mass: 85 tons Armaments: 4 PPCs Thomas Milliorn Rare Mauler (MAL-1R) 'Mech-Slow-Inner Sphere-Kurita Cost: 4+1A+1M Attack/Armor/Structure: 3/2/7 Missile 1 Overheat 2: +1 attack Mass: 90 tons Armaments: 2 Lg Lasers, 30 LRMs, 4 AC/2 John Coulthart Rare Mercury (MCY-97) 'Mech-Fast-Inner Sphere Cost: 0+1A Attack/Armor/Structure: 1/0/3 Mass: 20 tons Armaments: 2 Med Lasers Kevin McCann Uncommon Mongoose (MON-66) 'Mech-Fast-Inner Sphere Cost: 1+3A Attack/Armor/Structure: 2/1/3 Mass: 25 tons Armaments: 3 Med Lasers Sam Wood Uncommon Orion (ON1-K) 'Mech-Slow-Inner Sphere-Marik Cost: 4+1A Attack/Armor/Structure: 2/2/9 Alpha Strike: +2 attack Mass: 75 tons Armaments: AC/10, 15 LRMs, 2 Med Lasers Clint Langley Uncommon Orion (ON1-M) 'Mech-Slow-NARC-Inner Sphere-Marik Cost: 6+2A+1T Attack/Armor/Structure: 3/2/9 Missile 1 You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 75 tons Armaments: AC/10, 20 LRMs, 4 SRMs Clint Langley Rare Panther (PNT-9R) 'Mech-Slow-Jump-Inner Sphere-Kurita Cost: 1+1A Attack/Armor/Structure: 2/1/4 -1 attack: +1 initiative Mass: 35 tons Armaments: PPC, 4 SRMs Tom Baxa Common Puma A (Adder) 'Mech-Moderate-Clan-Omni Cost: 3+1A+1M Attack/Armor/Structure: 1/1/5 Missile 3 Mass: 35 tons Armaments: 40 LRMs Jim Pavelic Common Puma C (Adder) 'Mech-Moderate-NARC-Clan-Omni Cost: 4+2A+2T Attack/Armor/Structure: 2/1/5 Missile 2 You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 35 tons Armaments: 30 LRMs Jim Pavelic Uncommon Puma Prime (Adder) 'Mech-Moderate-Clan-Omni Cost: 5+2A+1M Attack/Armor/Structure: 4/1/5 Overheat 2: +2 attack If Puma Prime attacks and is blocked, it may deal up to 3 of its damage to the target. Mass: 35 tons Armaments: 2 PPCs Jim Pavelic Common Quickdraw (QKD-5M) 'Mech-Moderate-Jump-Inner Sphere Cost: 2+2A Attack/Armor/Structure: 2/2/5 -1 attack: +1 initiative Mass: 60 tons Armaments: 10 LRMs, 4 Med Lasers Mark Poole Common Quickdraw (QKD-4G) 'Mech-Moderate-Jump-Inner Sphere Cost: 2+1A+1M Attack/Armor/Structure: 2/2/4 Overheat 4: +2 attack -1 attack: +1 initiative Mass: 60 tons Armaments: 10 LRMs, 4 Med Lasers, 4 SRMs Mark Poole Common Raven (RVN-3L) 'Mech-Moderate-NARC-ECM-Inner Sphere-Liao Cost: 2+3T Attack/Armor/Structure: 2/0/3 You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Each 'Mech in a group that includes at least one 'Mech with ECM gets +1 armor. Mass: 35 tons Armaments: 6 SRMs, 2 Med Lasers Matt Wilson Uncommon Ryoken A (Storm Crow) 'Mech-Moderate-Clan-Omni-Smoke Jaguar Cost: 11+3A+1M Attack/Armor/Structure: 7/2/7 Missile 1 Overheat 2: +2 attack Mass: 55 tons Armaments: 4 Med Lasers, 12 SRMs, 20 LRMs Dom! Uncommon Ryoken D (Storm Crow) 'Mech-Moderate-NARC-Clan-Omni-Smoke Jaguar Cost: 6+3A Attack/Armor/Structure: 1/2/7 Missile 3 You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 55 tons Armaments: 40 LRMs, 4 SRMs Dom! Uncommon Ryoken Prime (Storm Crow) 'Mech-Moderate-Clan-Omni Cost: 7+1A Attack/Armor/Structure: 6/2/7 Mass: 55 tons Armaments: 2 Lg Lasers, 3 Med Lasers Dom! Common Sentinel (STN-3M) 'Mech-Moderate-Inner Sphere-Kurita Cost: 0+2A+1M Attack/Armor/Structure: 2/1/3 Mass: 40 tons Armaments: AC/5, Med Laser, 2 SRMs Mike Jackson Uncommon Shogun (SHG-2F) 'Mech-Slow-Jump-Inner Sphere-Wolf's Dragoons Cost: 5+2A+2T Attack/Armor/Structure: 3/3/8 Missile 1 Overheat 3: +1 attack -1 attack: +1 initiative Mass: 85 tons Armaments: PPC, 30 LRMs, 12 SRMs John Coulthart Rare Spider (SDR-5V) 'Mech-Fast-Jump-Inner Sphere Cost: 1+1A+1L Attack/Armor/Structure: 1/0/3 -1 attack: +1 initiative You may deploy Spider revealed to make an additional deployment this turn. Mass: 30 tons Armaments: 2 Med Lasers Sam Wood Uncommon Stalker (STK-3F) 'Mech-Slow-Inner Sphere Cost: 6+1A+1M Attack/Armor/Structure: 2/3/7 Missile 1 Overheat 3: +4 attack Mass: 85 tons Armaments: Lg Laser, 20 LRMs, 4 Med Lasers Clint Langley Common Stalker (STK-5M) 'Mech-Slow-NARC-Inner Sphere-Marik Cost: 9+2A+2M+1T Attack/Armor/Structure: 4/3/8 Missile 1 Overheat 1: +1 attack You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 85 tons Armaments: Lg Laser, 20 LRMs, 4 Med Lasers Clint Langley Uncommon Thor A (Summoner) 'Mech-Moderate-Clan-Omni-Jump Cost: 6+3A Attack/Armor/Structure: 5/2/6 Overheat 4: +1 attack -1 attack: +1 initiative Mass: 70 tons Armaments: Gauss Rifle, Lg Laser, 6 SRMs Ted Naifeh Common Thor B (Summoner) 'Mech-Moderate-Jump-Anti-Missile-NARC-Clan-Omni-Jade Falcon Cost: 12+1T+1L Attack/Armor/Structure: 3/2/6 Missile 2 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Thor B deals -1 damage. You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 70 tons Armaments: 40 LRMs, 8 SRMs Ted Naifeh Rare Thor C (Summoner) 'Mech-Moderate-Jump-Clan-Omni-Jade Falcon Cost: 8+1A+1M Attack/Armor/Structure: 6/2/6 Alpha Strike: +2 attack -1 attack: +1 initiative Mass: 70 tons Armaments: AC/20, Lg Laser, 6 SRMs Ted Naifeh Common Thor D (Summoner) 'Mech-Moderate-Jump-Anti-Missile-Clan-Omni-Jade Falcon Cost: 6+1A+2M+1T Attack/Armor/Structure: 6/2/6 -1 attack: +1 initiative Each missile assigned to a 'Mech in a group that includes Thor D deals -1 damage. If Thor D attacks and is blocked, it may deal up to 2 of its damage to the target. Mass: 70 tons Armaments: 2 Lg Lasers, 2 Med Lasers Ted Naifeh Uncommon Thor Prime (Summoner) 'Mech-Moderate-Jump-Clan-Omni Cost: 6 Attack/Armor/Structure: 5/2/6 -1 attack: +1 initiative Mass: 70 tons Armaments: PPC, AC/10, 15 LRMs Ted Naifeh Common Thug (THG-11E) 'Mech-Slow-Inner Sphere Cost: 6+1A Attack/Armor/Structure: 4/3/8 Alpha Strike: +1 attack Mass: 80 tons Armaments: 2 PPCs, 12 SRMs Kevin McCann Uncommon Trebuchet (TBT-5N) 'Mech-Moderate-Inner Sphere Cost: 1+1A+1M Attack/Armor/Structure: 0/1/5 Missile 1 Overheat 2: +2 attack Mass: 50 tons Armaments: 30 LRMs, 3 Med Lasers Mark Poole Common Trebuchet (TBT-7M) 'Mech-Moderate-Jump-NARC-Inner Sphere-Marik Cost: 4+1A+2T Attack/Armor/Structure: 2/1/5 Missile 1 -1 attack: +1 initiative You may subtract 1 from each of your missile rolls if the missiles are assigned by a 'Mech in a group that includes at least one NARC 'Mech. Mass: 50 tons Armaments: 30 LRMs, 3 Med Lasers Mark Poole Uncommon Uller B (Kit Fox) 'Mech-Moderate-Clan-Omni Cost: 2+1A+1M Attack/Armor/Structure: 3/0/4 Alpha Strike: +2 attack Mass: 30 tons Armaments: AC/10, Med Laser, 6 SRMs Sam Wood Common Uller C (Kit Fox) 'Mech-Moderate-Anti-Missile-ECM-AP-Clan-Omni-Jade Falcon Cost: 1+2A+1M+1T Attack/Armor/Structure: 2/1/3 Each missile assigned to a 'Mech in a group that includes Uller C deals -1 damage. Each 'Mech in a group that includes at least one 'Mech with ECM gets +1 armor. Uller C deals +1 damage to any target other than a 'Mech. Mass: 30 tons Armaments: Lg Laser, Sm Laser Sam Wood Rare Uller D (Kit Fox) 'Mech-Moderate-Clan-Omni-Jade Falcon Cost: 2+1A Attack/Armor/Structure: 0/1/3 Missile 3 Mass: 30 tons Armaments: 35 LRMs Sam Wood Uncommon Uller Prime (Kit Fox) 'Mech-Moderate-Clan-Omni Cost: 2+1A+1M Attack/Armor/Structure: 4/0/4 Mass: 30 tons Armaments: Lg Laser, AC/5, 4 SRMs Sam Wood Common UrbanMech (UM-R60) 'Mech-Slow-Jump-Inner Sphere-Liao Cost: 0+2A+1M Attack/Armor/Structure: 2/1/4 -1 attack: +1 initiative UrbanMech cannot block unless guarding. Mass: 30 tons Armaments: AC/10 Roger Coad Common Victor (VTR-9K) 'Mech-Slow-Jump-Inner Sphere-Davion-Kurita Cost: 4+3A Attack/Armor/Structure: 4/2/7 -1 attack: +1 initiative Mass: 80 tons Armaments: Gauss Rifle, 2 Med Lasers, 4 SRMs Mark Poole Common Victor (VTR-9B) 'Mech-Slow-Jump-Inner Sphere Cost: 4+3A Attack/Armor/Structure: 3/2/7 Alpha Strike: +2 attack -1 attack: +1 initiative Mass: 80 tons Armaments: AC/20, 2 Med Lasers, 4 SRMs Mark Poole Common Vindicator (VND-1R) 'Mech-Slow-Jump-Inner Sphere-Liao Cost: 1+1A+1M Attack/Armor/Structure: 2/1/6 -1 attack: +1 initiative Mass: 45 tons Armaments: PPC, 5 LRMs, Med Laser Matt Wilson Common Vulcan (VT-5M) 'Mech-Moderate-Inner Sphere-Marik-Jump Cost: 0+2A+2M Attack/Armor/Structure: 2/0/4 -1 attack: +1 initiative Mass: 40 tons Armaments: Lg Laser, Med Laser Matt Wilson Common Vulture A (Mad Dog) 'Mech-Moderate-Clan-Omni Cost: 12+1A+3M+2L Attack/Armor/Structure: 6/1/7 Overheat 3: +5 attack Mass: 60 tons Armaments: AC/5, PPC, 36 SRMs JOCK Common Vulture B (Mad Dog) 'Mech-Moderate-Clan-Omni Cost: 13+1A+1M Attack/Armor/Structure: 7/1/7 Missile 1 Overheat 5: +5 attack Mass: 60 tons Armaments: 2 Lg Laser, 3 Med Lasers, 12 SRMs JOCK Rare Vulture C (Mad Dog) 'Mech-Moderate-Clan-Omni Cost: 4+1A+1T Attack/Armor/Structure: 4/1/7 If Vulture C attacks and is blocked, it may deal 1 of its damage to the target. Mass: 60 tons Armaments: 2 Gauss Rifles JOCK Common Vulture Prime (Mad Dog) 'Mech-Moderate-Clan-Omni Cost: 9 Attack/Armor/Structure: 4/1/7 Missile 3 Overheat 3: +2 attack Mass: 60 tons Armaments: 2 Lg Lasers, 2 Med Lasers, 40 LRMs JOCK Common Whitworth (WTH-1) 'Mech-Slow-Jump-Inner Sphere-Kurita-Davion Cost: 1+1A+1T Attack/Armor/Structure: 1/1/5 Overheat 2: +2 attack -1 attack: +1 initiative Mass: 40 tons Armaments: 20 LRMs, 3 Med Lasers Chris Trevas Common Whitworth (WTH-2) 'Mech-Slow-Jump-Inner Sphere-Davion-Kurita Cost: 1+2A Attack/Armor/Structure: 1/1/5 Missile 1 -1 attack: +1 initiative Mass: 40 tons Armaments: 20 LRMs, Med Laser Chris Trevas Common Wolf Trap (WFT-1) 'Mech-Moderate-Inner Sphere-Kurita Cost: 2+3A Attack/Armor/Structure: 2/1/5 Alpha Strike: +2 attack Mass: 45 tons Armaments: AC/10, 10 LRMs, 2 Med Lasers JOCK Common Wolfhound (WLF-2) 'Mech-Moderate-Inner Sphere-Steiner-Davion Cost: 3 Attack/Armor/Structure: 3/1/5 Overheat 2: +1 attack Mass: 35 tons Armaments: Lg Laser, 3 Med Lasers Tom Baxa Common Wyvern (WVE-5N) 'Mech-Slow-Jump-Inner Sphere Cost: 2+1A+1M Attack/Armor/Structure: 2/1/7 Overheat 1: +1 attack -1 attack: +1 initiative Mass: 45 tons Armaments: 10 LRMs, Lg Laser, 6 SRMs Dom! Rare Zeus (ZEU-9S) 'Mech-Slow-Inner Sphere-Steiner-Davion Cost: 4+3A Attack/Armor/Structure: 3/2/7 Overheat 2: +2 attack Mass: 80 tons Armaments: PPC, Lg Laser, 15 LRMs Clint Langley Common Zeus (ZEU-6S) 'Mech-Slow-Inner Sphere-Steiner Cost: 4 Attack/Armor/Structure: 3/2/7 Overheat 1: +1 attack Mass: 80 tons Armaments: Lg Laser, 15 LRMs, AC/5 Clint Langley Common **Command Cards - 118 Cards** Aerospace Fighter Mission Command Cost: 6/5P Scrap Aerospace Fighter Mission when it is revealed. Deal 5 damage divided any way you choose among any number of 'Mechs and/or sites. Doug Chaffee Common Alex Mallory Command-Unique Cost: 3/3T/3P Allegiance: Davion/Inner Sphere {T}: Look at opponent's hand and choose a card. Opponent restocks that card and draws a card. Use this ability only during your Missions phase but not during a mission. Scrap Alex Mallory to roll a die: 1-6, gain +(1-6) resources. Use this ability only during your Deploy phase. Armor/Structure: 3-1 Joel Biske Rare Ambush! Command-Subterfuge Cost: 4/4T Scrap Ambush! when it is revealed. Reveal Ambush! when opponent attacks. Deal 1 damage to each attacking 'Mech for each 1 construction above the cost of Ambush!. Use this effect only during a mission. Stuart Beel Common Arms Reduction Command Cost: 3/8P Scrap Arms Reduction when it is revealed. Players cannot spend more than {R}{R} on construction each turn until any one player pays 5/3P during his or her Deploy phase. Romas Kukalis Rare Arrow IV Battery Command-Artillery Cost: 1/1M/1L {T}: Deal 1 structure damage to one site. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 0-3 Romas Kukalis Uncommon Battalion Support Command Cost: 3/4L Put five infantry counters on Battalion Support. During your Deploy phase, you may pay {R} for each infantry counter you move to another site. Each infantry counter adds +1 attack to that site. When that site is damaged, opponent may choose to redirect 1 damage to an infantry counter for each infantry counter on that site, scrapping those counters. Armor/Structure: 2-1 Douglas Shuler Uncommon Bearer of McKennsy Hammer Command-Pilot Cost: 2/2T Allegiance: Steiner/Inner Sphere +1 initiative When 'Mech piloted by Bearer of McKennsy Hammer attacks or blocks, roll a die: 1-3, no effect; 4-6, untap that 'Mech at end of current mission. Mike Kimble Rare Bjorn Jorgensson Command-Pilot Cost: 3/3T Allegiance: Ghost Bear/Clan 'Mech piloted by Bjorn Jorgensson deals +5 damage to any target other than a 'Mech. Douglas Shuler Rare [Errata: Should also be Unique] Candace Liao Command-Unique Cost: 4/2P Allegiance: SIC/Inner Sphere If Candace Liao is in play, all Subterfuge cards that are revealed are scrapped with no effect. Armor/Structure: 4-2 Attack: 1 Liz Danforth Rare Caught in Hangar Command Cost: 2/4T Scrap Caught in Hangar when it is revealed. Reveal Caught in Hangar during your Missions phase but not during a mission. Choose a 'Mech your opponent controls. That 'Mech may be attacked, regardless of its speed. Randy Asplund-Faith Common Chaparral Missile Tank Command-Artillery Cost: 1/2M/2L Allegiance: Inner Sphere {T}: Deal 1 structure damage to one 'Mech. Use this ability only during battle. Armor/Structure: 0-3 Doug Chaffee Uncommon Combat Engineers Command-Enhancement Cost: 3/2M/3L Play Combat Engineers only on a site. Site Combat Engineers enhances gets +2 attack. When that site is damaged, attacker may choose to redirect up to 5 damage to Infantry Support, scrapping it. You may move Combat Engineers to a different site during your Deploy phase. Playing Combat Engineers does not count as a deployment if revealed the turn you play it. Attack: +2 Pat Morrisey Uncommon [Errata: The term "Infantry Support" should say "Combat Engineers"] Communications Blackout Command Cost: 0 Scrap Communications Blackout when it is revealed. Until the beginning of your next turn, no player may play Mission cards. Romas Kukalis Uncommon Comstar Bank Account Command-Resource Cost: Cost: 0/2A Allegiance: Inner Sphere {T}: Put a deposit counter on Comstar Bank Account. Use this ability only during your Deploy phase. {T}: {R}, plus {R} for each deposit counter you remove from Comstar Bank Account. Armor/Structure: 1-5 Dylan Martin Uncommon Contract with Gray Death Legion Command-Mercenary-Unique Cost: 1/6P Allegiance: Inner Sphere {T}: One of your 'Mechs gets +3 attack and +2 armor. Use this ability only during a mission. If that 'Mech receives 5 or more damage, scrap Contract with Gray Death Legion. During your Repair/Reload phase, pay 1/2P or tap Contract with Gray Death Legion and choose an opponent. That opponent gains control of Contract with Gray Death Legion. Armor/Structure: 2-4 Attack: 2 Jeff Miracola Rare Contract with Wolf's Dragoons Command-Mercenary-Unique Cost: 5/6P Allegiance: Inner Sphere {T}: One of your 'Mechs gets +4 attack and +4 armor. Use this ability only during a mission. If that 'Mech receives 5 or more damage, scrap Contract with Wolf's Dragoons. During your Repair/Reload phase, pay 1/2P or tap Contract with Wolf's Dragoons and choose an opponent. That opponent gains control of Contract with Wolf's Dragoons. Armor/Structure: 2-4 Attack: 3 Janine Johnston Rare Coventry Metal Works Command-Resource Cost: 0/2P Asset: M Allegiance: Steiner/Inner Sphere {T}: {R} {T}: Reroll one of your missile die rolls. Use this ability immediately after rolling the missile die roll. Munitions (If you have Munitions in play and you roll a 3 on a missile roll, that missile volley deals 3 damage.) Armor/Structure: 4-2 Romas Kukalis Vital Culling Command Cost: 3/3P Allegiance: Jade Falcon/Clan Scrap Culling when it is revealed and remove it from the game. Restock the top card from your Scrapheap for each 3 construction above the cost of Culling. Mark Poole Rare Death Commando Strike Command-Subterfuge Cost: 5/6P Allegiance: Liao/Inner Sphere Scrap Death Commando Strike when it is revealed. Scrap one card in play other than a 'Mech. Mike Kimble Rare DEST Pilot Command-Pilot Cost: 3/4T Allegiance: Kurita/Inner Sphere +1 initiative, +2 attack If 'Mech piloted by DEST Pilot is scrapped, roll a die: 1-4, no effect; 5-6, return DEST Pilot to your hand. Attack: +2 Craig Hooper Rare Dropship Site Command Cost: 0/6P/2L {R}, {T}: Draw a card. Use this ability only during your Draw phase. Armor/Structure: 0-6 Chris Trevas Uncommon Effective Groundwork Command Cost: 5/5L Scrap Effective Groundwork when it is revealed. Choose a site. Double the damage dealt to that site this turn. Brice Parker Uncommon Elemental Point Command Cost: 0/2A Allegiance: Clan Elemental Point attacks and blocks with a 'Mech. The speed of Elemental Point is the same as the 'Mech with which it attacks or blocks. Armor/Structure: 1-1 Attack: 2 Stuart Beel Uncommon Elias Crichell Command-Unique Cost: 3/6P Allegiance: Jade Falcon/Clan {T}: Untap up to two resources. Use this ability only during your Deploy phase. Armor/Structure: 3-2 Janine Johnston Rare Elite Infantry Command-Enhancement Cost: 0/1M/4L Allegiance: Inner Sphere Play Elite Infantry only on a site. Site Elite Infantry enhances gets +1 attack. When that site is damaged, attacker may choose to redirect 5 of that damage to Elite Infantry, scrapping it. You may move Elite Infantry to a different site during your Deploy phase. Playing Elite Infantry does not count as a deployment if revealed the turn you play it. Attack: +1 Douglas Shuler Rare Elite MechWarrior Command-Pilot Cost: 1/2T +1 initiative, +1 attack If 'Mech piloted by Elite MechWarrior is fast, it cannot be blocked except by a fast 'Mech guarding the target. Attack: +1 Joel Biske Uncommon Evantha Fetladral Command-Unique Cost: 0/2T Allegiance: Wolf/Clan {T}: +1 initiative and choose a 'Mech. That 'Mech gets +1 attack. Use this ability only during a mission. Armor/Structure: 3-1 Douglas Shuler Rare Expert 'Mech Technicians Command-Resource Cost: 2/2L {T}: {R} {T}: Scrap a card from your hand and choose a 'Mech. Untap that 'Mech at end of your turn. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 1-6 Doug Chaffee Common Extra Armor Plating Command-Enhancement Cost: 0/2A Play Extra Armor Plating only on a 'Mech. Scrap Extra Armor Plating to prevent up to 2 damage to that 'Mech. Use this ability only during a mission. Playing Extra Armor Plating does not count as a deployment if revealed the turn you play it. Draw a card when you reveal Extra Armor Plating. Brice Parker Common Ferro-Fibrous Armor Command-Enhancement Cost: 0/2A Play Ferro-Fibrous Armor only on a 'Mech. Add +1 to that 'Mech's Armor. Playing Ferro-Fibrous Armor does not count as a deployment if revealed the turn you play it. Draw a card when you reveal Ferro-Fibrous Armor. Kelly Krantz Common Galen Cox Command-Pilot-Unique Cost: 1/5T Allegiance: Steiner/Inner Sphere If 'Mech piloted by Galen Cox is faster than attacking 'Mech opponent controls, 'Mech piloted by Galen Cox may block while tapped. Liz Danforth Rare Gray Death Pilot Command-Pilot-Mercenary Cost: 0/2T Allegiance: Inner Sphere +3 initiative Prevent 1 damage to 'Mech piloted by Gray Death Pilot. Use this ability only during a mission. D. Alexander Gregory Uncommon Grayson Death Carlyle Command-Unique Cost: 4/8P Allegiance: Inner Sphere {T}: Your 'Mechs may block during current mission, regardless of their speed. Use this ability before assigning blockers. Armor/Structure: 2-7 Zina Saunders Rare Guerrilla Support Command-Operation Cost: 3/6T Allegiance: Inner Sphere Put three operation counters on Guerrilla Support when it is revealed. Remove an operation counter at the beginning of your turn. When the last operation counter has been removed, scrap Guerrilla Support and opponent scraps a card at the beginning of his or her turn until end of game. Armor/Structure: 4-9 Alan Rabinowitz Rare Hanse Davion "The Fox" Command-Unique Cost: 6/6P Asset: T Davion/Inner Sphere For each Resource card scrapped from opponent's Stockpile, gain one resource at the beginning of your next Deploy phase. {T}: +1 initiative. Use this ability only during a mission. Tactics (If you have Tactics in play, add +1 to your initiative.) Armor/Structure: 5-1 Kevin McCann Rare Heavy Industry Command-Resource Cost: 0 {T}: {R}{R}. Using this ability counts as one of your deployments. Armor/Structure: 4-1 Stuart Beel Vital Helicopter Support Command Cost: 1/4T Allegiance: Inner Sphere Helicopter Support cannot be attacked. {T}: Deal 1 damage to one engaged 'Mech opponent controls or one target and roll a die: 1-3, scrap Helicopter Support; 4-6, untap Helicopter Support. Use this ability only during battle. Kelly Krantz Common Holographic Decoy Command-Subterfuge Cost: 0/2A/6P Scrap Holographic Decoy when it is revealed. Tap one 'Mech for each 3 construction above the cost of Holographic Decoy. Jim Nelson Common Hovertank Detachment Command Cost: 2/4T Allegiance: Inner Sphere Hovertank Detachment cannot be attacked. {T}: Deal 1 damage to one engaged 'Mech opponent controls or one target and roll a die: 1-2, scrap Hovertank Detachment; 3-4, no effect; 5-6, untap Hovertank Detachment. Use this ability only during battle. Randy Asplund-Faith Common Infantry Platoon Command-Enhancement Cost: 0/3L Play Infantry Platoon only on a site. Site Infantry Platoon enhances gets +1 attack. When that site is damaged, attacker may choose to redirect up to 3 damage to Infantry Platoon, scrapping it. Scrap Infantry Platoon to prevent 1 damage to the site it enhances. Use this ability only during a mission. You may move Infantry Platoon to a different site during your Deploy phase. Playing Infantry Platoon does not count as a deployment if revealed the turn you play it. Attack: +1 Chris Trevas Uncommon Inside Job Command-Subterfuge Cost: 0/6P Scrap Inside Job when it is revealed. Choose one of your 'Mechs. If that 'Mech attacks alone, it cannot be blocked this turn. Douglas Shuler Common ISF Counterespionage Command Cost: 0 Allegiance: Kurita/Inner Sphere Scrap ISF Counterespionage when it is revealed. Reveal only when opponent reveals a Subterfuge card. That card is scrapped with no effect. D. Alexander Gregory Rare Jaime Wolf Command-Unique-Mercenary-Pilot Cost: 4/5T Allegiance: Wolf'sDragoons/Inner Sphere +2 initiative 'Mech piloted by Jaime Wolf gets +1 attack for each other 'Mech in a group that includes 'Mech piloted by Jaime Wolf. During your Draw phase, you may pay {R} and scrap a card from your Stockpile. If that card is a 'Mech, put it into your hand. You may repeat this process as often as you wish. Jeff Laubenstein Rare Justin Xiang Allard Command-Unique Cost: 3/9P Allegiance: Davion/Inner Sphere {T}: Look at the top card of opponent's Stockpile. You may choose to have opponent restock that card. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 1-4 Liz Danforth Rare Kai Allard-Liao Command-Unique-Pilot Cost: 5/7T Allegiance: SIC/Davion/Inner Sphere +3 initiative, +3 attack Prevent up to 2 damage to each 'Mech in a group that includes 'Mech piloted by Kai Allard-Liao. When 'Mech piloted by Kai Allard-Liao attacks or blocks, you may reveal the top card of your Stockpile. If that card is a Mission card, put it into your hand. If it is not a Mission card, restock it. Attack: +3 Liz Danforth Rare Kamikaze MechWarrior Command-Pilot Cost: 2/2T Allegiance: Kurita/Inner Sphere +1 initiative If 'Mech piloted by Kamikaze MechWarrior is faster than engaged 'Mech opponent controls, you may scrap 'Mech piloted by Kamikaze MechWarrior and roll two dice: 2-12, deal +(2-12) damage to engaged 'Mech opponent controls. Use this ability only during a mission. Joel Biske Uncommon Kell Hound Pilot Command-Pilot-Mercenary Cost: 0/3T Allegiance: Inner Sphere +1 initiative, +1 attack Attack: +1 Douglas Shuler Uncommon Lance Commander Command-Pilot Cost: 0/3T Allegiance: Inner Sphere +2 initiative Prevent 1 damage to any 'Mech in a group that includes 'Mech piloted by Lance Commander. Use this ability only during a mission. Mark Poole Uncommon Leo Showers Command-Unique Cost: 3/5P Asset: P Allegiance: Clan {T}: Draw a card. Use this ability only during your Draw phase. Armor/Structure: 4-1 Mark Poole Rare Long Range Targeting System Command-Enhancement Cost: 0/4A Play Long Range Targeting System only on a 'Mech. That 'Mech deals one-half its non-missile damage (rounded down) to the target it is attacking, even if that 'Mech is blocked. Playing Long Range Targeting System does not count as a deployment if revealed the turn you play it. Christina Wald Common Long Tom Battery Command-Artillery Cost: 4/4M/4L {T}: Deal 3 damage to one site. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 0-3 Christina Wald Uncommon Maneuvering Ace Command-Pilot Cost: 0/3T +1 initiative 'Mech piloted by Maneuvering Ace may attack and block as if one speed faster. If 'Mech piloted by Maneuvering Ace is a fast 'Mech, it cannot be blocked except by 'Mechs guarding the target. D. Alexander Gregory Uncommon Manipulation of Romano Command-Subterfuge Cost: 3/6P Allegiance: Liao/Inner Sphere Scrap Manipulation of Romano when it is revealed. Tap all guarding 'Mechs. Doug Chaffee Rare Marik Arms Trade Command-Resource Cost: 1/2M Asset: M Marik/Inner Sphere {T}: {R} {T}: Marik Arms Trade deals 1 damage to attacking 'Mech. Use this ability only during a mission. Munitions (If you have Munitions in play and you roll a 3 on a missile volley, that missile volley deals 3 damage.) Armor/Structure: 5-1 Attack: 1 Mike Raabe Vital Marissa Morgan Command-Unique Cost: 1/3T Allegiance: Marik/Inner Sphere {T}: +1 initiative and choose one of your 'Mechs. Prevent up to 2 damage to that 'Mech. Use this ability only during a mission. Armor/Structure: 3-1 David Roach Rare MASC Command-Enhancement Cost: 0/3A Play Myomer Acceleration Signal Circuitry only on a 'Mech. -1 attack: Prevent up to 2 damage. Use this ability only during a mission. Playing Myomer Acceleration Signal Circuitry does not count as a deployment if revealed the turn you play it. Tom Gianni Uncommon Maskirovka Operatives Command-Subterfuge Cost: 2/4P Allegiance: Liao/Inner Sphere Scrap Maskirovka Operatives when it is revealed unless you reveal it during your Deploy phase. {T}: Tap a 'Mech opponent controls. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 3-1 Janine Johnston Rare Master Spy Command-Subterfuge Cost: 1/2P/2L {R}, {T}: Search your Stockpile and retrieve a card of your choice instead of drawing a card. Any other player may ask to see this card. If that card is revealed in this way and it is a Subterfuge card, that player scraps two cards from his or her Stockpile. If it is not a Subterfuge card, scrap the card and five additional cards from your Stockpile. Shuffle your Stockpile afterwards. Use this ability only during your Draw phase. Armor/Structure: 1-4 Diana Vick Common Maverick Mechjock Command-Pilot Cost: 0/3T +1 initiative, +2 attack 'Mech piloted by Maverick Mechjock cannot attack or block in a group. Attack: +2 Randy Gallegos Uncommon Melissa Steiner Davion Command-Unique Cost: 2/2P Asset: P Allegiance: Steiner/Inner Sphere {T}: Scrap a card from your hand to return one card from your Scrapheap to your hand. Use this ability only during your Deploy phase. Armor/Structure: 4-1 Christopher Rush Rare Mislabeled Drop Boxes Command-Subterfuge Cost: 0/2P Scrap Mislabeled Drop Boxes when it is revealed. Reveal the top card from a player's Stockpile until next 'Mech is revealed. Replace one of that player's cards under construction with that 'Mech. Replaced card and all other cards revealed in this way are shuffled into that player's Stockpile. If you do not reveal a 'Mech in this way, all cards revealed are shuffled into that player's Stockpile. Playing Mislabeled Drop Boxes does not count as a deployment if revealed the turn you play it. Chris Trevas Uncommon Misrouted Command Command-Subterfuge Cost: 3/6P Scrap Misrouted Command when it is revealed. Tap one 'Mech and put three diversion counters on it. If there are any diversion counters on that 'Mech, that 'Mech does not untap. Instead, remove a diversion counter any time that 'Mech would normally untap. Doug Chaffee Common Mobile HQ Command-Resource Cost: 0/2L Asset: T {T}: {R} Mobile HQ cannot be attacked by slow 'Mechs. Tactics (If you have Tactics in play, add +1 to your initiative.) Armor/Structure: 4/1 Attack: 1 Doug Chaffee Common Morgan Hasek Davion Command-Unique 4/4T Allegiance: Davion/Inner Sphere {T}: +1 initiative and each attacking 'Mech gets +1 attack. Use this ability only during a mission. Armor/Structure: 1-3 Kevin McCann Rare Morgan Kell Command-Unique-Mercenary-Pilot Cost: 4/5T Allegiance: Inner Sphere +2 initiative If 'Mech piloted by Morgan Kell attacks alone, it cannot be blocked and at end of mission put Morgan Kell into your hand. Liz Danforth Rare NAIS Command-Resource Cost: 3 Asset: T Allegiance: Davion/Inner Sphere {T}: {R} {T}: Add +1 to one of your die rolls. Use this ability immediately after rolling the die roll. Tactics (If you have Tactics in play, add +1 to your initiative.) Armor/Structure: 4-1 Christina Wald Vital Natasha Kerensky Command-Unique-Pilot Cost: 5/5T Allegiance: Wolf/Clan +3 initiative, +3 attack If 'Mech piloted by Natasha Kerensky is scrapped, roll a die: 1-4, no effect; 5-6, return Natasha Kerensky to your hand. Attack: +3 Liz Danforth Rare Navigation Computer Command-Enhancement Cost: 0/3A Play Navigation Computer only on a 'Mech. That 'Mech cannot be blocked by patrolling 'Mechs that are the same speed. Playing Navigation Computer does not count as a deployment if revealed the turn you play it. Craig Hooper Uncommon Open Supply Lines Command-Operation Cost: 0/4P Put three operation counters on Open Supply Lines when it is revealed. Remove an operation counter at the beginning of your turn. When the last operation counter has been removed, scrap Open Supply Lines and draw an additional card at the beginning of your Draw phase until end of game. Armor/Structure: 2-6 Doug Chaffee Rare Operation Advisory Council Command-Resource Cost: 2/2L {R}{R}, {T}: Gain as many resources as you have different assets in play. Armor/Structure: 1-5 Doug Chaffee Uncommon Perimeter Alarm Command-Enhancement Cost: 2/2A/4L Play Perimeter Alarm only on a site. Patrolling 'Mechs may block attacks against the site Perimeter Alarm enhances, regardless of their speed. Playing Perimeter Alarm does not count as a deployment if revealed the turn you play it. Pete Venters Rare Phantom Signal Command Cost: 1/3A/2L {T}: Roll a die: 1-2, current attack is redirected to Phantom Signal; 3-6, no effect. Use this ability only before assigning blockers. Armor/Structure: 1-6 Chris Trevas Uncommon Phelan Command-Unique Cost: 3/4P Allegiance: Wolf/Clan {T} +1 initiative. Use this ability only during a mission. {T}: Restock a card you have just drawn and draw another card. Use this ability only during your Draw phase. Scrap Phelan from play to restock three cards, in any order, from the top of your Scrapheap. Armor/Structure: 4-2 Dom! Rare Point Defense System Command-Enhancement Cost: 0/2A/2L Play Point Defense System only on a site. Point Defense System cannot be attacked. Point Defense System prevents all missile damage to that site. When that site is damaged, attacker may choose to redirect 4 of that damage to Point Defense System, scrapping it. Playing Point Defense System does not count as a deployment if revealed the turn you play it. Mark Poole Common Report from the Watch Command-Subterfuge Cost: 0/3P Allegiance: Wolf/Clan Scrap Report from the Watch when it is revealed. Look at the top five cards of any Stockpile. Either return those cards in any order or shuffle those cards into that Stockpile. Dan Frazier Rare Retrieve Lost 'Mech Command-Operation Cost: 2/4A Put three operation counters on Retrieve Lost 'Mech when it is revealed. Remove an operation counter at the beginning of your turn. When the last operation counter has been removed, scrap Retrieve Lost 'Mech and return a 'Mech from your Scrapheap to play under your control with damage counters equal to one less than that 'Mech's structure. Armor/Structure: 2-6 Lee Fields Uncommon Retrofitted Laser System Command-Enhancement Cost: 1/4M Play Retrofitted Laser System only on a 'Mech with a base attack of at least 1. That 'Mech has -1 attack and Overheat 2: +3 attack. Playing Retrofitted Laser System does not count as a deployment if revealed the turn you play it. Lee Fields Uncommon Retrofitted Missile Rack Command-Enhancement Cost: 2/3M Play Retrofitted Missile Rack only on a 'Mech with a base attack of at least 1. That 'Mech has -1 attack and Missile 2. Playing Retrofitted Missile Rack does not count as a deployment if revealed the turn you play it. Lee Fields Uncommon Romano Liao Command-Unique Cost: 0/2P Asset: P Allegiance: Liao/Inner Sphere {T}: Reveal the top card of opponent's Stockpile. If that card is a Resource, your opponent deploys it immediately. If it is not a Resource card, scrap it. Use this ability only during your Missions phase but not during a mission. Armor/Structure: 4-2 Attack: 1 Zina Saunders Rare Rookie Pilot Command-Pilot Cost: 2/6P Pilot: -3 attack. Play Rookie Pilot only on a 'Mech opponent controls that does not currently have a pilot. Rookie Pilot cannot be reassigned. Attack: -3 Janet Aulisio Rare Sabotage 'Mech Command-Subterfuge Cost: 1/5P Scrap Sabotage 'Mech when it is revealed. Deal 1 damage to one 'Mech for each 2 construction above the cost of Sabotage. Mike Raabe Common Sabotaged Heat Sinks Command-Subterfuge Cost: 0/5P Allegiance: Inner Sphere Scrap Sabotaged Heat Sinks when it is revealed. Reveal Sabotaged Heat Sinks when a 'Mech overheats. Deal triple Overheat damage to that 'Mech. Draw a card when you reveal Sabotaged Heat Sinks. JOCK Rare Sabotaged Missiles Command-Subterfuge Cost: 0/5P Allegiance: Inner Sphere Scrap Sabotaged Missiles when it is revealed. Reveal Sabotaged Missiles when a 'Mech assigns missiles. Those missiles deal double damage to that 'Mech instead of dealing damage to their targets. Draw a card when you reveal Sabotaged Missiles. Chris Trevas Rare SAFE Report Command-Subterfuge Cost: 0 Allegiance: Marik/Inner Sphere Scrap SAFE Report when it is revealed. Look at opponent's hand. Draw a card. Mike Kimble Rare Salvage Strike Crew Command Cost: 2/2L Scrap Salvage Strike Crew when it is revealed. Return a card from your Scrapheap to your hand. Stuart Beel Uncommon Saturation Bombing Command Cost: 2/7P Scrap Saturation Bombing when it is revealed. Deal 1 damage to one site for each 2 construction above the cost of Saturation Bombing. Pete Venters Common Scrounger Crew Command-Resource Cost: 1 {T}: Scrap a card from your Stockpile to gain {R}{R}. Armor/Structure: 3-1 Mike Kimble Vital Shady Business Command-Subterfuge Cost: 5/5P/2L Scrap Shady Business when it is revealed. Hide up to nine counters. If opponent guesses how many counters you have hidden, scrap that many cards from your Stockpile. Otherwise, opponent scraps that many cards from his or her Stockpile. Scrap a card from your Stockpile at the beginning of each of your turns until end of game. Dan Frazier Uncommon Silver Sunburst Pilot Command-Pilot Cost: 0/2T Allegiance: Davion/Inner Sphere +1 initiative Roll a die: 1-3, 'Mech piloted by Silver Sunburst Pilot gets +(1-3) attack; 4-6, no effect. Use this ability only during a mission. Randy Gallegos Rare Specialized Project Team Command-Resource Cost: 0 {T}: {R} Scrap Specialized Project Team to draw a card. Use this ability only during your Deploy phase. Armor/Structure: 1-7 Pat Morrissey Common Steal 'Mech Command-Subterfuge Cost: 4/6P Allegiance: Inner Sphere Scrap Steal 'Mech when it is revealed. Choose a 'Mech opponent controls. You and that opponent each hide a number of counters. Reveal those counters. If you reveal more counters, you gain control of that 'Mech and scrap cards from your Stockpile equal to twice your number of counters. If your opponent has more counters, opponent scraps cards from his or her Stockpile equal to his or her number of counters and controls that 'Mech. Dan Frazier Rare Subhash Indrahar Command-Unique Cost: 1/6P Allegiance: Kurita/Inner Sphere {T}: You may claim a card you have just drawn is a Subterfuge card and draw an additional card. If opponent challenges this claim, reveal the first card. If that card is a Subterfuge card, opponent scraps five cards from his or her Stockpile. If it is not a Subterfuge card, you scrap both drawn cards. Use this ability only during your Draw phase. Armor/Structure: 4-2 Attack: 1 Zina Saunders Rare Sun Zhang MechWarrior Academy Command-Resource Cost: 2 Asset: T Allegiance: Kurita/Inner Sphere {T}: {R} {T}: +1 initiative. Use this ability only during a mission. Tactics (If you have Tactics in play, add +1 to your initiative.) Armor/Structure: 5-2 Janet Aulisio Vital Support: Assembly (3 versions) Command-Resource Cost: 0 Asset: A {T}: {R} Assembly (During your Repair/Reload phase, you may pay {R} once to repair 1 point of damage to one 'Mech if you have Assembly in play) Armor/Structure: 4-3 Tom Kyffin Vital Support: Logistics (3 versions) Command-Resource Cost: 0 Asset: L {T}: {R} Logistics (If you have Logistics in play, you may restock a card from your hand at end of your turn.) Armor/Structure: 4-3 Doug Chaffee Vital Support: Munitions (3 versions) Command-Resource Cost: 0 Asset: M {T}: {R} Munitions (If you have Munitions in play and you roll a 3 on a missile roll, that missile volley deals 3 damage) Armor/Structure: 4-3 Pat Morrissey Vital Support: Politics (3 versions) Command-Resource Cost: 0 Asset: P {T}: {R} Armor/Structure: 4-3 Janet Aulisio Vital Support: Tactics (3 versions) Command-Resource Cost: 0 Asset: T {T}: {R} Tactics (If you have Tactics in play, add +1 to your initiative) Armor/Structure: 4-3 Pat Morrissey Vital Takashi Kurita Command-Unique Cost: 5/3T/6P Asset: P Allegiance: Kurita/Inner Sphere +1 initiative Opponent cannot attack more than once per turn. Attacks that target Takashi Kurita do not count toward this limit. Armor/Structure: 4-2 Attack: 1 Joel Biske Rare Teachings of the Unfinished Book Command Cost: 0 Allegiance: Davion/Inner Sphere Scrap Teachings of the Unfinished Book when it is revealed. +2 initiative until beginning of your next turn. Christopher Rush Rare Theodore Kurita Command-Unique Cost: 3/5T Asset: T Allegiance: Kurita/Inner Sphere {T}: You may make one additional deployment this turn. Use this ability only during your Deploy phase. Tactics (If you have Tactics in play, add +1 to your initiative.) Armor/Structure: 4-2 Attack: 1 Zina Saunders Rare Think Tank Command-Resource Cost: 0 {T}: {R} Scrap Think Tank to gain A, L, M, P, or T until end of game. Armor/Structure: 5-1 Pat Morrisey Vital Thomas Marik Command-Unique Cost: 4/6P Asset: P Allegiance: Marik/Inner Sphere {T}: +1 initiative {T}: Draw a card. Use this ability only during your Draw phase. Armor/Structure: 4-2 Attack: 1 Jeff Laubenstein Rare Treachery! Command-Subterfuge Cost: 1/6P Scrap Treachery! when it is revealed. Next turn, each 'Mech opponent controls able to attack your Stockpile must do so. Dan Frazier Common Tsen Shang Command-Unique Cost: 0/3P Allegiance: Liao/Inner Sphere {T}: Restock a card from your hand and draw a card. Use this ability only during your Draw phase. Armor/Structure: 1-3 Dom! Rare Veteran MechWarrior Command-Pilot Cost: 1/2T +1 initiative Untap 'Mech piloted by Veteran MechWarrior at end of your turn. Janine Johnston Common Victor Steiner Davion Command-Pilot-Unique Cost: 5/6T Allegiance: Steiner/Davion/Inner Sphere 'Mech piloted by Victor Steiner Davion cannot attack or block alone. Each 'Mech in a group that includes 'Mech piloted by Victor Steiner Davion gets +2 attack. Armor/Structure: 5-2 Liz Danforth Rare Wolf Dragoons Pilot Command-Pilot-Mercenary Cost: 1/4T Allegiance: Inner Sphere +2 initiative, +1 attack Attack: +1 Janine Johnston Uncommon **Mission Cards - 33 cards** Accurate Intelligence Mission +1 initiative Choose one of your 'Mechs. That 'Mech gets +1 attack. Glen Kim Common Ammo Explosion Mission Play only when blocked or blocking. Choose a 'Mech. Roll a die: 1-3, no effect; 4-6, that 'Mech receives damage equal to its base attack. This damage cannot be prevented. That 'Mech may still deal damage. David Roach Uncommon Communications Failure Mission Put a static counter on each attacking 'Mech. Each time a 'Mech with a static counter would normally untap, roll die: 1-3, 'Mech remains tapped; 4-6, untap that 'Mech and remove all static counters. Douglas Shuler Rare Critical Hit Mission Play only when blocked or blocking. Choose one of your 'Mechs. Roll a die: 1-5, return Critical Hit to your hand after mission; 6, your 'Mech gets +6 attack. Mike Jackson Common Death From Above Mission Allegiance: Inner Sphere Choose one of your 'Mechs with Jump. Roll a die: 1, that 'Mech receives 1 damage and return Death From Above to your hand after mission; 2-6, roll one die. If your 'Mech is 60 tons or more, roll an additional die. Your 'Mech and an engaged 'Mech opponent controls each receive that much damage. Thomas Milliorn Uncommon Feint Mission Choose one of your 'Mechs. Roll a die: 1, no effect; 2-6, prevent all damage dealt and received by that 'Mech. Dave Seeley Common Forged Mission Orders Mission Play only when blocked. Untap one blocking 'Mech. That 'Mech neither deals nor receives damage. If no blocking 'Mechs remain, deal damage to the target as if unblocked. David Ho Common Good Shooting! Mission Choose one of your 'Mechs. That 'Mech gets +2 attack. David Deitrick Common Head Shot Mission Choose an engaged 'Mech opponent controls. For each structure damage dealt to that 'Mech, roll a die: 1-2, prevent the damage; 3-5, no effect; 6, that 'Mech is scrapped. If you don't roll at least one 6, return Head Shot to your hand after mission. Charles Gillespie Uncommon Heavy Fog Mission Attacking 'Mechs each get -2 attack and receive 2 less damage. Dylan Martin Uncommon Heroic Sacrifice Mission Play only if you have Tactics in play and only when blocked or blocking. Double all damage dealt to one of your 'Mechs. Deal that 'Mech's damage to the target. Joel Biske Common Improvised Weapon Mission Allegiance: Inner Sphere Choose one of your 'Mechs. If engaged 'Mech opponent controls is dealt structure damage, put a +1 attack clubbing limb counter on that 'Mech. Stuart Beel Uncommon Inexorable Advance Mission Play only when blocked or blocking. Choose one of your 'Mechs. If that 'Mech receives no structure damage, untap that 'Mech after mission. Charles Gillespie Common Jump into Cover Mission Choose one of your 'Mechs with Jump. Roll a die: 1-2, that 'Mech receives 1-2 damage and return Jump Into Cover to your hand after mission; 3-6, prevent 3-6 damage to that 'Mech. Kelly Krantz Uncommon Leap Before You Look Mission Play only if blocked or blocking. Choose a 'Mech with Jump. Deal 4 damage to that 'Mech. Mike Jackson Uncommon Luck of the Fox Mission Allegiance: Davion/Inner Sphere Choose a 'Mech opponent controls. Roll a die: 1, no effect; 2-3, return Luck of the Fox to your hand after mission; 4-6, prevent all damage dealt by that 'Mech. Joel Biske Rare Lured into Bog Mission Play only when attacked. All attacking 'Mechs may be blocked, regardless of their speed, until end of turn. David Deitrick Uncommon Missile Spotter Mission Allegiance: Inner Sphere You may subtract 1 from any of your missile die rolls until end of mission. Use this ability immediately after rolling the die roll. David Deitrick Uncommon Move to Partial Cover Mission Choose one of your 'Mechs. Prevent up to 2 damage to that 'Mech. Pete Venters Common Overwhelm Mission Allegiance: Inner Sphere Choose an engaged 'Mech opponent controls. All of your 'Mechs deal damage only to that 'Mech. Each of your 'Mechs gets +2 attack. Douglas Shuler Uncommon Pryde's Pride Mission Allegiance: Jade Falcon/Clan Choose a 'Mech. If that 'Mech is scrapped, roll a die: 1, no effect; 2, draw a card after mission; 3-6, each 'Mech that dealt damage to that 'Mech receives 2 structure damage. Joel Biske Rare Pushing the Envelope Mission One of your 'Mechs gets +3 attack and receives 3 damage. Randy Gallegos Uncommon Rampage! Mission Play only if unblocked. Scrap one card from your Stockpile and roll a die: 1-6, one of your attacking 'Mechs gets +(1-6) attack. Jeff Laubenstein Rare Rapid Cool-Down Mission Roll a die: 1-3, 'Mechs do not receive Overheat damage; 4-6, 'Mechs do not receive Overheat damage and return Rapid Cool-Down to your hand after mission. Thomas Milliorn Uncommon Reassigned Pilot Mission Roll a die: 1-3, reassign a pilot from one of your untapped 'Mechs to another one of your 'Mechs; 4-6, reassign a pilot from one of your untapped 'Mechs to another one of your 'Mechs and return Reassigned Pilot to your hand after mission. Brice Parker Rare Running Battle Mission Play only when blocked or blocking. For each slow 'Mech, roll a die: 1-3, no effect; 4-6, that slow 'Mech neither deals nor receives damage. Mike Raabe Uncommon Sacrifice for the Dragon! Mission Allegiance: Kurita/Inner Sphere Choose one of your 'Mechs. Roll a die: 1-2, draw a card after mission; 3-5, that 'Mech gets +2 attack and receives 1 damage; 6, that 'Mech gets +6 attack and receives 2 damage. Joel Biske Rare Satchel Charges Mission Play only when unblocked. Choose an attacking 'Mech. Roll a die: 1-2, draw a card after mission; 3-6, that 'Mech gets +2 attack for each card you scrap from your hand. You cannot scrap more than three cards in this way. Stuart Beel Rare Special Forces Op Mission Roll a die: 1-3, draw a card after mission; 4-6, triple all damage dealt to a card under construction. Kevin McCann Uncommon Strength of the Pillar of Steel Mission Allegiance: Kurita/Inner Sphere Play only when blocking. +1 initiative Prevent 1 damage to each blocking 'Mech. FASA Corporation Common Studied Move Mission Return a Mission card from your Scrapheap to your hand. Mike Raabe Uncommon Temporary Cease-Fire Mission Play only when blocked or blocking. Roll a die: 1, your 'Mechs deal no damage and draw a card after mission; 2-6, all 'Mechs deal no damage. Mark Poole Uncommon Topple Mission Allegiance: Inner Sphere Choose an engaged 'Mech opponent controls. Roll a die: 1-4, deal 1 damage to that 'Mech and draw a card after mission; 5-6, prevent all damage dealt by that 'Mech. Doug Chaffee Common Copyright 1996 Wizards of the Coast, Inc. Battletech and Battlemech are registered trademarks of FASA Corporation. The Battletech universe is owned by FASA Corporation and is used under license. Wizards of the Coast is a registered trademark of Wizards of the Coast, Inc.