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.