Aeon Card Ideas

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					             Color Guide
CORE                  Rules Issue
SERENITY
SERENITY 2
Name                 Type         Range Target               Deploy


                                                             Units activation
Divine Wrath         Smite        0"    Commander
                                                             Phase


Aetherial Blessing   Buff         8"    Controlled Unit- C   Any
                                                             Your activation
Spirit Bond: Earth   Protection   8"    Controlled Unit
                                                             phase

Spirit Bond: Air     Movement     8"    Controlled Unit- C   Any


                                                             Your activation
Ice Armor            Protection   8"    Friendly Unit
                                                             phase


                                                             Units activation
Arcane Mastery       Protection   8"    Controlled Unit
                                                             Phase


                                                             Your activation
Drak's Wisdom        Buff         8"    Controlled Unit
                                                             phase


Drak's Peace         Protection   12"   Friendly Unit        Any


                                                             Units activation
Hidden Power         Buff         8"    Controlled Unit
                                                             Phase


                                                             Your activation
Drak's Inspiration   Buff         0"    Commander
                                                             phase

                                                             Your activation
Divine Vision        Protection   8"    Controlled Unit- C
                                                             phase

                                                             Units activation
Arcane Desire        Buff         4"    Controlled Unit
                                                             Phase


Spirit Bond: Water   Protection   8"    Controlled Unit      Any
                                                                Your activation
Spirit Bond: Fire       Buff         8"    Controlled Unit- C
                                                                phase




                                                                Your activation
A New School of Thought Buff         4"    Controlled Unit
                                                                phase

                                                                Units activation
SpellStorm              Buff         0"    Commander
                                                                Phase


Spirit Bond: Essence    Protection   4"    Controlled Unit      Any


                                                                Units activation
Spirit Bob: Void        Buff         8"    Controlled Unit
                                                                Phase

                                                                Your activation
Strength in Spirit      Buff         12"   Friendly Unit
                                                                phase

                                                                Your activation
Deep Insight            Other        0"
                                                                phase


                                                                Your activation
Power Overwhelming                   12"   Controlled Unit
                                                                Phase

                                                                Units activation
Aetherial Decay         Other        8"    Controlled Unit- C
                                                                Phase

                                                                Units activation
Aetherial Destruction   Smite        8"    Enemy Unit
                                                                Phase
                                                                Start of your
Power Beyond            Other        0"    Commander
                                                                Turn
                                                                Your activation
Spiritual Fortitude     Protection         Controlled Unit
                                                                phase

                                                                Your activation
Aetherial Blessing      Buff               Friendly Unit
                                                                phase

Heavy Gravity           Movement           Enemy Unit           Any
Push                     Movement         Enemy Unit           Any

                                                               Your activation
Aether Drain             Debuff           Enemy Unit
                                                               phase

                                                               Units activation
Aetherial Pressence      Buff             Controlled Unit
                                                               Phase

                                                               Your activation
Mage Storm               Smite            Commander
                                                               phase

                                                               Your activation
Ice Lance                Smite            Enemy Unit
                                                               phase

                                                               Your activation
Divine Armor             Buff             Friendly Unit
                                                               phase

                                                               Units activation
Greater Purpose          Buff             Controlled Unit
                                                               Phase

                                                               Units activation
"Concentrate!"           Other            Controlled Unit
                                                               Phase

                                                               Units activation
Tapping into Raw power   Other            Controlled Unit- C
                                                               Phase

                                                               Units activation
Rain of Fire             Smite            Commander
                                                               Phase

                                                               Units activation
Meteor Storm             Smite            Commander
                                                               Phase
"So much power, so few
                         Other       4"   Friendly Unit        Any
hands"




Raw Power
Arcane Desire
"Have you ever tasted real power?"
Honor Guard
Fury of the Mage
Text                                                                Remove
Drak sends down a bolt of lightning smiting his enemies.
[CP cost: 1]
                                                                    End of Units activation phase
*A/A range: 10” pow: 4 AP:3 blast: 3” free+


Target unit gains three CP.                                         End of Turn
Target infantry unit gains +X resistance, where X is the
                                                                    End of Turn
target’s current CP total (minimum 1).
Target unit gains +X/+X movement, where X is the target’s
                                                                    End of Turn
current CP total (minimum 1).
Target must be an infantry unit that has not yet activated
this turn. Target unit gains resistance = 3, and subtracts 1
                                                                    End of Turn
from the power of all attacks made against it. Unless this
unit is a frost mage, it may not move this turn.

Target infantry unit gains +3 RM on its next attack. If this
                                                                    End of Units activation phase
attack damages an enemy unit, this unit gains 1CP.
Target unit gains the following ability:
CP: 1 One of this unit’s spells becomes free action for the
                                                                    End of Turn
remainder of its activation.

If target unit is about to make a CMD test or moral test, it
                                                                    End of Turn
automatically passes.
Roll 1D10:
1-4: Target unit may cast one spell this activation at no CP
cost.                                                               End of Units activation phase
5-10: Target unit gains 1CP.


Units within 3” of your commander gain +1CP. A maximum
                                                                    End of Turn
of 4 units may receive CP this way.

Target infantry unit is immune to Cmd tests, gains +1RM to
                                                                    End of Turn
all spells, and all its spells may be cast as indirect abilities.
Target infantry unit gains 1CP for every enemy model it
destroys this activation. This unit’s CP may not exceed the         End of Turn
maximum.
Choose an attack type (Aether, Combat, Tech). Target
infantry unit may subtract X from the power of any attacks
                                                                    End of Turn
of that type against it, where X is the target’s current CP
total (minimum 1).
Target infantry unit gains the following effect until the end
of the turn.

Bonded fire shield – Anytime an enemy model engages this End of Turn
unit in melee combat, it takes a [A/A pow: X] hit; where X is
the target’s current CP total (minimum 1).



Target infantry unit’s attack type becomes M/                       End of Turn


All this unit’s spells become free actions. Each spell may only
                                                                End of Turn
be used once this activation.
If an attack just hit any Magi models in this unit you may
prevent X hits where X is the unit's current CP total      End of Turn
(minimum 1).
Make X CMD tests where X is the unit's current CP total
(minimum 1). For each passed CMD test add +1 POW to the End of Turn
unit's next attack.
Target infantry unit adds +1 POW to all ranged attacks and
                                                                    End of Turn
+2 POW to all melee attacks.

Draw the top three cards from your Aeon deck. Take one
                                                                    End of Turn
into hand and return the other two to your Aeon deck.


This Unit may exceed the CP maximum while card on table,
                                                                    End of Current turn
Any CP above maximum at end of turn is lost.

All units within 3" of target unit are unable to channel this
                                                                    End of Turn
turn. This does not affect Magi.


Unit takes a Pow:6 ( /A) attack for each CP they have.              End of Turn

Force opponent to show you all cards in their hand. They
                                                                    End of Initative Phase
must do this before being able to deploy any.
Treat this unit as if it has +1 Life. At end of turn unit returns
                                                                    End of Turn
to normal life and any units at 0 are removed.

For remainder of turn, anytime this unit would receive CP it
                                                             End of Turn
receives twice as many.

Enemy unit may not use it's ADV on its next activation.             End of Units activation phase
Unit must immediately move 3" in the direction of your
                                                                 End of Your current activation
choosing.

Target unit is -2 Aether (Can not go below zero)                 End of Turn


For each Aeon card on table with the word Aether, or
                                                                 End of Turn
Aetherial in it's title, this unit may receive 1 CP

Target enemy model within 8" and LOS of Commander. All
                                                              End of Turn
models within 2" of target suffer a POW:4, RM: 2 ( /A) attack

Target unit suffers a POW 5 ( /A) attack. Unit is -2/-4
                                                                 End of Turn
movement.


On the next attack this unit receives it is +2 RM                Upon Damage


Unit gains +3 CP. At end of turn unit is 0 CP, regardless how
                                                                 End of Turn
many it had on it.

Unit is +1 CP for each turn it channels until any other action
is performed.


All Spells are -1 CP in cost                                     End of Turn


All enemy units within 4" suffer a POW 6 ( /A) attack.           End of Turn


Target enemy unit within 8" (Indirect). Unit suffers a POW 3
                                                             End of Turn
(A/A) attack.

Untap any tapped unit. This unit may go again.                   End of Turn
Name                    Type         Range Target            Deploy

                                                             Your activation
Barrier Shield          Protection   0"    Commander
                                                             phase


                                                             Units activation
Weapon Supercharge      Buff         8"    Controlled Unit
                                                             Phase


                                           Controlled Unit- Units activation
Fire Mission            Buff         12"
                                           C                Phase

                                                             Units activation
Emergency Gate          Movement 12"       Friendly Unit
                                                             Phase


                                                             Start of your
Probability Mechanics   Other        0"    Commander
                                                             Turn




                                           Controlled Unit- Your activation
Decoy Holoprojector     Movement 8"
                                           C                phase



                                                             Units activation
Quantum Shift           Buff         8"    Controlled Unit
                                                             Phase


                                                             Your activation
Partial Omnipotence     Buff         4"    Controlled Unit
                                                             phase


                                                             Your activation
Eureka                  Buff         4"    Controlled Unit
                                                             phase

Weapon Sabotage         Debuff       8"    Enemy Unit        Any



                                                             Units activation
Shockwave               Protection   0"    Commander
                                                             Phase
                                                               Units activation
Signiture Mask            Movement 8"        Controlled Unit
                                                               Phase



                                                               Units activation
Hologram Field            Protection   8"    Controlled Unit
                                                               Phase


                                                               Your activation
Grav Lift                 Movement 12"       Friendly Unit
                                                               phase

                                                               Your activation
Arc Lightning             Smite        0"    Commander
                                                               phase

                                                               Your activation
Controlled Chaos          Other        0"    Commander
                                                               phase

                                                               Your activation
Quantum Disrupter         Debuff       8"    Enemy Unit
                                                               phase

                                                               Your activation
Gravity Wave              Movement 12"       Enemy Unit
                                                               phase


Salvage                   Protection   8"    Controlled Unit Any



                                                               Units activation
Loose Energy              Smite        0"    Commander
                                                               Phase



                                                               Your activation
Uncontrollable Power      Buff         12"   Controlled Unit
                                                               phase


                                                               Your activation
Rift Mastery              Movement 0"        Commander
                                                               phase



                                                               Your activation
For the good of Science   Smite        8"    Controlled Unit
                                                               phase
                                                             Your activation
Field Modifications       Other      12"   Friendly Unit
                                                             phase



                                                             Your activation
Phase Shift               Debuff     8"    Enemy Unit
                                                             phase

                                                             Your activation
Dimensional Instability   Movement 4"      Enemy Unit
                                                             phase


                                                             Your activation
Spacial Distortion        Movement 8"      Enemy Unit
                                                             phase


                                                             Your activation
EM Pulse                  Debuff           Enemy Unit
                                                             phase

                                                             Units activation
Unlimited Kinetics        Buff             Controlled Unit
                                                             Phase
                                                             Start of your
Power Surge               Other
                                                             Turn
                                                             Units activation
Temporal Anomaly          Movement         Commander
                                                             Phase
                                                             Enemy Units
Phase Disruption          Debuff           Enemy Unit        Activation
                                                             Phase


                                                             Your activation
Quantum Leap              Smite            Enemy Unit
                                                             phase


                                                             Units activation
Stasis Field              Buff             Friendly Unit
                                                             Phase

                                                             Your activation
Trans-Dimensional Shift   Movement         Friendly Unit
                                                             phase


                                                             Your activation
Energy Discharge          Smite            Commander
                                                             phase
                                                           Start of your
Thermal Curtain Failure    Buff            Commander
                                                           Turn



                                                           Enemies
Singular Mathematics       Debuff          Enemy Unit      Activation
                                                           Phase
                                                           Units activation
Light Speed Mechanics      Movement        Friendly Unit
                                                           Phase
                                                           Start of your
Photonic Particles         Buff       0"   Commander
                                                           Turn

Controlled Chaos           Other           Commander       Any




                                                           Your activation
"Victory through volume"   Smite           Enemy Unit
                                                           phase




System Reboot              Other           Friendly Unit   Any




Divine Insight
Weapon Overload
"What is the opposite of
Eureka?"
Uncontrollable Reaction
Unstable wormhole
Singularity
Quantum Mechanics
Quantum Shift
Text                                                 Remove
Controlled infantry units with models within 3”
of your commander when this card is played           End of Turn
receive +2 resistance until the end of the turn.
Target infantry unit is +1/+0 movement, adds
one to the rate of fire to one of its weapons, and End of Units
all its heavy weapons are considered assault       activation phase
weapons.
                                                     End of Units
Target unit may reroll any missed attacks.
                                                     activation phase

Target infantry unit is teleported to any location
                                                   End of Turn
within 12” and LOS of your commander.
Plays at the beginning of the turn before
initiative is rolled. Your initiative rolls are -2. If
you win initiative by a result of 5 or more, you       End of Turn
may activation 2 units during your first activation
phase.
Target unit must be engaged in melee combat.
You may move that unit 3” in any direction. This
movement may not cause this unit to engage       End of Turn
another unit in melee combat and does not
provoke an attack of opportunity.
Target infantry unit may alter the damage type
                                                 End of Units
(Aether, Combat, Tech) of one its weapons till
                                                 activation phase
the end of its activation.
Target infantry unit is +1 Aether, +1 Combat, +1
tech, +2 command, and +2 resistance. Any
                                                 End of Turn
opponent may discard a card form hand to
cancel this effect.
Target infantry unit may add 1 to any statistic of
                                                   End of Turn
your choice (except life).
Target unit subtracts 2 from the power of all
                                                     End of Turn
ranged attacks.
Enemy infantry models within 2” of your
commander are moved 2” directly away from
your commander, and may not move on their            End of Turn
next activation. This ability may be used while
your commander is engaged in melee combat.
Swap target infantry unit with any other of your
                                                 End of Your
infantry units with an equal number of models.
                                                 activation phase
This card replaces that unit’s activation.

Target a unit that just ended an activation in
which it did not move. Until the start of that          Start of Unit's
unit’s next activation, you may subtract 1 from         next activation
the power of all range attacks against that unit.


Target unit is +0/+3 movement.                          End of Turn

Choose up to three enemy units within 12” and
LOS of this commander. Each target unit suffers End of Turn
a [ /T pow:8 RM:2] attack.
You may take the top card from your Aeon
                                                        End of Turn
discard pile into hand.

Target unit has the damage type of all its
                                                        End of Turn
weapons changed to /T
Move target unit 3” in any direction. This
movement does not provoke an attack of                End of Turn
opportunity.
Target unit is +X RES where X is half the number
of casualties the unit has taken (round up). If
                                                      End of Turn
target unit is a robotic or cyborg unit it is also +X
POW.
Loose Energy T/T
POW 1 • RM 1 • A1                               End of Turn
This attack targets each enemy model within 3.”


Target unit is +3 to all stats this turn except life.
                                                        End of Turn
Unit is discarded at end of turn.

Target a unit within 8" of Commander. That unit
is teleported to any location within 8" and LOS of
                                                   End of Turn
commander. This does not allow attacks of
opertunity if unit is in melee.

Target one friendly model in unit. All models
within 2" of targeted model take a Pow 8 ( /T)          End of Turn
attack. Target model is immediately lost.
Roll 1D10

1-3: Unit is POW +2
                                                    End of Turn
4-5: Unit is POW +1
6-7: Unit is POW -1
8-10: Unit is POW -2
Affected unit has it's resistance halved (Round
                                                    End of Turn
up)
Targeted unit is removed from the board. At end
of turn place this unit 1D10 scatter from       End of Turn
opponenets commander
Affected unit is moved 1D10 + 2” in random
direction. Roll scatter rules to determine the
                                                    End of Turn
new location for this unit. This movement may
not cause the unit to move off the board.


Target unit is -2 Tech (Can not go below Zero)      End of Turn


Roll CMD test. If unit passes all weapons are RM:
                                                  End of Turn
5. If failed all weapons are RM: 0
                                                    End of Initative
Subtract 2 from your Initative roll
                                                    Phase
Target unit within 8" of Commander that has
already been tapped. Untap this unit and it may End of Turn
activate again.
Target unit becomes tapped. It may not be used
                                               End of Turn
this turn.

Roll 1D10. On a 1-7 Force opponent to reloacte
unit to within 4" and LOS of units Commander.
On 8-10 opponent may reloacte unit withint 4"
and LOS of your commander.

Unit is +4 Res and may reroll failed RES saves.     Start of Unit's
You may choose not to activate this unit.           next activation

Move unit 6" in any direction. This unit is not
                                                    End of Turn
hindered by terrain.

Unit gains the following ability:
                                                    End of Turn
[Free] 12" POW:3 (T/T) RM: 2. All models within
4" of target unit are hit with POW: 1 (T/T) RM: 0
Each time a controlled Teknocrat kills an enemy
model place a counter on this card. At end of
turn roll 1D10. If Roll is less than number of
                                                End of Turn
counters your aeon cards on table do not clear
and do not count toward the One Aeon card per
unit next turn.

Reduce all states (except life) by 1 for remainder
                                                   End of Turn
of turn.

All units within 3" of target unit may move their
                                                  End of Turn
Charge distance for as an assualt move.

All Weapons fired this turn are POW +1            End of Turn

Look through your opponents Aeon discard pile.
                                               End of Turn
Remove one card and place it into your hand.

Target enemy unit. Unit is hit with a Pow 7 (/T)
RM: 2 Attack. If attack misses "Victory through
volume" jumps to another unit within 8". Attack End of Turn
may not target the same unit twice. If no
additional units are available card is discarded.

Imediately cancel any one Aeon card, unless card
                                                 End of Turn
specificly says it can not be canceled.
Name                   Type         Range Target               Deploy


"Did I say you could
                       Protection   4"    Controlled Unit- C   Any
die?"




                                                               Your activation
Haste                  Movement     0"    Commander
                                                               phase




Path of the Warrior    Movement     8"    Controlled Unit      Any




                                                               Your activation
Krath's Resilience     Protection   8"    Controlled Unit
                                                               phase



Divine Might           Protection   4"    Controlled Unit      Any

                                                               Your activation
Song of Battle         Buff         0"    Commander
                                                               phase
Snare                  Debuff       8"    Enemy Unit           Any
"Courage is                                                    Your activation
                       Protection   0"    Commander
Contagious"                                                    phase




                                                               Your activation
Bloodlust              Buff         8"    Controlled Unit
                                                               phase




                                                               Your activation
Intimidating Shout     Other        0"    Commander
                                                               phase




Tactical Mastery       Other        0"    Commander            Initative Phase
                                                            Your activation
Death Dealer        Buff         4"    Controlled Unit
                                                            phase




Fire Team           Protection   8"    Friendly Unit        Any


                                                            Your activation
Battle Charge       Buff         12"   Controlled Unit
                                                            phase


                                                            Units activation
Strength of Arms    Buff         4"    Controlled Unit- C
                                                            Phase


                                                            Units activation
Krath's Hammer      Smite        0"    Commander
                                                            Phase


                                                            Your activation
Readiness           Movement     8"    Controlled Unit
                                                            phase


                                                            Your activation
Quick Recovery      Movement     8"    Controlled Unit
                                                            phase

Precision           Buff         12"   Friendly Unit        Any


                                                            Your activation
Unprepared!         Other        8"    Enemy Unit
                                                            phase




Feirce Roar         Debuff       8"    Enemy Unit           Any


                                                            Units activation
Maelstrom Weapons   Other        4"    Controlled Unit
                                                            Phase
                                                            Your activation
Elemental Weapons   Buff         4"    Controlled Unit- C
                                                            phase
                                                                Units activation
Thunder Strike              Smite        0"   Commander
                                                                Phase



                                                                Enemy Units
Turn the Tables             Protection   8"   Friendly Unit
                                                                Activation Phase




Take the Initative          Other        8"   Friendly Unit     Initative Phase



                                                                Your activation
Might of the Warmaker Smite              4"   Enemy Unit
                                                                phase

                                                                Your activation
Sudden Death                Debuff       8"   Enemy Unit
                                                                phase
                                                                Units activation
Double Time                 Movement     8"   Controlled Unit
                                                                Phase
                                                                Units activation
Tripped up                  Movement          Enemy Unit
                                                                Phase
                                                                Your activation
Fatigue                     Debuff            Enemy Unit
                                                                phase
                                                                Units activation
Storm of Blades             Smite        0"   Commander
                                                                Phase



"All units, fire at will"   Smite             Any               Any




                                                                Units activation
Death                       Smite        4"   Enemy Unit
                                                                Phase




                                                                Your activation
Killer Instincts            Buff         8"   Controlled Unit
                                                                phase


Armored Core                Buff              Friendly Unit     Any
                                                              Enemies
Bravery                  Protection   12"   Friendly Unit
                                                              Activation Phase


                                                              Your activation
The price of Honor       Debuff       8"    Enemy Unit
                                                              phase




                                                              Your activation
Dishonored               Debuff             Enemy Unit
                                                              phase




Willing Sacrifice        Protection   12"   Friendly Unit     Any




Jump on the Grenade      Protection         Controlled Unit   Any




                                                              Units activation
86 Seconds               Buff               Controlled Unit
                                                              Phase




                                                              Units activation
Honor Duel               Buff         4"    Friendly Unit
                                                              Phase


                                                              Units activation
Blood Oath               Buff               Friendly Unit
                                                              Phase

Blitzkreig               Interrupt          Any               Any


Surprise attack          Other                                Start of your Turn


"Tonight we will taste                                        Units activation
                         Buff               Controlled Unit
blood"                                                        Phase
                                                              Units activation
Adrenaline rush          Movement           Friendly Unit
                                                              Phase
Divine Might
Berseker Rage
Sacrifical Power
Bllod Drinker
Death Dealer
Fire Team
"Frag Out"
Text                                            Remove
If an attack just wounded or killed any Legion
infantry models, you may return all those
models to table with the life they had         End of Turn
remaining before the attack (as though the
attack had never happened).
Controlled infantry units with models within
3” of your commander when this card is
played gain +2/+0 movement on their next
                                               End of Turn
activation. This ability may not be used while
your commander is engaged in melee
combat.
Target unit gains +1/+1 movement, is not
affected by hindering terrain, and is immune End of Turn
to all movement impairing abilities.

Target must be an infantry unit that has not
yet activated this turn. Until the end of the
                                                End of Turn
turn, all attacks against this unit are -1
power. This unit’s attacks are all -2 power.
Target infantry unit may not take wounds.
Any opponent may discard a card from hand       End of Turn
to cancel this effect.
All controlled infantry units on table are +1
                                                End of Turn
Command and +1 resistance.
Target unit is -1/-1 movement                   End of Turn
Controlled units within 8” of your
commander that must make a moral test           End of Turn
automatically pass
If an infantry unit just ended an activation in
which it killed an enemy model in melee
combat, that unit may immediately take a        End of Your
second activation. During this activation, this current activation
unit is +1 melee weapon power, +1RM, but
may not make ranged attacks.

Enemy units with models within 3” of your
commander must make a command test or
be paralyzed on their next activation. This     End of Turn
ability may not be used while your
commander is engaged in melee combat.
Play this card at the start of a turn, before
rolling your initiative. You automatically win End of Turn
initiative this turn.
Target must be an infantry unit. Roll 1D10.
1-3: Target unit’s next attack is RM: 5 vs.
infantry models.
                                                 End of Your
4-7: Target unit adds +1 pow to all range
                                                 current activation
attacks
8-10: no effect


Target infantry unit gains +X RM where X is
                                                 End of Turn
half the number of models in the unit.
If a Legion infantry unit just engaged an
                                                 End of Your
enemy unit in melee combat, that unit is +1
                                                 current activation
weapon power, +2 RM.
If target infantry unit does not move during
its activation this turn, it may add 1 to the    End of Turn
rate of fire of each of its range weapons.
Krath’s Hammer C/C
POW 3 • RNG 12” • RM 2                           End of Turn
Blast 4” • A1
Target must be an infantry unit that has not
yet activated this turn. Immediately activate
                                                 End of Turn
target unit. This does not count as one of
your activations this phase.
Target infantry unit rerolls any automatic
misses it makes this turn and may move 3”        End of Turn
as a free action.
Target unit adds +1 POW and +1 RM to one
                                                 End of Turn
of its weapons.
Target infantry unit cannot activate until all
of its owner’s other units have activated this
turn. Immediately discard this card if target    End of Turn
unit is ever in base contact with its
commander.


Target unit is unable to activate this turn.
Any damage dealt to it however will release      End of Turn
it, and force this card to be discarded.
Whenever this unit attacks, its targets are
                                                 End of Turn
treated as having a combat of 1.
Target infantry gains +2 RM to all weapons
and may alter the damage type of its             End of Turn
weapons to Aether.
Target unit gains the following ability:
                                                End of Turn
[C/C POW:2 Range 6" Free3]
If target infantry unit has just been targeted
by a melee attack, that attack deals no
damage. Target unit may immediately make End of Turn
a free melee attack if it is able.


Play this card at the start of the turn, before
rolling initative. Target infantry unit may
immediately activate. This counts as this         End of Turn
units activiation. Roll Initative after this unit
has finished.
Target unit suffers a Pow: 9, RM: 5 ( /C)       End of Your
attack.                                         current activation
Target unit must be an infantry unit. Any
attacks that hit this unit on a roll of 1 do not End of Turn
allow for a resistance save.
Unit receives +2/+2 Movement                    End of Turn

                                                End of Units
Unit may not use it's CHG this turn.
                                                activation phase
Target unit is Combat -2. (Can not go below
                                                End of Turn
Zero)
All units within 2" of commander suffer a
POW: 8 ( /C) attack. Any unit that survives     End of Turn
this must make a CMD check.
Roll 1D10 on the game board. Use scatter
rules from the location of the die to deploy
the following attack:                           End of Turn

Blast 4" POW 8 (/C) RM 2
Target enemy model of 4 Combat or less and
RM of 2 or less. That model imediately
                                             End of Turn
receives one wound, opponent receives no
resistance save.
Place card on unit. At anytime that an
enemy unit moves through LOS of this unit
you may choose to interrupt your opponents
                                             End of Game
turn to make a target of opportunity attack.
Card is removed once attack has been
resolved.
Increase RES +2                              End of Turn
Target unit imediately passes all moral tests. End of Turn


Place this card on an opponents unit. While
on the opponents unit they receive +2 Pow,
                                               End of Turn
however all attacks made against them also
receive +2 Pow.

While card is on enemy unit all of its attacks
are -2 Pow. As soon as a legion unit attacks
this unit "Dishonored" is transferred to them. End of Game
Any unit that then attacks the "Dishonored"
transfer the card to.

A friendly unit within 2” may add its RES to a
targeted unit. However if opponents POW is
higher then both RM’s both units must          End of Turn
reconcile hits. With the added unit using his
initial RES.
If a unit is about to take Dmg, you may
choose a unit within 4" to take the DMG        End of Turn
instead.
Place on any legion regular unit. For
reminder of turn this unit is immortal and
can not be killed. As soon as the turn ends    End of Turn
however unit is removed from play
regardless if they took damage or not.
Place card before rolling to resolve an attack.
If attack is successful weapon deal +1 DMG.
                                                End of Turn
If attack is not sucessful this unit takes 1
DMG.
Opponents infantry do not receive armor
                                               End of Turn
saves against one of this units weapons.

Remove one Aeon card effect from table.        End of Turn
Place this card on your opponents side of the
table. All his/her units on table are -1/-2
                                              End of Game
movement until opponent rolls a 4 or less on
initative.
Place only on legion unit. Each time this unit
                                               End of Turn
kills an enemy unit it may reactivate.

unit is +4/+4 for remainder of turn            End of Turn
Name                Type         Range Target        Deploy

                                       Controlled
Nexus Burst         Other        8"                  Any
                                       Unit



                                       Controlled    Units activation
Reform              Other        4"
                                       Unit          Phase


                                       Controlled    Your activation
Battle Ready        Buff         4"
                                       Unit- C       phase


                                       Controlled
"We are eternal"    Protection   8"                  Any
                                       Unit


                                       Controlled    Your activation
Overmind Focus      Buff         12"
                                       Unit          phase

The Second
                    Protection   0"    Commander     Any
Command


Timeless Memory     Protection   4"    Any           Any


Divine Intervention Interrupt    0"    Commander     Any


Spontaneous                            Controlled    Your activation
                    Buff         12"
Regeneration                           Unit- C       phase


                                       Controlled    Your activation
Ancient Hatred      Buff         12"
                                       Unit          phase


                                       Controlled    Your activation
Shared Power        Buff         4"
                                       Unit          phase

                                       Controlled    Your activation
Recycle             Protection   4"
                                       Unit          phase

                                       Friendly Unit-
Lift                Buff         8"                   Any
                                       C
                                      Controlled      Your activation
Reinforce Shell     Protection   8"
                                      Unit            phase

                                                      Your activation
"Come Forth"        Movement     0"   Commander
                                                      phase




Remember            Other        4"   Friendly Unit   Any




                                                      Your activation
Psionic Purge       Buff         0"   Commander
                                                      phase




                                      Controlled      Start of your
Wisdom of the ages Other         8"
                                      Unit            Turn




                                                      Enemies
                                      Controlled
Imitation           Movement     8"                   Activation
                                      Unit
                                                      Phase


Strength of                           Controlled      Units activation
                    Buff         8"
Immortality                           Unit- C         Phase


                                                      Your activation
Aether Barrier      Debuff            Enemy Unit
                                                      phase
Immortal Awe        Debuff            Enemy Unit      Any
For the good of the                                   Units activation
                    Buff              Friendly Unit
Hide                                                  Phase
Many hands, light
                    Other                             Initative Phase
work
                            Controlled
Energy Rapture      Other                   Initative Phase
                            Unit

Spontaneous                                 Units activation
                    Other   Friendly Unit
reproduction                                Phase

                            Controlled      Units activation
A moment of clarity Buff
                            Unit            Phase

                            Controlled      Your activation
Reorganization      Other
                            Unit- C         phase

                            Controlled      Units activation
Detonation          Smite
                            Unit            Phase

                            Controlled      Units activation
Scarce Resources    Buff
                            Unit            Phase

                                            Your activation
Temper Tantrum      Smite   Enemy Unit
                                            phase

                            Controlled      Units activation
Child's Play        Buff
                            Unit            Phase

                                            Your activation
Vicious Strike      Smite   Enemy Unit- C
                                            phase

                                            Your activation
Pysonic Surge       Smite   Enemy Unit
                                            phase

"The energy, how it                         Units activation
                    Buff    Friendly Unit
tickles us."                                Phase




Shared Power
Spontanious
Regeneration
Evarium Deposit
Spawning colony
Aethersteel Deposit
Empty Husk
Rage
Emotionless Fear
The First Command
Text                                                        Remove
During its activation, target unit can use a consume ability
without destroying a ball form wisp. That unit can still     End of Turn
only use one consume ability this turn.
Target must be a veteran wisp squad . Replace the
models in that squad with an equal number of wisp        End of Your
models of a different veteran form (except interdictor). current
Any wounds remain on the squad when it changes forms. activation
[Assault1]

Target infantry unit is +1 aether, combat and tech.         End of Turn


If an attack just destroyed any Ball form wisps, you may
return all those models to table (as though the attack had
                                                           End of Turn
never happened). An opponent may discard a card from
hand to prevent this effect.

Target infantry unit gains +1 POW and +1RM to all
                                                        End of Turn
attacks, +1/+2 movement, and is immune to morale tests.

All your Wisp units are immune to morale tests. Any Wisp
                                                          End of Turn
units that have failed a morale test automatically rally.

All your Wisp units are immune to morale tests. Any Wisp
                                                          End of Turn
units that have failed a morale test automatically rally.
If an opponent just played an Aeon card. Return that card
to your opponent’s hand. That card may not be played for End of Turn
the remainder of turn.

Heal target unit for 1 point of lost life.                  End of Turn

Target infantry unit gains the following ability:
(Consume:1) – Unit gains +3 POW, +3RM, and +1/+1
                                                            End of Turn
movement.


If you just used a consume ability, target unit gains the
                                                            End of Turn
benefit of that ability as well.

Target must be a veteran wisp unit. Each time this unit
                                                            End of Turn
loses a model, replace it with a ball form wisp.

Target must be a veteran wisp unit. Each time this unit
                                                            End of Turn
loses a model, replace it with a ball form wisp.
Target infantry unit is +2 resistance.                          End of Turn


Immediately relocate any controlled unit to a position in
                                                                End of Turn
base contact with this commander.

When this card enters play, choose an opponent. That
opponent may discard a card from hand to cancel this
effect:
                                                                End of Turn
During target unit’s activation, unit’s controller may swap
this card with the top Aeon card in his/her discard pile,
provided the unit is a valid target for the card.

Target gains the following ability:
Purge: *M/M pow:3 RM:2 range:12” blast 3” H1+
For each model destroyed by this attack (except soulless End of Turn
and robots), place 1 ball form model in base contact with
this unit.

Play if you just lost initiative. If this card is in play at the
end of the turn, you automatically win initiative next turn.
OR                                                               Start of Next
Play if you just won initiative. Activating this unit does not Turn
count against your activation limit this round.



Target a unit within 10” of an enemy unit your opponent
just moved. You may immediately move that unit X
inches, where X is the number of inches that enemy unit End of Turn
just moved. This movement may not cause that unit to
engage in melee combat.


Target unit is +1POW, +2RM, and +1 RES.                         End of Turn



Unit may not cast any spells, Use any (A/ ) weapons, and
                                                         End of Turn
is immune to all attacks by (A/ ) spells or weapons
Unit is -1 to all stats except life                             End of Turn
Remove X numer of ball form wisps from play. This units
                                                                End of Turn
attacks are POW +X.
Deploy this card on your side of the table. While on table
                                                           End of Game
you may hold +1 Aeon card in hand.
Deploy on Ball form wisp unit. If unit survives to end of
turn add X ball form wisps to table, where X is the        End of Turn
number of wisps remaining in unit.
Deploy on a ball wisp unit that has less than it's minimum
number of models. Add enough ball wisps to bringing this End of Turn
unit back to it's minimum.
Your next attack automatically hits, opponent makes
                                                           End of Turn
resistance saves as normal.
Both you and one opponent are forced to discard 2 Aeon
cards of your choice and immediately draw two new      End of Turn
ones.
Cause a ball wisp model to explode, dealing a POW 8 (/A)
                                                         End of Turn
attack to all models within 2"

You may use one consume ability without consuming any
                                                      End of Turn
ball forms.
Unit gains the following ability:
                                                           End of Turn
Range 8", Blast 4", POW 3 (CMD/CMD) RM: 2 H1
If a unit just successfully destroyed an enemy unit, you
                                                           End of Turn
may reactivate this unit.


Target unit is hit with a POW 7 (/A) Attack.               End of Turn


Target unit is hit with a POW 7 (/X) RM 3 Attack. Where X
                                                          End of Turn
is the stat of your choice (other than life or RES)


Raise your Aether by +2 for remainder of turn.             End of Turn
Name                Type         Range Target            Deploy



                                                         Your activation
"Rise Servants"     Other        4"    Controlled Unit
                                                         phase




                                                         Your activation
Temporary Instanity Debuff       8"    Enemy Unit
                                                         phase

                                       Controlled Unit-
Covenant with death Protection   8"                     Any
                                       C
                                                        Units activation
Life Drinker        Buff         12"   Controlled Unit
                                                        Phase


                                                         Your activation
Hand of Death       Buff         0"    Commander
                                                         phase




                                       Controlled Unit- Units activation
Affair of shadows   Movement     4"
                                       C                Phase

                                                         Your activation
Nexus Rift          Debuff       8"    Enemy Unit
                                                         phase

                                                         Your activation
Mindrip             Buff         4"    Controlled Unit
                                                         phase

                                                         Your activation
Psychi Tap          Buff         0"    Commander
                                                         phase
                                                         Your activation
Dark Speed          Movement     8"    Friendly Unit
                                                         phase
                                                         Your activation
Mind Barrier        Protection   8"    Controlled Unit
                                                         phase


Knowledge Siphon    Other        4"    Enemy Unit- C     Start of your Turn




                                                         Your activation
Soul Starved        Buff         12"   Controlled Unit
                                                         phase
                                                           Enemies
Alone in the Dark     Movement     12"   Enemy Unit
                                                           Activation Phase


                                                           Your activation
Mental Prison         Debuff       8"    Enemy Unit
                                                           phase
                                                           Your activation
Hidden Thoughts       Other        0"    Commander
                                                           phase



                                                           Your activation
Depths of Madness     Buff         8"    Any
                                                           phase




                                                           Units activation
Well of Souls         Buff         4"    Controlled Unit
                                                           Phase




Eternal Suffering     Debuff       8"    Enemy Unit        Start of your Turn




                                                           Your activation
Shadowy Barrier       Protection   8"    Friendly Unit
                                                           phase

                                                           Units activation
Weakening Mind        Buff         0"    Commander
                                                           Phase
                                                           Enemy Units
Destructive Aethers   Smite        8"    Enemy Unit
                                                           Activation Phase
                                                           Units activation
Soul Steal            Buff         4"    Controlled Unit
                                                           Phase
                                                           Your activation
Void Shield           Protection   4"    Controlled Unit
                                                           phase
                                                           Units activation
Psychic Tap           Buff         4"    Friendly Unit
                                                           Phase

                                                           Units activation
Void Nova             Smite        0"    Commander
                                                           Phase
                                                        Units activation
Summon Void Walker Other          0"    Commander
                                                        Phase




                                                        Your activation
Void Explosion       Smite        12"   Enemy Unit
                                                        phase



Broken Will          Debuff             Enemy Unit      Any

                                                        Units activation
Touch of death       Buff               Commander
                                                        Phase


                                                        Units activation
Hole in the Nexus    Other              Commander
                                                        Phase



                                        Controlled Unit-
Mind Link            Smite                               Any
                                        C


Inner Turmoil        Other        0"    Commander       Initative Phase



Monsters of the Id   Protection         Friendly Unit   Any




Alone in the Dark    Smite




                                                        Your activation
Own worst enemy      Smite              Enemy Unit
                                                        phase
Futre Events
                      Other
Appearing Real




"We will kill your
                      Other
gods"



                                                    Units activation
Soul Starved          Other    4"   Friendly Unit
                                                    Phase
                                                    Your activation
Dead at Heart         Debuff        Enemy Unit
                                                    phase
Fear the Past         Other         Any             Any

Fear the Present      Other         Enemy Unit      Any


Fear the Future       Other                         Initative Phase




Unwilling Sacrifice
Gift of Vex
Eternal Sleep
Gravemind
Soul Reaper
Lifeless Shell
Fear
Death
Pain
Text                                                 Remove
Any models killed by this unit this turn become
soulless (Except Sovereign, Wisps, and robots).
OR
                                                     End of Turn
Summon 2 soulless that appear in base contact
with this unit.


Target unit must make a CMD test at -1. If failed
you may make an attack with that unit against a      End of Turn
target of your choice within range and LOS.

Prevent a wound to target unit.                      End of Turn
If target unit damages a model this turn, it gains
                                                   End of Turn
2CP.
Target unit gains the following ability:
*M/M Pow:4 RM:5 range:8” Assault1, point
blank].
                                                   End of Turn
If this spell damages an enemy model, the caster
gains 1CP.


[CP:1] [full] You may immediately relocate this
unit to any location on table. This movement         End of Turn
cannot engage an enemy model.
Target unit is -1/-2 movement, -2 aether, and
                                                     End of Turn
cannot gain CP this turn.
Target unit is +2 to a stat of your choice: (aet, cbt,
tek) and enemy units within 6” subtract 2 from         End of Turn
the POW of all attacks against this unit.
Target unit gains 1CP for each friendly spellcaster
                                                    End of Turn
within 4”.
Target unit gains +2/+4 movement and 1CP.            End of Turn

Target unit is +1Resistance (+3 if it has 4CP).      End of Turn

Plays before initiative is rolled. This unit and your
commander each roll 1D10 and add cmd. The
                                                      End of Turn
player with the higher total is -2 initiative this
turn (-5 if target is a commander.)

Target unit gains 1CP, plus 1 additional CP for
each of your soulless within 12” you sacrifice.      End of Turn
Sacrificed soulless are removed from play.
Play this card during your opponent’s final
activation this turn. Target unit is paralyzed with   End of Turn
fear and may not take its activation this turn.

Target unit is -1/-2 movement, -1cmd, and must
                                                End of Turn
pass a CMD test before it can attack this turn.
Search your Aeon deck and take 1 card into hand.
                                                      End of Turn
Shuffle your Aeon deck.
Any non-Sovereign unit within 3” that must make
a morale or CMD test must pass 2 two tests
instead of one.
OR                                                    End of Turn
Target unit loses its activation this turn, but gains
2CP.


Target unit may cast a spell this turn at no CP
cost. At the end of its activation, target unit must
                                                      End of Game
sacrifice 1 point of life or discard this card. (This
loss may not be prevented by any covenant.)
Each time this unit activates, you may choose a
Sovereign to gain 1CP
Each time this unit suffers a casualty, it must
make a morale test.                                   End of Game
Target unit gains the following abilities:
[Full] Discard this card.

Target unit is +2 RES and is immune to attacks of
                                                  End of Turn
opportunity.

For remainder of turn, all Mind Control attempts
                                                    End of Turn
that fail may be rerolled.
                                                    End of Units
If target unit just attacked with a (A/ ) or (T/ )
                                                    activation
ability, that attack targets themselves instead.
                                                    phase
Destroy target Chosen. You may add its life to this
                                                    End of Turn
Non-Comander Soverign
Target unit is +1 RM                                  End of Turn
Take 2 CP from this unit and place it on any other
                                                   End of Turn
Soverign within 4" of target.
All units not in melee with commander but within
2" receive a Pow 8 ( /CMD) attack. Any units lost End of Turn
are immediately converted to Souless
[Full]
Summon a Void Walker to table. Place a token on
table within 4" of Commander. At the start of
                                                  End of Game
each turn roll 1D5 to see where the walker
moves. All units within 5" receive a Pow 10 (
/CMD) attack. Void Walker disolves after 4 turns.
Each model in the affected unit must pass a
command test or be removed as a casualty. Wisp
models add +2 to their command value for this        End of Turn
roll. This has no effect on commanders or
vehicles.
                                                     End of Units
Unit must make a moral test or flee. This test
                                                     activation
must be done immediately upon cards play.
                                                     phase
Play prior to declaring any attacks. All Attacks are
                                                     End of Turn
Damage +1
Place a 1" marker on table within 4" of
Commander. Marker remains till end of turn. Any
enemy unit within 3" of Marker may not Channel, End of Turn
must make a CMD test -2 and Roll 1D10. On a roll
of 10 Unit losses current activation.

If you just received a wound by an opponent you
                                                End of Turn
may deal a wound to the attacker.
                                                    End of
Subtract 2 from your initative roll                 Initative
                                                    Phase
If enemy unit targets you with an attack they
must reconcile the attack as if they were      End of Turn
attacking themselves. Wounds behave as normal.
Play when opponent has only one unit left to
activate. This unit must immediately make a CMD
                                                     End of Turn
check. If unit fails unit is petrified with fear and
may not activate.
Every time this unit makes an attack against a
Soverign unit place a counter on this card. When
this unit takes damage from a Soverign unit that
                                                     End of Game
attack is Dmg +X where X is the number of
counters. Discard this card imediately upon taking
DMG.
Everytime this unit activates the owner must
discard an Aeon card.
                                                 End of Game
This card is removed if at anytime player is
reduced to zero Aeon cards in hand.
Everytime this player places an Aeon card you
may draw the top two Aeon cards from their
draw deck, choose one to discard and randomly
insert the other into the deck.                  End of Game

This card is removed if at anytime player is
reduced to zero Aeon cards in hand.
Unit increases CP at double rate this turn.      End of Turn

All units within 4" are CMD -2.                  End of Turn

Imediately remove one Aeon card from a unit.     End of Turn

Imediately remove one Aeon card from unit.       End of Turn
                                                 End of
Opponent is unable to draw Aeon cards this turn. Initative
                                                 Phase
Name                  Type    Range   Target


Off World Seeker                      Controlled Unit




Repair Algorithums                    Controlled Unit



Combat Algorithums                    Controlled Unit



Defence Algorithums                   Controlled Unit

Spare Drone                           Friendly unit

Defiance                              Friendly unit


Surprise Attack                       Commander




Unpredictable         Other           Any
Deploy                   Text
                         Remove target Nyn from play. Unit may not attack or be attacked. At end of
                         turn place Nyn in base contact with any Seeker on table.
Your activation Phase
                         Or
                         Remove target Nyn from play. It's Tokens may be distributed to allies in 3"
                         For every unit destroyed by target this turn, Target gets 1 life
Any                      Or
                         Prevent 1 point of damage
                         For every unit destroyed by target this turn, target gets +1 Token
Your activation Phase    Or
                         Give a token to a Nyn unit, this unit may not have had any tokens prior
                         For every unit destroyed by target this turn, target gets +2 RES
Any                      Or
                         Seeker is +2 RES
Units activation phase   Return one Seeker to a unit that has lost one.
                         Prevent target from being converted into Soulless
Any                      Or
                         Target is POW +3 against Soulless
                         Play before Initative is rolled, Add X to opponenets roll where X is the number
Initative phase
                         of Nyn on table
                         If unit has activated this turn, untap that unit. This unit may take a second
                         activation this turn.
                         Or
Any
                         If affected unit has not activated this turn, tap that unit. This unit may not
                         activate this turn.
Remove


End of Turn




End of turn



End of turn



End of Turn

End of Turn

End of Turn


End of Initative Phase




End of Turn
Name                Type    Range Target            Deploy
                                                    Your activation
Hyper Growth        Buff    4"    Controlled Unit
                                                    phase

                                                    Your activation
Root Attack         Smite   4"    Enemy Unit
                                                    phase

Survival of the                                     Your activation
                    Buff    8"    Controlled Unit
Fittest                                             phase

                                                    Units activation
Wild Growth         Other   0"    Commander
                                                    Phase

                    Protecti                        Units activation
Strength of Earth            8"   Controlled Unit
                    on                              Phase

                    Protecti                        Your activation
Strange Spores               0"   Commander
                    on                              phase

                                                    Start of your
Ambush              Buff    4"    Friendly Unit
                                                    Turn

                    Movem                           Your activation
Transplant                4"      Controlled Unit
                    ent                             phase



                                                    Your activation
Poison Spores       Buff    8"    Controlled Unit
                                                    phase



                                                    Your activation
Wild Roots          Buff    12"   Controlled Unit
                                                    phase



                                                    Units activation
Consume             Buff    4"    Controlled Unit
                                                    Phase




                    Protecti                        Your activation
Phase Disruption             8"   Any
                    on                              phase
                                                  Your activation
Forest Song       Buff    12"   Friendly Unit
                                                  phase

                                                  Your activation
Suffocating Spores Debuff 8"    Enemy Unit
                                                  phase




Destabilization                                   Your activation
                  Debuff 8"     Enemy Unit
Matrix                                            phase




Elemental                                         Your activation
                  Buff    8"    Friendly Unit
Attunement                                        phase


                                                  Your activation
Plasma Blast      Buff    4"    Controlled Unit
                                                  phase


Resilience of     Protecti                        Your activation
                           8"   Friendly Unit
Nature            on                              phase



                                                  Units activation
Sunbeam           Buff    0"    Commander
                                                  Phase



                                                  Your activation
Savage Fury       Buff    8"    Friendly Unit
                                                  phase


                                                  Your activation
Natures Wrath     Smite         Enemy Unit
                                                  phase
Text                                                              Remove

Target infantry unit is healed for up to two points of lost life. End of Turn


Each model in the target unit suffers a [C pow:5] attack. This
                                                               End of Turn
unit cannot move for the remainder of turn.

Target infantry unit gains +2 to one statistic of your choice:
                                                                  End of Turn
(Aehter, Combat, Tech).

Place 5 undergrowth tiles anywhere on the board. These tiles
                                                             End of Turn
do not need to be connected to your commander.

Target infantry unit gains +2 resistance, but cannot move
                                                                  End of Turn
during its activation this turn.
Controlled units on undergrowth tiles automatically pass all
morale tests. Enemy non-robotic units on undergrowth tiles        End of Turn
must make a morale test or flee.
Controlled units on undergrowth tiles automatically pass all
                                                                  End of Units
morale tests. Enemy non-robotic units on undergrowth tiles
                                                                  activation phase
must make a morale test or flee.
Target infantry unit may be relocated to anywhere within 4”
                                                            End of Turn
and LOS of your commander.

Target infantry unit gains the following ability:
Poison cloud – Each time an enemy model comes within 1”, it
immediately suffers a [C pow:6] attack. Each model may only End of Turn
be hit by this ability once each turn.


Target unit is +1/+2 movement and +1RM to all weapons.
                                                           End of Turn
This card may not target units with no advancing movement.
Target unit is +1 pow.
If target infantry unit kills an enemy model this activation,
you may heal it for one point of lost life. If this unit only has 1 End of Your
life, you return to play one model that was lost from this          current activation
unit.


Target infantry unit is considered “out of phase”. This unit
may not use any of its abilities, attack, or be attacked.
                                                              End of Turn
A player may discard a card from hand to prevent this effect.
Target infantry unit subtracts 1 from the pow of all CMD
attacks against it AND is +3 cmd when making a CMD or          End of Turn
morale test.
Target non-robot infantry unit loses access to its special
                                                               End of Turn
abilities this turn (but keeps its equipment and spells.)
Roll 1D10; target unit gains the following effect:
1-2: -1 TEK, -2 RES
3-4: -1/-2 move, -1CBT
                                                               End of Your
5-6: -1 AET, cannot channel
                                                               current activation
7-9: -2POW and -2RM to all weapons.
10: Unit take 1 point of damage


Target unit is +2 AET, and gains 1CP.                          End of Turn

Target unit gains the following ability:
Plasma blast: *T/T pow:4 RM:4 range:10” blast:3” H1+
This weapon may reroll any failed attacks against plants and   End of Turn
soulless


Target unit is +2RES.                                          End of Turn


This unit gains the following ability:
Sunbeam: *A/A pow:4 RM:0 range: 8” blast3 H1+
Plant units do not get a resistance save against this spell.   End of Turn
Plant units damaged by this attack are healed instead.


Target unit is +1 POW and RM to all attacks (+2 to melee
                                                               End of Turn
attacks.)



Each model in this unit takes a POW: 6, RM:6 ( /A) Attack      End of Turn
Name        Type    Range Target Deploy   Text                                Remove
                                          All Arachii Aeon cards have their
Pherimons   Other   0"    Table   Any                                         End of Game
                                          range increased by 2"
Name                           Type   Range   Target       Deploy
Knowledge from beyond                                      Any

Hex                                           Enemy Unit   Your activation Phase

Counterspell                                  Commander    Any
Council Fire                                  Commander    Your activation Phase
Borrowed Insight                                           Your activation Phase
Burning Desire

Adrenaline Rush

Tough Choices

Witchcraft




Foresight                             0"      Commander    Units activation phase



Covenent with Spirits
Destiny
Spirit of Protection: Aether

Spirit of Protection: Melee
Swift Feet
Guardian Protector
Bestial Roar


Spirits of the Ancestors                      Table        Your Turn




Aeonic Rage


Fury of the gods
Text                                                                       Remove
Target unit uses the stat block of another ?Freindly? Unit for this
                                                                           End of Turn
turn. Equipment does not count.
Target unit must reroll all successes. Unit may lose one life to discard
                                                                           Never
this card.
Prevent opponent from playing one Aeon card, this card is lost
                                                                           End of turn
instead.
Select an opponents Aeon card at random, discard this card.                End of Turn
Unit is +2 to any stat of your choosing other than life                    End of Turn
Attack is Pow + X where X is the number of Aeon cards in opponenets
                                                                           End of Turn
hand.
Unit is +X/+X where X is the number fo Aeon cards in opponents
                                                                           End of Turn
hand.
Opponent may draw 2 Aeon cards. If he can play one he must, else
                                                                           End of Turn
both cards are lost.
Unit is AET +1, RES +1
                                                                           End of Turn
Draw a card
Unit is CMD +1
All units in 3" pass CMD tests
All units in 6" are +1/+2
                                                                           End of Turn
All units in 9" rally
Give one unit in 12" a CP
Draw a card
Place a Mark on a target that is indirect
All units in 4" are 0/+4
Unit is immune to AET attacks                                              End of Turn

Unit is immune to Melee Attacks                                            End of Turn
Unit is +2/+4
If Unit does not attack, unit is RES +3
All units in 3" must make a CMD test
Place a Ancestors Spirit on table. This unit is 2/3/2/2 - 2/1. Unit has a
Pow2 C/C Melee Attack. Each turn the Ancestor is not activated it will
                                                                          Never
spawn an additional unit. Oponnent may discard 2 Aeon cards to
negate this card (Spirits on table remain)
Opponent must make a CMD test on any unit with an Aeon card on it.
If opponent does not play any Aeon cards this turn this card is       Never
discarded.
Each time a player is forced to discard an Aeon card you may select a
                                                                      Never
unit to take a POW 5 /A attack for each card.
Name                 Type         Range Target            Deploy
Evasion              Protection   8"    Controlled Unit   Any

                                                          Units activation
Soul Link            Other        8"    Controlled Unit
                                                          Phase
                                                          Your activation
Dance of Twilight    Buff         8"    Controlled Unit
                                                          phase
                                                          Your activation
"The sun will set"   Debuff       8"    Enemy Unit
                                                          phase
                                                          Your activation
Sprint               Movement     4"    Controlled Unit
                                                          phase


Darkness             Debuff       0"    Commander         Any




"Your fate is                                             Units activation
                     Other        0"    Commander
sealed"                                                   Phase




                                                          Units activation
Deception            Other        4"    Controlled Unit
                                                          Phase




Whisper in the                                            Your activation
                     Movement     8"    Controlled Unit
dark                                                      phase




                                                          Your activation
Soul Thirst          Protection   12"   Controlled Unit
                                                          phase


                                                          Your activation
Regret               Debuff       8"    Enemy Unit- C
                                                          phase

"Time is on our                                           Your activation
                     Protection   8"    Friendly Unit
side"                                                     phase
                                                            Your activation
Rememberance        Buff         12"   Controlled Unit- C
                                                            phase

Dance of Eternity   Protection   8"    Controlled Unit- C   Any




                                                            Units activation
Time Slow           Debuff       8"    Enemy Unit
                                                            Phase
Text                                              Remove
Target infantry unit subtracts 2 from the
                                                  End of Turn
power of all attacks against it.
If target unit destroys an enemy model this       End of Your
activation, you may place a soul shard on         current
another unit within 3”.                           activation
Target infantry unit is +1 pow and +2RM           End of Turn

Target infantry unit is -2 CMD. Each time this
                                                End of Turn
unit activates it must make a CMD test or flee.

Target infantry unit is +2/+4 movement.           End of Turn

Any units within 3” of your commander are -1/-
2 movement and all their weapons are -1 pow. End of Turn
This has no effect on Amonessis.

The next time any player plays an Aeon card,
discard this card and that player must choose:

Choose one of their unit’s to lose its activation End of Turn
this turn; OR
Discard an Aeon card from hand.


Choose another controlled unit that has not
activated this turn. That unit loses its
activation its activation this turn. At the end of End of Turn
this unit’s activation, untap it. This unit may
activate again this turn.

Target infantry unit gains the following ability:
*Full+ – You may relocate this unit to anywhere
on the board, but may not engage any enemy
                                                  End of Turn
models. This movement does not provoke
attacks of opportunity.


While target infantry unit is engaged with an
enemy model, it is automatically passes any         End of Turn
morale tests.
Each time target unit wishes to make an
attack, it must first make a CMD test. If the
                                                    End of Turn
test is failed that unit loses the remainder of its
activation.
Target infantry unit is +2 resistance. This unit
                                                    End of Turn
may not lose its activation this turn.
Target unit gains a soul shard.               End of Turn

Target infantry unit gains +2RM, and is
                                              End of Turn
immune to all movement impairing effects.


All unit’s melee weapons become assault,
                                              End of Units
assault weapons become heavy, and this unit
                                              activation phase
many not use heavy weapons.
Name   Type   Range   Target   Deploy   Text   Remove
Type         Range   Target               Deploy
Smite        0"      Commander            Initative Phase
Interrupt    2"      Controlled Unit- C   Start of your Turn
Buff         4"      Controlled Unit      Your activation phase
Debuff       8"      Friendly Unit        Units activation Phase
Movement     12"     Any                  Any
Protection   16"     Enemy Unit           Enemies Activation Phase
Other                Enemy Unit- C        Enemy Units Activation Phase
                     Enemy Commander      Start of Enemies Turn
                     Friendly Unit- C
Remove
End of Initative Phase
End of Turn
End of Your current activation
End of Units activation phase
Upon Damage
End of Game
Start of Unit's next activation
Start of Next Turn

				
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posted:10/27/2011
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