BATTLE NATIONS OUTPOSTS




INTRODUCTION
Card game for 2-4+ players. 
Based on the Battle Nations Time Management App Game. 
Each player controls his own base. 

DISCLAIMER
Battlenations is a copyrighted property. 
This is merely a fan site. 

UNITS
There are 3 types of Units: 
Characters, Troopers, and Vehicles. 

FOOD AND SHELTER LIMITS 
Keep track of your total score for Food & Shelter. 
The maximum number of Non-Shelter Buildings AND Units you can have in 
play is equal to your total score in either Food OR Shelter (whichever is lower).    
Resources are produced by Buildings. 
Not all Buildings produce Resources. 
Important Note: Characters do not count against Food & Shelter Limits

RESOURCE TOKENS
Players share a common set of Resource Tokens (RT). 
Resource Tokens are used to buy new Buildings and Units. 

MISSION POINT TOKENS
Players share a common set of Mission Point Tokens (MPT)
There are several ways to gain MPT: 
1. Surplus RT converted in Surplus Phase
2. Completing Mission Cards in Mission Phase
3. Making your Base more comfortable: See Happiness Rules
4. Defeating your Opponent in Battle Phase
5. Defending your base from Attacks in Raid Phase

VICTORY
The first player to accumulate 100 MPT wins the game. 

DICE 
20 Sided dice are needed. 

DECKS
There are 7 types of Decks: 
Imperial Base Decks
Upgrade Deck
Mission Deck
Raider Deck
Raptor Deck
Boar Deck
Trooper Deck

IMPERIAL BASE DECKS
Each player starts with his own Imperial Base Deck.

SETUP
Each player gets his own Imperial Base Deck. 
Flip up 5 cards from the Mission Deck. 
Roll high to see who goes first. 
Each player starts with 5 RT and 5 MPT. 
Each player starts with Command Post and Character cards in play. 

TURN SEQUENCE
Players take turns. 
Each turn has 12 Phases: 
1. Raid Phase
2. Upkeep Phase
3. Logistics Phase
4. Production Phase
5. Build Phase
6. Recruit Phase
7. Mission Phase
8. Battle Phase
9. Surplus Phase
10. Heal Phase
11. Repair Phase
12. End Phase

RAID PHASE
Roll 1D20 (Raid Roll). On 11+ you are attacked. 
If attacked roll 1D20 on the Raid Table (Raid Table Roll). 
Add 5 to your roll for your first 5 turns. 
If you lose, your Base is wiped out, and you lose the game. 
If you win, gain MPT equal to the number of units you killed. 

RAID TABLE
1D20	Foes: 			Notes:
1-2	Silver Wolf Occupation	Use 7 cards from Trooper Deck
3-4	Silver Wolf Attack	Use 5 Cards from Trooper Deck
5-6	Silver Wolf Skirmish	Use 3 Cards from Trooper Deck
7-8	Raider Party		Use 7 cards from Raider Deck
9-10	Raider Patrol		Use 5 Cards from Raider Deck
11-12	Raider Scouts		Use 3 Cards from Raider Deck
13-15	Stray Mammoths		Use 3 Cards from the Mammoth Deck
16-18	Raptor Pack		Use 3 Cards from the Raptor Deck
19+	Wild Boars Amok		Use 3 Cards from the Boar Deck

UPKEEP PHASE
The maximum number of (non-shelter) Buildings AND Units you can have in 
play is equal to your total score in either Food OR Shelter (whichever is lower).    
Use Pen and paper to keep track of: 
Total Food Score, Total Shelter Score, Number of non-shelter Buildings, 
Number of Units

LOGISTICS PHASE
You get 1 Free Draw Action. 
Draw Actions include: 
1. Draw 3 Cards from your Base Deck.
2. Search your Base Deck for 1 card and put it in your hand.
3. Draw 2 Cards from the Upgrade Deck.
4. Draw 1 card from your Base Deck and any 1 card from your Base Deck Discard.
Note that players may have cards in their hands from different decks. When 
cards get discarded, make sure they go to the appropriate discard pile. 
You may pay 5 Resource Tokens to get an extra Draw Action. 
Some Buildings give you 1 additional Draw action per turn. 

PRODUCTION PHASE
Gain a number of Resource Tokens (RT) equal to your Total Material Level. 

BUILD PHASE
You may build one building. 
Pay the cost in Resource Tokens. 
Place the building face up in front of you. 
Extra buildings may be purchased for an 'overproduction' cost of 5 RT each in addition 
to their regular cost. (The Construction crew lets you ignore the overproduction cost 
for 1 build of 1 building per turn)

RECRUIT PHASE
You may recruit one Unit. 
Pay the cost in Resource Tokens. 
Place the Unit card face up in front of you. 
Note that all Vehicles require a Vehicle factory. 
Extra Units may be purchased for an 'overproduction' cost of 5 RT each in addition 
to their regular cost. (The Barracks lets you ignore the overproduction cost for 
1 build of 1 trooper per turn)
When a unit requires an "upgrade" to build, discard a copy of the card in play of 
the Unit you are upgrading (do not put it in a casualty pile). 

MISSION PHASE
There should be 5 Mission cards face up in the middle of the Table. 
If there are fewer flip over the top card from the Mission Deck until 5 are present. 
You may attempt to complete 1 Mission. 
It costs 5 RT to attempt a Mission. (10 RT if you attack with vehicles)  
If you complete the mission, gain the indicated number of MPT, otherwise gain 
MPT equal to the number of enemy units you killed. 

SURPLUS PHASE
You may convert Resource Tokens into Mission Point Tokens. 
Conversion rate is 5 RT for 1 MPT. 

BATTLE PHASE
You may attack one opposing player if both of you have built your Battle Flags.
It costs 5 RT to attack in battle Phase. (10 RT if you attack with vehicles)  
The winner gains 10 VP. 
The loser gains VPT equal to the number of Units he destroyed. 
If the attacker wins, he gets to occupy his opponents base (Steal half his RT) 

HEAL PHASE
If you have a Hospital in play Roll 1D20 for each Trooper or Character of yours in a 
Casualty Pile. On a roll of 11+ the Unit is Healed and goes back into play on your 
side. If not, the card is put into the appropriate discard pile. 

REPAIR PHASE
If you have a Garage in play Pay 1 RT and Roll 1D20 for each Vehicle (and Defensive Building) of 
yours in a Casualty Pile. On a roll of 11+ the Unit is Repaired and goes back into play on your 
side. If not, the card is put into the appropriate discard pile. 

END PHASE
You may retire (discard) any Building or Unit you no longer want in play. 
(You may want to do this because of Food & Shelter Limits) 
Max hand size = 8 Cards. Discard excess cards. 
Max RT supply is 30. Those in excess are stolen. 

COMBAT RULES
--- Combat can occur in several different Phases: 
Raid Phase, Mission Phase, and Battle Phase.  
--- In Raid Phase the attacking Raiders/Boars/Raptors go first. You are the Defender.  
--- In Mission Phase you attack first. 
--- In Battle Phase (on your turn ) roll high on 1D20 to see who attacks first.  
--- Each side must make a Battle Deck. 
--- In Raid Phase the Raid Table will specify how many cards will be used. 
For example: The Raid Table result is “Raptor Pack”.  Draw 5 random cards from the 
Raptor Unit Encounter Deck to get a “Battle Deck” for the Raptors.  Meanwhile collect 
all your Units and Defensive Buildings (shuffle them together) to get your Battle Deck (Not Optional). 
--- In the case of a Mission (optional), you select which Units (Not Defensive Buildings) you want to 
take along in your Battle Deck. The rest remain at your Base. 
--- For Battle Phase when you attack an opponent (optional) gather up to 7 Troopers and/or Vehicles. 
Your opponent also picks up to 7 Troopers or Vehicles. 
--- Both Battle Decks are kept face up. The Attacker attacks with his top face up Unit first. 
Each Unit has an Attack value described in terms of AxB where A is the Deadliness of the attack and 
B is the Firepower of the Attack. Deadliness is the number that must be rolled equal to or under (on 1D20) 
in order for the attack to hit and inflict a casualty. Firepower is the number of attack dice the attacker gets 
to roll for the attack.
--- The attacker before making his Attack roll may place the top card of his opponents Battle Deck 
onto the bottom (He is choosing a different Target)
--- For example: The Mortar Team is 4x5. When attacking the Team rolls the 20-sided die Five times.
Every roll of 4 or less is a hit and inflicts 1 casualty. Lets say 2 out of the 5 Rolls are hits. This knocks 
out the top 2 cards of the opposing Battle deck. Hit (Knocked Out/Killed) cards are placed in a temporary 
Casualty pile. Next place the Mortar card on the bottom of your Battle Deck.  
--- Each side takes turns attacking with their face up card. 
--- This continues until one side is wiped out (all casualties) or the attacking player decides to retreat. 
instead of attacking. The defender then gets 1 extra attack (Parting Shot). 
--- Note that in Raid phase, the (non-player) attackers never retreat. 
--- When fighting a non-player force (Raiders, Raptors, etc.) randomly pick 1 opposing player to 
control it. 


COMBAT ATTRIBUTES
Units & Defensive Buildings have a number of Traits (attributes) that complicate things. 
Hard or Tough--- A Unit with this trait when hit rolls 1D20. On 17+ the unit goes to the 
bottom of the Battle Deck instead of being killed. 
Hard x2 or Tough x2--- A Unit with this trait when hit rolls 1D20. On 13+ the unit goes to the 
bottom of the Battle Deck instead of being killed. 
Hard x3 or Tough x3--- A Unit with this trait when hit rolls 1D20. On 9+ the unit goes to the 
bottom of the Battle Deck instead of being killed. 
Hard x4 or Tough x4--- A Unit with this trait when hit rolls 1D20. On 5+ the unit goes to the 
bottom of the Battle Deck instead of being killed. 
Indirect--- Before attacking with this unit, the attacker may first place 1, 2, or 3 Cards from the 
top of his opponents Battle Deck to the Bottom (instaed of the usual 1).
AA (Anti-Armor)--- The Target of this attack does not get to make a saving throw 
associated with being Hard or Tough. 
Slow--- Before attacking roll 1D20. On 11+ this Unit does not get to attack this turn. Instead 
place it on the bottom of its Battle Deck (still Loading). Attack with the next unit available.  
Fast--- After attacking, instead of placing this card on the bottom of your Battle Deck, you may 
shuffle it into your Battle deck, AND/OR you may cause your opponent to move the top card of his 
Battle deck to the bottom.  When a Fast Unit first appears as the top card on a Battle deck, Its 
owner may immediately move it to the bottom of the Battle deck (it evades combat). 
Vehicle--- A Melee or Bullet Attack against a Vehicle must be rerolled if it 
hits (the first hit is rerolled) the vehicle (unless the Vehicle is Soft). 
Short or Melee--- The Attacker with this trait must attack the topmost Battle card, he cannot place 
it on the bottom of the deck. 
Demolitions--- These Units are effective against Defensive Buildings. When the face-up target 
card of the enemy battle deck is a Defensive Building this unit gets 1 extra Attack roll. 
Flammable--- This unit has a tendency to explode. If killed roll 1D20. On a roll of 16+ the next 
friendly card in the Battle deck is killed. These Units are effective against Animals and Defensive 
Buildings. When the face-up target card of the enemy battle deck is an animal or Defensive Building 
this unit gets 1 extra Attack roll. 
Arrow--- When the face-up target card of the enemy battle deck is an animal 
this unit gets 1 extra Attack roll.
Blind--- This unit has a hard time detecting/tracking enemy Troopers.  Such an attack, if it hits must 
be rolled again (Reroll the first Hit). 
Infiltrate--- This unit can attack any target unit(s) in opposing battle stack. 
Gauss--- When this unit attacks it destroys itself on any attack roll of 19+. 
Leader--- Before attacking this unit may have card immediately beneath it in battle deck attack 
first (that card goes to bottom of battle deck after attacking). 
FO--- Move this unit to bottom of your Battle Deck. A Indirect Fire unit immediately beneath it may 
attack with 2 extra attack dice. 

HAPPINESS & MISSION POINTS
Certain Buildings will increase Happiness on your Base. Some will lower it. 
When you build a building with the Poor or Gross trait lose 1 Mission Point (MPT). 
When you build a building with the Following Traits gain 1 MPT: 
Medical, Drink, Bread, Meat, Posh, Spice, Fruit
The first time you build a Building with a trait you did not have before, you gain 1 MPT. 
If you lose a building, you must reverse the MP loss or gain from when you first built it. 

BASE CARD DECK NOTATION
B = Building
Z = Card starts game in play
C = Character Unit
D = Defensive Building
T = Trooper Unit
V = Vehicle Unit
A = Action
Y = This card does not count against Food or Shelter Limits
Cost = FT required to build or recruit card
Copies = Number of copies of this card in the deck 
FL = Food Level
ML = Material Level
SL = Shelter Level
REQ = Required card must be in play already
RSOC = Requires Special Ops Center
RWF = Requires Weapons Factory
RCP = Requires Concrete Plant
ROR = Requires Oil Rig
RGF = Requires Gun Foundry
RTS = Requires Tool Shop
RIM = Requires Iron Mine
RCP = Requires Coal Pit
RSM = Requires Steel Mill
RAS = Requires Armor Shop
DTP = Discard to play... (for no overproduction cost)
FO = Forward Observer
OP = Overproduction
ANC = At No Cost (Does not cover Overproduction)

IMPERIAL BASE DECK CARD LIST
Name:			Copies 	Cost	Type	Notes:
Command Post		1Z	5	B	FL = 6; ML = 3; SL = 6
Lieutenant		1Z	1	C	16x1 Tough Bullet Leader DTP extra Building
Scientist		1Z	1	C	15x1 Tough Bullet FO Discard to draw 3 cards
Mechanic       		1Z	1	C	15x1 Tough Bullet DTP extra Vehicle
Sergeant       		1Z	1	C	10x3 Tough Bullet Leader FO 
Corporal 		1Z	1	C	12x1 Tough Bullet Discard to gain 5 RT
Supply Drops		4	0	A	Gain 3 Resource Tokens
Critical Hit		2	0	A	Reroll Die when Attacking
Deflection		2	0	A	Reroll Die when Attacked
Battle Flag		1	2Y	B	You may Attack Opposing Bases	
Stone Quarry		1	1	B	ML = 1	
Lumber Mill		1	2	B	ML = 2
Oil Rig			1	5	B	ML = 4
Coal Pit		1	4	B	ML = 3
Iron Mine		1	3	B	ML = 3
Tool Shop		1	3	B	ML = 4 RIM
Barracks       		1	4	B	Train 1 Extra Trooper per turn at no OP cost 
Construction Crew	1	3	B	Build 1 Extra Building per turn at no OP cost
Hospital       		1	6	B	Medical. Heal Troops & Characters
Road Network		1	3Y	B	ML = 1 and FL = 1
Truck Depot		1	4	B	ML = 2 and FL = 2
Warehouse		1	5	B	Store an extra 20 RT in End Phase	
Pillboxes		2	4	D	5x2 Hard Bullets	
Cabbage Farm		1	1	B	FL = 1	
Artichoke Farm		1	2	B	FL = 2	
Leafy Greens Farm	1	3	B	FL = 3	
Bakery			1	5	B	FL = 4 (REQ Wheat Field) Bread
Buddha Hand Farm       	1	2	B	FL = 3 Gross 
Daikon Farm		1	3	B	FL = 4 Gross	
Wheat Field		1	3	B	FL = 3	
Tents			4	2	B	SL = 2 	
Camps			2	4	B	SL = 4	
Trooper			4	1	T	8x1 Bullet
Grenadier		2	2	T	5x4 Indirect Demolitions 	
Shock Trooper		2	3	T	7x2 Bullet Short
Concrete Plant		1	4	B	ML = 4 (REQ Stone Quarry)
Steel Mill		1	5	B	ML = 5 RIM; RCP
Vehicle Factory		1	7	B	ML = 2 ROR; RTS
Weapons Factory		1	8	B	ML = 3 RTS
Gun Foundry		1	9	B	ML = 3 RWF
Special Ops Center	1	6	B	SL = 2 Requires Barracks
Armor Shop		1	10	B	ML = 4 RSM
Garage			1	5	B	ML = 1 Repair Vehicles RTS

UPGRADE DECK
Name:			Copies 	Cost	Type	Notes:
Nanopods       		8	0	A	Gain 2 Resource Tokens
Gears          		2	0	A	Gain 4 Resource Tokens
Stalemate 		2	0	A	End Combat. No one Wins. Units return to play
Hunker Down		2	0	A	Move Your Unit to bottom of Battle Deck
Suppressive Fire       	2	0	A	Move Enemy Unit to bottom of Battle Deck
Heroics			2	0	A	Unit gets Double Attacks. Then make it a Casualty
Martyr			2	0	A	Send unit beneath this one to Casualty pile instead
Tactics			2	0	A	Search your Battle deck for any unit & place it on top
Artillery Support	2	0	A	Use as an Attack 8x4
Trooper			8	1	T	8x1 Bullet
Grenadier		4	2	T	5x4 Indirect Demolition 
Shock Trooper		4	3	T	7x2 Bullet Short
Sharp Shooter		6	5	T	12x1 (Upgrade a Trooper) FO
RPG Trooper		2	7	T	15x1 AA RWF 
Mortar Team		4	6	T	4x5 Indirect
Gunner			6	5	T	6x3 Bullet
Hunter			2	1	T	6x1 Arrow
Electro Trooper		2	2	T	14x1 Melee Gauss RWF
Riot Trooper		4	3	T	6x1 Tough (Upgrade a Trooper) Short
Heavy Gunner		4	8	T	8x3 (Upgrade a Gunner) RWF Bullet
Flame Trooper		4	6	T	7x3 Flammable ROR
Ranger			4	6	T	9x2 (Upgrade a Shock Trooper) RSOC Bullet FO
Sniper			4	10	T	16x1 (Upgrade a Sharp Shooter) RSOC Bullet FO 
Commando       		2	9	T	10x2 Tough (Upgrade Ranger) RSOC Bullet Infiltrate
Bazooka			4	10	T	8x2 AA (Upgrade a Grenadier)  RWF Demolition
Stone Quarry		1	1	B	ML = 1	
Lumber Mill		1	2	B	ML = 2
Oil Rig			1	5	B	ML = 4
Coal Pit		1	4	B	ML = 3
Iron Mine		1	3	B	ML = 3
Tool Shop		1	3	B	ML = 4 RIM
Steel Mill		2	6	B	ML = 6 RIM; RCP
Concrete Plant		2	4	B	ML = 4 (REQ Stone Quarry)
Barracks       		2	4	B	Train 1 Extra Trooper per turn at no OP cost 
Construction Crew	2	3	B	Build 1 Extra Building per turn at no OP cost 
Warehouse		2	5	B	Store an extra 20 RT in End Phase	
Pillboxes		2	4	D	5x2 Hard Bullets
Bunker			2	6	D	5x3 Hard x2 Bullets
Blockhouse		2	8	D	5x4 Hard x3 RCP Bullets
Garrison       		2	10	D	5x5 Hard x4 RCP Bullets
Cannon Tower		2	8	D	8x4 AA Hard RCP
Flame Turret		2	6	D	7x3 Flammable Hard RCP; ROR
Bakery			2	5	B	FL = 4 (REQ Wheat Field) Bread 
Wheat Field		1	3	B	FL = 3
Quinoa Field		1	1	B	FL = 1
Rice Field		1	3	B	FL = 3
Sorghum Field		1	2	B	FL = 2
Amaranth Field		1 	2	B	FL = 2
Greenhouse		2	2	B	FL = 1 Spice
Orchard			2	4	B	FL = 3 Fruit
Raptor Ranch		1	5	B	FL = 4 Meat (REQ Complete a Raptor Mission)
Protein Factory		1	4	B	FL = 5 Gross
Brewery			2	4	B	FL = 3 Drink
Boar Ranch		1	6	B	FL = 5 Meat (REQ Orchard & Kill a Boar Matriarch)
Distillery		2	5	B	FL = 4 Drink 
Sandworm Ranch		1	3	B	FL = 4 Gross
Mammoth Pen		1	5	B	FL = 6 Meat
Shacks			2	1	B	SL = 1 
Hovels			2	1	B	SL = 2 Poor
Haciendas		2	3	B	SL = 2 Posh
Scraphouse		2	2	B	SL = 3 Poor
Bunkhouse		2	3	B	SL = 3 
New House		2	5	B	SL = 4 Posh
Dormitory		1	4	B	SL = 4
Tenament       		2	3	B	SL = 4 Poor
Rowhouse       		2	4	B	SL = 5 Poor
Compound       		2	6	B	SL = 6	
Mansion			1	6	B	SL = 5 Posh
Sheriff Colt		1	1	C	10x2 Tough Discard to Negate a Raid
Archeologist		1	1	C	12x1 Tough Discard to play extra Mission
Agriculturalist		1	1	C	16x1 Tough Discard to play a Food Building ANC
Money Machine		1	1Y	B	ML = 1
Scout Bike		2	4	V	6x2 Soft Fast Bullet FO
Dune Rider		2	9	V	4x5 Soft Fast Indirect FO
Recons			2	8	V	6x3 Fast Bullet FO
Humvee			2	10	V	8x3 Bullet 
Light Artillery		4	10	V	8x4 Indirect Soft RGF
Heavy Recon		2	16	V	7x3 Flammable Hard ROR
Gun Truck		2	16	V	10x2 AA Hard RGF
Mortar Truck		2	12	V	5x5 Indirect Hard
Tempest        		2	18	V	6x5 Hard Bullet
Tank Killer		2	14	V	16x1 AA Blind Hard x2 RGF
Heavy Artillery		2	18	V	12x4 Indirect Slow Soft RWF
Light Tank		4	20	V	8x2 AA and 6x3 Bullet Hard x2 RAS
Medium Tank		2	24	V	12x2 AA and 8x3 Bullet Hard x3 Blind RAS
Rocket Truck		2	16	V	7x6 Slow Indirect RWF


MISSION DECK LIST
Name			MPT	Notes
Raid Outpost		10	Use 5 cards from Trooper Deck
Defend Frontier Town	10	Use 5 cards from Raider Deck
Defend Recoil Ridge	15	Use 7 cards from Raider Deck
Lake Side Property	15	Use 7 cards from Raider Deck
Desert Waste		15	Use 7 cards from Raider Deck
Recon Rescue		10	Use 7 cards from Boar Deck*
Boar Badlands		20	Use 10 cards from Boar Deck
Great Boar Roundup	25	Use 12 cards from Boar Deck
Raptor Nests		15	Use 7 cards from Raptor Deck
Raptor Valley		20	Use 10 cards from Raptor Deck
Raptor Migration       	25	Use 12 cards from Raptor Deck
Mammoths Herd		10	Use 5 cards from Mammoth Deck
Stomping Grounds       	15	Use 7 cards from Mammoth Deck
Rival Base		20	Use 10 cards from Trooper Deck
Raider Encampment	20	Use 10 cards from Raider Deck
Raider Sanctuary       	25	Use 12 cards from Raider Deck
Raider Depot		30	Use 15 cards from Raider Deck
Raider Fortress		35	Use 18 cards from Raider Deck
General Ashe		40	Use 20 cards from Trooper Deck
* = If Mission Completed search Deck for Recon Vehicle and put it into play. 

RAIDER UNIT ENCOUNTER DECK
Name			Copies	Notes:
Brawler			6	6x1 Tough x2 Melee	
Bomb Thrower		8	5x3 Indirect Demolitions
Blunderbussar		10	7x1 Bullet
Cannoneer		8	6x2 Indirect
Mammoth Rider		4	8x2 Tough Animal
Fire Breather		2	7x3 Flammable
Champion               	2	9x2 Tough Bullet Leader
Dust Walker		2	15x1 Tough x3 Infiltrate
Watch Tower		2	8x2 AA Hard x3 (Defensive Building: Remove if Raid)
Wall & Guards		4	6x3 Hard x2 (Defensive Building: Remove if Raid)
Siege Mortar		1	12x3 AA Hard x4 (Defensive Building: Remove if Raid)
Warlord			1	17x1 Tough x3 Leader 	

RAPTOR UNIT ENCOUNTER DECK
Name			Copies	Notes (Animals Melee)
Mini Raptors		5	6x1
Adult Raptors		7	8x2
Alpha Raptor		3	10x2 Tough

WILD BOAR UNIT ENCOUNTER DECK
Name			Copies	Notes (Animals Melee)
Juvenile Hogs		4	5x1			
Wild Boars		6	7x2
Boar Matriarch		2	9x2 Tough

MAMMOTH UNIT ENCOUNTER DECK
Name			Copies	Notes (Animals Melee)
Tusklings		4	8x1
Adult Mammoths		6	10x2
Bull Mammoth		2	12x2 Tough

TOOPER UNIT ENCOUNTER DECK
Name			Copies	Notes:
Trooper			4	8x1 Bullet
Grenadier		2	5x4 Indirect Demolition 
Shock Trooper		3	7x2 Bullet Short
Sharp Shooter		4	12x1 FO
Mortar Team		1	4x5 Indirect
Gunner			2	6x3 Bullet
Hunter			1	6x1 Arrow
Electro Trooper		1	5x3 AA Gauss RWF
Riot Trooper		2	6x1 Tough Short
Heavy Gunner		1	8x3 RWF Bullet
Flame Trooper		1	7x3 Flammable ROR
Ranger			2	9x2 RSOC Bullet FO
Sniper			1	16x1 RSOC Bullet FO 
Commando       		2	10x2 Tough RSOC Bullet Infiltrate
Bazooka			2	8x2 AA RWF Demolition
Scout Bike		1S	6x2 Soft Fast Bullet FO
Dune Rider		1S	4x5 Soft Fast Indirect FO
Recons			1S	6x3 Fast Bullet FO
Humvee			1S	8x3 Bullet 
Light Artillery		1	8x4 Indirect Soft RGF
Heavy Recon		1S	7x3 Flammable Hard ROR
Gun Truck		1	10x2 AA Hard RGF
Mortar Truck		1	5x5 Indirect Hard
Tank Killer		1	16x1 AA Blind Hard x2 RGF
Heavy Artillery		1	12x4 Indirect Slow Soft RWF
Light Tank		1	8x2 AA and 6x3 Bullet Hard x2 RAS
Medium Tank		1	12x2 AA and 8x3 Bullet Hard x3 Blind RAS
Rocket Truck		1	7x6 Slow Indirect RWF
S = Scout Vehicle
Note: The Silver Wolves do not have big vehicles. If you draw a vehicle card 
for them that is not a scout discard it and draw another. 

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