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ADVANCED TECH COMMAND DECK: SPOILER LIST
Below you'll find a detailed list of all of the Advanced Tech Command Deck cards, their costs, when you play them and what they do. Underneath that we've even added a few strategy ideas and possible card combinations.
Name
Cost
Turn Order Description
Cybernetics
4
To be played at the beginning of a players turn before any attacks have been declared. Once played it effectively returns to life half of the Mods lost during battles through the course of that player's turn.
Hacker
0
To be played at the beginning of a players turn before any attacks have been declared. Hacker allows the player, through the 5-8 roll on a D8 dice, to steal up to two energy tokens from an opponent.
Intelligence Report

 

 

1
This card can only be played after an opponent declared an attack into any of that player's territories. Once played this card allowed the defending played to add a D8 dice to the defense of that territory until the end of the turn. Normal dice rolling rules still apply. For example, the use of the card does not add a 3rd defensive dice on top of the existing two. Instead it replaced one of the two D6 dice that would normally have been utilised.
Land Mines
1
To be played at the beginning of a players turn before any attacks have been declared. This card allows the playing player to draw a land territory card which they then place secretly in front of them. The next time an opponent attacks the territory shown, that player loses Mods equal to half of a D6 dice roll.
Orbital Barrage - Land

 

1
To be played at the beginning of a players turn before any attacks have been declared. Once played this card allows the player to draw up to 3 land territory cards with an additional cost of one energy token for each card draw after the first. Orbital barrage then destroys half of the Mods present on that territory (the errata for this card does not specify that it is only the opponent's Mods that are destroyed through this means).
Orbital Barrage - Water
1
To be played at the beginning of a players turn before any attacks have been declared. Same as for Orbital Barrage - Land, but for water territories and only allows a maximum of two water territories to be drawn.
Nanobots
1
To be played at the beginning of a players turn before any attacks have been declared. This card allows you to swap two of your opponents commanders around.
Perimeter Defense

1
To be played when an opponent declared an attack into any land territory. This card works a little along the lines of Frequency Jam in the original game. Once player it stops the attacking player from attacking the chosen territory unless they choose to pay an additional two energy tokens.
Radio Telescope
1
To be played at the beginning of a players turn before any attacks have been declared. Through the use of Radio Telescope a player gets to look through the cards currently held by any opponent discarding one of those cards.
STRATEGY & CARD COMBINATIONS
Defensive Measures: By combining Intelligence Report and Beach Landing from the A Call To Arms Command Deck a defending player really scupper the plans of the would be pillaging horde. Not only would Intelligence Report add a D8 to the defense of the territory, but so too would Beach Landing detract from the attacker's surge by causing each of their dice to be reduced by -1. If the above combination doesn't prove painful enough to warn off any would be foe, then why not throw in Perimeter Defence for good measure and make you opponent pay for every yard of ground they take?
Sneaky Surprise: Sometimes players can get too powerful too quickly and before you know it they seem to have the game all wrapped up without much you can do about it, or so they like to have you think. Land Mine is one of those very sneaky "I'm going to pounce on you when you least expect it" type of cards. By luring an oppenent into attacking the land-mined territory (only the holding player should know what this is) and through the use of Resurrection from the Aerial Assault Command Deck not only does the attacking player lose half of thier attacking army, but the defending player also gets the chance to bring back half of their lost Mods for use in a counter offensive.
What are your strategies? Why not submit them to us for inclusion on this page? Click here to email us your suggestions.

 

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