| 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. |