Card Database
Corinth
Karnage
Psiker
Ramus
Bombardment
Hospitable
Intelligence
Swarming
Targeting
Search Card Text by: Faction or Attributes (in order above for multiple Attributes) or by Card Name or Card Text
Corinth Trade World (B)
Rulings:
Corinth
Faction:
- The friendly faction unit required for this card's engage ability can be in any zone.
Corinth Trading Post (C)
Rulings:
Corinth
Faction:
- The friendly faction unit required for this card's engage ability can be in any zone.
Doctrine of the War Profiteer
Rulings:
Corinth
Faction:
- The second ability can target a friendly faction unit in any zone.
Flak Barrage (S)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.
Heavy Hunter (S)
Rulings:
Corinth
Faction:
Hunter Commando (S)
Rulings:
Corinth
Faction:
Hunter's Strike
Rulings:
Corinth
Faction:
- If a player is unable to draw a card, the rest of this card's effect is negated.
- If a Hunter type unit is placed into a different zone then the player's home zone while being played, the player cannot use Hunter's Strike.
- Hunter's Strike places the unit after drawing the card. All effects triggered on drawing a card must be triggered before placing the unit into the open zone.
Pack Dropship
Rulings:
Corinth
Faction:
- A player must have drawn a card during their main phase to place Hunter type units into the same zone as this unit.
- If a player choose to place a Hunter type unit into the same zone as this unit, they place it directly into play in the same zone as this unit, not into a their home zone (unless this unit is in their home zone.)
- If this unit is not in a player's home zone and they place a Hunter type unit into play in the same zone as this unit, they are unable to play Hunter's Strike on the Hunter type unit.
Pack Tactics (S)
Rulings:
Corinth
Faction:
- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.
Raise Shields (S)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)
Self Sacrifice (S)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.
Strike Hunter (S)
Rulings:
Corinth
Faction:
- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.
Trade Coalition Boarding Ship (B)
Rulings:
Corinth
Faction:
- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.
Trade Coalition Defender (B)
Rulings:
Corinth
Faction:
- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.
Trade Coalition Frigate (B)
Rulings:
Corinth
Faction:
- If a player choose to play the unit, a player must play it before sending it to a player's hand.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Trade Coalition Schooner (B)
Rulings:
Corinth
Faction:
- This unit must be on the battlefield for its passive to give a player a cmd point.
Trade Deal (B)
Rulings:
Corinth
Faction:
- A player can still play this card if they do not control a friendly faction unit, but they will not gain the 2 cmd points.
Burn Striker Battle Station
Rulings:
Karnage
Faction:
Burn Striker Grunt (C)
Rulings:
Karnage
Faction:
Burn Striker Heavy (C)
Rulings:
Karnage
Faction:
Burning Hell Fire (B)
Rulings:
Karnage
Faction:
- A player places 2 damage counters on target territory in the same zone as the Burn Striker.
Burning Husk
Rulings:
Karnage
Faction:
- A player only deals damage to HP, not to DEF. (For example, if a player deal 2 damage to a 2 DEF territory, this territory would not trigger.)
Commanding Burn Striker (S)
Rulings:
Karnage
Faction:
- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)
Open Warfare (B)
Rulings:
Karnage
Faction:
- A player may play this trap, even if the target unit is destroyed by the attack.
Overwhelming Assault (S)
Rulings:
Karnage
Faction:
Quick Strike (S)
Rulings:
Karnage
Faction:
Red Squadron Leader (S)
Rulings:
Karnage
Faction:
- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
The Cult of Wars Rage
Rulings:
Karnage
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Tri-shot (B)
Rulings:
Karnage
Faction:
- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.
Tri-wing Interceptor (B)
Rulings:
Karnage
Faction:
Tri-wing Red Squadron (B)
Rulings:
Karnage
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Wars Rage Deployer
Rulings:
Karnage
Faction:
- A player can choose to fail to find any number of cards when searching. If the player does not find a card, they do not reveal the card, but still shuffle their deck. (For example a player can choose to only find 2 of the 3 Wars Rage Tri-wings.)
Wars Rage Dreadnought
Rulings:
Karnage
Faction:
- If this unit is dealt damage in the player's home zone, they choose one of their own territories to place 2 damage counters on.
- dealing damage to this units DEF will not trigger its first passive.
- If this unit only deals damage to a units DEF, it will not trigger its second passive.
- If another card causes this unit to deal damage outside of combat, this unit will trigger its second passive.
Wars Rage Tri-wing (S)
Rulings:
Karnage
Faction:
Burdened Colony
Rulings:
Psiker
Faction:
Doctrine of Mental Prowess
Rulings:
Psiker
Faction:
- A unit that moved during a player's main phase may engage after moving.
Doom Foreteller (B)
Rulings:
Psiker
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Doomsday World (B)
Rulings:
Psiker
Faction:
- If a player are forced to discard at random (ie: Ramus, the War Born) and a non friendly faction card is discarded, the second part of this ability doesn't take effect.
Empowered Engage
Rulings:
Psiker
Faction:
- The unit targeted by this card may engage an additional time at any point during a player's main phase.
Mystic Colossus
Rulings:
Psiker
Faction:
- This card cannot cost less than 0.
Mystic Doomsayer (S)
Rulings:
Psiker
Faction:
- If a player is unable to discard a card, the second part of this ability fails.
Mystic Prophet (B)
Rulings:
Psiker
Faction:
Mystic Squadron
Rulings:
Psiker
Faction:
- A player can choose to fail to find any number of cards when searching. If the player does not find a card, they do not reveal the card, but still shuffle their deck.
- The Mystic Squadrons a player finds in a their deck that are placed in play do not count as being played from somewhere other than a player's hand.
Mystic Striker (S)
Rulings:
Psiker
Faction:
Psionic Assaulter (B)
Rulings:
Psiker
Faction:
Psionic Blaster (C)
Rulings:
Psiker
Faction:
Psionic Bolster (S)
Rulings:
Psiker
Faction:
Psionic Channeler (S)
Rulings:
Psiker
Faction:
Psionic Clairvoyant (S)
Rulings:
Psiker
Faction:
- If the unit a player targets with this ability has engaged already this turn, it can engage an additional time.
Psionic Warrior (B)
Rulings:
Psiker
Faction:
- A player must draw a card if able when they engage a compatible unit.
- A player may choose to draw the card before or after an engage ability that triggers this card's passive takes effect.
Psychic Visions
Rulings:
Psiker
Faction:
Church of the Specter
Rulings:
Ramus
Faction:
Doctrine of the Way of Peace
Rulings:
Ramus
Faction:
- A player must draw a card the first time each turn (both the player's turn and a player's opponents turn.) that they discard a friendly faction card.
Engage the Enemy (C)
Rulings:
Ramus
Faction:
- This card can only be played if the unit is dealt damage. (Damage is only dealt to hp. Placing damage counters does not count as dealing damage.)
- If a player is unable to discard a card, the second part of this effect fails.
Outmaneuver
Rulings:
Ramus
Faction:
- A player must play this card before intercepts. This card takes effect before intercepts.
Price of War (S)
Rulings:
Ramus
Faction:
- If the territory is destroyed, the player draws 2 cards together. If the territory was a basic territory a player would draw an additional separate card.
Priest of the Specter (S)
Rulings:
Ramus
Faction:
- This ability can target a unit in any zone.
Ramus the War Born
Rulings:
Ramus
Faction:
- If a player would need to discard a specific card type to activate an ability, they discard at random. If the specific card type doesn't match the type needed, the ability fails.
- If a player doesn't have a card in hand to discard to the second ability, they still draw a card.
Retreat (S)
Rulings:
Ramus
Faction:
Specter Tabernacle
Rulings:
Ramus
Faction:
- This unit's passive can be triggered on any turn.
Specter of Ebb and Flow (S)
Rulings:
Ramus
Faction:
- The Death ability only applies to the controller and the player they target.
Specter of Grief (S)
Rulings:
Ramus
Faction:
- Each player must discard a card when this unit is played. If a player has no cards in hand, they skip discarding a card.
Specter of Unity
Rulings:
Ramus
Faction:
- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.
War Born Assaulter (S)
Rulings:
Ramus
Faction:
War Born Destroyer (S)
Rulings:
Ramus
Faction:
- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of their own cards. If there is no other cards in the same zone, the Death ability fails.
War Born Soldier (C)
Rulings:
Ramus
Faction:
- Each player must discard a card when this unit is destroyed. If a player has no cards in hand, they skip discarding a card.
War Born Strategist (C)
Rulings:
Ramus
Faction:
- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of a player's own cards. If there is no other cards in the same zone, the Death ability fails.
War Born Warlord (C)
Rulings:
Ramus
Faction:
- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.
Corinth Trade World (C)
Rulings:
Corinth
Faction:
- The friendly faction unit required for this card's engage ability can be in any zone.
Doctrine of Commerce
Rulings:
Corinth
Faction:
- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.
Flak Barrage (B)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.
Heavy Hunter (B)
Rulings:
Corinth
Faction:
Hunter Commando (B)
Rulings:
Corinth
Faction:
Hunter Pack (B)
Rulings:
Corinth
Faction:
- If multiple Hunter Packs trigger at the same time from different zones, their effects will check what units are in the adjacent zone on resolution. (For example, a Hunter Pack in the open zone can place a player's hunter units in a player's home zone into the open zone, then a Hunter Pack in a player's opponent's home zone can place the units that are now in the open zone into a player's opponent's home zone on the same trigger.)
Merchants of the Coalition
Rulings:
Corinth
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Pack Tactics (B)
Rulings:
Corinth
Faction:
- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.
Raise Shields (B)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)
Self Sacrifice (B)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.
Strike Hunter (B)
Rulings:
Corinth
Faction:
- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.
The City World of Corinth
Rulings:
Corinth
Faction:
- A player may choose to discard non-friendly faction cards. Non-friendly faction cards will not draw a player new cards or gain a player cmd points.
Trade Coalition Boarding Ship (C)
Rulings:
Corinth
Faction:
- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.
Trade Coalition Defender (C)
Rulings:
Corinth
Faction:
- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.
Trade Coalition Frigate (S)
Rulings:
Corinth
Faction:
- If a player choose to play the unit, a player must play it before sending it to a player's hand.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Trade Coalition Schooner (C)
Rulings:
Corinth
Faction:
- This unit must be on the battlefield for its passive to give a player a cmd point.
Trade Deal (S)
Rulings:
Corinth
Faction:
- A player can still play this card if they do not control a friendly faction unit, but they will not gain the 2 cmd points.
Burn Striker Doctrine
Rulings:
Karnage
Faction:
Burn Striker Grunt (S)
Rulings:
Karnage
Faction:
Burn Striker Heavy (S)
Rulings:
Karnage
Faction:
Burning Hell Fire (C)
Rulings:
Karnage
Faction:
- A player places 2 damage counters on target territory in the same zone as the Burn Striker.
Commanding Burn Striker (B)
Rulings:
Karnage
Faction:
- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)
Karnage Colonized World (B)
Rulings:
Karnage
Faction:
- If a player is forced to discard at random (ie: Ramus, the War Born) and a player doesn't discard a friendly faction unit, the second part of this ability doesn't take effect.
Open Warfare (S)
Rulings:
Karnage
Faction:
- A player may play this trap, even if the target unit is destroyed by the attack.
Quick Strike (B)
Rulings:
Karnage
Faction:
Red Squadron Leader (B)
Rulings:
Karnage
Faction:
- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Striker Deployer
Rulings:
Karnage
Faction:
- If a player chooses to place the burn striker unit into play in same zone as the Deployer, it is placed into play directly in that zone, not the player's home zone (unless this unit is in the player's home zone).
- If a Commanding Burn Striker is placed into play in the same zone as the Deployer, its play effect will still cause it to place itself into the open zone with another Burn Striker type unit if able.
Thorne, the War Raged
Rulings:
Karnage
Faction:
- If the first unit to take damage in a turn is in a player's own home zone, they choose a territory they control to place 2 damage counter on.
- This passive triggers on each turn, both on the player's turn and on the player's opponent's turn.
- This passive can trigger off of any card that deals damage to a unit a player control, as long as it's the first time a unit the player controls is dealt damage that turn.
Tri-shot (C)
Rulings:
Karnage
Faction:
- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.
Tri-wing Interceptor (C)
Rulings:
Karnage
Faction:
Tri-wing Red Squadron (S)
Rulings:
Karnage
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Wars Rage Destroyer (B)
Rulings:
Karnage
Faction:
Wars Rage Tri-wing (B)
Rulings:
Karnage
Faction:
Watch it Burn
Rulings:
Karnage
Faction:
- If a player destroy their last territory, they lose the game, even if placing the 3 damage counters would destroy their opponent's last territory.
Clairvoyance (B)
Rulings:
Psiker
Faction:
- Playing a card from the top of a player's deck counts as playing a card from somewhere other than a player's hand.
Doctrine of Prophecy
Rulings:
Psiker
Faction:
- If the top card of a player's deck is changed, they are unable to play a card from the top of their deck with this card's first ability.
Doom Foreteller (C)
Rulings:
Psiker
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Doomsday World (C)
Rulings:
Psiker
Faction:
- If a player are forced to discard at random (ie: Ramus, the War Born) and a non friendly faction card is discarded, the second part of this ability doesn't take effect.
End of Days (B)
Rulings:
Psiker
Faction:
- A player can choose to fail to find any number of cards when searching. If the player does not find a card, they do not reveal the card, but still shuffle their deck.
Mystic Doomsayer (B)
Rulings:
Psiker
Faction:
- If a player is unable to discard a card, the second part of this ability fails.
Mystic Enforcer (B)
Rulings:
Psiker
Faction:
- A player must target a unit when they play a card from the top of their deck. If Mystic Enforcer is the only unit in the zone, it must target itself.
Mystic Prophet (C)
Rulings:
Psiker
Faction:
Mystic Striker (B)
Rulings:
Psiker
Faction:
Mystic Summoner
Rulings:
Psiker
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Psionic Assaulter (S)
Rulings:
Psiker
Faction:
Psionic Blaster (S)
Rulings:
Psiker
Faction:
Psionic Channeler (B)
Rulings:
Psiker
Faction:
Psionic Clairvoyant (B)
Rulings:
Psiker
Faction:
- If the unit a player targets with this ability has engaged already this turn, it can engage an additional time.
Psionic Colossus
Rulings:
Psiker
Faction:
- A player can boost and intercept for each attack against this unit.
Psionic Warrior (C)
Rulings:
Psiker
Faction:
- A player must draw a card if able when they engage a compatible unit.
- A player may choose to draw the card before or after an engage ability that triggers this card's passive takes effect.
The Fleet Final
Rulings:
Psiker
Faction:
- Placing the unit into play doesn't count as playing the unit. The unit cannot engage or move this turn.
Conquest of the War Born
Rulings:
Ramus
Faction:
- If a player upgrades this territory, its Death ability triggers when it is sent to the discard.
Doctrine of the Way of War
Rulings:
Ramus
Faction:
- A player must deal a damage to a unit a player don't control the first time on their turn that they discard a friendly faction card. If the discarded card was a War Born type unit, a player must also place 2 damage counters on an opponent's territory.
Engage the Enemy (S)
Rulings:
Ramus
Faction:
- This card can only be played if the unit is dealt damage. (Damage is only dealt to hp. Placing damage counters does not count as dealing damage.)
- If a player is unable to discard a card, the second part of this effect fails.
Price of War (B)
Rulings:
Ramus
Faction:
- If the territory is destroyed, the player draws 2 cards together. If the territory was a basic territory a player would draw an additional separate card.
Priest of the Specter (B)
Rulings:
Ramus
Faction:
- This ability can target a unit in any zone.
Raminite Specter Temple (B)
Rulings:
Ramus
Faction:
- A player choose in what order the play abilities and any triggers caused by the discarded card take affect.
Reinforcements
Rulings:
Ramus
Faction:
- If a unit is placed into play intercepting an attacking unit, a player cannot declare a second intercepting unit.
Specter Chapel
Rulings:
Ramus
Faction:
- A player must discard a friendly faction unit to remove any damage counters with this ability.
Specter of Ebb and Flow (B)
Rulings:
Ramus
Faction:
- The Death ability only applies to the controller and the player they target.
Specter of Grief (B)
Rulings:
Ramus
Faction:
- Each player must discard a card when this unit is played. If a player has no cards in hand, they skip discarding a card.
Specter of Peace (B)
Rulings:
Ramus
Faction:
- A player must draw a card when they play this unit.
War Born Assaulter (B)
Rulings:
Ramus
Faction:
War Born Destroyer (B)
Rulings:
Ramus
Faction:
- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of their own cards. If there is no other cards in the same zone, the Death ability fails.
War Born Dreadnought
Rulings:
Ramus
Faction:
- A player must discard a card to deal two damage to target territory or unit.
War Born Soldier (S)
Rulings:
Ramus
Faction:
- Each player must discard a card when this unit is destroyed. If a player has no cards in hand, they skip discarding a card.
War Born Strategist (S)
Rulings:
Ramus
Faction:
- A player must choose a target when this unit is destroyed. If the only targets are a player's own cards, a player must choose one of a player's own cards. If there is no other cards in the same zone, the Death ability fails.
War Born Warlord (S)
Rulings:
Ramus
Faction:
- A player can choose to fail to find any number of cards when searching. If they do not find any cards, they do not reveal a card, but still shuffle their deck.
Corinth Trading Post (B)
Rulings:
Corinth
Faction:
- The friendly faction unit required for this card's engage ability can be in any zone.
Doctrine of the Hunt
Rulings:
Corinth
Faction:
- When told to draw an additional card, treat each card drawn as separate instances of card draw. (For example, if a player control the open zone, a player draw a card at the beginning of a player's turn and an additional card for controlling the open zone. Each draw would trigger Doctrine of the Hunt's first ability)
Flak Barrage (C)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- The unit that was removed from attacking is considered to have taken an attack action.
Heavy Hunter (C)
Rulings:
Corinth
Faction:
Hunter Commando (C)
Rulings:
Corinth
Faction:
Hunter Pack (S)
Rulings:
Corinth
Faction:
- If multiple Hunter Packs trigger at the same time from different zones, their effects will check what units are in the adjacent zone on resolution. (For example, a Hunter Pack in the open zone can place a player's hunter units in a player's home zone into the open zone, then a Hunter Pack in a player's opponent's home zone can place the units that are now in the open zone into a player's opponent's home zone on the same trigger.)
Open Trade
Rulings:
Corinth
Faction:
- If a player controls a compatible unit, they draw two cards as two separate draws.
Pack Tactics (C)
Rulings:
Corinth
Faction:
- A player may look at the card before choosing to reveal it.
- A player must choose if their revealing the card before it is placed in their hand.
Raise Shields (C)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- Any DEF the unit has after the attack remains until the end of the turn. (For example, if the unit has 5 DEF after Raise Shields, and it is attacked for 1, its remaining DEF will be 4 until more damage is dealt or until the end of the turn.)
Self Sacrifice (C)
Rulings:
Corinth
Faction:
- Play this card after attackers are declared, or after declaring an interceptor. If played after declaring an interceptor, this card must target the intercepting unit.
- All units attacking the original target are switched to the new target.
-The defending player may still choose an interceptor for the attack.
Strike Hunter (C)
Rulings:
Corinth
Faction:
- Pack Hunter may place this unit into a new zone before this unit declares targets for its engage.
- Engaging this unit will cause a Psionic Warrior a player control to trigger, drawing a player a card, which will trigger this unit to deal damage.
Trade Coalition Blockader
Rulings:
Corinth
Faction:
- If this unit uses its engage ability, units may still be placed from the same zone into an adjacent zone.
- If this unit uses its engage ability, a player's own units cannot move from the same zone.
Trade Coalition Boarding Ship (S)
Rulings:
Corinth
Faction:
- If this unit intercepts, the target of the attack is changed, and this unit places a damage counter on the unit it intercepts.
- This unit places damage counters on all units attacking it after intercepts are declared. If a unit intercepts one of the units attacking this unit, no damage counters are placed on the intercepted unit.
Trade Coalition Defender (S)
Rulings:
Corinth
Faction:
- When a unit whose DEF stat has been increased has its DEF reset at the beginning of the turn, it gains its normal DEF plus the stat increase.
Trade Coalition Man o' War
Rulings:
Corinth
Faction:
- A player cannot move this unit unless a player pay 1 cmd point to do so.
Trade Coalition Schooner (S)
Rulings:
Corinth
Faction:
- This unit must be on the battlefield for its passive to give a player a cmd point.
Trade Embargo
Rulings:
Corinth
Faction:
- The player's own units will not be able to move into or out of their home zone the turn this card is played.
- Players can still place units into a the player's home zone and out of the home zone.
Burn Striker Grunt (B)
Rulings:
Karnage
Faction:
Burn Striker Heavy (B)
Rulings:
Karnage
Faction:
Burn Striker Leader
Rulings:
Karnage
Faction:
Burning Hell Fire (S)
Rulings:
Karnage
Faction:
- A player places 2 damage counters on target territory in the same zone as the Burn Striker.
Commanding Burn Striker (C)
Rulings:
Karnage
Faction:
- A player must place at least this unit, and target burn striker if able into the open zone.
- If this is the only Burn Striker type unit in a player's home zone, then it only places itself into the open zone.
-If this unit is played to a different zone then the home zone, it will still place itself and another target burnstriker you control (if able) in the same zone into the open zone. (Unless it is played to the open zone.)
Karnage Colonized World (S)
Rulings:
Karnage
Faction:
- If a player is forced to discard at random (ie: Ramus, the War Born) and a player doesn't discard a friendly faction unit, the second part of this ability doesn't take effect.
Overwhelming Assault (B)
Rulings:
Karnage
Faction:
Quick Strike (C)
Rulings:
Karnage
Faction:
Red Squadron Leader (C)
Rulings:
Karnage
Faction:
- If a player are unable to discard a card, the rest of the engage is negated.
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
The Burning of Worlds
Rulings:
Karnage
Faction:
Tri-Strike Doctrine
Rulings:
Karnage
Faction:
- The engage ability on this doctrine can only target units that were targeted this turn with the doctrines passive.
Tri-shot (S)
Rulings:
Karnage
Faction:
- A player may use this Tactic to engage a Tri-wing type unit a player control that entered play this turn.
Tri-wing Interceptor (S)
Rulings:
Karnage
Faction:
Wars Rage Battle Cruiser
Rulings:
Karnage
Faction:
- A damaged territory is any territory with 1 or more damage counters on it.
Wars Rage Destroyer (S)
Rulings:
Karnage
Faction:
Wars Rage Tri-wing (C)
Rulings:
Karnage
Faction:
World Burner Doctrine
Rulings:
Karnage
Faction:
- If an opponent Cunning boosts a territory targeted with this doctrines first engage, the territory will not gain any DEF.
Clairvoyance (S)
Rulings:
Psiker
Faction:
- Playing a card from the top of a player's deck counts as playing a card from somewhere other than a player's hand.
Doctrine of the Fleet Final
Rulings:
Psiker
Faction:
Doom Foreteller (S)
Rulings:
Psiker
Faction:
- A player can choose to fail to find a card when searching. If the player does not find any cards, they do not reveal a card, but still shuffle their deck.
Doomsday World (S)
Rulings:
Psiker
Faction:
- If a player are forced to discard at random (ie: Ramus, the War Born) and a non friendly faction card is discarded, the second part of this ability doesn't take effect.
End of Days (S)
Rulings:
Psiker
Faction:
- A player can choose to fail to find any number of cards when searching. If the player does not find a card, they do not reveal the card, but still shuffle their deck.
Mystic Doomsayer (C)
Rulings:
Psiker
Faction:
- If a player is unable to discard a card, the second part of this ability fails.
Mystic Enforcer (S)
Rulings:
Psiker
Faction:
- A player must target a unit when they play a card from the top of their deck. If Mystic Enforcer is the only unit in the zone, it must target itself.
Mystic Prophet (S)
Rulings:
Psiker
Faction:
Mystic Striker (C)
Rulings:
Psiker
Faction:
Psiker Listening Post
Rulings:
Psiker
Faction:
- If a player are unable to draw a card, they still place a card from their hand on top of their deck.
Psionic Blaster (B)
Rulings:
Psiker
Faction:
Psionic Bolster (B)
Rulings:
Psiker
Faction: