Advanced Engineering. Acute Sight. Accurate Shot. Adrenaline. Always Prepared II. Amphetamine Overdose. Ammo Vest. Amp. 2 Free Hands 2 3Kind

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1 Accurate Shot / 1+ / H 1 Play when you make an attack. + S Acute Sight Play at an enemy s SoT. Until the next EoT, an ally in LoS gains +. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. Adrenaline 3Kind 1. Give a character this card. This works even on characters with 0 HP. Your HP are fully restored. SoT : 1 : EoT : If, Advanced Engineering You start the battle with one additional Engineering card in hand. This : Your HP are set to Medical Always Prepared II Your fixed size increases by 1. $140 Ammo Vest Shoulders belt slots, which can only be used to hold ammo. Ammo cards may be moved from this to a free hand for 0. $90 Medical Drug Consumable 0 : Amp Doesn t stack with itself on a single turn. An uncommon chemical stimulant that s currently beyond synthesis, but can be recovered from the first world. It s moderately addictive and the withdrawal effects are terrible, so it s used rather infrequently. 6 Medical Drug Amphetamine Overdose 1 Straight 1. Give a character this card. Comes into play with 3 counters on it. If this has 3 counters on it, +. Otherwise, +1. EoT : Take damage equal to 0% of your max HP. Effects dealing damage to you gain Deathblow 0%. - 1 / 50 -

2 Medical Analgesic 3Kind 1. Give a character this card. -4 taken. Comes into play with counters on it. Targeting self: -1 cost. $65 Medical Consumable Analgesic Quick Injector 1 : 1. Heal 3d6. If you have a medkit equipped, add its Medkit Bonus x 1. 6 Area Spray Auto Play when you make an auto attack.the attack consumes twice its base cost and gains 1. If the enemy has 0, if this attack misses, it still deals 5% damage. Arm Shot / 1+ / H Pair OR 3 Play when you make an attack. +1 if 1+ / H, +0 otherwise. Pay attack costs normally. On hit, give the target this card. -3. :, penalty becomes -1 1 : If, Armor Modification Pair : 1. This torso armor. Armored Boots Feet Armored Parasol 1 :Set this item down on the hex you occupy, providing a line of cover along 3 contiguous sides. This provides 1. Assassination If you attack an enemy while sneaking, and that attack misses, you are not revealed. If that attack connects and reduces the enemy to 0 HP, you are not revealed. Pair : Place 1 on this. Do this only once, as this is being played. When it is deployed, you can pick this up from the ground for 1. 5 Engineering This grants a type A slot. If there s +1. on this, $55 Heavy $10 Bulky Ridiculous - / 50 -

3 $30 Ammo Consumable Assault Rifle Rounds Activate a weapon s ability. In paying the cost, you may use the top 3. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Applies to rapid and autofire H rifles, such as battle rifles and assault rifles. Other H weapons with rapid or auto abilities may qualify. 6 Engineering Trigger Part Augmented Firing Mechanism µstraight 1. a weapon. +1d6, Recoil 1 You can only a weapon with a material projectile - not Laser or Plasma. Awkward Dual Wield When wielding +, you may make an attack with both weapons, reducing the net cost by 1. Each attack takes -3. Both attacks must have the same keyword from [single, auto, rapid]. If a card has the Dual-OK keyword, you may treat this dual attack as a single attack for purposes of that card, applying all benefits and penalties to both attacks. You may attack freely with a different weapon in each hand in the same round. 1 Combo Color Backfist 1 1 [1:1:X] +1:1d6 unarmed. Red : +1 Solid, 1 : +1d4 (this damage is doubled by critical hits etc.) Backpack Sling Bandages Bandages Bandolier Shoulders H Belt 1 Belt Slot You may put a or H weapon in this item s belt slot. 1 : 1 heal d4. If you have a medkit equipped, add its Medkit Bonus x. 1 : 1 heal d4. If you have a medkit equipped, add its Medkit Bonus x. 1 belt slot. This can be held in one hand, but takes two to use. 3 Belt Slots Ammo cards may be moved from this to a free hand for 0. $300 1 Medical $0 Medical Consumable $10-3 / 50 -

4 Basic Dual Wield When wielding +, you may make an attack with both weapons, reducing the net cost by 1. Each attack takes -. Both attacks must have the same keyword from [single, auto, rapid]. If a card has the Dual-OK keyword, you may treat this dual attack as a single attack for purposes of that card, applying all benefits and penalties to both attacks. You may attack freely with a different weapon in each hand in the same round. $80 Ammo Consumable Battery Activate a weapon s ability. In paying the cost, you may use the top 4. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Applies to energy weapons, such as lasers and plasma rifles. Other electrically-powered weaponry may qualify. 1 Tactics Battle Assessment Pair Comes into play with get +1. counters. All allies Tactics Battle Plan : All allies (not you) 1. Put 5 counters on this card. EoT : If you just removed the last Duration token,. Battle Rifle H : [1:6:1] +0:1d : [1:6:] -:1d8+1 x N : N Battle Sprint Battlefield Treatment 1 Play as you play a medical card. Your bonus is doubled until SoT. 4 Tactics Dual-OK Interrupt Behind You! $50 µstraight Play as an ally gains LoS to an enemy. Interrupt. That ally can make an attack costing 1 against that enemy. (That ally doesn t pay the cost.) - 4 / 50 -

5 4 Behind the Back After making a ranged attack against an enemy, you may play this card and immediately make a ranged attack against a second enemy who is on the opposite side of you. You pay the normal cost. The attack gets +. 4 Engineering Better Than New Pair+1 This card a weapon held by you or an adjacent ally. Up to on that weapon. For each card removed in this way, put 1 on this. If this card has 1, +1. If this card has, +3. Body Body 0 Sneak : 1 : 1 : 1 : 1 : [1:1:X] +0:1d4 unarmed. : Manipulate environment for cover Rest : +1 per until SoT : Change contents of hands. : +1 (Interrupt) until SoT 4 Body Hit Play when you make a ranged attack. On a Solid hit, + and Wound tokens. Max : Body Slam Bolt Gun Brace Yourself Bracers H 3 Arms Pair [1:1:X] +:1d8 unarmed + for each piece of heavy equipment you re wearing. 1 1 : [1:6:1] +1:1d : 1 This counts as a cannon. 1 Play when you take damage from an enemy. Until SoT, - taken from that enemy. You may pay 3 instead. If you do, the reduction improves to $10 Heavy 5 Interrupt $100-5 / 50 -

6 Breaking Strain Heavy Called Shot Rifle A Ceramic Plating Pair Play when you make a heavy attack. If it connects, the attack does x and is solid (4x if critical). Then, the weapon gains 3 Jam tokens. 3 Pair+1 Play when you make a ranged attack. Choose one of the following: - : +d4-3 : Automatically solid, +d6-5 : Automatically solid, +4d6 $100 Consumable Armor Part Ceramic Inserts - taken At the end of a battle in which this has prevented damage, destroy it. 4 Engineering Kludge Armor Part 1 SStraight 1. This card a piece of armor and comes into play with When you take damage, remove 1 can t, this.. If you Change of Plans Charge! Claymore Clean Coat Torso Remove one Tactical card affecting a target within LoS. That card must be a single-target effect. 4, ignoring any penalties to due to heavy equipment. 1 µstraight 1. Place a token on the ground to indicate this device, and mark a six-hex triangle with the token at one corner. The token activates when someone enters a hex inside the triangle within Medkit Bonus All targets in the marked triangle take 4-@Ranged8. $80 1 Tactics 1 Trap Gadget - 6 / 50 -

7 Clean Up! Combat Boots Combat High II Combat Stims Feet Pair Play when an enemy dies. All allies including you gain +, -1 taken. EoT : If, this. Otherwise, When laying out cards facedown for your inspiration ability, lay out one fewer card. At the start of combat, 1. 1 SStraight 1. Give a character this card. When you would be reduced below 1 HP, set your HP to 1 and this. -6 taken until EoT. This effect may reduce damage to 0. $60 4 Dual-OK 6 Tactics 5 Medical Drug Compensation Play immediately after an attack (or both attacks of a + attack pair) misses an enemy. Make an attack with the same weapons against the same enemy, paying all normal costs. +. Concentrated Fire +1 with rapid and auto abilities on H weapons. When you use a rapid or auto ability, each shot in the burst deals + for each previous shot that hit. 5 Counter Ambush Play when you make an attack against an enemy who has been revealed from sneaking, but who has not taken a turn since Course of Treatment Whenever you restore HP to another character, you may give them this card. If you restore HP to another character while someone else has this card, you may take it back and give it to the new target. Whenever you recover HP, increase the amount restored by 5%. Whenever you are the target of a Medical card that doesn t restore HP, it restores HP equal to this card s owner s medkit bonus. When you have maximum HP, return this to its owner. - 7 / 50 -

8 Cover Fire Cowboy Hat Crippling Shot Critical Aim Head / 1+ / + 1 Play when you make a gun attack. If it hits, do half damage and give an ally within 5 of the target this card. When attacking a target within 5 of that ally, you may choose to deal half damage to this card. + EoT : If, this. Else,. You may change what s in your stance slot for 1. If this has no counters, you may change what s in your stance slot for 0. If you do so, put two counters on this. No, this equipment is not transferable. Nobody can touch your hat. They do not understand what it means. 3 Play when you make an attack. If it does damage, any damage die that rolls in the top half is maximized instead. 1 Pair Play when you make a ranged attack. + if 1+ or +0 if. For each point by which you exceed, +1. Solid : For each point by which you exceed +4, Cydonian 4 1 Dual-OK Cross Counter Melee 1 Play when an enemy attack connects but is not Solid. After taking damage from the attack, immediately make a melee attack against that enemy. Cross-Bolter H : [1:4:1] +0:1d : 1 This counts as a cannon. Custom Light Revolver : [1:5:1] +1:1d6 N : N Custom Revolver : [1:5:1] +1:1d8 N : N Inspiration melee attacks that cost 1 played, but lose the Combo property. may be 4 Interrupt $190 Heavy $30 O $80 B - 8 / 50 -

9 Custom Semiautomatic : [1:5:1] +1:1d6 1 : [1:5:1] -1:1d6x N : N Cydonian Spinning Back 1 OR Remove from yourself all On Fire, Vulnerability, Stun, and Recoil tokens. You may use this even if stunned. You may pay 3 gains Interrupt. instead. If you do, this Dash 1 Pair 5-3 Sneak - if you have any heavy equipment. (This penalty only applies to movement granted by this card.) Dead Center H SStraight Play when you make an attack. +3, 6 Cydonian A rapid whirling technique that looks like it s missing a crucial piece. When promped by an inexperienced opponent, the knight replies: the true master knows that it is not his leg that kicks, it is only his mind. 1 $330 O 6 Tactics Decoy Pair+1 Give this to an ally within LoS. Comes into play with counters on it. +. If an enemy makes an attack that could target you, and that attack would be near against you, that attack must target or be centered on you. Whenever an attack misses you, give the attacker a Vulnerability token. That attacker doesn t remove Vulnerability tokens this EoT. Decrepit Light Revolver : [1:4:1] +0:1d6 N : N 4 Defense Roulette SStraight Place in front of you with 7 counters. Interrupt: Remove N counters when an enemy targets you. Pick N different numbers that aren t 1. If the enemy rolls one of these numbers on the accuracy die if the attack would have hit you, it misses. if the attack would have missed you, the enemy suffers 50% of the attack s damage. Interrupt Deflect or Melee Weapon $130 Play when you take damage from an attack. -3 taken. If the attack is melee, -6 taken instead. - 9 / 50 -

10 Cydonian Finishing Strike Desert Robot Fist 3 Pair [1:1:X] +3:1d8+4 unarmed Super : On hit, choose an item in the enemy s hands and place it on the ground spaces away. Super : On hit, this card -, can t reduce below. the target. This heavy blow does significant damage to the enemy s armor.posing is recommended but not mandatory. S Desperate Cheering Play only if you have no other cards in hand. Until his next EoT, an ally in LoS gets - taken, +1, and +. You can only play cards when you re not in combat. After playing this ability, you must wait full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. 4 Disarming Shot Pair+1 Play when you make a ranged attack. If it hits, instead of doing damage, one item in the target s hand(s) is placed on the ground in an adjacent hex. For each 8 damage avoided in this way, move the weapon one hex more distant. 3 Disarming Strike Pair+1 [1:1:X] -1:0 unarmed +3 if sneaking. On hit: Choose an item in the enemy s hands and place it on the ground 1d4 spaces away in a random direction. Critical: May repeat the above action until the enemy s hands are empty. Disinfectant Distance Aim Doc Dodge Roll Play as you play any Medical card. Additionally restore 1d8+8 HP to one character targeted by that card. 1+ : Medkit Bonus Play when you take damage from a non-melee source., ignoring all normal movement bonuses. Take 1 Stun token. 4 Medical 3 Interrupt - 10 / 50 -

11 1 Tactics Interrupt Don t Just Stand There! 1 OR Pair Play anytime. An ally immediately takes. $1100 Heavy Double-Barreled Hand Cannon 1 1 : [1:4:] -:d6+4 1 : [1:3:3] -3:4d6+7, + Recoil 1 1 : 1 1+ : +3 Recoil 1 B O S 6 Cydonian Finishing Strike Drunken Window Technique Pair [1:1:X] +1:6d4 unarmed If the attack hits, the target lands in a target hex three hexes away from his current location and takes 1d+1 Stun tokens. If the target is thrown into a wall or other immovable object, +1d6 per hex of movement prevented in this way. If a straight line from the target s current location to the target s final location passes through a window, this does an extra d6 and adds Wound tokens. You can use this only once per window. Dual Load When wielding two identical weapons, when you use a ability, you may use it on both weapons paying only 150% of the normal cost. You may load Ammo Consumable items into these weapons directly from your belt, as if you had a free hand. Dual Shot Duct Tape Eagle Style Elbow Strike + Stance 1 Pair+1 Select a target which is near for both of your weapons. Make a single accuracy roll as if you were wielding. Roll both weapons damage, and treat it as a single instance of damage. Consumes as normal, but ignores the normal cost. 3Kind 1. This card a weapon. Grants a type O or type S upgrade slot, chosen when this card is played. You may play this as you play an Engineering card on the same target, in which case this costs 0 and Pair. Unarmed : + -1 taken. Strike with vicious claws like this 4-armed desert beast of yore. 1 1 [1:1:X] +1:1d4 unarmed. Red : +1 1 Combo Engineering Stance 1 Combo Color - 11 / 50 -

12 Trap Gadget Electromine µstraight. Place a token which activates when someone enters. You may expend a Battery from your hands. If you do, use the enhanced effects noted below. 1 : d8 (+1d8 with a Battery) :d8 and one Stun token (+1d8 and one Stun with a Battery) Engineer Inspiration Lv1 You may start combat with up to 3 Engineering in hand. At level 4, this improves to 4 cards. Planning: : 3, keep 1, discard rest. Consider Alternatives: 3 : 3, keep 1, return rest to deck (top or bottom) or discard. N.B.: If you have fewer than 3 choose from the remaining cards., you may Engineer Inspiration Lv5 You may start combat with up to 4 Engineering in hand. At level 7, this improves to 5 cards. Planning: : 4, keep 1, return 1 to deck (top or bottom), discard rest. Consider Alternatives: 3 : 4, keep 1, return rest to deck (top or bottom) or discard. 4 : 4, keep, return rest to deck (top or bottom) or discard. N.B.: If you have fewer than 4 choose from the remaining cards., you may 4 Medical Drug Color Enhanced Amphetamines SStraight 1. Give a character this card. +1 per token to a maximum of 3. Comes into play with 4 counters on it. All Same Color : Comes into play with one extra counter on it. Now that s thinking ahead! Epoxy Round Pair+ Play when you make a near attack. -1 and the weapon s max range is reduced by 1. If the attack hits, it deals no damage and this a weapon held by the target. All attacks cost 1 extra. Evacuate 1 Pair Pick up an ally at 1. Until the end of your turn, you may carry this ally with you at no movement penalty. At the end of your turn, place the ally on an adjacent hex. Evasion Rest 1 +1, +1 per Black : -1 taken Red : +1 Explosive Round Pair Make an attack. Whether or not the attack hits, it has the following effect: 1 : 5% of the attack s rolled Heavy : 50% of the instead 4 Color 6-1 / 50 -

13 M Extended Magazine +1 capacity. When using a ability, you may use the top. You must still pay at least 1. Extra Burst Rapid / Auto Play when you make a rapid or auto attack. Increase the attack count by 1. Extra Rounds X Activate a weapon s ability. In paying the cost, you may use the top 3. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Use the ability s normal cost. Eyes of Madness You may not equip anything in your torso slot, and you may not unequip this skill. $150 Magazine Part 3 1 Cydonian Each time you spend for, you may select an enemy and immediately move 1space closer to it. F-Plus Fall Back Fearless Feint Attack Melee 1 : 1. Give a character this card. -3 Comes into play with 4 counters on it. Play after an attack is resolved against you. Immediately take 1 (no bonuses apply). : +5 to a melee attack. If you take 10 or more from a single attack,. Starts battle. Play when you make a combo attack. Even if the attack misses, your combo continues. (The attack that misses does not count in the combo length.) $10 Medical Drug Consumable A jet injector charge of a powerful drug administered to soldiers before battle. It allows one to fight until the very edge of death. It s highly addictive, and more often than not very unpleasant when it wears off. Interrupt 4 If the attack hits, the next attack in the combo gets / 50 -

14 Field Repairs 1 Pair Field Surgery 1 Fierce Kick 1 Pair Fighting Spirit II 1. Torso Remove any number of non- cards affecting the target, as well as any number of Wound, Serious Wound, and Stun tokens. Pair : Additionally heal d Medkit Bonus x 3. Make a [1:X:X]+:1d6+ unarmed attack. If it does damage, add two Stun tokens. All Red : +1 All Black : +1d4+ At the beginning of combat, draw one more. $170 Barrel Part 1 Engineering 4 Medical 5 Stun Color B Filed Barrel +1 Fire Extinguisher Remove all On Fire tokens from either 1 vehicle or up to 3 allies within 4. First Aid Pair 1. Heal d6+8 + Medkit Bonus x. First Aid Kit H 3 + Medkit Bonus 1 : 1 heal 1d4 + Medkit Bonus x 3 1 N : N Effects are halved if you have no levels in the Medic class. Hands holding this card are considered free when using Medical cards. Belt Slots 4 Engineering 1 Medical $30 Medical - 14 / 50 -

15 $65 Medical Consumable First Aid Quick Injector 1 : 1. Heal d4. Remove a non- effect, up to 3 Wound tokens, or up to Stun tokens. This can t remove Tactics. You may use this effect 1 time(s). If you have a medkit equipped, add its Medkit Bonus x 1. A broad-spectrum first-aid treatment including antibiotics and painkillers. Designed for soldiers; somewhat hard to obtain. 3 First Blood Play when you make an attack against an enemy who hasn t taken damage. The attack deals +d4. 6 First Strike Play when you make an attack against an enemy who hasn t taken damage this encounter. If the attack hits, it does +5% and adds a Serious Wound token. $110 Unarmed : +1 Unarmed : +1 Fist Wraps Gloves Simple bandages make it that much more comfortable to punch an armor-plated brawler, or perhaps a tank. 1 Medical Color Fix You Right Up 3 Pair+ 1. Heal d8+6 + Medkit Bonus x 3. Remove a non- effect, up to 3 Wound tokens, or up to Stun tokens. This can t remove Tactics. You may use this effect 1 time(s). + Same Color : Remove a non- effect, up to 3 Wound tokens, or up to Stun tokens. This can t remove Tactics. You may use this effect 1 time(s). 1 Engineering Fixit 1 1. Remove a effect or any number of Jam tokens. You may use this effect 1 time(s). 4 Thrown Flashbang 1 Pair Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : Stun tokens (1 if >0) 3 : 1 Stun token if no. Allies aren t affected by the outer blast. $50 Thrown Stun Consumable Flashbang 1 : 10. Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : Stun tokens (1 if >0) 3 : 1 Stun token if no. Allies aren t affected by the outer blast / 50 -

16 Flechette Ammo Flechette Shotgun H 1 Fleet Foot +0.5 if no heavy equipment Flourish Play when you kill an enemy.. 6 Ammo 1 Pair+1 1. Activate a weapon s ability up to times. You may use your own cards as well as the target s to pay the reload costs. Instead of loading normal rounds, load Flechette Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. The damage of Flechette Ammo tokens takes a penalty equal to the target s +. If a Flechette Ammo token does damage, the target takes a Serious Wound token. $ : Target a triangle built of 6 hexes with the head adjacent to you. The attack automatically hits, and inflicts (4- )d6. 1 : 1 This card is one-handed if you re a total badass. +1 if no heavy equipment 3 Interrupt 1 Preparation : An additional 4. Focus Attack Followup Swing Frag Grenade Frag Grenade Melee Melee 1 Pair Play when you make a melee attack critical range. and 3 Pair Play immediately after making a basic melee attack. That attack gains combo. Make a melee attack, paying 0. That attack also gains combo. 3 Thrown 1 Pair Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : d6-, Wound tokens : 1d6-, 1 Wound token $85 Thrown Consumable 1 : 10. Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : d6-, + Wound tokens. : 1d6-, + Wound tokens / 50 -

17 Frontline Medic Fury Fury Gas Grenade When you use a medical item or ability, +1. This works only once per turn. 4 Medical Drug Color 1 Pair+1 1. Give a character this card. Melee : +3 Thrown : +3 Comes into play with 4 counters on it. All Same Color : Comes into play with one extra counter on it. $150 Medical Drug 1 : 1. Give a character this card. Melee : +3 Thrown : +3 Comes into play with 4 counters on it. 6 Thrown 1 Pair Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. Creates a gas cloud. one beginning their turn in the cloud gets -1.one beginning their turn in or moving into the cloud gains 1Vulnerability token and 1 Recoil token. one ending their turn inside the cloud does not remove Vulnerability or Recoil tokens at EoT. Dissipates in 3 turns. Unarmed : +1 Melee : +1 Gauntlet Gloves Get Down! Comes into play with. 1 : Interrupt. You or an ally gains until their EoT. This effect doesn t stack with itself. 1 : Give Chase When an enemy attack misses you, you may take 1 (no bonuses) towards that enemy. If you re already adjacent, you may move to another adjacent hex. S Go For The Eyes Play when an ally makes an attack. The attack gets + Critical Threshold. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. $130 Tactics - 17 / 50 -

18 5 Dual-OK Good Hit / 1+ / + Play before you make a damage roll.roll twice and use the better. Super N : Roll N+1 times and use the best. 6 Engineering Gadget Grappling Cannon 1 µstraight Make a [1:5:1] -1 attack at your accuracy bonus. If the attack connects, the target is pulled up to three hexes towards you and receives a Stun token. : You may use your 1+ accuracy bonus, and the target is pulled up to four hexes and receives two Stun tokens. $45 Thrown Consumable Grenade 1 : 10. Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : d6-. : 1d6-. 1 Thrown Grenade! 1 Pair Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : d6-. : 1d6-. Grenadier If you have a free hand, you may use thrown weapons from your belt as if they were in your hand. Grenadier s I Grenade : When aiming a non-contact grenade, you may bounce your path off of a solid wall or object at a normal angle of reflection. If you do, -1. Gunslinger Inspiration Lv1 Lay 5 in front of you facedown. one on the following triggers: - You roll higher than 8 on an attack - An enemy s attack is within of your - An ally or enemy dies - You defeat an enemy (stacks with previous) Gunslinger Inspiration Lv5 At the start of combat, 1. Lay 4 in front of you facedown. one on the following triggers: - You roll higher than 8 on an attack - An enemy s attack is within of your - An ally or enemy dies : two cards - You defeat an enemy (stacks with previous) EoT : Randomly draw a card and replace it with an card Interrupt : Pick up all cards. Choose one and draw it, and shuffle the rest back into. Discard all cards and lay out 5 new cards. : two cards EoT : Randomly draw a card and replace it with an card Interrupt : Pick up all cards. Choose one and draw it, and shuffle the rest back into. Discard all cards and lay out 4 new cards / 50 -

19 6 Ammo HEAP Ammo 1 Pair+1 1. Activate a weapon s ability up to times. You may use your own cards as well as the target s to pay the reload costs. Instead of loading normal rounds, load HEAP Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. HEAP Ammo tokens have and do + equal to the target s. Target s 4 : On hit, add a Wound token $50 Heavy Hand Cannon 1 1 : [1:3:] -3:d6 1 1 : 1 1+ : + B O S $0 Ammo Consumable Handgun Rounds Activate a weapon s ability. In paying the cost, you may use the top 3. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Applies to handgun-type weapons, such as revolvers and semiautomatics. A weapon that is and has no auto ability may qualify. 6 Handshake Play when you become adjacent to an enemy. Immediately make a basic unarmed attack against that enemy. No other effects may be played to modify this attack. If the attack hits, it does no damage but adds a Vulnerability and a Recoil token. : The attack does full damage instead. The Cydonian handshake singlehandedly drove the development of an elaborate culture of respectful bowing from a safe distance. Other warriors often study it for its quick, ruthless greeting efficiency, though few truly master all of its nuances. Heavy AP Ammo Heavy AP Ammo Heavy Caliber Heavy Near Solid : +1d4+ Heavy Hand Cannon 3 Ammo 1 Pair+1 1. Targets a H or heavy gun in someone s hand. Activate a weapon s ability. You may use your own cards as well as the target s to pay the reload costs. Instead of loading normal rounds, load Heavy AP Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Heavy AP Ammo tokens ignore the enemy s. $100 Ammo Consumable Activate a weapon s ability. In paying the cost, you may use the top. If you have a free hand and this is in your belt, you may use this as if it were in your hand. The weapon must be H or heavy. Instead of loading normal rounds, load Heavy AP Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Heavy AP Ammo tokens ignore the enemy s. $680 Heavy 1 1 : [1:4:] -3:d : 1 1+ : + Recoil 1 B O S - 19 / 50 -

20 Heavy Killer I Play when you make an attack. If the attack hits, the attack gains +1d4 and adds a Vulnerability token. If the target is wielding a heavy weapon or has a - effect, +1d4 and you may choose: this attack, or an additional Vulnerability token. Heavy Laser Rifle H 4 1 : [3:1:1] +4:3d6-3x. SStraight : Critical : Target gets an On Fire token. Heavy Lifter You may choose one piece of equipment you are wearing and ignore its penalty to. Heavy Weapon Familiarity H : +1 Heavy : +1 6 Specialist $500 O $1100 High-Caliber Revolver : [1:6:1] +:1d8+5 N : N : Recoil 1 S Hold the Line Pair OR 3 Place this card in front of you and discard it next time you move taken. This effect doesn t stack with itself. 3 Ammo Hollowpoint Ammo 1 Pair 1. Targets a gun in someone s hand. Activate a weapon s ability up to times. You may use your own cards as well as the target s to pay the reload costs. Instead of loading normal rounds, load Hollowpoint Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Hollowpoint Ammo tokens do +1 and add 1 Wound token to the enemy. $50 Ammo Consumable Hollowpoint Ammo Activate a weapon s ability. In paying the cost, you may use the top 3. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Instead of loading normal rounds, load Hollowpoint Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Hollowpoint Ammo tokens do +1 and add 1 Wound token to the enemy. - 0 / 50 -

21 Holster Hips 1 belt slot, which can only be used to hold one weapon. I Call Her Vera 3Kind a weapon you re currently wielding if the weapon leaves your hands. Improve Our Position! 3 OR Pair+ Each ally may choose to take (bonuses do not apply) or gain +1 until their SoT. Improved Dual Wield Starts battle with 3 counters. Remove one counter: Make a pair of + attacks (one with each hand). Use your or +, whichever you prefer. 1 : Place 3 counters on this card 1 Tactics If a card has the Dual-OK keyword, you may treat this dual attack as a single attack for purposes of that card, applying all benefits and penalties to both attacks. $80 Improved Hurling Improved Quick Draw Improvised Grenade Sling Improvised Remote Gun Thrown Thrown : +3 : Move a weapon from your belt to your hand and make a basic attack with that weapon. Play as you play a thrown item. +3 max Red : An additional and 5 Engineering Remote Pair As you play this, place a gun you re carrying on the ground in an adjacent hex and put a Remote token into one of your hands. All Remote cards you have share the same Remote token. It is and non-transferrable. You may use that weapon s basic attacks remotely as if it were in your hands. Turrets cannot be disarmed. If the turret is destroyed, the gun falls to the ground in that hex. Attacks are modified only by the weapon s intrinsic bonuses and your skills, not by your equipment. You may not target these attacks with inspiration cards. You may use the turret s ability only if you are adjacent. The turret has 6 is H. and 5 HP, or 35 HP if the weapon - 1 / 50 -

22 Improvised Treatment Incendiary Ammo Incendiary Ammo Incendiary Grenade Medical 1 : Discard all. Lock one inspiration slot(s). If you discard at least one card in this way, activate a medical kit item at no time cost and heal an additional d6 + Medkit Bonus x 1 HP. : As above, restoring an additional 5 + Medkit Bonus x 1 HP. 3 Ammo 1 Pair 1. Targets a gun in someone s hand. Activate a weapon s ability up to times. You may use your own cards as well as the target s to pay the reload costs. Instead of loading normal rounds, load Incendiary Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Incendiary Ammo tokens add 1 On Fire token to the enemy. $50 Ammo Consumable Activate a weapon s ability. In paying the cost, you may use the top 3. If you have a free hand and this is in your belt, you may use this as if it were in your hand. Instead of loading normal rounds, load Incendiary Ammo tokens. They are fired after currently loaded ammo. You may choose to unload the weapon when applying this card. This can t be used on weapons which require to reload. Incendiary Ammo tokens add 1 On Fire token to the enemy. 3 Thrown 1 Pair Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. 1 : d6-, +1 On Fire token. : + On Fire tokens. -1 per and per 3. Incendiary Grenade 1 : 10. Roll against 4 +. For each by which you fail (rounding up), the center deviates by 1. can reduce damage to 0. Infantryman If you have no when attacked, +1. Thrown : +1 S Insightful Tactics Choose an ally and an enemy that that ally could reach in 1 of. That ally may immediately move adjacent to that enemy and make an unarmed attack. Juke Play after an attack is declared, but before accuracy is rolled. Gain 1d4. $65 Thrown Consumable 1 : d6-, +1 On Fire token. : + On Fire tokens. -1 per and per 3. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. 4 Interrupt - / 50 -

23 5 Dual-OK Interrupt Juke and Counter µstraight Play when an attack would hit you. Interrupt, +. If this would cause the attack to miss, you may interrupt and make a / 1+ / + attack costing at most 1. $10 Heavy Bulky 1 : [1:1:X] +1:1d8 H : +1d4 +1 Junk Club / H An improvised melee weapon made out of metal scrap, it s quite heavy and presents any number of points and sharp edges. It s a bit awkward for one-handed use. 4 Engineering Kludge Magazine Part Jury-Rig Magazine 1 Pair+1 This card a weapon and comes into play with equal to the weapon s normal capacity. This occupies a M slot. This can be played even if that slot does not exist. However, if that slot exists, this card must occupy it. These can be used as weapon ammunition. They are used before normal weapon ammunition and cannot be reloaded. 1 Engineering Optics Part O Jury-Rig Scope Pair+1 1. a weapon. +1, +1 min, +1. S Keep Moving Knee Knife 1 Engineering Stock Part Jury-Rig Stock Pair+1 1. a weapon. Near : + : 4 (no bonuses apply) : Interrupt. (no bonuses apply) 1 :. Use this ability only once per round. Combo 1 1 [1:1:X] -1:1d8 unarmed 1 : [1:1:X] +0:1d6 $75-3 / 50 -

24 Kung Fu O Lead Frenzy II Leading Attack Unarmed : +1 1 : [1:X:X] +0:1d6 unarmed Laser Sight + Not sneaking : Enemy +1 At the start of battle, draw one more. Start-of-combat draws don t trigger this card s other effects. Whenever you draw from the following:, choose one of Play when an attack misses. Your next attack against that target is Place a counter on this card. - Remove two counters from this card, and if you do, 1 $50 $00 Optics Part 5 Leather Belt Leather Boots Leather Coat Leather Gloves Belt Feet Torso Gloves Belt Slots This bonus is reduced by 0.5 if you have any Heavy equipment. 1+ : +1 $90 $00 $130-4 / 50 -

25 Leather Vest Torso +3 Leg Shot / 1+ / H Pair OR 3 Play when you make an attack. +1 if 1+ / H, +0 otherwise. Pay attack costs normally. If you hit, give the target this card. -1.5, - :, penalty becomes : If, Light Battle Rifle H : [1:7:1] +1:1d6 1 : [1:7:] -1:1d6 x N : N Light Pulse Laser 10 1 N : [1:8:1] +3-N:1d6xN. N is 1-4. Always Auto, even if N is 1 or. 1 SStraight : 5. An unbelievably light handgun, with a grip too narrow to accommodate any magazine.pduv- II 0019 is engraved on the side. $180 $10 $50 $1500 Light Revolver : [1:5:1] +1:1d6 N : N Light Stealth Suit Torso Sneak Evasion (1 ) 1 : Play any time after an attack is declared, even after accuracy is rolled. +1d3 against that attack. 1 : 1 4 Combo Interrupt Lightning Counter Melee Pair Play when an enemy attack misses you. Start a Combo against that enemy. You have no total to spend; that is, you may only play attacks normally costing 1. The first such attack gets +. 4 Interrupt Lucky Star Play when a hate card is played. If it has targets, you specifically are unaffected. If it targets the battlefield, it is negated entirely. $105 1 : Interrupt. The GM loses hate points equal to his unit-averaged starting pool. (The GM will know what this number is.) If you use this ability, remove this from the game until the end of combat. - 5 / 50 -

26 Martial Artist Inspiration Lv1 At the start of battle, 3. Whenever you deal damage with a melee attack, 1. Martial Artist Inspiration Lv5 At the start of battle, 4. Whenever you deal damage with a melee attack, 1. S Martial Way Choose an ally and a negative condition from the list below, and play this in front of you. When the ally experiences the specified conditions, he receives the listed bonus and this. Takes >8 : +10 to next attack Masterwork Revolver : [1:6:1] +:1d6+4 N : N Gains an On Fire token: -10 EoT taken until target s Gains a Stun token: + target s next SoT Hit by a combo 4 or longer : Next attack adds Stun tokens You can only play cards when you re not in combat. After playing this ability, you must wait 1 full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. $1100 O T Masterwork Semiautomatic : [1:6:1] +:1d6+3 1 : [1:5:1] +1:1d6+x N : N Mayhem! When you use a thrown consumable, card. : 1 this Mechanic s Work Is Never Done When you play an Engineering card, look at the top and place it on the top or bottom of. When you play a card that removes cards, look at the top as above (placing the two cards independently in either position in any order). This supersedes the above bonus. : Draw a card you re looking at Medic Inspiration Lv1 You always have 3. When you spend one, immediately draw another. : N, N If you cannot fill your hand, you cannot play cards until you recycle. If you have to use a ability, lock an inspiration slit instead: choose and discard a card and put a card into its place facedown and. SoT: EoT: If, flip it over. That card is now usable normally. $1300 O T - 6 / 50 -

27 Medic Inspiration Lv5 Medical Kit H 3 Medical Stockpile Medical Supplies You always have 4. When you spend one, immediately draw another. : N, N If you cannot fill your hand, you cannot play cards until you recycle. If you have to use a ability, lock an inspiration slot instead: choose and discard a card and put a card into its place facedown and. +3 Medkit Bonus 1 : 1 heal d4 + Medkit Bonus x 3 1 N : N Effects are halved if you have no levels in the Medic class. Hands holding this card are considered free when using Medical cards. Belt Slots This a Medical card that has. You may place one Medical Consumable item. If the modified Medical card is in your hand, the stored item is in your hand. Pair Activate a medkit s ability. In paying the cost, you may use the top 3. SoT: EoT: If, flip it over. That card is now usable normally. $300 Medical 1 Ammo Meta-Kludge SStraight Up to two Kludge cards on you or an adjacent ally have their counters reset, as if they had just come into play. Military Revolver : [1:6:1] +:1d6+3 N : N Military Semiautomatic : [1:6:1] +:1d6+ 1 : [1:5:1] +1:1d6+x N : N Minor Arm Shot / + / H Pair Play when you make a ranged attack. +1 if 1+ / H, +0 otherwise. Pay attack costs normally. On hit, give the target this card. -3. Discard at the end of your turn. $900 $ Engineering - 7 / 50 -

28 Minor Leg Shot / + / H Pair+1 Play when you make a ranged attack. +1 if 1+ / H, +0 otherwise. Pay attack costs normally. On hit, give the target this card Discard at the end of your turn. S Misstep Choose one: Play when an enemy begins to move. That enemy loses one worth of. Play when an enemy makes an attack. That attack gets -. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. H : +1 auto. Mobile Rifleman on attacks that aren t rapid or Cydonian Moustache of Righteousness This comes into play with on it. 1 1 : Interrupt. Play only after you play an inspiration card, including making all rolls associated with that card. The used to pay for this ability must be of the same or higher tier as the inspiration card just played; if it s higher, you can play this ability without paying its cost. Ignore all results of the inspiration card just played, and replay that card paying no costs. If the replayed inspiration card checks how or what costs were paid (e.g.color), they re the same as when the card was played for the first time. If you use this card to replay a Finishing Strike, the cost must be paid with another Finishing Strike. You ve always had this moustache. Move In! 1 Play when an enemy dies. All allies including you may immediately take 1 worth of. Multiple Engagement When wielding +, when you kill an enemy with a gun, you may immediately make a basic attack against a different enemy using a different gun without paying. My Lucky Day : Critical range +1 until EoT. 1 : Nailmine Pair 1. Place a token which is activated when someone enters 1. 1 [X:X:X] +4:d6+4. The mine has Sneak 6 for purposes of avoiding detection. This item counts as a grenade. 6 Tactics Trap Gadget - 8 / 50 -

29 Nailmine Nerve Nerve Never Say Die $50 : 1. Place a token which is activated when someone enters 1. 1 [X:X:X] +4:d6+4. The mine has Sneak 6 for purposes of avoiding detection. This item counts as a grenade. 4 Medical Drug Color 1 Pair 1. Give a character this card with four counters on it. Whenever you would take a Stun token, remove a counter instead. When there are no counters left, this. Pair Same Color : Put an extra counter on this. $100 Medical Drug 1 Pair 1 Give a character this card. Comes into play with 4 counters on it. Whenever you would take a Stun token, remove a counter instead. When there are no counters left, this. : Interrupt. Set your HP to 1 and your initiative to the current tick. You can play this ability even if you have 0 HP. No Mistakes Play when you make a basic attack.do not roll. The attack hits, but isn t solid or critical. To play this card, this card, the attack must have a net modifier, including range penalties, of at least 0. Old Bolt-Action Rifle H 4 1 : [3:10:1] +:1d10+1 N : N One More Pair One of your weapons with no may make one additional attack, paying the normal cost. One Shot I Play when you make a ranged attack. You may activate any combination of the following abilities, but only once each. Pair : +1d6+4 and Vulnerability tokens : Add 1 Wound token and 1 Stun token : Add 1 Wound token and 1 Serious Wound token Pair : Deathblow 0% $190 3 Tactics 6-9 / 50 -

30 Order Boomstick H 1 1 : [:4:] +0:4d4 On Miss : [:4:] +3:d4 1 1 : 1 Order Handgun : [1:6:1] +:1d6 1 : [1:5:1] +0:1d6x N : N Solid : +1 Overalls Torso + +1 Belt Slot Overswing Pair Play as you make a melee attack. +50%, then place this card in front of you. - 1 or SoT : This $000 Heavy $1800 $10 3 Packrat Packrat II Painful Shot Painkiller : : Use each ability at most once per turn. Your limit is increased by 1. Play when you make a ranged attack. If the attack hits, it does 5% of its normal and adds a Vulnerability token. Pair : The attack does normal instead. Pair+1 1. Give a character this card. -1 taken. Comes into play with 3 counters on it / 50 -

31 Palm Smash Parting Shot Passing Shot S Philosophotactics 3 Combo 1 Pair You may pay instead. If you do, the cost decreases to. [1:1:X] 0:1d10+ unarmed + if you have any heavy equipment. Solid: Knockback 1. You may immediately take 1 (no bonuses apply). +1 to your next attack. 5 Dual-OK µstraight Play on your turn when an attack consumes your last, before accuracy is rolled. +3. Critical : Increase the multiplier by 1. 5 Dual-OK Play when you have moved at least 3 without interruption. Make a basic attack costing at most 1 without paying its cost at -1. Play when an ally makes an attack. The ally chooses 1d6-3 (min 1) of the following: +1d Critical Range +1d3 +3d4 Flip a coin. Heads, add a Stun token. Tails, add a Vulnerability token. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. Comprehension may vary. Pistol Whip 1 : Make a melee attack based on an equipped ranged weapon. On a critical hit, add 1 Stun token. : [1:X:X] -1:1d4+ H : [1:X:X] -:1d6+4 Pneumatic Speargun H : [1:6:] +1:d8 1 1 : 1 Point Blank Penetration H, Heavy : When firing at less than half of your Near limit, doesn t protect against the attack. Heavy: On a Solid hit, add 1 Stun token. (If it s also critical, only add 1 Stun token total) Stun $1100 Heavy B O S - 31 / 50 -

32 Point Blank Shot Play when you make a ranged attack. If less than half of the near, +3. You may pay Pair instead of. If you do, you may choose to reroll one of your damage dice, taking the higher result. is Poison 1 Make a [1:X:X] + attack. If it connects, give the opponent this card. Alternatively, give this card to a stunned, prone, or disabled enemy at 1. SoT: Put a counter on this card if it has fewer than 3 counters. If there are or fewer counters,. If there are 3 counters, 6. S Polite Applause Play before a die is rolled. Increase or decrease the result by 1. You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. Melee : +1 Power Armor Bracers Arms +1 You may expend a Battery from your hands. If you do, -1 taken and +1 damage to melee attacks until the end of combat. You may choose to activate this ability when initiative is being rolled, in which case the battery may come from your belt or backpack. 1 Dual-OK 4 $1600 Heavy Powered $900 Powered Power Armor Breastplate Torso +3 You may expend a Battery from your hands. If you do, +, - taken, and you may choose not to count this item as heavy whenever you d like until the end of combat. You may choose to activate this ability when initiative is being rolled, in which case the battery may come from your belt or backpack. A $1500 Powered Melee : +1 Power Armor Legs Legs +1 You may expend a Battery from your hands. If you do, +1 and +0.5 until the end of combat. You may choose to activate this ability when initiative is being rolled, in which case the battery may come from your belt or backpack. 5 Preparation. 5 Medical Prepared First-Aid Injector 1 Pair+1 1.Give a character this card with counters on it equal to your Medkit Bonus. 1 :Recover d4 HP plus HP per counter on this card. This. - 3 / 50 -

33 Punishment Interrupt attacks gain +1 and do an additional 1d4. Pursuit 1 Play when an enemy attack misses you. Interrupt. Take (no bonuses) such that your distance to the enemy does not increase. Quality Revolver : [1:6:1] +:1d6+ N : N Quality Rifle H 4 1 : [3:10:1] +3:1d1+3 N : N +1 Critical Threshold Pay but 4. instead of the normal cost :as above, 4 Interrupt $800 O $700 O Quality Semiautomatic : [1:6:1] +:1d6+1 1 : [1:5:1] +1:1d6+1x N : N Quick Bandage 1 OR Pair Comes into play with 3 counters on it. 1. Remove all Wound, Serious Wound, and Grievous Wound tokens, discarding one of each type and placing the rest on top of this. Give this to the target. Quick Draw : Move a weapon from your belt to your hand. Quick Fix Play as you play a card on an ally s equipment. You may additionally remove one on the target. When this has no tokens on this card. counters left, you gain all $800 Medical 4 O - 33 / 50 -

34 4 Quick Load Pair Use a ability, spending 1 less than it would normally require. Quick Search, 1 : Look through the top N, where N is your Medic level. Choose one, draw it, and reshuffle your. Lock one inspiration slot(s). Rapid Attack Comes into play with 5 counters on it. Remove a counter: Make a normal attack with the Combo property. 1 : Add 1 counter to this card. Engineering Kludge Magazine Part Rapid Reload Mechanism 1 Pair+1 This card a weapon and comes into play with 6. This occupies a M slot. This can be played even if that slot does not exist. However, if that slot exists, this card must occupy it. N : Activate a weapon s ability up to N+1 times. Pay the cost only once. Ratchet If you are wielding this, you may play as if you had two free hands. cards 4 Re-Equip 1 Move a weapon with no from your hands to your belt or backpack. You may then draw a weapon from your belt. $400 Armor Part A Reactive Gel Inserts - taken 4 Engineering Kludge Stock Part Recoil Dampener 1 Black This card a weapon and comes into play with 6. This occupies a S slot. This can be played even if that slot does not exist. However, if that slot exists, this card must occupy it. +1 When you make an attack, remove 1 can t, this.. If you - 34 / 50 -

35 A Reinforced Inserts +1 Reinforced Jacket Torso +4-1 taken. Reliable : Reroll an attack s accuracy until the die shows a higher number than the current number. 1 : 3 : S Remote Mine Put this into play in front of you and place a Remote Mine token on the map at least away from any character. As a ability, interrupt to activate the Remote Mine token. You must wait full rounds before playing another ability. 1 : d6 - : 3d6 - $350 Armor Part $400 You can only play cards when you re not in combat. After playing this ability, you must wait 1full round(s) (reach this initiative tick again) before playing another ability. As a ability, you may this, disabling abilities for one full round. Repaired Battle Rifle H : [1:6:1] +0:1d : [1:6:] -:1d10+1 x N : N Resuscitate 3Kind 1. An ally with 0 HP is restored to 5% of maximum HP. Play with SStraight 50% HP. instead: Restore to Ricochet Starts battle with 3 counters. Remove one counter: Make a ranged attack. The line of attack can be calculated such that it reflects off of one wall or object. 1 : Place 3 counters on this card Rifle H 4 1 : [3:10:1] +3:1d10+1 N : N +1 Critical Threshold $300 4 Medical Dual-OK T $350 O - 35 / 50 -

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

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