First Waypoint Mercenary Whenever this card has no cards beneath it, place the top card of each hero deck beneath this one. At the end of the environment turn, discard a card from beneath this one. Tak Ahab deals the target from that deck with the highest HP X irreducible sonic damage, where X = the number of waypoints in play plus 2. "I know he paid you to kill me," Starlight shouted from behind cover, "but we need to talk." The alien kept his gun level. "Talking is not usually something I get paid for." The group dug through the snow which had claimed the camp. Havoc, distracted, kept glancing out into the night. "Do you hear something movin' out there?" Third Waypoint If this card is destroyed by a hero card and Tak Ahab is in play, place the top card of the villain deck beneath him. At the start of the environment turn, destroy this card and Tak Ahab's end of turn effect acts twice this turn. Jack Donovan set the lump of glowing crystal in front of the mercenary. "So this is what you're here for, right? There's something I want you to do." ART BY MATTHEW BISHOP Third Waypoint cards are indestructible. When this card enters play, destroy it and play the top card of the environment deck if Makeshift Shelter is not in play. Otherwise place it next to a hero. They gain: Power: this hero deals 1 target 1 fire damage. The expedition's second base camp still contained a stash of survival gear. Vance found an old gas lantern and began thawing his suit. ART BY MATTHEW BISHOP ART BY MATTHEW BISHOP Mineral Deposit Second Waypoint This card and Supply Depot are indestructible. At the start of the environment turn, you may shuffle a card from the environment trash into the deck. if Tak Ahab is in the environment trash, shuffle him into the deck. ART BY MATTHEW BISHOP Third Waypoint When this card enters play, play the top card of the environment deck and destroy this card. If Landing Site would enter play, instead remove it from the game. Increase damage dealt to Tak Ahab by 1. If Tak Ahab is destroyed, remove him from the game. Tango One drew her knife. "You're going to pay for this," she said. Tak Ahab shook his head slowly. "I'm going to be paid for this." ART BY MATTHEW BISHOP When this card enters play, play the top card of the environment deck and destroy this card. If Demolished Camp would enter play, instead remove it from the game. At the start of the environment turn, if Tak Ahab is in play, you may destroy 1 hero ongoing or equipment card. If you do, place the top card of any deck beneath Tak Ahab. The mercenary caught site of the aethium crystal in Starlight's armor. Slowly, he lowered his weapon. "Perhaps we can come to an arrangement." ART BY MATTHEW BISHOP Frozen Creature Whenever a Frozen card enters play, this card and Tak Ahab each regain 3HP. At the end of the environment turn this card deals each hero target 2 toxic damage. The mercenary's ship brought with it several spores of a normally harmless alien fungus which, like Tak Ahab himself, thrived dangerously in the frigid climate. "What's our supply situation?" asked Bunker. Tango hesitated. "We've got plenty of water. Drinking it will be the problem." Frozen Increase fire damage dealt to this card by 2. At the end of the environment turn, this card deals the non-environment target with the second lowest HP X cold damage, where X = 1 plus the number of Frozen cards in the environment trash. Scans of the Northspar region showed it to be full of strange minerals and E.M. signals, but scientists believed it to be too inhospitable for life. ART BY MATTHEW BISHOP At the end of the environment turn, this card deals the +1 non-environment targets with the lowest HP 4 cold damage each and is destroyed. The crowbar in Mr. Fixer's hand was searing cold as the alien marched towards him. It seemed to be indifferent to the weather. ART BY MATTHEW BISHOP ART BY MATTHEW BISHOP Creature, Frozen Frozen When this card enters play, place it next to the hero with the lowest HP. That hero must skip either their play or power phase during their turn. Increase cold damage dealt to that hero by 1. If that hero is dealt fire damage, destroy this card. ART BY MATTHEW BISHOP Frozen At the end of the environment turn, discard the top 4 cards of the environment deck. This card deals each non-environment target X cold damage, where X = the number of Frozen cards discarded this way. If 4 Frozen cards were discarded this way, destroy this card. Absolute Zero continued marching ahead through the driving wind. "What's everyone complaining about?" ART BY MATTHEW BISHOP At the end of the environment turn, this card deals each hero target 1 cold damage. At the start of the environment turn, each hero must destroy 1 ongoing and 1 equipment card. "Contact with the Northspar expedition was lost 2 weeks ago," said Bunker. "We're going to find out why. Let's be careful out there." ART BY MATTHEW BISHOP Frozen Frozen When this card enters play, search the environment deck and trash for a First, Second, or Third Waypoint card and put it into play, then shuffle the deck. At the end of the environment turn, this card deals each hero target 1 psychic damage and is destroyed. "How do you know the expedition went this way?" Fanatic yelled over the storm. Up ahead, Absolute Zero stared at the frozen bodies and said nothing. ART BY MATTHEW BISHOP Whenever an environment card enters play, this card deals the target with the third highest HP 2 cold damage. At the end of each turn, all targets that were dealt cold damage during that turn deal themselves 1 psychic damage. If the cold doesn't kill you, thinking about the possibility will make up the difference. ART BY MATTHEW BISHOP ART BY MATTHEW BISHOP All targets are immune to cold damage. At the start of the environment turn, search the environment deck and trash for a First, Second, or Third Waypoint card and put it into play, then shuffle the deck and destroy this card. "Something is unnatural here," Baccarat said. In response to Fanatic's raised eyebrow, he added, "besides us." ART BY MATTHEW BISHOP ART BY MATTHEW BISHOP