EX Bonus = If this card is used to destroy another card, the EX Bonus
Attacks Twice = Does it's damage twice, but if damage is guarded against, it affects
<Type> Killer = Does 1.5x damage to enemy of type <Type>.
Special Killers are: Large Killer > 7 HP, Small Killer < 4 HP, Cheap Killer
< 5 Cost
<Type> Halved = Damage taken on this card by type <Type>
Group = For each of this card on the field controlled by the same owner, AP is
raised by 1.
<Type> Attack = Damage from an attack of type <Type> is
multiplyed by 1.5
Copy = AP and TP are equal to the card being attacked.
Guard = If the controller of this card is attacked, this card takes
the damage instead of the controller.
Flight = Card may move over non-flying cards. If this card does so,
an extra Action Point is used.
Paralyze # = Paralysis stops the affected card from acting during the
Act phase, where # is the roll required when attacking to afflict this status.
Freeze # = Freeze stops the affected card from Moving or Acting, where
# is the roll required when attacking to afflict this status. Freeze cannot affect
Poison # = Poison causes one damage at the end of every one of the affeted
card's turn, where # is the roll required when attacking to afflict this status.
Poison cannot affect Story Characters.
Drop # = Drop lowers the EX bonus gained from destroying cards by 3
points, where # is the roll required when attacking to afflict this status.
Stop # = Stop stops the affected card from moving during the Movement
phase, where # is the roll required to afflict this status. An item afflicted
by this stats affects the Story Character wielding it.
Shield = All shields be destroyed before attacking other equipment.
Mag = May equip multiple mags, adds AP and TP to base Story Character
TP Power = For every 3 TP points of the Story character, this card raises
damage from Tech cast through it by 1.
Team Use = May be used to defend Teammate's cards.