recursal/Fanatic-Fandom huggingface dataset:
The Midnight Masks

**The Midnight Masks** is the second scenario of the Night of the Zealot campaign.

## Setup

* Gather the cards from the following encounter sets:
	+ The Midnight Masks Encounter Set
	+ Chilling Cold Encounter Set
	+ Nightgaunts Encounter Set
	+ Dark Cult Encounter Set
	+ Locked Doors Encounter Set
* Select one of the two Downtown locations and one of the two Southside locations at random and remove the unselected cards from the game. Place all locations into play.
* Set aside the Cult of Umordhoth Encounter Set  as a separate "Cultist Deck". Shuffle the deck.
* Add the following based on the number of players:
	+ If exactly 1, no changes needed.
	+ If there are exactly 2, spawn 1 copy of Acolyte at Southside.
	+ If there are exactly 3, spawn 1 copy of Acolyte at Southside and spawn 1 copy of Acolyte at Downtown.
	+ If there are exactly 4, spawn 1 copy of Acolyte at Southside, spawn 1 copy of Acolyte at Downtown and 1 copy at the Graveyard.
* Check Campaign Log:
	+ *If your house burned to the ground*: Remove Your House location from the game. Investigators start at Rivertown.
	+ *If your house is still standing*: Investigators start at Your House.
	+ *If the Ghoul Priest is still alive*: Shuffle it into the encounter deck.
The Devourer Below

**The Devourer Below** is the third and final scenario of the Night of the Zealot campaign.

## Setup

* Gather the cards from the following encounter sets:
	+ The Devourer Below Encounter Set
	+ Ancient Evils Encounter Set
	+ Striking Fear Encounter Set
	+ Ghouls Encounter Set
	+ Dark Cult Encounter Set
* Place Main Path into play as the Investigators starting location. Randomly select 4 of the 6 Arkham Woods locations and place them into place. Remove the remaining 2 from the game.
* Randomly select one of the following encounter sets: Agents of Hastur Encounter Set , Agents of Yog-Sothoth Encounter Set , Agents of Shub-Niggurath Encounter Set  or Agents of Cthulhu Encounter Set . Without looking at the cards shuffle them into the encounter deck.

* Add 1  Chaos token to the Chaos bag.
* Check Campaign Log:
	+ Count the number of names under "Cultists that got away"
		- If there are exactly 0, no changes needed.
		- If there are exactly 1 or 2, add 1 doom to Agenda 1a.
		- If there are exactly 3 or 4, add 2 doom to Agenda 1a.
		- If there are exactly 5 or 6, add 3 doom to Agenda 1a.
	+ *If it is past midnight*: Each player discards 2 cards from their hand.
	+ *If the Ghoul Priest is still alive*: Shuffle it into the encounter deck.
Roland Banks

### Ability

: After you defeat an enemy: Discover 1 clue at your location. (Limit once per round.)

## Deckbuilding

### Deckbuilding Options

Guardian cards level 0-5, Seeker cards level 0-2, Neutral cards level 0-5.

### Deckbuilding Requirements

Roland's .38 Special, Cover Up, 1 random basic weakness (do not count toward deck size)

### Card number

 #1

**Roland Banks** is a guardian investigator that is part of the core set.

## Deckbuilding

Roland has a deck size of 30 card made up of Guardian cards (level 0 - 5), Seeker cards (level 0 - 2) and Neutral cards (level 0-5). This does not include a random basic weakness or his signature investigator cards.

### Starter deck

This is the recommended starter deck for Roland Banks from FFG and requires a single core set.

* Investigator
	+ Roland Banks
* Assets (17)
	+ Roland's .38 Special
	+ .45 Automatic
	+ Physical Training
	+ Beat Cop
	+ First Aid
	+ Machete
	+ Guard Dog
	+ Magnifying Glass
	+ Old Book of Lore
	+ Research Librarian
	+ Dr. Milan Christopher
	+ Hyperawareness
	+ Medical Texts
	+ 2xKnife
	+ 2xFlashlight
* Events (8)
	+ Evidence!
	+ Dodge
	+ Dynamite Blast
	+ Mind over Matter
	+ Working a Hunch
	+ Barricade
	+ 2xEmergency Cache
* Skills (6)
	+ Vicious Blow
	+ Deduction
	+ 2xGuts
	+ 2xManual Dexterity
* Weaknesses (2)
	+ Cover Up
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
The House Always Wins (card)

## Scenario Reference Card

* Easy/Standard
* Hard/Expert

###

-2. You may spend 2 resources to treat this token as a 0, instead.

###

-3. If you succeed, gain 3 resources.

###

-2. If you fail, discard 3 resources.

###

-3. You may spend 3 resources to treat this token as a 0, instead.

###

-3. If you fail, discard 3 resources.

###

-2. Discard 3 resources.

**The House Always Wins** is a scenario reference card for the second scenario of the The Dunwich Legacy campaign.
Searching for Izzie

* Lvl

: **Investigate**. If you succeed, instead of discovering clues, discard Searching for Izzie.
**Forced** - When the game ends, if Searching for Izzie is in play: You suffer 1 mental trauma.

### Card number

 #11

**Searching for Izzie** is a signature weakness card for Jenny Barnes and is part of The Dunwich Legacy deluxe expansion.
The Devourer Below (card)

## The Devourer Below

* Easy/Standard
* Hard/Expert

###

-X. X is the number of ***Monster*** enemies in play.

###

-2. Place 1 doom on the nearest enemy.

###

-3. If there is a ***Monster*** enemy at your location, take 1 damage.

###

-5. If there is an ***Ancient One*** enemy inplay, reveal another token.

###

-3. If you fail, after this skill test, search the encounter deck and discard pile for a ***Monster*** enemy, and draw it. Shuffle the encounter deck.

###

-4. If there is a ***Monster*** enemy at your location, take 1 damage and 1 horror.

###

-4. If you fail, place all your clues on your location

###

-7. If there is an ***Ancient One*** enemy inplay, reveal another token.

### Encounter set

#1

### Card number

 #142

**The Devourer Below** is a scenario reference card for the third and final scenario of the Night of the Zealot campaign.
The Gathering

**The Gathering** is the first scenario of the Night of the Zealot campaign.

## Introduction

*You and your partners have been investigating strange events taking place in your home city of Arkham, Massachusetts. Over the past few weeks, several townspeople have mysteriously gone missing. Recently, their corpse turned up in the woods, savaged and half-eaten. The police and newspapers have stated that wild animals are responsible, but you believe there is something else going on. You are gathered together at the lead investigator's home to discuss these bizarre events.*
## Setup

* Gather the cards from the following encounter sets:
	+ The Gathering Encounter Set
	+ Rats Encounter Set
	+ Ghouls Encounter Set
	+ Striking Fear Encounter Set
	+ Ancient Evils Encounter Set
	+ Chilling Cold Encounter Set
* Place the Study location into play. All investigators begin at this location. Set aside all other locations.
* Set aside the Ghoul Priest and Lita Chantler, out of play.
* Assemble the remaining encounter cards, shuffle them and form the scenario's encounter deck.
Where Doom Awaits

**Where Doom Awaits** is the fifth mythos pack for The Dunwich Legacy cycle of Arkham Horror: The Card Game. It continues the The Dunwich Legacy campaign with the seventh scenario of the same name.

## Cards

The mythos pack comes with 60 new cards numbered 260 to 298. This includes 32 scenario cards and 28 player cards.

### Player Cards

The 28 player cards are made up of the following:

* 2 copies of 12 class cards. ( #260 -  #271)
* 2 copies of 2 neutral cards. ( #272 -  #273)

### Scenario Cards

There are 32 scenario cards in the mythos pack.

## External links

* Where Doom Awaits
* Make Your Peace
* Where Doom Awaits You
To Fight the Black Wind

*For the player card see: To Fight the Black Wind (card).*

**To Fight the Black Wind** is an Arkham Horror novella written by Jennifer Brozek that focuses on Carolyn Fern.

The physical copy of the book comes with 5 cards for Arkham Horror: The Card Game: an alternate art Investigator card for Carolyn Fern, alternate art mini-card, Foolishness signature asset, To Fight the Black Wind signature weakness, and a card explaining the "replacement" rule.

## Not all patients can be cured—or want to be.

*Visiting psychologist Carolyn Fern’s newest patient is Josephine Ruggles, an heiress whose nightmares leave glyph-shaped wounds across her back. Miss Ruggles's case is unusual, even for an institution like Arkham Sanatorium. Her case takes an even stranger turn after she claims to have met Malachi—Carolyn's former patient whose treatment was cut short when he was brutally murdered—in her dreams. When Carolyn uses hypnotherapy to address Josephine’s trauma, they find themselves both journeying to a strange place Josephine calls "the Dreamlands."*
*Together, Carolyn and Josephine discover that the mind is a powerful tool, but knowledge is dangerous. What is learned cannot be unlearned, and not everyone is prepared to pay the price.*
Trait

**Traits** are a feature of Arkham Horror cards that represent distinct aspects of that card. Traits do not have an inherit impact on the game themselves, however certain card abilities will reference traits in their effects. Examples of this are Extra Ammunition which allows an investigator to add ammo tokens to any card they have in play that has the ***Firearm*** trait or On the Lam which allows Skids O'Toole to evade enemies with the exception of any with the ***Elite*** trait.

In addition, the deckbuilding rules of certain Investigators may involve traits. For example, the explorer Ursula Downs can add level 0 - 4 Relic cards from any class to her deck, in addition to her normal pool of Seeker and Neutral cards. Conversely, the millionaire Preston Fairmont is forbidden from using any cards with the Illicit trait.
The Dirge of Reason

*For the player card see: The Dirge of Reason (card)*

**The Dirge of Reason** is an Arkham Horror novella written by Graeme Davis that focuses on Roland Banks.

The physical copy of the book comes with 5 cards for Arkham Horror: The Card Game: an alternate art Investigator card for Roland Banks, alternate art mini-card, Mysteries Remain signature asset, The Dirge of Reason signature weakness, and a card explaining the "replacement" rule.

## Lake house destroyed. 38 dead. Cause unknown.

*Federal Agent Roland Banks has always done things by the book. It was the only way to avoid being dragged into the mire of corruption and quid pro quo that is government in Prohibition America. But when Banks busts the wrong bootlegging operation in backwoods Virginia, his punishment is a bizarre assignment in Arkham, Massachusetts.*
*It is clear from the outset that Arkham keeps its secrets close, and Roland isn’t going to break open this case if he sticks to standard procedure. As the mystery and chaos surrounding the investigation threaten to unravel Roland, he must decide how much he’s willing to risk in order to uncover the truth.*
Rite of Seeking

* Lvl 0

 Spend 1 charge: **Investigate**. Investigate using  instead of . If you succeed, discover 1 additional clue at this location. If a , , , , or  symbol is revealed during this test, after this test resolves lose all remaining actions and immediately end your turn.

### Card number

 #28

**Rite of Seeking** is a level 0 Mystic asset card that is part of The Dunwich Legacy expansion.
Weakness

**Weakness**es are a type of player card. They represent a negative aspect of the investigator and come in two types: specific investigator weaknesses that are tied to their backstory and basic weaknesses, which any investigate may have. Typically a newly built investigator deck will have two weakness cards.

## Basic Weaknesses

As part of deckbuilding an investigator must include one randomly selected card of the **basic weakness** type. These cards are represented by this symbol:
Wiki rules

The following is a set of basic **rules for editing on Arkham Horror: The Card Game Wiki** that all users must adhere to when using this wiki. Violations of any of these may result in a warning from the administrator. Continual violations will result in a temporary ban. Future violations would result in bans of increasing duration.

These rules are in addition to Fandom's Terms of use that users are expected to be familiar with before contributing.

## Rules

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrator! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
3. **Do not engage in excessive self-promotion**: The wiki is a collaborative community resource for the topic at hand. It is NOT a free place to advertise your related website, YouTube channel, blog, social media account, etc. Have a question about whether your link would be welcome? Ask an administrator!
4. **Do not harass other users**: If somebody asks you to stop posting certain content on their wall, respect their wishes. It is their wall.
5. **Do follow community guidelines for formatting**: When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
6. **Uploading Images**: Uploaded images must have a name that is descriptive to what it is and **not** a random string of letters and numbers. Images from cards should be cropped to include the art and as little of the text and icons as is reasonable. Images of act and agenda cards should have their text obscured completely so to avoid spoilers (this is for both the "a" and "b" sides). A short description of the image should also be added. The cards have the artist responsible at the bottom and their name should be added to the description of the image Example.

## Further information

There may be further rules and guidelines not listed here that might be enforced by the administrator. Any questions or comments regarding the rules can be directed to the administrator.

If you are blocked and have further questions you should be able to post on your own message wall if you have any questions regarding the block.
The Necronomicon (John Dee Translation)

### Ability

**Revelation** - Put The Necronomicon into play in your threat area, with 3 horror on it. It cannot leave play while it has 1 or more horror on it.
Treat each  you reveal on a chaos token as a .
: Move 1 horror from The Necronomicon to Daisy Walker. Then, if The Necronomicon has no horror on it, discard it.

### Card number

 #9

**The Necronomicon** a signature weakness card for Daisy Walker and is part of the core set.
Retaliate

**Retaliate** is a keyword ability found on some enemies.

The keyword is triggered after an investigator fails an attack against a readied enemy with the retaliate keyword. After the investigator resolves the attack skill test effects the enemy attacks that investigator, even if they were not engaged with them. This does not exhaust the enemy.
Resolution

**Resolutions** are the outcomes of a scenario. Scenarios will have several resolutions (**R1**, **R2**, etc), which will have different requirements to meet. If part of a campaign different resolutions can impact the state of subsequent scenarios. They can be found in the relevant campaign guide for that scenario.
The Blood of Baalshandor

**The Blood of Baalshandor** is an Arkham Horror novella written by Richard Lee Byers that focuses on Dexter Drake.

The physical copy of the book comes with 5 cards for Arkham Horror: The Card Game: an alternate art Investigator card for Silas Marsh, alternate art mini-card, Molly Maxwell signature asset, Yaztaroth signature weakness, and a card explaining the "replacement" rule.

## The Dangers of Arkham Are No Illusion

*For Dexter Drake, the magic of fairy tales and myth had been a lifelong fascination. The chance discovery of a fragment of the Necronomicon during the Great War opened Drake's eyes to the possibility that magic might truly exist. Years later, the promise of arcane tomes locked away in Miskatonic University's special collection drew the stage magician to the quiet town of Arkham.*
*Lured to an auction of occult items, "Drake the Great" and his assistant, Molly Maxwell, find themselves targeted by the depraved servants of an otherworldly force of disease and corruption.*
Slot

Investigators have 7 specific **slots** that can hold certain assets that have the associated slot icon on their cards.

* Accessory slot ()
* Body slot ()
* Ally slot ()
* 2 hand slots ( or )
* 2 arcane slots ( or )

If an investigator wants to play a card that requires a slot already in use they have to discard the in use item as they bring the new item into play.

With hand slots an investigator may have in play either up to 2  or a single . This means if they have a item in play and want to bring in a  they would have to discard the  item to do so. This also applies to the 2 arcane slots with either 2  or 1 .
Scenario

**Scenarios** are individual story based games played in Arkham Horror: The Card Game. The majority of scenarios are part of larger campaigns, though any scenario can be played as a "standalone" adventure.

The story of the scenario is driven by the investigators that advances the acts, typically by using clues, but also driven by the game that advances the agenda, typically by using doom.

## Scenarios

* Night of the Zealot
	+ The Gathering
	+ The Midnight Masks
	+ The Devourer Below
* The Dunwich Legacy
	+ Extracurricular Activity
	+ The House Always Wins
	+ The Miskatonic Museum
	+ The Essex County Express
	+ Blood on the Altar
	+ Undimensioned and Unseen
	+ Where Doom Awaits
	+ Lost in Time and Space
* The Path to Carcosa
	+ Curtain Call
	+ The Last King
	+ Echoes of the Past
	+ The Unspeakable Oath
	+ A Phantom of Truth
	+ The Pallid Mask
	+ Black Stars Rise
	+ Dim Carcosa
* The Forgotten Age
	+ The Untamed Wilds
	+ The Doom of Eztil
	+ Threads of Fate
	+ The Boundary Beyond
	+ Heart of the Elders
	+ The City of Archives
	+ The Depths of Yoth
	+ Shattered Aeons
* The Circle Undone
	+ Disappearance at the Twilight Estate
	+ The Witching Hour
	+ The Secret Name
	+ The Wages of Sin
	+ For the Greater Good
	+ Union and Disillusion
	+ In the Clutches of Chaos
	+ Before the Black Throne
* The Dream-Eaters
	+ Beyond the Gates of Sleep
	+ Waking Nightmare
	+ The Search for Kadath
	+ A Thousand Shapes of Horror
	+ Dark Side of the Moon
	+ Point of No Return
	+ Where the Gods Dwell
	+ Weaver of the Cosmos
* The Innsmouth Conspiracy
	+ The Pit of Despair
	+ The Vanishing of Elina Harper
	+ In Too Deep
	+ Devil Reef
	+ Horror In High Gear
	+ A Light in the Fog
	+ The Lair of Dagon
	+ Into the Maelstrom
* Curse of the Rougarou
* Carnevale of Horrors
* The Labyrinths of Lunacy
* Guardians of the Abyss
	+ The Eternal Slumber
	+ The Night's Usurper
* Murder at the Excelsior Hotel
* The Blob That Ate Everything
* War of the Outer Gods
* Read or Die
* All or Nothing
* Bad Blood
Smite the Wicked

* Lvl

### Ability

**Revelation** - Discard cards from the top of the encounter deck until an enemy is discarded. Attach Smite the Wicked to that enemy and spawn it at the location farthest from you.
**Forced** - When the game ends, if attached enemy is in play: You suffer 1 mental trauma.

### Card number

 #7

**Smite the Wicked** is a signature weakness card for Zoey Samaras and is part of The Dunwich Legacy deluxe expansion.
Dac

**Dac** is a supporting planet and as it was called in Mon Calamarian, Quarrenese, and Basic, also known as **Mon Calamari** and sometimes simply called **Calamari** or **Mon Cala**, was a planet in the Calamari system of the Calamari sector, located in the Outer Rim. It was home to a wealth of sentient species: the Mon Calamari, the Quarren, the Moappa, the Amphi-Hydrus, and the Whaladons. *Mon Calamari* was the name given to the planet by Human explorers from the Galactic Republic who first discovered and revealed the world to the rest of the galaxy. The native species referred to the planet as *Dac*. The planet was a shining bluish-white orb from space, due to its ocean-covered surface. It was home to 27.5 billion Mon Calamarians and Quarren, as well as surrounded by the impressive Mon Calamari Shipyards.

## **History**

In the cafeteria scene, Mika shows a hologram of a planet Dac along with four planets.
Nepgear

### Personality

She is very respectful to others and has a very close bond with her sister. Who addresses her as "Nep-Jr.", while Compa likes to address her as "Gear-Chan" or in the English dub, "Ge-Ge." Nepgear has a tendency to go from being confident to scared whenever something bad happens especially her older sister, Neptune.

### Feature Appearances

Galactic of Guardians Arc.Galactic of Guardians: Resurgence

### Enemies

**Galactic of Guardians**Zargenians (Formerly)

**Galactic of Guardians: Resurgence**

Drej

### Weapons

Laser swordsgun blade

**Nepgear** is a recurring character in the *Neptunia* video game series, and the main protagonist of *Hyperdimension Neptunia mk2*. She is the human form of **Purple Sister,** a CPU candidate and the younger sister of Neptune. After her sister and the other CPUs are captured and held prisoner in the Gamindustri Graveyard, Nepgear embarks on a quest to rescue them, eventually gaining the help of the other CPU candidates.
Fresnowalker

Photographic Print by Kaninchenbau

**Fresnowalkers**, also known as **Forestwalkers** or **Fresnocrawlers**, are the inhabitants of landscape from Forest of Hopes in Planet Tokyo.

## **Background**

### **Physical Appearance**

#### **Standards**

Fresnowalkers are the white, cryptic, humanoids, and their facial features are black. And often doesn’t have mouths and arms.

#### **Younglings**

However, Youngling Fresnowalkers are small and stubbier. Their facial features are black, and often doesn’t have mouths and arms.
Wendy Adams

### Ability

 When you reveal a chaos token, choose and discard 1 card from your hand: Cancel that chaos token and return it to the bag. Reveal a new chaos token. (Limit once per test/ability.)

###  Effect

+0 If Wendy's Amulet is in play, you automatically succeed instead.

## Deckbuilding

### Deckbuilding Options

Survivor cards level 0-5, Rogue cards level 0-2, Neutral cards level 0-5.

### Deckbuilding Requirements

Wendy's Amulet, Abandoned and Alone, 1 random basic weakness (do not count toward deck size)

### Card number

 #5

**Wendy Adams** is a survivor investigator that is part of the core set.

## Deckbuilding

Daisy has a deck size of 30 card made up of Survivor cards (level 0 - 5), Rogue cards (level 0 - 2) and Neutral cards (level 0-5). This does not include a random basic weakness or her investigator signature cards.

### Starter deck

This is the recommended starter deck for Wendy Adams from FFG and requires a single core set.

* Investigator
	+ Wendy Adams
* Assets (17)
	+ Wendy's Amulet
	+ Switchblade
	+ Burglary
	+ Pickpocketing
	+ .41 Derringer
	+ Leo De Luca
	+ Hard Knocks
	+ Leather Coat
	+ Scavenging
	+ Baseball Bat
	+ Rabbit's Foot
	+ Stray Cat
	+ Dig Deep
	+ 2xKnife
	+ 2xFlashlight
* Events (8)
	+ Elusive
	+ Backstab
	+ Sneak Attack
	+ Cunning Distraction
	+ "Look what I found!"
	+ Lucky!
	+ 2xEmergency Cache
* Skills (6)
	+ Opportunist
	+ Survival Instinct
	+ 2xOverpower
	+ 2xUnexpected Courage
* Weaknesses (2)
	+ Abandoned and Alone
	+ 1 random basic weakness

### Cards

 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
 Level 2
 Level 0
 Level 1
Cornerian

**Cornerians**, are the inhabitants and citizens of Corneria, as well as the Lylat System in general, while some also inhabit other valued territories within claim of the Cornerian Federation, such as Katina and Fichina, as well as the smaller world of Papetoon. Cornerian people seem to be mainly canines, but since around 85% of the Lylat System's population originates from this planet, there is no specific single dominating race.
Aparoid Hatcher

**Aparoid hatchers** (often simply **hatcher**) is an Aparoid unit that spawns more Aparoids. These are a form of reproduction and reinforcements in the Aparoid race, next to the Aparoid Queen.

## **Characteristics**

The hatchers are hexagonal caskets, surrounded by honeycombed energy fields. They can spawn normal Aparoid Crawlers, Aparoid Minitanks or Aparoid Rollers.
Drej

Three of Drej drones.

Grenade launchers

Drills

Daggers

Needles

EMP Explosives

The **Drej** are the alien pure-energy race that originates from the planet Drej Homeworld in *Galactic of Guardians: Resurgence*. They also from the 2000 American sci-fi film *Titan A.E.*.

## **Background**

### **Physical Appearance**

#### **Drone**

Upon first inspection, the Drej seem not much different from our species. They're not corporeal entities, yet they have a physical form which appears to be both skeletal and humanoid.

#### **Infantry**

They are look like the drones, but mostly advanced bodies, having armors, and they have digitigrade legs.

#### **Intelligence**

Same as the drones, but strangely, unlike all other Drej species, the intelligence lacks any integrated weapons systems. However, they retain the large amount of cooling and communications machinery grafted to their backs. The lack of weaponry is made up for by their ability to utilize both grasping hands, which they use to operate machinery and vehicles, such as driving ground artillery platforms and operating walking guns.

#### **Officer**

They are the the easiest Drej specie to differentiate from the rest, identifiably by their slender build and four legs, their average height of 9'4". They are also have 3 fingers per hand (2 fingers and 1 opponible thumb).

#### **Elite**

They are highly advanced bodies and more powerful armors, and they are rarely over 2.5’ feet tall.

#### **Commander**

They are the tallest type of the Drej, with an average height of 9'8". The Commanders are specialized in commanding groups of Drones, Officers, augmented by an unusually large, well-developed brain and very keen eyesight which has been supplemented with additional pure-energy electronics. They also have four-arms and eight legs.

#### **Sovereign**

They are the a supreme rulers, especially the monarchs.

## **History**

### **Origins**

The Drej are the antagonists of *Titan A.E.*. They are an alien species, made of pure energy, as Joseph Korso says. All of them are eyeless drones except for their queen.  Like her, they hate humanity, and they destroyed the earth, unaware that Cale Tucker, the protagonist, was sent away from it. It is unknown how the Drej evolved, but their structure and society seems based on bees. Like bees, they have their queen, and she has all of her drones. Their mothership also has a great deal of destructive energy. When it fires this blue energy beam, it can destroy any ship or planet. This is what they used to destroy the planet Earth and the moon. They also attempted to use it to destroy the Titan but Cale figured out how to use their energy to restore the Titan's power cells and create a new Earth.

### **Current Era**

However, they were never appeared in the first one nor film.

## **Language**

However, the Drej communicated with each other in a spoken language, which to human ears sounded like a collection of vowel-intensive electronic noises and rumbles.
Bolse

3DS version

**Bolse** is an artificial defensive satellite station in orbit around the desolate wasteland world of Venom, directly above the rocky frontier ahead of Andross's Palace. The satellite core is well protected by a powerful shield, generated by six energy spires, and fleets of support craft.
Kaijuruan

## Kaijuruans

### Cause of Death

**Rarusor (Humanoid Kaiju)**Beaten by Samus, Sonic, Jupiter, Saturn, Uranus, Neptune (Drunkenfix) and Bowser

**Zeurx (Tripodal Kaiju)**

Slaughtered by Three of Gundams

**Aleraham (Spider Kaiju)**

Exploded by the missile from Tokyian jet fighers

### Enemies

Inhabitants of Planet Tokyo

The **Kaijuruans** are the gigantic extraterrestrial beast race who were attempted to take over Tokyopolis in *Galactic of Guardians: Resurgence*.

## **Background**

### **Physical Appearance**

#### **Rarusor (Humanoid Kaiju)**

It appears to be inspired by Raijin from *Pacific Rim: Uprising*, with an "inner" and "outer" head, shaped like a Venus flytrap. Its "inner head" is protected by the "outer head", hard shield-like plates around it's skull. The plates also serve as a plasmic jaw, which can close to defend itself, and absorb kinetic energy from weapons used by the Gundams. Rarusor's jaw is electric.

#### **Zeurx (Tripodal Kaiju)**

Zeurx is a giant, slightly black humanoid-like reptilian with four arms and three legs.

## **Notable Members**

* Rarusor
* Zeurx
* Aleraham
Petal

WIP

## Biography

After the Aparoid Queen was defeated, instead of breaking down or retreating like many of her comrades did, Petal vowed to stay in the Lylat system (Katina specifically) because her willpower was too strong for her to just let herself die like the others...

She initially planned to continue spreading the Aparoid infection across Katina, but quickly stopped because she realized she was the only one left. There weren’t even any hatchers left... so naturally she concluded that if she tried to cause any more destruction to the Lylatian forces, she’d likely be killed instantly. So... plan B: try to integrate into Lylatian society?

Petal tried her best to shape herself into something that looked like the denizens of Katina... which kind of worked in the sense that she looked more like a person than like a machine, but a lot of her still looked... wrong... she hoped the soldiers and citizens on Katina could look past that. Fortunately she did find a friend in a certain “Commander Grey” who offered to give her shelter for a short while. Maybe she can learn a few things about Lylat through observing him? Also, this is how she got her name. Aparoids don’t really use names because they’re effectively a hivemind, but Petal has one because that’s what Grey nicknamed her-- after the flaky protrusions coming from her shoulders and attack arms. He thought they looked like the petals of a chrysanthemum.

Containing parts from Killer Bee and Canine units, Petal is very quick and agile, and has a decent variety of attacks. She is trying not to be so quick to fire, but she often fires circular shots reflexively when she feels threatened. She can run fast and hover a bit above the ground. Despite having sideways-facing eyes, Petal has a bad case of tunnel vision where if she gets very determined about something, it will be the only thing she can see clearly or think about. She has pretty bad foresight, but you certainly can’t call her indecisive!
Harvester Mothership

The **Harvester Mothership**, or **Harvesters' Palace**, is a massive spaceship designed to strip planets of their resources, and commanded by a Harvester Queen in Galactic of Guardians: Resurgence.

## **Cause of Destruction**

It was blown up by the Project Titan when Evan activate the Titan's transformation sequence.

## **Background**

### **Physical Appearance**

The mothership resembles a massive disc similar to the City Destroyer; size-wise it is much larger than the Colony Mothership that attacked Earth in 1996 and covered an area roughly the size of Earth's moon's surface.

### **Inner structure**

The interior is vast, containing what is essentially the aliens' civilization: military, social structure, transport, communications hubs, and a form of agriculture.

The ground level serves as some kind of agricultural system with an unknown species of plants are grown in giant fields. Harvester drones are used to reap these fields.

Throughout the mothership are massive control towers, towering 175 kilometers high, at which they serve as a air-base for the Harvester Fighters that are docked on platforms.
Heat Ray

The **Heat Rays**, also known as **Tripodisian** **Disintegrator rays**, are the Tripodisian weapons during the invasion of the Solar System in 2398 A.D..

## **Ability**

The Heat Ray was a blueish-white arc of light, energy, and plasma that obliterate humans to explode into fleshes, blueish-white flames, smoke and cyan fire. The emitters are portrayed by two crescent shaped "arms" on the other machines' head.
Aparoid Razor

The **Aparoid Razor** is a less common enemy found in Star Fox: Assault.

## Characteristics

The Razor is named by fans because it has four blue, razor-sharp wings that give it noticeably better manuverability than typical Aparoid Fighters. They are armed only with one laser cannon, which has a greenish tint instead of the usual purple one.
Drej Homeworld

**Drej Homeworld**, also known as **Drej Prime,** is a hollow and mysterious home planet of the Drej in *Galactic of Guardians: Resurgence*. It is the seventh planet of the Drej star system known as Andali.

## **Planetary Appearance**

It is a blue, pure-energy, ecumenopolis planet. It is bigger than planet Earth. It has approximately five Drej-colonized moons, and the atmosphere is opacity 20% and very thin, but on the surface, it is entirely covered by the Drej cities and metropolises.

## **Drej**

Drej are the inhabitants of the planet Drej Homeworld, they are made out of pure energy.

## **More Facts**

* Although the planet Drej Homeworld is made out of pure energy, it is not the rogue planet for some reason.
Hatsune Miku

Piapro Studio

### Personality

Typical, bubbly, teenage pop diva. She sings the widest range of songs, as the most popular Vocaloid, so her personality is a little tough to define. But she's usually seen smiling. Kagamine Rin/Len: Rin is often portrayed noisy, excitable, fun-loving and at times, obstinate or selfish.

### Feature Appearances

Galactic of Guardians Arc.Galactic of Guardians: Resurgence

### Enemies

**Galactic of Guardians**Zargenians (Formerly)

**Galactic of Guardians: Resurgence**

Drej

**Hatsune Miku** (初音ミク), codenamed **CV01**, was the first Japanese VOCALOID to be both developed and distributed by Crypton Future Media, Inc.. She is also supporting character in *Galactic of Guardians* and it's film, either a sequel one.

## **Powers and Abilities**

The ability to change pitch, inflect tone, and belt out different notes, and even sing multiple differing lines at once. Thusly creating a voice that simply didn't sound like a dead monotone. She was also even made to produce her own music at will. Post discovering herself however, Miku has become a digital entity.

## **Background**

### **Personality**

She is cheerful, gentle, sweet and compassionate. She's helpful and a bit childish sometimes, gets along with pretty much everyone. Also hard-working and always does her best for her fans. Kagamine Rin: Energetic and positive, childish.

### **Physical Appearance**

Hatsune Miku takes the appearance of an anime girl. She has teal hair with two long pigtails, and teal eyes. She wears a headset with a microphone, as well as a gray shirt with black detached sleeves. She has a black dress with a teal rim, and black boots.
Cordium

**Cordium** is a valuable natural resource that emerged on Earth following the Calamity, used as an energy and fuel source that can also be weaponized.

## Characteristics

Cordium is a crystalline compound produced in Earth's deep mantle, a mixture of dielectric materials, native metals, and anomalous compositions still poorly understood over 400 years later. They exist in the form of dangerously reactive rocks and formations, somehow, as if supernaturally, powering abandoned surviving facilities all on their own according to various tales in the immediate post-apocalypse.
All Terrain Scout Transport

The **All Terrain Scout Transport** (**AT-ST**), also known as a **Scout Transport**, **Scout Walker**, or derisively as a **chicken walker**, was a lightweight, bipedal walker used by the ground forces of the Galactic Empire. Later, the First Order used an updated variant of the AT-ST within their military.

## Gallery

Raider AT-ST.pngATSTvsStarKiller.jpgAtsthoth.jpg
Evan Vizuett

## Evan "Andre" Vizuett

**Evan Vizuett**, known a full name **Evan Andre Vizuett**, is one of the Whiteans.

## **Background**

### **Physical Appearance**

Evan is a white human-like person with no hair. His facial features are black.

## **History**

### **Early Life**

Evan was born on the Planet White with his parents. Several years later, the Zargenian Ambassador forces the Zargenians to invade the planet White to kill all Whiteans and his parents. Then, the American resistance force arrived on the Zargenian invasion of the planet White to rescue Evan, known as the "United States Resistance Force", which was evacuated from Earth after the planet was destroyed 54 years ago. The Americans bring him to their base on the Planet Tokyo. Eight years after the civilization on planet White was destroyed, Evan is taught by the Americans how to be the perfect soldier. The Americans built an advanced suit based on the Garenonian regent suit for him. He'll continue his work with weapons and the Americans who can stand against the enemies.

### **Current Era**

Five years after being taught by the Americans, Evan went on his mission to the Tokyo Skytree to collect all the Tokyoian Energy Cells without getting caught and move them to the American base to trade with the Americans to make more mechs, weapons, and any type of American technology. TBA
Aparoid Flyer

The **Aparoid Flyer** is a rather common enemy found in *Star Fox: Assault*.

## **Characteristics**

The Aparoid Flyer is very simple, having a rear that looks buglike, with three appendages, presumably for steering. The ship is armed only with one laser cannon, though they can get *very* annoying in large swarms. A single bolt from the Landmaster can kill it, as can a Homing Launcher shell. The Arwing can take care of it in 2-5 hits, depending on laser strength.
Dämmerung

The ***Dämmerung*** is the headquarters of Vector Industries and a massive colony that harbors the Vector Corporation's primary buildings. Vector's First, Second, and Third R&D Divisions are headquartered on the Dämmerung. At the very top of the pyramid-like structure in the center of the ship is Wilhelm's private office, where the Compass of Order is located. At 1,000 km long, it is so large that it could be considered an artificial planet. It carries on it the Rhine Maiden, a devastating large-scale anti-Gnosis weapon and millions of photon torpedo tubes. The mech Joshua is also the main generator of the Dämmerung.
Cale Tucker

**Cale Tucker** was one of the humans and raise on the original Earth and when he survived alongside with other humans and droids, the Earth was destroyed by the Tripodisians. Luckily, he and many other humans escaped before the destruction of Earth and have been living in space. He later appears in *Galactic of Guardians: Resurgence*.
The Gathering (card)

## The Gathering

* Easy/Standard
* Hard/Expert

###

-X. X is the number of Ghoul enemies at your location.

###

-1. If you fail, take 1 horror.

###

-2. If there is a Ghoul enemy at your location, take 1 damage.

###

-2. If you fail, after this skill test, search the encounter deck and discard pile for a Ghoul enemy, and draw it. Shuffle the encounter deck.

###

Reveal another token. If you fail, take 2 horror.

###

-4. If there is a Ghoul enemy at your location, take 1 damage and 1 horror.

### Encounter set

#1

### Card number

 #104

**The Gathering** is a scenario reference card for the first scenario of the Night of the Zealot campaign.
John-117

Master Chief Petty Officer **John-117**, more commonly known as the **Master Chief**, is a SPARTAN-II commando of the UNSC Naval Special Warfare Command. He is the protagonist and main character in both the *Halo trilogy* and *Reclaimer Saga*. With over thirty years of active duty service, he has become one of the most decorated war veterans in the United Nations Space Command, earning every known UNSC medal except the Prisoner of War Medallion.
Milky Way Galaxy

The **Milky Way Galaxy** is the galaxy that contains the other star systems, with the name describing the galaxy's appearance from Earth and Planet Tokyo: a hazy band of light seen in the night sky formed from stars that cannot be individually distinguished by the naked eye.

## **Background**

### **Physical Appearance**

The **Milky Way** is visible from Earth as a hazy band of white light, some 30° wide, arching across the night sky. In night sky observing, although all the individual naked-eye stars in the entire sky are part of the **Milky Way Galaxy**, the term "**Milky Way**" is limited to this band of light.
BX-series Droid Commando

**BX-series droid commandos**, also known as **BX-series commando droids** or simply **commando droids**, were advanced battle droids used by the Confederacy of Independent Systems during the Clone Wars. Designed for infiltration and action behind enemy lines, they were also used to perform security, bodyguard and enforcer duties for certain high-ranking Separatists. Ruthless, lethal and adaptive, these droids were the bane of Republic clone troopers and were able to put even a Jedi on the back foot. However, their hefty price tag prevented them from being mass-produced.
Aparoid Minitank

The **Aparoid Minitank** is a small armored Aparoid assault vehicle, often spawned by the very hatchers they protect in *"Assault"*.

## **Characteristics**

These Minitanks are reasonably fast, and have little armor. They can be destroyed by most weapons, and it only takes 5-10 well placed shots from the Blaster to destroy one. They have a single, unblinking, green eye, and two laser cannons for weapons. The best way to deal with Minitanks is to drive through them using the Landmaster.
Aparoid Larvae

**Aparoid Larvae** are Aparoids in their larvae state, after they are formed from amber globes that are propagated by their Aparoid Queen "mother". When the orbs hatch into larvae, the immature aliens will eventually evolve into **Blue Aparoids**. They appear in the 10th and final Mission of *"Assault"*.
Bejio and the Five Mechani-Cubes

**Bejio and the Five Mechani-Cubes** is a fantasy-future adventure fan fiction during the event of the *Galactic of Guardians Arc.*.

## **Synopsis**

A boy named Bejio Adamishi lived in Maikuzana City on the beautiful planet of Planet Tokyo. He was calmly preparing for his secret life. Then he started on his adventure and journey until he went on a journey to search for the advanced artificial cubes known as the Mechani-Cubes. Bejio will be the honest and heroic one to collect those cubes.

## **Characters**

* Bejio Adamishi (EvanVizuett’s Japanese OC)
* TBA
* TBA
* TBA
* TBA
Hermes-class Scout Tripod

The Hermes-Class of Tripods - primarily referred to as 'Scouts' or 'Scout Tripods' - were steam/dieselpunk vehicles created by A.R.E.S.

## Overview

Standing 15ft tall, running on a diesel-fueled steam and combustion engine and with only one occupant, the purpose of the Hermes-class was to use their superior speed (they were the fastest of all the A.R.E.S Tripods) to search an area and quickly retreat to report back to the more heavily armed forces. The occupant did have access to a medium-sized machine gun armed with 50 caliber bullets, although it would prove to be mostly ineffective against the Martian's fighting machines when they launched their second invasion.
Cosmic Commando Phaser

The **Cosmic Commando Phaser** is a Celron-tier endgame ranged weapon, essentially being the upgraded variant of a Varkem Commando Phaser. It functions in the same way as Varkem Commando Phaser, but with more Ranged Damage. Its recipe is unlocked in the beginning of Chapter 4.

### **Crafting**

A Cosmic Commando Phaser can be crafted using the same resourses as Varkem Commando Phaser, but with Celron materials, which is 1 Celron Metal, 1 Celron Grip, 2 Celron Barrels and 1 Celron Energy Core.

### **Tips**

Like the Varkem Commando Phaser, the Cosmic Commando Phaser can be useful for quickly taking down singular targets, as it deals a hefty amount of damage to an enemy.
Beetle Aparoid

The **Beetle Aparoid** is a multi-purpose heavy attack craft utilized by the Aparoids.

## **Characteristics**

The Beetle Aparoid looks something like a beetle or cockroach, or a mix of the two. It has four appendages, two for steering and two for firing. They are bigger and slower than typical Aparoid Flyers, but carry more weapons(and can be VERY annoying). They are armed with a forward facing laser cannon, that, like typical fighters, is purple in color, The ship is also armed with general purpose missiles.
Corneria

**Corneria** is the fourth planet of the Lylat System, and essentially the Lylat "mother" planet as it is the homeworld of many characters, especially the local Cornerians. It is a terrestrial farming world with a variety of climates and terrains, more than the vast majority of planets in the Lylat System. Many of the inhabitants live in the shelter of the mountain ranges, where very productive farming soil can be found.
Imperial Guardsmen

Found in every single Imperial Guard regiment, the Guardsman is the ubiquitous representative soldier of the Astra Militarum, as he makes up the very backbone of the organisation's fighting force.

## Gallery

Guardsman by lordcarmi.jpgImperial Guardsman and Dominion Marine.jpgBizarre guardsmen by derkaktus12345.pngGuardsmen Uniforms.jpgImperial guardsmen don t break by yourlocaltechpriest.jpg
Aparoid Infestor

**Infestors** serve as the backbone of the Aparoid forces. Not only are these decently armed creatures able to hold in battle, but they are capable of latching unto enemy craft and converting them for Aparoid use. They are vulnerable to smaller fighter craft that are fast enough to avoid their grappling legs.
Garenonian Regent

A regent thug.

### Feature Appearances

Galactic of Guardians Arc. (In film, only appears in post-credit)U.S.: After Earth

### Enemies

**U.S.: After Earth**Ratchet Paraforent

Alex Hopper

### Powers and abilities

Armor strengthes

The **Garenonian Regents** are the species of sapient, space-faring humanoids.

## **Background**

### **Physical Appearance**

The Garenonian Regents have almost human-like characteristics, such as their faces, hands, and bodies being light brown and being roughly humanoid. They look like elderly men. They also possess lizard-like eyes and feet. They wear special metal space suits that are color coded to represent different ranks. Other Regents are cyborgs built with heavy-armored suits and inbuilt weaponry. Regents are possibly amphibians, and their habitat is likely to be watery with a bit of land, as much of their technology, such as their spaceships, is focused on being adaptable to water.

## **Behavior**

Unlike other alien species from other movies, the Regents are not shown to be entirely cold and ruthless towards humanity because they almost look human and are not seen as an immediate threat. Why exactly is never fully explained, though a possible explanation is so they can avoid as few casualties as possible. If scanned objects get green on their HUD, it means they are unarmed and not a threat. They ignore them, and if they get red, which means they are armed and ready to attack (for example, when a ship is pointing guns at them), they destroy them. They are shown to have their own personalities; some are obedient and logical to orders, while others are curious and harmless. When it comes to hand to hand combat, the Regent Thugs are quick and aggressive. The Regents are shown to be sensitive to sunlight or any form of bright light, and if their eyes are exposed to continuous beams of sunlight, it can leave them half-blind and vulnerable.

## **Technology**

The Regents are shown to be a powerful and more advanced species as they possess spaceships that can take them from one star system to another, plus many other advances, including cybernetics, robotics, energy weapons, advanced scanners, and even the ability to disrupt electromagnetic waves.

## **Gallery**

Garenonian TroopersGarenonian CrewsGold Commanders
Jakku

Uthuthmas

> We've been lost the single humankind.
>
> - Drej Queen Susquehana, as the Drej Stingers were tried to find Mika.

**Jakku** was a remote desert planet located in the system of the same name in *Galactic of Guardians: Resurgence*, within the Western Reaches of the Milky Way Galaxy's Inner Rim.

Though considered by many within the galaxy to be distant and relatively worthless, Jakku was the site of important events that would shape galactic history.