From the Sentinels of the Multiverse Official Site
The hail of gunfire shook the armored truck Amanda Cohen was crouched behind. “Amateurs,” she growled, adjusting her eyepatch as she surveyed what equipment she had left. Assault Rifle? Check. Tactical Shotgun with Incendiary Rounds? Check. Of course, her custom-built hand guns, Pride and Prejudice, were always at her side, both loaded with hollow points. She sighed to herself. “Guess I’m going in with only half of my usual gear. Well, that’s life!” The tell-tale click of a cartridge being replaced echoed from the other side of her impromptu barrier; she moved. Out from behind the car, her assault rifle throwing bursts of suppressive fire towards her attackers, she quickly side-stepped to a nearby building, rolling the last 5 feet to end her move behind cover. Taking stock, the gun-for-hire grinned. She was down a clip - they were down two men. As she loaded a new magazine into the weapon, her guts suddenly twisted and her knees hit the pavement, hard.
“Heh, you waited too long, little girl. Gave me enough time to find you. Now bullets are the least of your worries,” the floating figure laughed. He clenched his outstretched hand, racking her body with more pain. A manic smile grew on his face as he heard the sobs coming from the prostrate mercenary. At least, they sounded like sobs. Her hands hit the ground, slowly pushing her body up as she laughed. “Little girl?” she chuckled. “Who do you think I am? I didn't waste my time. I was waiting for you to show up!” The floating figure twisted his hands into fists, focusing his powers on her. To his credit, she faltered a moment before continuing. “Cute. Telekinetics. I bet your mommy’s real proud of you.” Her attacker’s eyes grew wide, then narrowed as he brought the full-force of his mental might to bear- and a CRACK rang out. The floating man’s body fell to the ground, collapsing like a bag of bones. Amanda deftly holstered Prejudice, smirking. “Psychics. They’re all the same. Get them talking, get them panicked, and that precious brain of theirs jams up like an AR-15 pushing Wolf rounds. Mission accomplished.” She stretched, collecting her assault rifle to finish loading the magazine. “Maybe the next powered mark I get will have actually heard of Expatriette!”
From the Rook City Official Rulebook
Growing up without superpowers was hard for Amanda Cohen. As the daughter of Citizen Dawn, leader of the Citizens of the Sun, she was expected to blossom into a leader herself with a vast array of powers. Instead, she spent her childhood scorned for being unworthy and, after a terrible battle that cost Amanda her right eye, she left her mother and the Citizens of the Sun behind.
Hardened against the power-hungry, she hunted tyrants and oppressors. In her crusade, she learned of groups of heroes, such as the Freedom Five, but was skeptical. With time, she grew to appreciate their use of power for good, and not for gain. Taking the name "Expatriette," she strikes out against those who abuse power, using only her wits and an impressive arsenal of firearms.
Dark Watch: Expatriette
While things deteriorated more and more in Rook City, the heroes who regularly patrolled the failing city grew increasingly concerned about the disappearance of Mr. Fixer. Three of those heroes joined forces: Expatriette, Setback, and NightMist. They worked together to protect Rook City and to investigate the loss of their friend.
The hero team known as Dark Watch has gone through a lot. They were originally formed by Expatriette, Setback, and NightMist who were seeking to uncover the truth behind the events of the death of their friend, Mister Fixer. So, it was a bit of a rough start that the first major threat to Dark Watch was a mystically revived Mister Fixer! They managed to survive and even helped him reconnect his mind and body, so Mister Fixer became the fourth member of Dark Watch, fighting alongside those who risked everything to save him.
Amanda Cohen fell into her leadership role well. With powerful allies at her side, she was able to take a tactician’s approach to combat, laying down heavy fire when necessary. As part of Dark Watch, Expatriette takes a bit more time with her actions, having to consider her moves more carefully as she is now responsible for not just her own life, but for those of her teammates. And
Sentinel Tactics: Battle for Broken City
- References for Cards in this deck and in other decks. See the full list here.
- Link to sources for confirm-able information, separate unconfirmed in a different section, RL Card References in a third, and Art References in a fourth. See This page for more detailed information on how to categorize references
- The card art of Pterodactyl Thief (from the Insula Primalis environment deck) shows a pterodactyl stealing Expatriette's RPG Launcher. On her "RPG Launcher" card, Expatriette is seen riding the Pterodactyl to attack a T-Rex.
- Speed Loading may be a reference to the climactic fight scene of the 2002 action film Equilibrium.
- Expatriette features Citizen Dawn on the card "Liquid Nitrogen Rounds".
- "Shock Rounds" are seen striking both Setback and Revenant.
- Argentium is being blasted by "Hollow Points"
- Citizen Slash takes several "Incendiary Rounds" in the back.
- Expatriette's Father: The identity of Expatriette's father was unknown until Letters Page Episode 4 when he was revealed to be named Citizen Pain. However, very little about him is known in general. It has been stated that he was originally planned to be in Citizen Dawn's deck, but was "cut out in the first round of playtesting". In the story, Citizen Dawn killed Expatriette's father because he did not provide her with powerful offspring. Prior to the revelation made in the Letters Page, he was confirmed to not be Citizen Slash, the Nemesis found in the Vengeance version of Baron Blade's deck. (*), but his grave is featured on Citizen Dawn's "Return with the Dawn" card in Sentinels Tactics (although the tombstone is broken and the name partially obscured).
- Expatriette's father's identity will be revealed and relevant to the story Christopher on the Forums
- On the back of Dark Watch: Setback's card, his incapacitated self involves a picture of him distraught while holding a dead or wounded Expatriette. This seems to imply that Setback and Expatriette have some sort of relationship. Confirmed
- Glowing Doves - Both Pride and Predjudice have a Dove decorated on the side of them - and in cards like Flak Jacket, Hair Trigger Reflexes, Assault Rifle, Quick Draw. What do these mean? Is it possible she has powers of some sort, given she has 2 very powerful super parents, and they just haven't manifested yet? Possible to manifest in a future Promo Version, or possibly related to the mysterious man on Quick Draw? ... And Christopher just says "Strong Work People" ... Expatriette's Doves, on the >G Forums
- Letters Page Episode 4 Summary:
- Expert in taking down super-powered people. In her first appearance, she shows up just as somebody who's shooting super-powered people. We don't know her backstory until later.
- Expatriette comics tend to come in two varieties (as opposed to "older" heroes who have had more time to wind up in different genres): "Dark and Gritty" and "Superhero Comics that are Serious".
- Citizens of the Sun philosophy is that non-powered people are inherently less important and the failure of Amanda to develop any powers makes her the target of prejudice among them - especially considering how powerful her parents were. Her parents didn't help either as Dawn was very much a helicopter parent who was very impatient for her child to manifest powers.
- She lost her eye at around age 12 when Dawn was trying to jump-start her power manifesting by blasting her in the face. Amanda's father, Citizen Pain, was not in favor of this method and he and Dawn had a fight resulting in his death.
- After this incident, she remembers when she was younger and saw poachers on the island (Insula Primalis being the homebase of the Citizens and where she grew up) where their camp got overrun by dinosaurs. She remembered where that happened and went back there to get the guns, stashes them in a cave, and practices.
- She'd gotten some practice with ranged "combat" against powered people as, when playing games with other children who had powers, she had to use distance to her advantage (and also tactics like using terrain in stuff like tag to make flying kids have to come to ground to get to her, that sort of thing). She understands that people with powers tend to have a blind spot regarding their powers as they have always relied on them.
- She had gone to her friends to try to get them to help her get off the island due to her injuries and her dad's death, but they ratted her out to Dawn. She was already kind of paranoid at this point and had followed them. Seeing the betrayal, she ambushed her friend Regina later (also known as Citizen Gate) who could teleport over long distances (but can't do so in quick succession) and she gets dropped off in the middle of an Iowa corn field. Amanda shoots and kills Regina after arriving - the first person she kills - so that there's nobody who can disclose where she is. People with powers are pretty much defined as the enemy for her at this point.
- She takes a variety of mercenary/wet-works kind of jobs and is pretty much on the dark end of the morality spectrum at this point. Basically a villain, although not in the comic-book "villainous plot" kind of way, just in terms of her outlook and "profession." She's not a nice person.
- She's got her van of equipment and weapons caches in different cities. She develops a reputation in the underworld as a "Super Killer" and takes up the name Expatriette at this time. She'll take the job where other people won't due to the difficulty of taking on people with powers and she sees it as kind of a public service due to her feelings towards powers.
- She winds up working out of Rook City just because it's easier for her to hide there without getting hassled by the authorities.
- There's a "super" bar in Rook City known as the Wretched Hive that minor villains would hang out in. She shoots the place up, tosses in a few grenades, etc. This act ups her reputation even more.
- She works with Ambuscade a few times (also against him a few times). They have kind of a professional rivalry. Ambuscade once bought temporary powers from Revo-Corp.
- Took a job from a gunsmith to take out 3 targets (she doesn't invent her own weapons) - first time she'd taken a job from a victim to take out the perpetrators of a crime. In addition to the agreed upon fees, he gifted her Pride and Prejudice - he put in the dove detailing because in getting his revenge she had brought him peace. He becomes a side-character in the comics.
- Later gets approached by a guy in a slick white suit to go take out this auto-mechanic. She sets up shop on a roof with a sniper rifle across the way from the garage, thinks it's an easy-peasy job. Just as she's getting set to take the shot, the mechanic looks in her direction, gives a half wave, and steps into the shop out of sight. She figures that he'd been tipped off, but heads into the shop to get him. He gets the drop on her, waiting. He doesn't really fight her, more just disrupting her firing at him by knocking the guns out of the way (or setting the safety, removing the magazine, pulling off the slide, etc.). Once he dismantles the guns she pulls a knife and he disarms her. He's not throwing punches, he's just always in the right place to prevent her from harming him. Once he has her stymied, he asks her a series of cryptic questions ("Who are you?" "Why are you here?" stuff like that) and gets her thinking about her life.
- This is her first "failure" in a contracted hit, and as a job coming down from the Chairman, this will not stand and he sends goons to take her out as a lesson to others. She survives, but loses her safehouse in Rook City and just starts driving.
- Shortly after this is the Voss invasion (which as a major comics crossover event makes its way into her title too). She kills a bunch of gene-bound aliens in a town that she just happened to be in, and the townsfolk call her a hero, which again makes her rethink her position in the world.
- Her opinion of "heroes" was that they're all con-men who are in it for their own good and oppressing people. Still evil, just less obvious about it than her mom. Being called a hero makes her want to investigate to see if her mindset is accurate and so makes Megalopolis her next destination.
- Sets up a safe-house to use while she's there. Winds up involved in a minor Baron Blade situation, but does make contact with the Freedom Five. Gets all up in their grills about how they operate. Gets some standard Legacy speeches, etc.
- Her interactions with Felicia Parsons, though, is interesting. Here's somebody whose family also expected her to have powers (and who did get them), but approached it in a vastly different way. Young Legacy is an interesting foil for Expatriette for those reasons. Amanda initially just wrote her off as somebody who had "drunk the Kool-aid" but after the Baron Blade conflict she starts to come around to the idea that the heroes are genuine.
- Tachyon makes her some "non-bullety bullets" to cut down on the whole murdery aspect of things (the elemental kinds of Ammo are meant to not be, or not immediately, lethal).
- Then Citizen Dawn attacks Megalopolis. Big crossover between Expatriette comics and Freedom Five. First time that Amanda encounters her mom - Expatriette loses fight hard and is more or less left for dead (I'm assuming her original Incap art) as the fight with the FF continues. The Scholar saves her (more details in his own episode - he's an older guy who likes to help and tends to happen to be in places where he needs to be) - he helps her recovery in both her physical injuries, but also helps her work through her mental issues (abused cult member turned murderer for hire has not left her the most well-adjusted person). She claims to be over the whole Citizen Dawn thing and is now "fine".
- Then Wager Master shows up to mess with the Scholar (as he's got some stuff that's important to the cosmos). As part of that he shows Expatriette what she could have been if she'd gotten powers (Citizen Dusk), but the Scholar makes a deal with him, offering the Philosopher's Stone to him to get him to leave. This isn't a problem as the stone is "inexorably tied" to his being and he can just summon it back to himself. This encounter convinces her that she's not really over the whole Citizens thing she knows that she has to make amends - tries to be the person that the Scholar thinks she should be.
- Starts being the hero. Non-lethal ammo, helps in a variety of fights (Akash'Bhuta alongside the FF and everybody else), helps a bunch of heroes but spends a lot of time with Legacy as somebody who did what her mom did but right and he takes on somewhat of a mentor role. Good dialog opportunities with Young Legacy - she also has a rough time with the Iron Legacy event as it's everything that she's been talking about regarding how bad things would be if Legacy wasn't the good guy.
- Lots of work with the FF in the Vengeance War, a bunch of stuff against the Revo-Corp aspects of it. Accidentally shoots this guy called Setback (Is he a hero? The stuff he's doing isn't really helping) with lightning rounds when she was trying to hit Revenant. That's when they meet.
- After being a supporting cast hero in a lot of books, we get another Expatriette-centric story when she goes to Insula Primalis to take the fight back to the Citizens as heroes. She gets defeated again, is a prisoner about to be executed (alternate art pack Incapacitated image), getting the villain lecture from her mom about how it's the same as always and she's not powerful enough. Amanda has a trick up her sleeve, now she has friends: Cue the other heroes busting in through the wall. Captain Cosmic puts up a shield construct to save her and other cool hero stuff going on. This is the point where Dawn loses the Citadel and is the last big event with her for a while.
- Dark Watch forms shortly after this (more in the Mr. Fixer and Dark Watch episodes to come) - short version: MF needed help, she remembered him as the mechanic target she couldn't kill and wants to help, she grabs Setback as somebody who's heart is in the right place, and they recruit Nightmist as they need magic support for whatever is going on and the three of them go and help him out.
- Dark Watch comics is sort of the "gritty" book of Sentinels Comics - previously this had been Mystery Comics -> Wraith -> Rook City -> Expatriette -> Dark Watch. Dark Magic stories, crime stories, etc. Mainly about the team, but others like the Wraith can show up occasionally.
- Citizens Hammer and Anvil show up freelance-style, still in their Citizen getups but not really involved with other citizens. Instead they're working with Sergeant Steel and Biomancer (Chrisopher: "We'll do a whole episode about him some day." Adam: "[sound of disgust] Do we have to?" because he's "really gross" - this is more likely in an Interlude episode or in one that's about a bunch of minor villains). In this story they're looking for Visionary: Citizens interested in her power, Steel and F.I.L.T.E.R. interested due to her knowledge of future, Biomancer because he's gross, oh and interested in her power too, I guess. Dark Watch and the Prime Wardens are involved in this event. Expatriette takes down Citizen Anvil (a big deal for her as these two are only one step below her mom), Biomancer had made a copy of her at some point, etc. Setback's luck in this conflict kicks in at one point so that he doesn't get shot, but the bullet hits Expatriette instead (I assume her original Dark Watch incap art followed immediately by Setback's original Dark Watch incap art).
- Her injury there and the time around her recovery is what causes her and Setback to become a couple.
- OblivAeon event happens. Ambuscade shows up as Stuntman and they team up. They remember each other and he's all like "I am a hero now," and she says, "Yeah, I don't really feel that you can just say that," and he retorts that that's pretty much exactly what she did - fun little back-and-forth.
- We get the name of a Scion: Dark Mind - shows up and fights Setback and Expatriette. He's got mind-altering powers, attacks by erasing her knowledge of Setback and Setback's emotions/compassion. This latter is bad due to him no longer acting to mitigate the collateral damage that his extreme luck causes. Dark Mind pretty much just leaves at this point.
- Setback goes off on his own, Expatriette goes unarmed to Citizen Dawn (at this point living in a Mobile Defense Platform) and tries to guilt her into helping (more to come in next week's podcast).
- Dark Watch (or what's left of it at this point: Expatriette, Mr. Fixer, and Harpy) back again to fight another Scion: Faultless - formerly a being of Order, but twisted by OblivAeon. Setback involved in this fight too as they've been dragging him around. They're all pretty much broken in some way: heartless Setback, Expatriette doesn't remember this person who's supposed to be really important to her, Nightmist is busy Being the Gate, Mr. Fixer is this dark and bitter character after his resurrection, and the Harpy was until fairly recently a villain and has her own issues. They manage to break Faultless free from OblivAeon's control, who then corrects the problems with them (memories, emotions, etc.).
- K.N.Y.F.E. and Sky-Scraper show up following a raid on F.I.L.T.E.R. where they find a "giant glorious gun" and bring it to Expatriette for her to use during the OblivAeon fight.
- Expatriette doesn't have as many "goofy side stories" as other heroes are likely to have.
- What's her day job? Well, for a while murder was her day job and she was good at it. As a hero she and Setback had a bunch of conflicts about her taking "side jobs" - but later in the SotM timeline she's more likely to either do a lot more vetting on these things or to do things like bounty hunting to track down escaped powered criminals.
- Does she have the skill to aim to incapacitate or does she shoot to kill? Kind of depends on the era we're talking about, but she generally aims to kill, but later relies on non-lethal ammo to keep her honest when she's trying for non-murder.
- What's the deal with the white doves on the cards? Already talked about the doves on Pride and Prejudice. They're an artistic motif, there for style. Explicit reference to John Woo and other movies. It's not a "power" or anything, there aren't always doves around when she's around. The birds "don't mean anything."
- Where does she get her weapons and ammo? A lot of them she just buys, she can modify to some extent, but she's not an inventor or otherwise making her own stuff. Tachyon keeps her stocked in the specialty ammo.
- Who taught her to shoot? No real mentor. She'd developed an aptitude for ranged combat, starting with a slingshot as a kid. Only real mentor was Scholar, but he's not really involved in any of the gun stuff.
- Why the names "Pride" and "Prejudice"? Part of it's due to her upbringing around all these people with themed names. It wouldn't have occurred to her to not name the guns. They didn't have a lot of intent behind the names - but they were mentioning personality aspects of Amanda herself (she's prideful and she is prejudiced against people with powers).
- Who's the blond man on her Quick Draw card? Ambuscade (w/ facial prosthetics) in disguise as a cop. There's some great French accents going on here at around 1:11:11 in the podcast.
- Relationship with the Scholar? They already discussed a lot of it. She's "one of many" that he found, picked up, and put back together in one way or another. Later it's more like how you would react to running into a fondly-remembered high school teacher years later.
- How does the flak jacket stop huge amounts of damage? Just an artifact of the game mechanics. They're nice jackets, but it's not realistic.
- Does she really have no powers at all? What's her most super power? Purple hair. Unless Olympic athletes have "powers" due to the amount of training they've done.
- Tactics - still tactical leader of Dark Watch (they're not really organized as having a leader, but Setback often takes points and she does the planning). Still set up in what's left of Rook City and this is a darker future, but they're trying to be a source of hope. She's got some new ammo: Gravity Rounds, Concussion Rounds, Biotic Rounds. There had been a time after the loss of Nightmist and the breaking of Rook City when the team disbanded - duo comic from this time "Lucky Shot" about her and Setback before they cycled back around to link back up with Mr. Fixer and Pinion.
- RPG - Rook City wasn't as demolished. There's various groups doing rebuilding. Dark Watch isn't really just limited to the four of them. She and Setback act as the field operatives, a "fighting duo" and are still active "working" heroes, but the two of them aren't taking on the mentorly role that many other of the canon heroes do at this point.
- Many of her cards are, at least in part, a reference to a certain style of action movie, particularly those by filmmaker John Woo.
Variant Pack New Artwork
The All Heroes Variant Pack released with OblivAeon contains new artwork for the heroes and their variant cards.
Expatriette Hero Deck
- Incap powers:
- Instead of Select a Hero. "That Hero may use a Power now. One hero may use a power now.", it now says "One hero may use a power now.
- "Hero's player uses" becomes "hero uses." Instead of " Select a Hero. The next time that Hero's player uses a Power, that Hero also deals 1 target 1 projectile damage." The Second sentence now reads "The next time *hat hero uses a power, that hero also deals 1 target 1 projectile damage."
- Shock Rounds: Each sentence is now its own paragraph. "All non-hero targets" becomes "Each non-hero target."
- Pride: Added "now" to the end of the power's last sentence. It now reads "If 'Prejudice' is in play, you may use its power now."
- Speed Loading: "Play an ammo card" becomes "Play 1 ammo card." Last sentence now reads "At the start of your turn, you may play 1 ammo card."
- Liquid Nitrogen Rounds: Each sentence is now its own paragraph, but the text is unchanged.
Incapacitated - Expatriette on the grounds beaten with the Citizen Dawn emblem above her head. She has guns in each hand that are still smoking and the clips are coming out.
- Arsenal Access (x3)
- Reveal cards from the top of your deck until you reveal 2 Equipment cards. Put one of them either into play or into your hand. Shuffle the rest of the revealed cards into your deck.
- Art: Expatriette holding a Tactical Shotgun at the back of van with weapons in it;
- Flavor-text: "Hmmm… What to wield, what to wield?" - Expatriette, Terminal Ballistics #11
- Quick Draw (x3)
- Search your trash of your deck for either "Pride" or "Prejudice" and put it into play. If you searched your deck, shuffle your deck.
- Art: Expatriette and Ambuscade holding guns to each other's head;
- Flavor-text: "If you can't go from unarmed to pulling the trigger in under two seconds, you're too slow for this business." - Expatriette, Double-Tap #2
- Reload (x3)
- Take an Ammo card from your trash and put it into play or into your hand.
- Art: Expatriette emptying a clip in her gun and preparing to load another one that's in her right hand;
- Flavor-text: "No, I'm not out of my mind. Just out of bullets!" - Expatriette, Terminal Ballistics #3
- RPG Launcher (x3)
- Destroy 1 Ongoing or Environment card. If you do, Expatriette deals up to 2 Targets 2 Fire Damage each.
- Art: Expatriette riding the Pterodactyl Thief and shooting her RPG launcher at the Enraged T-Rex;
- Flavor-text: "Hah! And you thought you were hunting me!" - Expatriette, Emigrant's Song #3
- Unload (x2)
- This turn, you may use as many Powers as you have Guns in play.
- Art: Expatriette unloading her weaponry on Grand Warlord Voss's minions;
- Flavor-text: "Grand Warlord? We have lost contact with the advance troops." - Expatriette, Freedom Five #536
- Hairtrigger Reflexes (x2)
- Whenever a non-Hero Target enters play, Expatriette may deal that Target 1 Projectile Damage.
- Art: Expatriette shooting Blade Battalion members as they coming out;
- Flavor-text: "Get out of there! She can't shoot all of you!" - Blade Battalion Commander, Burying the Blade #2
- Speed Loading (x2)
- At the start of your turn, you may take 1 Ammo card from your trash and put it on the top of your deck. At the start of your turn, you may play 1 Ammo card.
- Art: Expatriette slding in a room on her knees after having ejected ammo clips and about to reload clips from the air;
- Flavor-text: "The peace within a warrior's mind can make time stand still." - Mr. Fixer, Rook City Renegades #2
- Hollow Points (x2)
- Play this card next to a Gun card. Increase the Damage of that card's Power by 2. After that Power is used, destroy this card.
- Art: Bullets putting holes into Argentium;
- Flavor-text: "Eat lead, metalmouth!" - Expatriette, Double-Tap #2
- Incendiary Rounds (x2)
- Play this card next to a Gun card. Increase the Damage of that card's Power by 1 and change its type to Fire. After that Power is used, destroy this card.
- Art: Citizen Slash being hit down by a bullet of fire;
- Flavor-text: "I've yet to meet anyone that can outsmart a bullet." - Expatriette, Emigrant's Song #4
- Liquid Nitrogen Rounds (x2)
- Play this card next to a Gun card. Change that card's Damage type to Cold. After that card's Power is used to Damage a Target, reduce Damage dealt by that Target by 1 until the start of your next turn. After that Power is used, destroy this card.
- Art: Citizen Dawn with her left arm, right shoulder, and left left covered in ice;
- Flavor-text: "The power of the sun, mother? Let's cool you down." - Expatriette, Emigrant's Song #5
- Shock Rounds (x2)
- Play this card next to a Gun card. When that card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage. After that Power is used, destroy this card.
- Art: Setback and Reverant being hit from the Shock Rounds;
- Flavor-text: "How do you like me now, Twitchy?" - Expatriette, Terminal Ballistics #4
- "Prejudice" (x1)
- Power: Expatriette deals 1 Target 2 Projectile Damage. Up to 2 Ammo cards may be in play next to this card at a time.
- Art: Closeup of "Prejudice" and the right side of Expatriette's face;
- Flavor-text: "...And one for ruin!" - Expatriette, Double Tap #1
- "Pride" (x1)
- Power: Expatriette deals 1 Target 2 Projectile Damage. If "Prejudice" is in play, you may use its Power now. Up to 2 Ammo cards may be in play next to this card at a time.
- Art: Closeup of "Pride" and the right side of Expatriette's face;
- Flavor-text: "One for wrath..." - Expatriette, Double Tap #1
- Flak Jacket (x3)
- If Expatriette would be dealt 3 or more Damage from a single source, prevent all of it and destroy this card.
- Art: Expatriette flying back as she is being shot;
- Flavor-text: "I swear, Boss! We got her this time!" - An Enforcer, Justice Comics #634
- Assault Rifle (x3)
- Power: Expatriette deals up to 3 Targets 2 Projectile Damage each. Only 1 Ammo card may be in play next to this card at a time.
- Art: Expatriette with bullets flying from the Assault Rifle as she enters through the doorway;
- Flavor-text: "Aw, you missed me! I won't miss you." - Expatriette, Terminal Ballistics #8
- Submachine Gun (x3)
- Power: Expatriette deals each non-Hero Target 1 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
- Art: Expatriette unloading with her Submachine Gun;
- Flavor-text: "Fastest way to eat up all those extra bullets!" - Expatriette, Freedom Five Annual #10
- Tactical Shotgun (x3)
- Power: Expatriette deals 1 Target 4 Projectile Damage. Only 1 Ammo card may be in play next to this card at a time.
- Art: Expatriette behind a wall ready to assault the man in the next room with her Tactical Shotgun read;
- Flavor-text: "Ready for some real power?" - Expatriette, Terminal Ballistics #14
Sentinel Tactics: Expatriette Power Cards
Not Yet Released
- Unload dynamically grants powers equal to the number of guns in play. For example, if Expatriette uses her innate power to play a gun card, it grants her an extra power. If you play Unload with no guns in play, you lose the power that you would normally have.
- Using Prejudice via the text on Pride counts as a power use. For example, play Embolden on Expatriette. On her turn, use Pride, then use Prejudice as part of that. You have now used two powers, and you’re done. If you were clever and used Prejudice first, then you could use Pride and trigger Prejudice a second time.
- Ruling change: Additional/granted powers work like additional/granted card plays. For example, if you put Embolden on Expatriette, and she uses Pride and then Prejudice (from Pride), she still has one power use remaining. This makes additional/granted powers work like the combination of HUD Goggles and Lightning Reflexes, for example.
- Players can decide the order between Mad Bomber Blade and Hair-trigger Reflexes when a villain target enters play. Expatriette can first damage or destroy the target, then it goes under Blade; or it can go under Blade, and nothing else happens.
- Suppose Hair-trigger Reflexes is in play and The Matriarch plays a Fowl card. Expatriette may choose to deal damage to the Fowl card before the top card of the villain deck is played. Note: this is not yet fixed in the video game, but will be in a later update.
- Hairtrigger Reflexes + Forced Deployment (or Darken the Sky) cannot cause an infinite loop. All of the minions are first selected and removed from the trash, and played. New minions entering the trash during Forced Deployment’s effect are not returned.
- When an Ennead character card is moved from under the Shrine of the Ennead, it is a target entering play, but not a card entering play. Hair-trigger Reflexes may activate against it.
- The wording on Heroic Infinitor's card is adjusted to clarify that when a Manifestation would enter play, Infinitor will regain 4 HP. Other cards (such as Hairtrigger Reflexes) can then react, but cannot prevent the HP gain. If the Manifestation is then fully in play and has not been shot or otherwise destroyed, Infinitor destroys the Manifestation. The new wording is: “Whenever a manifestation would enter play, Infinitor gains 4 HP. When it enters play, it is destroyed.”
- If you play a card via Speed Loading, then skip your play and power phases, you do not get to draw an extra card. The rule book says: "If, for any reason, a player neither plays a card nor uses a power on their turn, then they may draw an additional card during their draw phase."
- Expatriette’s Ammo cards can be played without a gun in play. If that happens, the Ammo card goes to the trash (but is not destroyed).
- Update to previous ruling: if an Ammo card is played but there are no Guns in play, the Ammo card goes to the trash but is not destroyed.
- If an Ammo card is flipped face up when Fixed Point is in play, and no guns are in play, it just stays where it is, face up in Expatriette’s play area. Since it’s indestructible it cannot go to the trash.
- If an ammo card is next to a gun card and the gun card is destroyed, the ammo card remains in play.
- Shock Rounds text is adjusted to say “The first time that card’s power is used to damage a target, Expatriette deals each non-hero target 1 lightning damage. After that power is used, destroy this card.” This clarifies that the lightning damage only happens once.
- Shock Rounds’ text is updated again to read: “The first time that card’s power is used to damage any target, Expatriette deals each non-hero target 1 lightning damage. After that power is used, destroy this card.”
- Shock Round's wording is changed once again, to: “Play this card next to a gun card. After that card’s power is used to damage a target, Expatriette deals each non-hero target 1 lightning damage. Then, destroy this card.”
- When Liquid Nitrogen Rounds is used to destroy Sonic Mine, the damage from Sonic Mine is reduced by 1.
- Ammo cards are played next to a gun card and activate when the gun’s power is activated. You may not choose to not use an ammo card when activating a gun. If the gun goes off, the ammo gets used.
- Likewise, expatriette’s two signature guns “pride” and “prejudice” can have up to two ammo cards in play at a time, but firing either will activate all of the ammunition cards that have been played next to the gun. you may not use just one of the ammo cards. Shock Rounds and Submachine Gun
- If there are no guns in play to attach an ammunition card to, you may still play an ammo card, but it will go directly to the trash and isn’t considered to have been destroyed to get there. Discrepancy: playing cards on other cards
“Pride” and “prejudice”
- The power on “pride” says in part, “if ‘prejudice’ is in play, you may use its power.” you would think that if you had already used the power on “prejudice” earlier in the round (if, for example, you had played “unload” and were activating multiple powers on your turn), then you couldn’t use it again because of the general rule stating that you may only use a power once in a turn. however, because the power on “pride” specifically says you may use the power on “prejudice”, that card wording supersedes the general rule, and you may use the power on “prejudice” twice in the same turn. Pride and Prejudice
- Expatriette’s card “RPG Launcher” can destroy an Ongoing or Environment card, and if it does, then Expatriette may deal some damage. If the card she uses “RPG launcher” on has its own effect which triggers when it’s destroyed (such as grand warlord voss’ “Forced Deployment”), the timing of effects will happen like this:
- “RPG Launcher” destroys “Forced Deployment”. “Forced Deployment” is immediately removed from play and placed in the Villain trash, and all of the minion cards are immediately put from the Villain trash into play. Then, Expatriette may deal her damage, including to any of the minions who were just put into play by “Forced Deployment”.
- This card says “play this card next to a gun card. When that card’s power is used to damage a target, expatriette deals all non-hero targets 1 lightning damage. After that power is used, destroy this card.” regardless of the number of targets which are hit by the gun’s power, the additional lightning damage is applied just once, when the gun’s power is used, not once per target affected. Shock Rounds and Submachine Gun
- This card reads “this turn, you may use as many powers as you have guns in play”. however, “unload” just increases the number of powers you may use on your turn to a certain number (the number of guns you have in play), not increase the number of power usages you have left after you play it. So if you used a power prior to playing “unload”, that counts as one of the powers you get to play that turn. For example, if you have 3 guns in play, you get to use 3 powers. If you play a card, then use expatriette’s “Load” power to play “unload”, you’ve already used a power once that turn and you will only have 2 more power usages left.