Tech Commander

Card back

Rules

The Tech Commander receives an eight sided dice on defensive rolls and a six sided dice when attacking.


Design by v0lrath.

Download Bundled Expansion Pack

The bundled expansion pack contains high-resolution versions of all Tech Commander command cards and a PDF with cutouts of the commander units.


Command Cards

Below is a listing of all the cards contained in the Tech Commander deck from season two of Avalon Hill's Frontline program for Risk 2210:

  • Advanced Recycling
    Count: 2
    Cost: 0
    Play this card at any time.
    Discard any number of Command Cards you own. Collect 1 Energy for each card discarded.
  • CBN Protection
    Count: 2
    Cost: 1
    Play on your turn before your first invasion is declared.
    Choose 1 territory that has a Devastation marker on it. For the duration of your turn, you can move units through that territory.
  • Combat Enhancer
    Count: 4
    Cost: 0
    Play on your turn before your first invasion is declared or after an opponent declares an invasion into a territory you control.
    For this turn, gain +1 to all your combat rolls between the invading and invaded territory.
  • Mind Control
    Count: 4
    Cost: *
    Play this card in response to any Command Card being played.
    Pay the cost of the played Command Card in order to cancel its effects.
  • Superconductivity
    Count: 1
    Cost: 2
    Play on your turn before your first invasion is declared.
    Place this card face up in front of you. While this card is in play, the Energy Activation cost for all Command Cards you play is reduced by 1.
  • Tech Investment
    Count: 2
    Cost: 0
    Play this card after your Collect and Deploy MODs and Energy action this turn.
    Roll 1 8-sided die and gain that many energy chips. At the end of your turn (after fortification) roll 1 6-sided die and lose that many energy chips.
  • Technical Espionage
    Count: 2
    Cost: 2
    Play on your turn before your first invasion is declared.
    Choose 1 of your opponents and look at his or her Command Cards. Choose 1 of their cards and discard it.
  • Teleporation
    Count: 1
    Cost: 0
    Play on your turn before your first invasion is declared.
    You may make one redeployment before your first invasion.
  • Time Dilation
    Count: 2
    Cost: 4
    Play this card after bidding for turn order has been completed.
    Switch turn order markers with the opponent of your choice.