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E.T. [O:E1.4] Wins By Picking the Winner John C. McKevitt

You have the power of love. Before play begins, select a player whom you want to win and record it. If this player does win, reveal your selection, and you win instead. You may also win by normal means.

History:

Notes: The recommended experience level for this power is Advanced. This is a Alternate Win type power.



FRANKENSTEIN [O:E1.4:2] GAINS ALLIES FROM WARP John C. McKevitt

You have the power to revive life. As a main player in a challenge, after allies have committed, you may take other players' tokens from the Warp and use them to supplement your forces. These tokens are in addition to any normal allies you or your opponent receives. You may not revive tokens belonging to you or your opponent, although you may use tokens belonging to his allies, and you may not take more than 4 tokens of any one player. The owners of the tokens you revive gain rewards or the base if you win. If you lose or must deal, revived tokens return to the Warp.

History:

Restriction: Do not use in a two-player game.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: If you win a challenge as a main player, you may take a number of your own tokens out of the Warp equal to the number of tokens that your opponent lost.

Super: Winning revived tokens return to the Warp and do not get the base or rewards.



INVISIBLE MAN [M:E1.4] Token Commitment is Secret John C. McKevitt

You have the power of invisibility. When you commit tokens to the cone as a main player or ally, you do not place the tokens on the cone. Instead, you record the number being committed (0-4) on a sheet of paper and reveal it after the challenge cards have been played.

History:

Notes: The recommended experience level for this power is Novice. This is a Rules type power.



JAWS [O:E1.4] Attacks Individual Tokens John C. McKevitt

You have the power to sever. When you are the offensive player in a challenge, you may attack your opponent's tokens one at a time. With each token you attack, you play a separate attack card. The committed tokens (yours plus allies) are added to the card on each separate attack. Your opponent plays just one card. The value of your opponent's card plus the value of his allies is divided equally among each of his tokens being attacked (rounded down). You must win all of your attacks in order to establish a base. You may also attack your opponent normally

History:

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.



MUMMY [O:E1.4] PROTECTS PLANETS John C. McKevitt

You have the power to mummify. After playing an Attack card in a challenge, instead of discarding it, you may mummify it by placing it on a planet where you have a base. In subsequent challenges, when that base is attacked, you add the mummified card to your total. Once mummified, a card remains with the planet for the rest of the game, but it only counts toward your total if you have your power and are defending the base with at least one token. You may mummify multiple cards on each base, but each card must be placed on a base with the fewest number of mummified cards. If you get this power from another player, mummified cards stay where they are and count toward your total on planets where you have bases.

History:

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: Remove one token, your choice, belonging to every player (including yourself) from the game. Discard after use.

Super: You may mummify an Attack card on your star disc and add it to your total when you are the attacker. When you lose this card, discard the attack card.



SUPERMAN [O:E1.4] Only Loses to Previously Played Cards John C. McKevitt

You have the power of invulnerability. When you play an attack card in a challenge, you cannot lose the challenge unless your opponent plays an attack card which you have previously played (keep track of your played cards so all other players can see). When your opponent plays a compromise or a card you previously played, calculate results normally.

History:

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.



VAMPIRE [B:E1.4] Captures and Uses Lost Tokens John C. McKevitt

You have the power to enslave. When you win a challenge as a main player, losing tokens are placed on your star disc, and can be counted by you in any subsequent challenge in addition to your own tokens. The tokens are not removed from the star disc regardless of the result of the challenge. The star disc may, however, be attacked as if it were a planet in your system. If a successful challenge is made against the star disc, no bases on the star disc are established. Instead, all tokens on the star disc and the cone return to bases.

History:

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.



WEREWOLF [M:E1.4:M] Doubles Attack Total When Occupying Moon John C. McKevitt (Moons)

You have the power of the moon. Whenever you are a main player in a challenge, and you occupy a moon in the system where the challenge is occurring, your attack total (card plus tokens) is doubled.

History:

Restriction: Use only in a game with moons!

Notes: The recommended experience level for this power is Novice. This is a Combat type power. Flares by Nick Sauer

Wild: As a main player in a moon challenge, your tokens are each worth two for that challenge (except for taking consolation).

Super: If you occupy a moon in the system where the challenge is occurring, your attack total is tripled.

Displayed 8 powers.