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The Amazing Alien Database


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CHRONOZOAN [O:BGG] Gets Extra Encounters Mark Hawkinson

You have the power of time manipulation. Whenever you are involved in an encounter add a Cosmic token to your alien sheet. During the Destiny phase of any turn, but before the flip, you may remove two tokens from your alien sheet to have an encounter immediately. After this encounter is finished play resumes where it left off.

History: Originating from a world of endless temporal shifts, the Chronozoans learned to subtly manipulate the ebb and flow of time.

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

Wild: Discard this card during the destiny phase to have an encounter against a colony of your choice.

Super: You only need to send one token from your sheet to get another encounter.



COLLECTOR [O:BGG] collects destiny cards Mark Hawkinson

You have the power to collect. Whenever you win a challenge, you may take the top card from the Destiny discard pile and place it on your power sheet. You may not have more than five on your sheet at a time. If you would get a sixth, you must discard one. Whenever destiny is flipped you may send a destiny card from your sheet to the discard pile to replace the card flipped. the challenge then proceeds as though the card you sent was flipped.

History: The Collectors long ago learned that old things have value. Though their way of showing this has left the rest of the universe baffled.

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

Wild: You may discard half of your hand at random (rounding up) to change the destiny flip.

Super: Whenever you are involved in a challenge either as main player or ally you may collect the destiny card if your side wins.



PHALANX [O:BGG] Ships in the System Add to Total Mark Hawkinson

You have the power of Formations. Whenever you are a main player in an encounter, you may add to your total the number of ships you have on the two planets in the same system closest to the targeted planet. During the alliance phase you may relocate the hyperspace gate to any planet in the same system where you have ships.

History:

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

Wild: Add to your total the number of colonies you have in the target system.

Super: You may rearrange the planets in the target system.



TECH PIRATE [O:BGG] Steals technology Mark Hawkinson (Tech)

You have the power to steal and sell technology. Instead of researching a tech you control you may instead place the researching token on a tech someone else controls. As long as a tech someone else controls has one or more of your tokens on it you may look at it or complete as if it was yours. Whenever you complete a technology you may sell it to another player (for cards, colony, or tech).

History:

Restriction: Use only in a game with Technology.

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

Wild: You may send x tokens to the warp to send the same number of tokens from someone else's technology card to the warp.

Super: You may research another player's technology whenever their color is flipped on the destiny pile.



TECHNOMANCER [O:BGG:T] Creates advanced technology Mark Hawkinson (Tech)

You have the power of technical wizardry. Whenever a tech card is discarded by another player you may use this power to keep it for yourself. You may research techs during the start turn phase as well as the regroup phase.

History:

Restriction: Use only in a game with Technology.

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

Wild: Discard this flare to use it. Choose a discarded tech card and place it in your research area.

Super: You may research a tech whenever you win an encounter.

Displayed 5 powers.