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CIRCUIT [O:FFGfo:T] Trades Technology Cards Adam Rouse (Tech)

You have the power to Switch. At the start of any other player's turn before Tech is researched, you may use this power to look at all of his Tech cards. You may then take one of his Tech cards and replace it with one of your own. All researching ships stay in their home system and are placed on the newly switched card.

History: From a world of constantly raging electrical storms, the Circuits have long ago learned to use these currents to their advantage. Preferring to use their opponents' energy against them, the Circuits are confident that conquest of the cosmos is as simple as a flick of a switch.

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power. If Circuit switches Tech with Scientist, he would switch only one card, not the whole stack. If using Super Switch, he'd unstack them first, and Scientist would stack any received Tech immediately.

Wild: At the start of any other player's turn, you may remove one ship from any of his Tech cards.

Super: You may use your power to switch all of your Tech for all of your opponent's Tech. If either player ends up with no Tech, his researching ships return to bases.



COLLOID [M:FFGfo] Researches First Christopher Oliveira (Tech)

You have the power of Homogeny. No one is allowed to place any ships towards researching Tech unless you do so first during the same encounter.

History: After many eons these mercury-based beings have found a way to become one with the universe. The Colloid are able to control the use of machinery by bonding with it secretly for as long as they desire, rendering it all useless until they decide to act suddenly against their enemies.

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

Wild: When another player researches his or her Tech, you may force that player to send their researching ship to the warp.

Super: No other player may have any more Tech cards then you do being researched or owned.



CORSAIR [O:Warp:T] Attacks Researching Tech Jack Reda (Tech)

You have the power to Seize. As the offense, you may use this power to attack a player's researching Tech rather than one of his or her colonies. Point the hyperspace gate at the player's Tech (so long as it has at least one researching ship on it). No alliances are permitted. Losing ships go to the warp, and whoever wins takes control of the Tech with whatever ships were involved in the encounter.

History:

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

Wild: When a player discards a Tech after revealing it, you may take control of that Tech and place it facedown in front of you. The Tech may now be researched normally.

Super: You may invite allies to help you seize a Tech. If you win, they receive rewards as if they were winning defensive allies.



ENGINEER [O:Warp:T] Develops Tech Faster Jack Reda (Tech)

You have the power to Develop. Whenever you choose to research Tech, you may place more than one ship on the developing Tech. All researching ships must come from the same home base.

History:

Restriction: Use only in a game with Tech.

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

Wild: Move a ship from one of your external bases to a Tech card you are currently developing.

Super: Additional ships you place on a single turn can come from any of your bases (even external bases).



ENGINEER [O:FFGfo:T] Colonizes Tech Cards Christopher Oliveira (Tech)

You have the power of Construction. Whenever you have at least 4 of your ships researching a tech card with no token on it, use this power to place a token on that tech card. It counts as both a foreign colony and a home colony for you as long it is in your possession.

You may further research, complete and reveal a tech card with a token on it, but if that tech can't remain in play without needing to be used then you lose the token.

History: One of the most intuitive and clever races in all the cosmos, the Engineers are strangely reclusive and stay out of most skirmishes and major battles. Unbeknown to the rest of the intergalactic world is that they are secretly building a super weapon of war out of many high tech parts that can eliminate entire galaxies...

Restriction: Use only in a game with tech cards.

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

Wild: At the beginning of your turn you may discard as many reinforcement cards as you desire and place that many of your ships on any tech card(s) you are researching.

Super: When you win an encounter, you may place as many of your winning ships from that encounter as you desire onto tech cards you are researching.



ENGINEER [O:CD] Gains Tech When Losing Fantasy Flight (Tech)

You have the power of Technology. As a main player, when you lose an encounter or fail to deal, you may use this power. Draw two tech cards from the technology deck (even if it is not otherwise in play). You may choose one of the drawn cards to place facedown on this sheet. If you do so, and another tech was already on this sheet, the new one replaces it. The tech(s) you do not keep are discarded.

You may research the tech card on this sheet normally and/or count your ships in the warp toward its research cost. When the tech is completed, move it off this sheet. Ships counted from the warp do not return to colonies with other researching ships, but may be used for the effect of a tech such as Coldsleep Ship or Genesis Bomb.

If this power or a tech card on it is stolen, discarded, etc., any ships that were researching the tech card on this sheet are returned to any of your colonies.

History: Engineers seek to rule the Universe through technological superiority. Valuing intelligence and ingenuity over might, they use scientific breakthroughs to subjugate those who oppose them, no matter how strong.

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

Wild: You may draw cards from the deck until you draw an artifact card. Non-artifacts drawn are discarded. If you exhaust the deck without drawing an artifact, take any one artifact from the discard pile. Give this flare to the Engineer after use (or discard it, if the Engineer isn't playing). (As Any Player) (Any Phase)

Super: When using your power, instead of drawing two tech cards you may look through the technology deck and take one card your choice. Then, shuffle the technology deck.



FUSION [M:FFGfo] Wins With Completed Techs Christopher Oliveira (Tech)

You have the power of Construction. At the beginning of any player's regroup phase if you have completed Techs in your possession equal to the number of players +1, use this power to automatically win. You may still win by the normal method.

History: One of the most intuitive and clever races in all the cosmos, the Fission are strangely reclusive and stay out of most skirmishes and major battles. Unbeknownst to the rest of the intergalactic world is that they are secretly building a super weapon of war out of many high tech parts that can eliminate entire galaxies...

Restriction: Use only in a game with Tech.

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

Wild: At the beginning of your turn you may discard as many Reinforcement cards as you desire and place that many of your ships on any Tech you are researching.

Super: Whenever you win an encounter as a main player you may place as many ships as you desire that you had involved in that encounter onto a Tech you are researching.



GRASP [M:FFGfo:T] Holds Other Player's Reasearching Ships Christopher Oliveira (Tech)

You have the power to Hijack. Whenever you are a main player and win an encounter use this power to capture as many ships from your main opponent's ships researching Tech as you had in the encounter. These ships are now placed on your Tech. When you reveal a completed Tech that is being researched with enemy ships, send those enemy ships to the warp. If you hijack ships and have no Tech to be researched, hijacked ships are sent to the warp.

History: Although mind-control and slavery is looked down upon by most civilized and sophisticated races in the cosmos, the Grasp specialize in these areas to manipulate hostile lifeforms into slave-labor. Those who have escaped the clutches of the Grasp recount stories of giant burning hands taking hold of their ship before they lost consciousness and found themselves working on alien machinery...

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

Wild: Whenever you win an encounter as an offensive main player, for each ship you had in the encounter, use this to send as many ships as your main opponent has researching Tech to the warp.

Super: When you remove the last ship from an opponent's Tech through use of your power, your opponent must discard the Tech. When you reveal a completed Tech card that is being researched with enemy ships, you must place all enemy ships on any other Techs you have being researched, otherwise they are sent to the warp.



HUB [O:Warp:T] Researching Ships Add to Total Jack Reda (Tech)

You have the power to Connect. As a main player, you may use this power to add the number of ships you have researching Tech to your total in an encounter.

History:

Restriction: Use only in a game with Tech.

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

Wild: You may collect compensation in the amount of the number of ships you have researching Tech instead of the normal amount.

Super: You may use your power to connect as an ally.



NANITE [O:Warp:T] Uses Other Player's Tech Jack Reda (Tech)

You have the power to Undermine. Once per encounter, if you have a colony in another player's system, you may use this power to take control of their revealed Tech card and use it. That player no longer has control of the Tech. You may only control the Tech if you are activating it.

History:

Restriction: Use only in a game with Tech.

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

Wild: You may send one of your ships to the Warp to cancel the effects of another player's Tech.

Super: You may use your power on a player that has a colony in your system.



NECESSITY [O:FB] Gains Tech When Losing Warren Denning (Tech)

You have the power to invent. Place the Technology deck near you at the beginning of the game. When you lose an encounter as the Main Player or ally, draw the top card from the top of the Technology deck during the Resolution phase and place it on your power sheet. If the number of your ships in the Warp is equal to or greater than the Research Number on the card, you may use the Technology card. Every time you draw a new Technology card it replaces the last Technology card you drew.

History: Noted for an emphasis on conformity and utilitarian existence focused only on the necessities of life, this primary female eusocial society comes alive during crisis periods. Invaders and raiders have been stunned by counter-attacks by Necessity hives using previously unseen inventions seemingly born out of thin air. Now with the home system once again secure, the most powerful of the hives have struck out into the universe fueled by new ideas and novel interstellar propellants born from the previous dark times the race hopes to avoid.

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

Wild: Draw from the top of the Encounter deck and keep the first artifact card you find. Discard the rest of the cards. If you run out of cards before finding an artifact, shuffle the discard pile and keep drawing.

Super: When you lose an encounter, play this card to search the Technology deck and put into play one card of your choosing.



NECROCRAT [O:Warp:T] Lost Ships May Be Used To Research Jack Reda (Tech)

You have the power of Necrosis. Whenever your ships are sent to the Warp, you may use this power to place one of them onto one of your researching Techs.

History:

Restriction: Use only in a game with Tech.

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

Wild: If you lose ships as part of a failed deal, you may send them all to your researching Tech.

Super: All of your ships lost to the Warp are sent to a researching Tech.



OLIGOPOLY [M:FFGfo:T] Benefits from others completed techs Jon Gon (Tech)

You have the power of technologic competition. When any player, except you, completes one tech, immediately complete one tech card that you currently control. If you don't have tech cards, you immediately receive one from the top of the tech deck. In the second case the technology must then be researched.

History:

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

Wild: In any regroup phase discard this flare and receive one tech card from the tech deck.

Super: Use this flare in the beginning of your turn to steal one researched technology from any other player. Discard after use.



PLAGIARIST [O:BGG:T] Attacks Technology Luke O'Hearn (Tech)

You have the power of imitation. After you draw a destiny card, use this power to aim the gate an an opponents technology card (face up, or face down). Any ships researching that technology count for the defense. Allies may not partake in this encounter. If you win the encounter, any researching ships are sent to the warp and you gain control of this technology (placing it face down in your system with any surviving attacking ships placed atop it as researchers). Attacking and defending ships may not coexist on a tech card, regardless of other powers.

Whenever another player discards a technology card from play, use this power to gain control of that card. Place it face down in your system and put any number of ships from your colonies atop it as researchers.

History: Having little or no pride, Plagiarist has never been afraid to take a good idea and make it their own. Even if they have to take it by force.

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

Wild: Take any card from the the technology discard pile, then shuffle that pile into the technology deck.

Super: When attacking a technology card, add +10 to your sides total.



PULSE [M:Warp:T] Tech May Not Be Used Against You Jack Reda (Tech)

You have the power of Electromagnets. Whenever another player uses their Tech, use this power to nullify the effects against you.

History:

Restriction: Use only in a game with Tech.

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

Wild: You may use any Zap card to cancel the effects of a Tech. That Tech is then discarded.

Super: When you nullify the effects of a Tech, you may take the Tech unless it is a discard after use Tech.



SCIENTIST [M:FFGfo:T] Researches Multiple Technology Cards Adam Rouse (Tech)

You have the power to Brainstorm. When you draw cards from the Tech deck (including at Game Set-up), use this power to place all Tech drawn face down in a stack. If you already have a stack, add the new Tech to the current stack. When you place a ship on the stack, it is researching all cards. If you reveal a Tech and there are still Tech left in the stack, you may leave any or all researching ships on the stack. You may only reveal one Tech per encounter. When you are zapped, keep only one Tech from those drawn, but it is still added to the stack.

History: The only race in the universe to discover fire and electricity on the same day they invented the wheel, the Scientists can follow multiple trains of thought simultaneously. And given time, one of these trains of thought will assuredly lead to the defeat of their enemies.

Restriction: Use only in a game with Tech.

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

Wild: When you draw Tech, choose two to keep.

Super: You may reveal one additional Tech per Encounter.



SCOTT [M:FFGfo:T] Researching Ships Are Worth Two Toomai (Tech)

You have the power of overestimation. When you are about to complete a Tech, use this power for each of your researching ships to be worth two ships. For example, you only need 3 ships to complete and use a Tech with a research cost of 6. If this power is zapped, you must still complete the Tech.

History: Proficient engineers, the Scotts seem to get things done in a fraction of the time it would take others. While sceptics insist that they merely overestimate their completion times, most simply agree that they are miracle workers.

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

Wild: You may place two ships on a Tech at once.

Super: Your researching ships are worth three.



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.



TECHNICIAN [O:BGG] Researches Tech With Cards S M (Tech)

You have the power of R&D. When You have the opportunity to put a ship on a tech card you may use this power to put one card from your hand on a tech card. This card acts as one ship on the tech and is returned to your hand after the tech is researched or discarded after being abandoned. You always have the option to use tech even in a game without it.

History:

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

Wild: During the launch or the alliance phase when you send ship into an encounter one ship may instead be a card from your hand. This card is counted as a normal ship and is not part of your hand. Discard this card at the end of the encounter.

Super: You may send up to two cards that are in your hand to one tech card of your choice instead of just one.



TECHNOCRAT [M:Warp:T] Develops Two Techs Simultaneously Jack Reda (Tech)

You have the power of Tech. Whenever you draw Tech cards, use this power to take three cards, and keep two of your choice. When you add a ship for research, use this power to research two Techs at the same time. Any time you reveal a completed Tech, researching ships may remain on the unrevealed Tech, or be diverted to revealed Techs or your colonies.

History: Once the homeworlds of the Technocrats had been stripped of all available resources, they were eventually reconstructed out of biomechanical devices, technological platforms, and industrially recycled waste. The entire societal existence of the Technocrats revolves around the concept of machine - love, art, commerce... everything is manufactured, quickly, precisely, and efficiently.

Restriction: Use only in a game with Tech.

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

Wild: Draw a card from the deck instead of researching your Tech this encounter.

Super: You may draw a new Tech and exchange it for one you are researching (keeping your researching ships on the new Tech).



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.



THINK-TANK [O:BGG:T] Technology Researched By Other Players Luke O'Hearn (Tech)

You have the power of Scholarship. At the start of any regroup phase, instead of researching one of your uncompleted tech cards, you may use this power to give a scholarship to one opponent. That opponent must send one of his or her ships to help research that tech for you. When you complete the tech, all opponents' researching ships return to their colonies immediately (even if the tech allows its researching ships to go elsewhere).

History:

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

Wild: At the start of any encounter chose a player. That player must remove a researching ship from one of their technology cards. The ship's owner returns it to one of their colonies.

Super: When you complete a technology all opponents' ships that were researching it are placed in the warp instead of on colonies.



WARMONGER [O:FFGfo] Uses Tech As Weaponry Christopher Oliveira (Tech)

You have the power of Armament. As a main player after alliances have been made but before encounter cards are played, you may use this power to discard one of your researching or completed tech cards to use as a weapon. For each ship you had on the tech card, or whatever the value of it if completed, send that many ships involved in the encounter from your opponent to the Warp, and the same number of allied ships for each of his allies.

After using this power and returning any researching ships you had on the tech card to your colonies, draw a new Tech card.

History: In the world of progress and intelligent responsibility, the Warmongers are looked down upon for their extravagant waste of technology and virulent worldview. They do not see it the same way. The Warmonger's motto is "everything is a weapon", and they employ this philosophy to the most destructive degree.

Restriction: Use only in a game with Tech.

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

Wild: Your total of ships researching Tech and value of completed Tech are added to your total attack power.

Super: As a main player you may use your power after alliances have been made but before encounter cards are played to force your main opponent to discard a Tech card of your choice. For each ship he had on it, or whatever the value of it if fully researched, send that many ships involved in the encounter from your opponent' to the Warp, and the same number of allied ships of each of his allies. Draw a new Tech card.



XENOMORPH [M:Warp:T] Allies Gain Tech but Lose Ships Jack Reda (Tech)

You have the power to Harm. When you accept a player's invitation to ally, use this power to give that player a Tech card from the deck, which is automatically fully researched. If that player wins the encounter, you send to the warp one ship from any colony in that system other than your own (including other allies, or ships from players not even involved).

History: A dangerous alien species, the Xenomorphs proved to be too effective as allies to be shunned outright. Other aliens have learned the risks of associating with the Xenomorphs, and must decide if they outweigh the rewards.

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

Wild1: You may sacrifice your ships on a colony and take an equal number of ships belonging to other players on the same colony.

Super: You may eliminate ships from the colony even if your side loses.

Con: Xenomorph may not eliminate your ships on a colony he has just occupied.

Displayed 24 powers.