Download as pdf or txt
Download as pdf or txt
You are on page 1of 28

Ben Shore (Order #42072263)

● 1 ● 2 ● 3
BIO 120 BIO 120 PSI 120
ALPHA WINGS ALPHA TENTACLES ALPHA MIND SWITCH

It’s a bird! It’s a plane! It’s a—it’s a— For the love of all that’s holy, .
You switch the minds of two creatures
heck, I don’t know what it is. what’s growing out of you?

STANDARD ACTION RANGED 10


addition to
a fly speed of BENEFIT: You grow 2 tentacles, in TARGET: One enemy
BENEFIT: You grow wings and gain sheathe a
you must land at the end of your turn, or your normal limbs. You can draw or EFFECT: The target is dominated (save
ends) by
8, but ve or stow an item stored on res of the
you crash . weap on (or retrie
r action. you or a willing ally within 10 squa
you) as a free action instead of a mino target. While the target is dominated
, it
g it.
dominates the creature dominatin

OVERCHARGE: When you start your turn, you


OVERCHARGE: When you start your turn, you OVERCHARGE: When you hit with
can roll a d20. this power,
TM & © 2010 Wizards of the Coast LLC can roll a d20. you can roll a d20.

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: You do not need to land at the end of your
10+: While this card is readied, you can make a 10+: The target takes a –5 penalty
turn. to saving
basic attack with your tentacles each round as throws against this power.
9 OR LESS: As a free action, you fly 2d6 a minor action.
squares in a random direction and crash, 9 OR LESS: You are also stunned
9 OR LESS: Your tentacles decide to strangle (save ends).
taking 2d10 physical damage. In addition, you You can’t save against this effect
you. You fall prone and are stunned (save during the
fall prone and are dazed until the end of your turn you overcharge it.
ends).
next turn.

● 4 ● 5
DARK 120 PSI 120
● 6
AREA 52
ALPHA RADIO HEAD ALPHA NARCOLEPSY OMEGA THE PATCH II
120

When you slap this metallic disc into the


back
You’ve got a song stuck in your head. “Nighty-night!”
of your hand, tiny medicinal machine
s flood
And so does everyone else. your bloodstream.

STANDARD ACTION RANGED 10


cast analog
BENEFIT: You can receive and broad TARGET: One creature
sound you
radio signals. You can transmit any ATTACK: Level + 3 vs. Will
ng, including
can imagine or are currently heari HIT: You inflict narcolepsy on the
target (save
You have a
voice communication and sound. ends). While under this effect, when
ever an
range of 10 miles. nscious until
attack hits the target, it falls unco
the start of its next turn.
POWER: Consumable ✇ Healing
MINOR ACTION PERSONAL
EFFECT: You regain hit points equa
OVERCHARGE: At any time, you can roll a l to 2d6 +
OVERCHARGE: When you hit with your bloodied value.
d20. this power,
you can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: Your range increases to 50 miles instead
of 10. 10+: The target takes a –5 penalty
to saving
9 OR LESS: You unconsciously broadcast a throws against this power.
hostile radio signal that incites anger in all 9 OR LESS: You fall unconscious
(save ends).
nearby sentient machines and robots. It also You can’t save against this effect
during the
draws mobile sentient machines and robots turn you overcharge it.
within 1 mile of your location to you.

● 7 ● 8 ● 9
AREA 52
OMEGA HYPNO-RAY
120 OMEGA ISHTAR
DREAM GRENADE
120 OMEGA ISHTAR
HOVERBOARD
120

You did NOT see a blue walrus-man steal This two-foot-wide, sleek silver disk hove
ing rs six
the data disks. It was definitely Venus “Sweet dreams, suckers!” inches above the ground. It’s a neat ride
and ...
swamp gas. once you get the hang of it!

WEAPON: 1-hand ranged


WEAPON: 1-hand ranged FEET
POWER: Consumable
POWER: Encounter STANDARD ACTION AREA BURST 1 WITHIN 10 POWER: Encounter
STANDARD ACTION CLOSE BLAS TARGET: Each creature in burst MOVE ACTION PERSONAL
T5
TARGET: Each creature in blast ATTACK: Level + 6 vs. Fortitude EFFECT: Until the end of the encounter
ATTACK: Level + 6 vs. Will , you
HIT: The target falls unconscious can move your speed +2, ignore diffi
(save ends). cult
HIT: The target is stunned (save ends MISS: The target is dazed until the terrain, and move over liquid surfa
). Until end of your ces. At
the end of the encounter, the targe next turn. the end of any of turn in which you
t is benefited
susceptible to suggestion, and anyo EFFECT: Roll a d20. On a 4 or less, from one of the hoverboard’s move
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

ne the burst is ment


making an Interaction check again larger than you anticipated, and the effects, you must make a medium
st the dream DC
target gains a +10 power bonus to grenade instead targets each creat Acrobatics check. If you fail, you fall
the check. ure in an prone.
area burst 10 using the same origin
square.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
● 11 ● 12
● 10
BIO 120 BIO 120
OMEGA ISHTAR
FIZZ NEUROJACK
120
ALPHA HYPER-BALANCE ALPHA LIQUID BONES

When you plug this matte-black jack into ks to like


the You can walk on almost any surface than You can liquefy your bones and move
back of your neck, it’s party time! your hyper-acute sense of balance. flesh-wat er. It’s pretty gross.

MOVE ACTION PERSONAL


NECK
g this
BENEFIT: You ignore difficult terra
in and can’t EFFECT: You shift your speed. Durin
POWER: Encounter enemy spaces
be knocked prone. You can balance
on anything movement, you can move through
MINOR ACTION terrain,
PERSONAL
that will hold your weig ht, and do not grant (but can’t stop there) and over liquid
EFFECT: You gain a +2 power bonu can squeeze
s to combat advantage while balancing. and you ignore difficult terrain and
Athletics checks until the end of the inches wide
through openings as small as six
encounter. In addition, roll a d20. without slowing.
You can
add the result to one Athletics check
you
make during this encounter.

OVERCHARGE: When you use this power, you


OVERCHARGE: When you start your turn, you can roll a d20.
TM & © 2010 Wizards of the Coast LLC
can roll a d20.

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


SALVAGE 2: A 2nd-level character 10+: You can use the power each turn while this
can 10+: You gain a +2 power bonus to AC and card is readied.
salvage the fizz neurojack. It beco
mes a Reflex while this card is readied. 9 OR LESS: You collapse into a puddle of
neck item with the following prope
rty: You 9 OR LESS: You become very clumsy and are flailing pseudopods and are stunned (save
gain a +2 item bonus to Athletics
checks. slowed while this card is readied. ends). You can’t save against this effect
during the turn you overcharge it.

● 13 ● 14 BIO, HEALING, ● 15
BIO 120 BIO, POISON 120 PHYSICAL 120
ALPHA ADRENAL RAGE ALPHA DART COUGH ALPHA PROBOSCIS

Your nose grows into a two-foot long


You flood your nervous system with s
. That’s one nasty cough! stabbing weapon that siphons vital fluid
adrenaline and fly into a berserk rage from your foe. No, really.

MINOR ACTION PERSONAL STANDARD ACTION RANGED 10 MELEE 1


you gain a MINOR ACTION
EFFECT: While this card is readied, TARGET: One creature combat
a +5 power TARGET: One creature granting you
+2 power bonus to attack rolls and ATTACK: Level + 5 vs. AC advantage
attacks, but
bonus to damage rolls with melee HIT: 2d10 + twice your level poiso
n damage, and
ks. ATTACK: Level + 5 vs. AC
you can’t make ranged or area attac ongo ing 10 poison dama ge (save ends).
regain hit
HIT: 1d6 physical damage, and you
points equal to your level.
turn while
EFFECT: You can use this power each
this card is readied.
OVERCHARGE: When you start your turn, you OVERCHARGE: When you hit or miss with this
can roll a d20. power, you can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: You can use this power a second time OVERCHARGE: When you start
10+: The power bonus to damage rolls increases your turn, you
while this card is readied. can roll a d20.
to +10. 10+: If you hit with this power, you
9 OR LESS: You take 3d10 poison damage, regai
9 OR LESS: You must attack your nearest ally
and ongoing 10 poison damage (save ends). points equal to twice your level inste n hit
during your turn (save ends). ad.
You can’t save against this effect during the 9 OR LESS: Your proboscis gets
in your way.
turn you overcharge it. You take a –2 penalty to attack rolls
(save
ends).

● 16 ● 17 ● 18
DARK 120 BIO 120 DARK, PSYCHIC 120
ALPHA METAL BODY ALPHA SENSITIVE NOSE ALPHA HANDS OF TIME

g. ugh
“Hey tin man, enough with the squeakin You touch a foe and send it spiraling thro
glare!” “Dude! You ever hear of deodorant?”
And do some thing about that the space-time continuum.

STANDARD ACTION MELEE 1


e of smell. TARGET: One creature
, banded BENEFIT: You develop a strong sens
BENEFIT: Your skin changes to shiny a +10 powe r bonus to Perce ption ATTACK: Level + 3 vs. Reflex
to AC, and You gain c damage, and the target is
metal. You gain a +1 power bonus for attacking HIT: 3d8 + twice your level psychi
ases by 15. checks and ignore the –2 penalty removed from play. While under this
effect, the target can’t take
your maximum hit point value incre sight nor line of effect to any
an enemy that has concealment. any actions and has neither line of
of sight or line of effect to it.
creature, and no creature has line
reappears in its square, or in
When this effect ends, the target
its choice. Roll a d6 to
the nearest unoccupied square of
determine the duration of the effect:
1–2: Until the start of your next turn.
3–4: Until the end of your next turn.
OVERCHARGE: When you start your turn, you
OVERCHARGE: When you start your turn, you can roll a d20. 5–6: Save ends.
can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

10+: While this card is readied, you replace


10+: While this card is readied, the power bo- each of your Perception check rolls with a 20
nus to AC increases to +2, and your maximum OVERCHARGE: When you hit with
and gain a +2 power bonus to attack rolls. this power,
hit point value increases by 30 instead of 15. you can roll a d20.
9 OR LESS: All you can smell is three-month- 10+: The attack deals 3d8 extra phys
9 OR LESS: Your metal skin grows too thick, old gym socks (save ends). While under this ical
and you make like a metal statue (save ends). damage.
effect, you are dazed.
While under this effect, you are stunned. 9 OR LESS: You’re also removed
from play
until the target reappears.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
● 19 ● 20 ● 21
DARK, VARIES 120 DARK, PHYSICAL 120 BIO, PHYSICAL 120
ALPHA HANDS OF POWER ALPHA MOLECULAR INSTABILITY ALPHA HUGE ARMS

You draw on random ambient dark ener


gy in “You know, molecular bonds aren’t as Your arms bulge with mutated muscle.
the area and blast it from your hands. strong as people think . . .” Time to deliver a beatdown!

T3
STANDARD ACTION CLOSE BLAS BENEFIT: You gain the following slam
attack.
ure in blast STANDARD ACTION RANGED 10
TARGET: Each creat
TARGET: One creature or object STANDARD ACTION MELEE 1
ATTACK: Level + 3 vs. Reflex TARGET: One or two creatures
Roll a d6 to ATTACK: Level + 3 vs. Fortitude
HIT: 4d8 + twice your level damage. damage, and ATTACK: Level + 4 vs. AC
electricity; HIT: 4d8 + twice your level physical
determine the damage type. 1–2: ical damage.
the target is slowed (save ends). HIT: 2d8 + Strength modifier phys
3–4: fire; 5–6: radiation.

OVERCHARGE: When you hit with this power,


you can roll a d20.
OVERCHARGE: When you use this power, you TM & © 2010 Wizards of the Coast LLC
10+: The attack deals 2d8 extra physical

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20. damage, and the target is turned to stone OVERCHARGE: When you start your turn, you
(save ends). While under this effect, the target can roll a d20.
10+: The attack deals 2d8 extra damage of the
can’t take any actions and gains resist 20 to
same type. 10+: The attack bonus increases to Level + 6.
all damage.
9 OR LESS: After the attack, you are stunned 9 OR LESS: You take 2d8 physical damage.
9 OR LESS: You take 5d8 + twice your level
until the end of your next turn.
physical damage, and are turned to stone as
above (save ends). You can’t save against this
effect during the turn you overcharge it.

● 22 ● 23 ● 24
PSI 120 PSI 120 PSI, PSYCHIC 120
ALPHA DEATH READING ALPHA MACHINE COMMAND ALPHA PSYCHIC ILLUSION

Yes, you have to touch the body. t,


You telepathically seize control of a robo “Now this is a KNIFE!”
And yes, it is pretty creepy. computer, or simil ar device.

STANDARD ACTION RANGED 10 T 10


H TARGET: One android, robot, comp
uter, or STANDARD ACTION CLOSE BURS
STANDARD ACTION MELEE TOUC EFFEC T: You modi fy one aspe ct of the
vehicle g or
TARGET: One corpse environment in the burst, by addin
, how it died, ATTACK: Level + 3 vs. Will t. The object
EFFECT: You learn the target’s name ends). subtracting a single illusory objec
and one thing it thought was impo
rtant. HIT: You dominate the target (save must fit within a square, such as a
gun, a dead
ends).
Aftereffect: The target is dazed (save body, a short bridge, and so on. Any
creature
can cause a target that does not ls it as
SPECIAL: You
le or that interacts with the object revea
normally take actions, such as a vehic illusory, but it seems completely real
up to that
t—for example,
OVERCHARGE: When you use this excavator, to operate as you direc point. The illusion lasts while this
card
power, you could order a robot excavator to dig a
can roll a d20. you is readied.
10+: You also animate the corpse trench.
for 1 hour. It
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


carries your stuff and obeys your
comm
but it won’t fight and it dies if it takes ands, OVERCHARGE: When you use this
power, you
OVERCHARGE: When you use this
power, you
damage. any can roll a d20. can roll a d20.
9 OR LESS: You mentally experienc 10+: The target takes a –5 penalty 10+: Any creature that interacts with
e the to saving the
target’s death (save ends). While throws against this power. illusion takes 5d8 + twice your level
under the psychic
effect, you fall prone and are daze 9 OR LESS: The target gains a +5 damage.
d. You can’t bonus to
save against this effect during the attack rolls against you while this 9 OR LESS: You take 5d8 + twice
turn you card is your level
overcharge it. readied. psychic damage.

● 25
PSI 120
● 26 ● 27
AREA 52 AREA 52
ALPHA OBJECT READING OMEGA INERTIAL ARMOR
120 OMEGA MASS PISTOL
120

This gray bodysuit protects you from harm The barrel of this small pistol ends in
in . When a
You can read psychic impressions with an attack strikes you, the suit transform
s the energy small metal sphere with no bore. It gene
rates
that have been handled by a creature. of the attack into potential extra move “knuckles” of gravity distortion in the
objects ment. target.
ARMOR: Light
MINOR ACTION MELEE TOUCH WEAPON: 1-hand ranged
PROPERTY: You gain a +3 armor bonu
TARGET: One object and a +1 armor bonus to Reflex.
s to AC POWER: Encounter ✇ Physical
of the last
EFFECT: You gain a mental image STANDARD ACTION RANGED 10
target, if that
living creature to own or carry the POWER: Encounter TARGET: One creature
least an hour.
creature handled the target for at IMMEDIATE INTERRUPT PERSONAL ATTACK: Level + 6 vs. Fortitude
(if it has
You also learn the creature’s name TRIGGER: You take damage from
an attack HIT: 3d6 physical damage, and the
target is
gave away the
one), and how the creature lost or EFFECT: You instead take no dama
ge from the slowed until the end of your next
turn.
turn while
object. You can use this power each triggering attack, and you can shift
1 square.
this card is readied.

SALVAGE 3: A 3rd-level character


TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

can
SALVAGE 2: A 2nd-level character salvage the mass pistol. It becomes
can a
salvage the inertial armor. It beco light 1-hand ranged 10 weapon: Dex/
mes Int;
light armor: +3 armor bonus to AC; +3 accuracy; 2d6 physical damage,
+1 and
OVERCHARGE: None. armor bonus to Reflex. the target is slowed until the end
of your
next turn.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
● 28 ● 29 ● 30
AREA 52 AREA 52 AREA 52
OMEGA MINDBORE ORBITER
120 OMEGA HOLOSCANNER
120 OMEGA PLASMA SWORD
120

As this tiny silver drone circles your head


, it This handheld sensor detects unusual
energy signatures,
When you trigger the hilt,
continually yammers on about what those life signs, and rare elements or compound a blade of magnetically contained
around s, including
packages of those really tasty cheese puffs.
you are thinking. It can get pretty anno plasma extends from it.
ying.

HELD ITEM
HEAD WEAPON: 1-hand melee
POWER: Encounter POWER: Encounter ✇ Electricity,
POWER: Encounter ✇ Psychic Fire
MINOR ACTION CLOSE BURST 10 STANDARD ACTION MELEE 1
STANDARD ACTION RANGED 20
EFFECT: Until the end of the encounter TARGET: One creature
TARGET: One creature , you
know the exact location of all living ATTACK: Level + 8 vs. AC
ATTACK: Level + 6 vs. Will creatures,
energy sources, and unusual mate HIT: 3d10 + Strength modifier + twice
HIT: 4d6 + Intelligence modifier + rials within your
twice your 10 squares of you. In addition, you level electricity and fire damage.
level psychic damage. gain a +8
power bonus to Perception check
s.

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


SALVAGE 4: A 4th-level character SALVAGE 6: A 6th-level character
can can SALVAGE 6: A 6th-level character
salvage the mindbore orbiter. It beco salvage the holoscanner. It becomes can
mes a a salvage the plasma sword. It beco
head item with the following prope held item with the following prope mes a
rty: You rty: heavy 1-hand melee weapon: Str/C
can communicate telepathically with You gain a +4 item bonus to Perce on; +2
any ption accuracy; 2d10 electricity and fire
creature within 5 squares of you. checks. damage.

● 31 ● 32 ● 33
OMEGA ISHTAR
DURALLOY SHIELD
120 OMEGA ISHTAR
OMNISCIENT GOGGLES
120 OMEGA ISHTAR
DISRUPTOR PIKE
120

The Ancients formed duralloy into wond


rous This 5-foot-long weapon projects letha
shapes. One good use you’ve found for You can see what others can’t. l
it is to vibrations that emanate at a distance.
keep angry mutants from beating on your
head.

ARMS WEAPON: 2-hand ranged


HEAD
POWER: Encounter POWER: Encounter ✇ Sonic
POWER: Encounter
IMMEDIATE INTERRUPT PERSONAL STANDARD ACTION AREA BURST 1 WITH
MINOR ACTION PERSONAL IN 10
TRIGGER: You are hit by an attack TARGET: Each creature in burst
EFFECT: Until the end of the encounter
EFFECT: You gain a +2 power bonu , you ATTACK: Level + 6 vs. Fortitude
s to all can see through blocking and obsc
defenses until the start of your next uring HIT: 3d8 + Constitution modifier +
turn. In terrain, can see clearly in darkness, your level
addition, until the end of the enco and can sonic damage, and the target is daze
unter, you see invisible creatures. d (save
gain a +2 shield bonus to AC and ends).
Reflex.

SALVAGE 4: A 4th-level character SALVAGE 4: A 4th-level character


TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


SALVAGE 2: A 2nd-level character can
can can salvage the omniscient goggles. salvage the disruptor pike. It beco
salvage the duralloy shield. It beco It mes a
mes a becomes a head item with the follow heavy 2-hand melee weapon: Str/C
shield: +1 shield bonus to AC; +2 ing on;
shield property: You can see clearly in darkn +2 accuracy; 2d12 sonic damage.
bonus to Reflex. ess.

● 34 ● 35 ● 36
OMEGA ISHTAR
ENVIROBOOTS
120 OMEGA ISHTAR
FORCE AXE
120 OMEGA XI
CERAMETAL ARMOR
120

This ceramic-metal suit protects you from


This footwear is a miracle This powered axe is capped by a 20-in
ch harm and braces you against being knoc
of cross-time design. semicircle of glowing blue force. ked
on your butt.

FEET ARMOR: Heavy


WEAPON: 2-hand melee
PROPERTY: You ignore difficult terra POWER: Encounter
in while POWER: Encounter ✇ Force
shifting. IMMEDIATE INTERRUPT PERSONAL
STANDARD ACTION CLOSE BURS
POWER: Encounter T1 TRIGGER: An attack knocks you prone
TARGET: Each creature in burst or
MINOR ACTION subjects you to forced movement
PERSONAL ATTACK: Level + 6 vs. Reflex
EFFECT: Roll a d4 and apply the follow EFFECT: You aren’t knocked prone
ing HIT: 3d10 + Strength modifier + twice or subjected
effect. your to forced movement from the trigge
level force damage, and you push ring
1: You are immobilized until the start the target attack. In addition, you gain resis
of your 1 square. t 5 to all
next turn. damage against the triggering attac
k.
2–3: Your speed increases by the
number you
rolled (2 or 3) until the start of your
next turn. SALVAGE 6: A 6th-level character
4: You can teleport 8 squares as a can
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

move action salvage the force axe. It becomes SALVAGE 2: A 2nd-level character
before the start of your next turn. a heavy can
Until the end of the encounter, at 2-hand melee weapon: Str/Con; +2 salvage the cerametal armor. It beco
the start of accuracy; 3d8 force damage, and mes
each of your turns, roll a d4 again you push heavy armor: +7 armor bonus to AC;
and apply the target 1 square. +1
the new effect. You can end this eff bonus to Fortitude.
ect by
taking off the boots as a standard
action.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
● 37 ● 38 ● 39
OMEGA XI
PORTACOMP
120 OMEGA XI
LASER WHIP
120 OMEGA XI
H11 BLASTER RIFLE
120

This mini computer tablet makes it easie This long, flexible whip is formed from This large rifle will put a 2-inch
r to a
hack mechanical and computational devic beam of ruby light. smoking hole in your target.
es.

WEAPON: 1-hand melee WEAPON: 2-hand ranged


POWER: Encounter ✇ Laser POWER: Encounter ✇ Fire, Force,
Laser
STANDARD ACTION MELEE 5 STANDARD ACTION RANGED 20
TARGET: One creature TARGET: One creature
HELD ITEM ATTACK: Level + 6 vs. Reflex ATTACK: Level +6 vs. Reflex
POWER: At-Will HIT: 3d10 + Dexterity modifier + twice HIT: 3d6 + Dexterity modifier + twice
your your
STANDARD ACTION RANGED 10 level laser damage. In addition, you level laser and force damage, and
knock ongoing 5
TARGET: One computer, robot, or the target prone and pull it 2 squa fire damage (save ends).
similar res.
creature
ATTACK: Level + 6 vs. Will
HIT: The target is dominated (save
ends). TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


While dominated, the target will answ SALVAGE 4: A 4th-level character SALVAGE 6: A 6th-level character
er one can can
question from you each round. salvage the laser whip. It becomes salvage the blaster rifle. It becomes
a light a light
1-hand melee 2 weapon: Dex/Int; 2-hand ranged 20 weapon: Dex/Int;
+3 +3
accuracy; 2d6 laser damage. accuracy; 3d6 laser and force dama
ge.

◆ 41 ◆ 42
● 40
AREA 52 BIO, PHYSICAL 120 BIO, PHYSICAL 120
OMEGA MELTDOWN ORBITER
120
ALPHA MANDIBLES ALPHA ACCELERATED CLAW
This drone constantly morphs as it circle
s your an yr and
head. At your command, it fires a pulse
of You manifest large mandibles and take You slide around your foes like a zeph
flesh-shredding radiation at your foes. enormous bite out of your enemy. claw at them at will.

STANDARD ACTION MELEE 1


HEAD TARGET: One creature STANDARD ACTION MELEE 1
2 squares.
ATTACK: Level + Strength + 2 vs.
AC EFFECT: Before the attack, you shift
space during
PROPERTY: You gain a +2 bonus
to attack HIT: 2d8 + Strength modifier + twice
your level You can move through an enemy’s
ment
rolls with radiation attacks.
physical damage. In addition, while
you remain the shift, but you can’t end your move
d and takes
POWER: Encounter ✇ Radiation adjacent to the target, it is immobilize there.
ends both).
STANDARD ACTION CLOSE BLAS
T5 ongoing 5 physical damage (save TARGET: One creature
TARGET: Each creature in blast ATTACK: Level + Dexterity vs. AC
your level
ATTACK: Level + 6 vs. Fortitude HIT: 4d8 + Dexterity modifier + twice
HIT: 4d8 + Intelligence modifier + physical damage.
twice your
level radiation damage.
OVERCHARGE: When you use this power, you
can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: The target takes a –5 penalty to saving OVERCHARGE: When you hit with
SALVAGE 6: A 6th-level character throws against this power. this power,
can you can roll a d20.
salvage the meltdown orbiter. It beco 9 OR LESS: After the attack, you are blinded
mes 10+: The attack deals 2d8 extra phys
a head item with the following prope (save ends). ical
rty: damage.
You gain a +2 bonus to damage rolls
with 9 OR LESS: You fall prone.
radiation attacks.

◆ 43 ◆ 44 ◆ 45
BIO 120 BIO, SONIC 120 BIO, HEALING 120
ALPHA GIGANTISM ALPHA SONIC SCREECH ALPHA HEALING ROOTS

You screech with the hunting call of nd,


Fee-fi-fo-fum! a hawk, magnified 500 times by You extrude rootlike tendrils into the grou
drawing nourishment.
mutant cords in your throat.
T3 NO ACTION PERSONAL
STANDARD ACTION CLOSE BLAS or start your
BENEFIT: You are Large-sized. You
occupy 4 TARG ET: Each enem y in blast TRIGGER: You use a second wind
squares, gain a +4 power bonus to
Fortitude and Reflex turn unconscious
ATTACK: Level + Constitution vs. l to your
to Strength ability checks, and your
melee reach twice your EFFECT: You regain hit points equa
HIT: 4d6 + Constitution modifier + bloodied value. Until the end of your
next turn,
increases by 1. t is deafened
level sonic damage, and the targe you are immobilized and ignore force
d
and weakened (save ends both). movement effects.

OVERCHARGE: When you use this power, you


TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

OVERCHARGE: When you start your turn, you can roll a d20. OVERCHARGE: When you use this power, you
can roll a d20. 10+: The attack deals 2d6 extra sonic damage, can roll a d20.
10+: You gain a +5 power bonus to damage rolls and you deal half damage on a miss. 10+: You end all conditions affecting you.
with melee attacks while this card is readied. 9 OR LESS: You hit yourself with the attack. 9 OR LESS: The effect gains the following
9 OR LESS: You are immobilized (save ends). In addition, you can’t speak while this card is aftereffect: You are immobilized (save ends).
readied.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
BIO, PHYSICAL, ◆ 46 ◆ 47 ◆ 48
WEAPON 120 PSI 120 DARK, ELECTRICIT Y 120
ALPHA FLURRY OF BODIES ALPHA DUALITY ALPHA I, BATTERY

ies You stick your finger inside a piece of


You bloodlessly divide into multiple entit You divide your consciousness to allow e it
discharged equipment and try to mak
and swarm your foes. yourself to do two things at once. work agai n.

NO ACTION PERSONAL
card
STANDARD ACTION MELEE 1 BENEFIT: You gain an extra action
during each of TRIGGER: You use an Omega Tech
card one
TARGET: One, two, or three creatures your turns . You can only use this actio n to make EFFECT: You can use the Omega Tech
. Do not
ATTACK: Level + Dexterity vs. Refle
x. a basic attac k or to move . additional time during the encounter
out after the
ical damage. roll to see if the Omega Tech burns
HIT: 3[W] + Dexterity modifier phys
triggering use.
MISS: Half damage.
m into a single
EFFECT: After the attack, you refor
of the targets.
entity in a square adjacent to one
OVERCHARGE: When you start
your turn, you OVERCHARGE: When you use this power, you
TM & © 2010 Wizards of the Coast LLC can roll a d20.

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


OVERCHARGE: When you use this can roll a d20.
10+: You gain two extra actions inste
power, you ad of one. 10+: You can use this power a second time
can roll a d20. 9 OR LESS: You develop a nasty
10+: Your melee reach for this attac split while this card is readied.
k increases personality named Spike. While this
by 1. card is 9 OR LESS: You experience power overload
readied, roll a d6 at the start of each
of your and you and each creature adjacent to you
9 OR LESS: After the attack, you turns. On a 1–3, Spike is in charge
and
badly and are stunned (save ends
reform attacks your nearest ally during your he takes 2d10 electricity damage.
). You can’t turn.
save against this effect during the
turn you
overcharge it.

DARK, PHYSICAL, ◆ 49 ◆ 50 DARK, PHYSICAL, ◆ 51


WEAPON 120 DARK, HEALING 120 ZONE 120
ALPHA PHASE STRIKE ALPHA SHIMMERSHIELD ALPHA CRUSHING GRAVITY

a short You surround yourself with a shimmeri


ng
You shift your enemy out of phase for “Let’s make mutant pancakes!”
time, which disorients it. shield of electromagnetic force.

RANGED T 3 WITHIN 10
STANDARD ACTION MELEE OR STANDARD ACTION AREA BURS
that lasts until
TARGET: One creature EFFECT: The burst creates a zone
a creature
ATTACK: Level + Wisdom vs. Will BENEFIT: You gain resist 10 physical. the end of your next turn. Whenever
slowed until
HIT: 2[W] + Wisdom modifier + your
level physical starts its turn within the zone, it is
the
dama ge, and the target is stunned and takes the start of its next turn and you make
ends both). following attack against it.
ongoing 5 physical damage (save
Fortitude
ATTACK: Level + Constitution vs.
2d6 + Cons tituti on modi fier + your level
HIT:
target
physical damage, and you knock the
OVERCHARGE: When you start your turn, you prone.
can roll a d20.
OVERCHARGE: When you use this power, you
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20. 10+: While this card is readied, whenever you
take electricity damage, you instead regain OVERCHARGE: When you use this
10+: The attack deals 2[W] extra physical power, you
that many hit points. can roll a d20.
damage. 10+: On a hit, the target is also immo
9 OR LESS: You slide toward the largest bilized
9 OR LESS: Your attack misses because your (save ends).
metallic object (if any) within 20 squares of
weapon temporarily vanishes (save ends). 9 OR LESS: You are also immobilize
you and slam into it; you take 3d8 physical
d (save
damage and are immobilized (save ends). ends). You can’t save against this
effect during
the turn you overcharge it.

◆ 52 ◆ 53 ◆ 54
DARK, FIRE, ZONE 120 DARK, RADIATION 120 DARK 120
ALPHA BODY OF LIGHT ALPHA NEUTRON EMISSION ALPHA STRONG AS STONE

You gain the strength of stone—the good


Your flesh expands into burning light. Talk about a walking bomb!
stuff, not that cheap fake tile.

STANDARD ACTION CLOSE BURS


T3 STANDARD ACTION PERSONAL
turn, any living ing feats of
ET: Each enem y in burst EFFECT: Until the end of your next BENEFIT: You are capable of amaz
TARG 3 squares of . You gain a +5 power
Reflex. creature that starts its turn within strength and endu rance
ATTACK: Level + Constitution vs. addition, it bonus to Athletics checks and a +3
power bonus
your level fire you takes 10 radiation damage. In
HIT: 3d6 + Constitution modifier + gains vulnerable 10 radiation and
is weakened to Fortitude.
damage. (save ends both).
that lasts until
EFFECT: The burst creates a zone
leave its
the end of your next turn or until you
its turn within
space. Whenever an enemy ends OVERCHARGE: When you use this power, you
the zone, it takes 10 fire damage. can roll a d20.
10+: While the effect exists, you can spend a OVERCHARGE: When you start your turn, you
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

minor action at the start of your turn to make can roll a d20.
OVERCHARGE: When you use this the effect persist until the end of your next 10+: While this card is readied, whenever you
power, you turn. make an Athletics check, replace the roll with
can roll a d20.
10+: An enemy that ends its turn 9 OR LESS: After the effect, you take 10 a 20. In addition, the power bonus to Fortitude
within the radiation damage. In addition, you gain increases to +5.
zone takes 20 fire damage instead
of 10. vulnerable 10 radiation and are weakened 9 OR LESS: You are weakened (save ends).
9 OR LESS: You target each ally
in the burst (save ends both). You can’t save against this
instead of each enemy.
effect during the turn you overcharge it.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
◆ 55 ◆ 56 ◆ 57
HEALING, PSI 120 PSI, PSYCHIC 120 PSI, PSYCHIC 120
ALPHA SYMPATHETIC LINK ALPHA ALL A DREAM ALPHA ULTRASHRIEK

to
You link the life force of one creature es
, You catch a vision of the future and You unleash a mental shriek that mash
another. What hurts or heals one of them change your plans accordingly. g brain nearby into gray paste.
does the same to the other. every livin

CLOSE BURST 5 IMMEDIATE INTERRUPT CLOSE BLAST 3 STANDARD ACTION CLOSE BURS
T5
MINOR ACTION
you and 1 with a close or area ure in burst
TARGET: Two creatures in burst, or TRIGGER: An enem y hits you TARG ET: Each creat
creature in burst attack ATTACK: Level + Charisma vs. Will
ends). s you and each level psychic
EFFECT: You link the two targets (save EFFECT: The attack instead misse HIT: 6d8 + Charisma modifier + your
or regains (save ends).
Whenever one target takes damage target in the blast. damage, and the target is stunned
es the
hit points, the other target experienc
r target
same effect. The link ends when eithe
choose not to
saves or dies. A willing target can
effect.
make a saving throw against this
OVERCHARGE: When you use this OVERCHARGE: When you use this
TM & © 2010 Wizards of the Coast LLC
power, you power, you

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20. can roll a d20.
OVERCHARGE: When you use this 10+: You can use this power a secon 10+: The attack deals 4d8 extra psych
power, you d time ic
can roll a d20. while this card is readied. damage.
10+: The target takes a –5 penalty 9 OR LESS: You take 2d10 psych 9 OR LESS: You take 6d8 psych
to saving ic damage, ic damage and
throws against this power. and the triggering attack does hit are stunned while this card is readi
you. ed.
9 OR LESS: You are dazed until
the end of
your next turn.

◆ 58 ◆ 59 ◆ 60
BIO, COLD 120 PSI, WEAPON 120 FORCE, PSI 120
ALPHA POLAR AURA ALPHA MULTIATTACK ALPHA PLAYTHING

and
You drain heat from your surroundings, onry. You lock telekinetic hooks into your foe
including nearby creatures. Brrr! You attack in a blinding flurry of weap do the puppet master routine.
RANGED
STANDARD ACTION MELEE OR
PERSONAL ing two
MINOR ACTION REQUIREMENT: You must be wield STANDARD ACTION RANGED 20
turn, you gain
EFFECT: Until the end of your next weapons. TARGET: One creature
resist 20 cold, and whenever a creat
ure starts your primary
takes 10 cold EFFECT: Make two basic attacks with ATTACK: Level + Intelligence vs. Fortit
ude
its turn within 2 squares of you, it weapon and one basic attack with
your
e modi fier + twice your
of its turn. 1 square after Intell igenc
damage and is slowed until the end secondary weapon. You can shift HIT: 3d10 +
each attack. level force damage.
slide the
EFFECT: While this card is readied,
the start of
target 2 squares as a free action at
each of your turns.
OVERCHARGE: When you use this power, you OVERCHARGE: When you use this
power, you
can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20.
10+: The range of the effect is 3 squares instead 10+: You can use this power a secon OVERCHARGE: When you hit with
d time on this power,
of 2, and a creature takes 15 cold damage your next turn if this card is readied. you can roll a d20.
instead of 10. 9 OR LESS: After the attack, you 10+: While this card is readied, slide
drop the target
9 OR LESS: You freeze yourself and can’t weapon you’re holding 1d6 squares each 5 squares instead of 2.
away from
move or attack until the end of your next turn. you in a random direction. 9 OR LESS: While this card is readi
ed,
target slides you 2 squares as a free the
action at
the start of each of its turns.

◆ 61 ◆ 62 ◆ 63
AREA 52 AREA 52 AREA 52
OMEGA STUN WHIP
120 OMEGA AUTODOC
120 OMEGA GRAV SHIELD
120

This shiny metal belt whirrs and clicks. This heavy, black, elbow-length gauntlet
This slender silver whip delivers creates a short-range gravitational field
Sometimes it dispenses colored pills that
a powerful electric charge. that
make you feel better. disrupts incoming attacks.

WEAPON: 1-hand melee WAIST ARMS


POWER: Encounter ✇ Electricity POWER: Encounter ✇ Healing POWER: Encounter
STANDARD ACTION MELEE 3 MINOR ACTION PERSONAL MINOR ACTION CLOSE BURST 3
ATTACK: Level + 8 vs. AC EFFECT: You regain 10 hit points. TARGET: Each creature in burst
In addition,
HIT: 1d10 + Dexterity modifier + twice until the end of the encounter, you EFFECT: You pull the target 2 squa
your regain 5 res. In
level electricity damage, and the hit points at the start of each of your addition, you gain a +2 bonus to all
target is turns, if defenses
stunned (save ends). you have at least 1 hit point. until the start of your next turn.

SALVAGE 2: A 2nd-level character


TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

can
salvage the stun whip. It becomes SALVAGE 2: A 2nd-level character SALVAGE 4: A 4th-level character
a light can can
1-hand melee 2 weapon: Dex/Int; salvage the autodoc. It becomes a salvage the grav shield. It becomes
+3 waist a
accuracy; 1d10 electricity damage, item with the following property: shield: +1 shield bonus to AC; +2
and Your shield
the target is slowed until the end maximum hit points increase by 5. bonus to Fortitude.
of your
next turn.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
◆ 64 ◆ 65 ◆ 66
AREA 52 AREA 52 AREA 52
OMEGA GUNSIGHT ORBITER
120 OMEGA ENERGIZED ARMOR
120 OMEGA THUNDER GRIP
120

This silver drone hovers in front of your This suit of black alloy and metal mesh
is When you pull this wide-mouthed pisto
forehead, telepathically imparting targe powered by a dark matter energy cell. l’s trigger,
ting The cell it emits a thunderous ring of destructio
data to your mind. also generates a force shield for a shor n.
t time.
WEAPON: 1-hand ranged
HEAD ARMOR: Heavy
POWER: Encounter ✇ Sonic
POWER: Encounter POWER: Encounter ✇ Force STANDARD ACTION RANGED 10
FREE ACTION PERSONAL MINOR ACTION PERSONAL TARGET: One creature
TRIGGER: You deal damage with an EFFECT: You establish a force shiel ATTACK: Level + 6 vs. Reflex
attack d. While the
EFFECT: The triggering attack deals shield is functional, you gain resis HIT: 3d8 + Strength modifier + twice
2d10 + t 10 to all your
your Wisdom modifier extra dama damage. Whenever you take dama level sonic damage. In addition, you
ge to the ge, roll a knock
target. d20. On a 9 or less, the effect ends the target prone, and the target is
. deafened
(save ends).

SALVAGE 5: A 5th-level character TM & © 2010 Wizards of the Coast LLC SALVAGE 6: A 6th-level character

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can can
salvage the gunsight orbiter. It beco SALVAGE 6: A 6th-level character salvage the thunder grip. It becomes
mes can a
a head item with the following prope salvage the energized armor. It beco heavy 1-hand ranged 10 weapon:
rty: mes Str/Con;
You gain a power bonus to damage heavy armor: +7 armor bonus to AC; +2 accuracy; 2d10 sonic damage,
rolls +1 and the
with ranged attacks equal to your armor bonus to all other defenses. target is deafened until the end of
Wisdom your
modifier. next turn.

◆ 67 ◆ 68 ◆ 69
AREA 52
OMEGA GRAV MORTAR
120 OMEGA ISHTAR
PHOTONIC SPEAR
120 OMEGA ISHTAR
HOSPICE BEACON
120

This one-foot-high gleaming pyramid of


“It’s called the ‘G-force’ game. This slender crystal spear pulses golden alloy creates a field that accelerat
Now try to stay on your feet!” with red light as you attack with it. es
healing.

WEAPON: 2-hand ranged WEAPON: 2-hand melee


POWER: Encounter ✇ Physical POWER: Encounter ✇ Laser
STANDARD ACTION AREA BURST 2 WITH
STANDARD ACTION MELEE 1 HELD ITEM
IN 20 TARGET: One creature
TARGET: Each creature in burst
ATTACK: Level + 6 vs. Fortitude ATTACK: Level + 8 vs. AC POWER: Encounter ✇ Healing, Zone
HIT: 2d8 damage + Constitution modi HIT: 3d8 + Wisdom modifier + twice MINOR ACTION CLOSE BURST 2
fier + your level EFFECT: You and each ally within the
twice your level physical damage. laser damage, and the target is blind burst
In addition, ed (save regain 10 hit points. In addition, the
you knock the target prone, and the ends). burst
target is becomes a zone that lasts until the
immobilized (save ends). end
MISS: Half damage, and target is of your next turn. Whenever you or
slowed (save an ally
ends). regains hit points while within the
SALVAGE 2: A 2nd-level character zone, that
character regains 5 additional hit
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can points.
salvage the photonic spear. It beco While the zone exists, you can spen
mes a da
SALVAGE 8: An 8th-level chara light 2-hand melee weapon: Dex/ standard action during your turn to
cter can Int; +3 make the
salvage the grav mortar. It becomes accuracy; 1d12 damage, and the targe zone persist until the end of your
a t next turn.
heavy 2-hand ranged 15 weapon: takes a –2 penalty to attack rolls until
Str/Con; the
+2 accuracy; 3d8 physical damage, start of your next turn.
and
you knock the target prone.

◆ 70 ◆ 71 ◆ 72
OMEGA ISHTAR
SERVO-ASSIST ARMOR
120 OMEGA ISHTAR
DISKTHROWER
120 OMEGA ISHTAR
JET BOOTS
120

This form-fitting armor jerks you out of This mechanical gauntlet lets you fling These metal boots are very stylish,
harm’s a
way. Occasionally, it will jerk you arou
nd for spinning, diamond-sharp metal disk at and the jet nozzles in each sole put an
extra
no reason, usually when you’re holding your foe. hop in your step!
a drink.
FEET
WEAPON: 1-hand ranged
ARMOR: Light POWER: Encounter
POWER: Encounter ✇ Physical MINOR ACTION
POWER: Encounter STANDARD ACTION RANGED 10 PERSONAL
EFFECT: You gain a fly speed equa
IMMEDIATE INTERRUPT PERSONAL TARGET: One creature l to your
speed until the end of your next turn.
TRIGGER: You are hit by an attack ATTACK: Level + 8 vs. AC If you
take damage while flying, as an imme
EFFECT: You gain a +4 power bonu HIT: 2d12 + Dexterity modifier phys diate
s to AC and ical reaction, “auto-jets” in the boots
Reflex until the end of your next turn. damage, and ongoing 10 physical push you
damage away from the triggering attacker
(save ends). a number
of squares equal to your speed.
MISS: You must choose a creature
within 5
squares of the target and make the
attack
again against that creature.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

SALVAGE 5: A 5th-level character


SALVAGE 4: A 4th-level character can
can salvage the jet boots. It becomes
salvage the servo-assist armor. It a feet
becomes item with the following property:
light armor: +4 armor bonus to AC; SALVAGE 4: A 4th-level character You gain
+1 can a +10 item bonus to Athletics check
bonus to speed. salvage the diskthrower. It becomes s to
a jump.
light 1-hand ranged 10 weapon: Dex/
Int;
+3 accuracy; 2d8 damage.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
◆ 73 ◆ 74 ◆ 75
OMEGA ISHTAR
FORCE SHIELD
120 OMEGA XI
GRAVITY HAMMER
120 OMEGA XI
REPEATING GAUSS RIFLE
120

This silver-tinted gauntlet generates a


This hammer uses gravitational attraction This rifle uses magnetic fields to launch
shield-sized disk of crackling energy that to
accelerate your blows tenfold! heavy darts at high velocity.
can protect you from most attacks.

ARMS WEAPON: 2-hand melee WEAPON: 2-hand ranged

POWER: Encounter ✇ Force POWER: Encounter ✇ Physical POWER: Encounter ✇ Physical


IMMEDIATE INTERRUPT STANDARD ACTION CLOSE BURS STANDARD ACTION RANGED 20
PERSONAL T5
TRIGGER: You are hit by an attack TARGET: One creature in burst TARGET: One, two, or three creatures
EFFECT: You gain resist 20 to all dama ATTACK: Level + 6 vs. Fortitude EFFECT: You make three attacks divid
ge until ed
the end of your next turn. HIT: You pull the target 4 squares. between one, two, or three targets.
If the target
is adjacent to you after the pull, it ATTACK: Level +8 vs. AC
takes
+ Strength modifier + twice your level 6d8 HIT: 1d12 + Dexterity modifier + your
level
physical damage, and you knock yours physical damage, and you push the
elf target 1
and the target prone. square.
SALVAGE 6: A 6th-level character TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can
salvage the force shield. It becomes
a SALVAGE 8: An 8th-level chara
shield: +1 shield bonus to AC; +2 cter can SALVAGE 2: A 2nd-level character
shield salvage the gravity hammer. It beco can
bonus to Reflex; you gain resist 3 mes salvage the repeating gauss rifle.
to all a heavy 2-hand melee weapon: Str/C It
damage while you aren’t granting on; becomes a light 2-hand ranged 20
combat +2 accuracy; 2d12 + Strength modi
advantage. fier weapon: Dex/Int; +3 accuracy; 1d12
physical damage, and you knock the
target damage, and you push the target
prone. 1 square.

◆ 76 ◆ 77 ◆ 78
OMEGA ISHTAR
POWER FIST
120 OMEGA XI
ARTIFICIAL BLOOD
120 OMEGA XI
ELECTROSTAFF
120

This fusion-powered gauntlet sports This small medical unit attaches to your The electromagnetic pulse generators
lower in each
titanium alloy servos, allowing you to back and injects nanobots into your end of this staff deliver an electrifying
punch
deliver massive blows. bloodstream when you need a boost. to your foes.
WEAPON: 1-hand melee WEAPON: 2-hand melee
POWER: Encounter ✇ Physical POWER: Encounter ✇ Electricity
STANDARD ACTION MELEE 1 STANDARD ACTION MELEE 1
TARGET: One creature TARGET: One creature
ATTACK: Level + 8 vs. AC ATTACK: Level + 6 vs. Reflex
HIT: 3d10 + Strength modifier + twice WAIST HIT: 3d8 + Constitution modifier +
your twice your
level physical damage. In addition, level electricity damage, and the
you push POWER: Consumable target is
the target a number of squares equa stunned (save ends).
l to your FREE ACTION PERSONAL
Strength modifier (minimum 1) and
knock it TRIGGER: You start your turn
prone.
EFFECT: Until the end of the encounter
MISS: Half damage, and you push ,
the target 1 whenever you roll a saving throw, SALVAGE 6: A 6th-level character
square and knock it prone. you can
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


replace the result of the roll with can
a 10. salvage the electrostaff. It becomes
a
heavy 2-hand melee weapon: Str/C
SALVAGE 2: A 2nd-level character on; +2
can accuracy; 3d8 + Constitution modi
salvage the power fist. It becomes fier
a heavy electricity damage, and the target
1-hand melee weapon: Str/Con; +2 is
slowed until the end of your next
accuracy; 2d6 + Strength modifier turn.
damage, and you knock the targe
t prone.

★ 81
◆ 79 ◆ 80
AREA 52 BIO 120
OMEGA XI
MARAUDER ARMOR
120 OMEGA CHAMELEON SHIELD
120
ALPHA REDUNDANT ORGANS
ult
This sleek suit of powered armor gives
you
This shield’s surface changes color and
texture Having redundant organs makes you diffic
the
limited flight, making it perfect for scou
ting.
to blend with its surroundings. to kill. Plus, you could make a killing on
black market.

ARMOR: Light
s, bloodied
POWER: Encounter BENEFIT: Your maximum hit point
led.
MOVE ACTION PERSONAL value, and current hit points are doub
EFFECT: You gain a fly speed equa
l to your
speed until the end of the encounter ARMS
. You
must land at the end of your turn,
or you POWER: Encounter
crash.
MINOR ACTION PERSONAL
EFFECT: You become invisible until
the end
of your next turn. In addition, you
gain a +5
power bonus to Stealth checks until OVERCHARGE: When you start your turn, you
the end
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

SALVAGE 8: An 8th-level chara of the encounter.


cter can can roll a d20.
salvage the marauder armor. It beco
mes 10+: You gain a +2 bonus to all defenses while
light armor: +4 armor bonus to AC;
you this card is readied.
can fly your speed as a move actio
n once 9 OR LESS: Your new organs don’t fully
during each of your turns.
function and you are dazed (save ends).

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
★ 82 ★ 83 ★ 84
DARK 120 BIO 120 BIO, FIRE 120
ALPHA INVISIBILITY ALPHA DENSITY ALPHA FIRE WINGS

it
You can finally fight naked, Your mass increases drastically, making You sprout wings of fire!
just like you’ve always wanted. tough for others to mov e you.

and gain a fly


BENEFIT: You manifest fire wings
this card is
ge and are speed of 8. In addition, once while
you attack BENEFIT: You gain resist 5 to all dama a standard
BENEFIT: You are invisible. Whenever re you’re ion, you readied, you can shift 4 squares as
squa immune to forced movement. In addit do so, k against
while invisible, you give away the you action and make a melee basic attac
can enter enemy spaces. Whenever ent creature you move adjacent to
attacking from. each differ
you push the enemy 1 square. 1d6 extra fire
during the shift. Each attack deals
damage.

OVERCHARGE: When you start your turn, you


TM & © 2010 Wizards of the Coast LLC OVERCHARGE: When you start your turn, you

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20.
can roll a d20. OVERCHARGE: When you start your turn, you
10+: While this card is readied, you don’t give can roll a d20.
10+: The resistance to all damage increases to
away the square you’re in when you attack.
10 while this card is readied. 10+: You can shift 8 squares instead of 4.
9 OR LESS: Each creature in a close burst 5
9 OR LESS: You are also slowed while this 9 OR LESS: You fall prone instead of shifting.
except for you becomes invisible until the end
card is readied.
of your next turn.

★ 85 ★ 86 ★ 87
BIO, FIRE 120 BIO, PSYCHIC 120 PSI 120
ALPHA EXPLOSIVE PODS ALPHA CENTER CANNOT HOLD ALPHA MIND TRICK

You grow a seed pod from your body air


Your presence induces life-ending desp for.”
that you can pull off and throw. in others. Yes, more than usual. “These aren’t the mutants you’re looking

STANDARD ACTION AREA BURST


FREE ACTION RANGED 20
2 WITHIN 10 SQUARES to sentient
BENEFIT: Your presence is disruptive TRIGGER: You make an Interaction
check
TARGET: Each creature in burst minds. Whenever a creature ends
its turn
a +10 powe r bonus to the check,
x EFFEC T: You gain
ATTACK: Level + Strength vs. Refle adjacent to you, it takes 10 psych
ic damage. with
your level fire and one creature you are interacting
HIT: 3d8 + Strength modifier + twice believes whatever you say as part
of the check.
t prone.
damage, and you knock the targe

OVERCHARGE: When you use this power, you OVERCHARGE: When you use this
power, you
can roll a d20. can roll a d20.
OVERCHARGE: When you start your turn, you
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: You grow a new pod at the start of your 10+: You can use this power a secon
can roll a d20. d time
next turn and can use this power a second while this card is readied.
10+: The psychic damage increases to 15 while
time while this card is readied. 9 OR LESS: The creature you’re
this card is readied. making the
9 OR LESS: You also accidentally cause Interaction check against now belie
ves
another pod on your body to explode. Make
9 OR LESS: You are dazed and take ongoing exact opposite of whatever you inten the
15 psychic damage (save ends both). ded. It
the attack again, centered on your own also becomes aware that you tried
to
square. manipulate its mind.

★ 88 ★ 89 ★ 90
DARK 120 DARK 120 BIO, ELECTRICIT Y 120
ALPHA DOWNLOAD EGO ALPHA SHADOW PERSON ALPHA STATIC FIELD
her for
sfer an You become a shadowy double from anot “No, don’t worry. It’s perfectly normal
Even as your vision goes dark, you tran they
your intellect into your foe’s mind. worldline. People see you as someone your hair to stand up like that when I’m
imprint of expect to see. nearby. Would I lie?”

MELEE 1 Medium-sized Whenever


NO ACTION BENEFIT: You appear as a generic BENEFIT: You gain an electrical aura.
or fewer you as a member ent to you or
TRIGGER: You drop to 0 hit points huma noid. Othe r creatures see
r bonus to
an enem y enters a square adjac
15
EFFECT: You dominate one creature
adjacent to of their own race. You gain a +5 powe ends its turn adjacent to you, it takes
you (save ends). Interaction checks to lie or bluff. electricity damage.

OVERCHARGE: When you start your turn, you


OVERCHARGE: When you use this power, you can roll a d20. OVERCHARGE: When you start your turn, you
can roll a d20. 10+: Whenever you attack, your target grants can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

10+: The dominated creature must roll a 16 or combat advantage to you while this card is 10+: While this card is readied, the electricity
higher to succeed on its saving throw to end readied. damage increases to 25, and you are immune
the domination effect. 9 OR LESS: You don’t gain or grant any to electricity damage.
9 OR LESS: When this effect ends, the benefit from flanking with your allies. In 9 OR LESS: You lose any resistance or
dominated creature dominates you (save addition, you provoke opportunity attacks immunity to electricity and take ongoing 15
ends). from your allies, and they must make those electricity damage (save ends).
opportunity attacks, if possible.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
★ 91 ★ 92 ★ 93
DARK 120 DARK, FIRE 120 DARK, RADIATION 120
ALPHA WHITE DWARF ALPHA PANTS ON FIRE ALPHA DAS GAMMA AUGE

ing you
You surround yourself within a Your body flares with white-hot fire, burn You have “The Gamma Eye”—whatever
shield of intense gravity. that hinders you. And your pants. look at, you fry.
away all

MINOR ACTION PERSONAL NO ACTION PERSONAL


turn, whenever are dazed,
EFFECT: Until the end of your next TRIGGER: You start your turn and STANDARD ACTION RANGED 20
squares of you, or stunned
a creature starts its turn within 3 immobilized, restrained, slowed, TARGET: One creature
n, and it can’t on you ends,
you pull it 1 square as a free actio EFFECT: One triggering condition ude
In addi- takes 3d6 + ATTACK: Level + Dexterity vs. Fortit
move away from you during that turn. and each creature adjacent to you your level
tion, you gain a +2 power bonus to
all defenses.
twice your level fire damage. HIT: 5d10 + Dexterity modifier + twice
is dazed and
radiation damage, and the target
slowed (save ends both).
MISS: Half damage.
OVERCHARGE: When you use this power, you
can roll a d20. TM & © 2010 Wizards of the Coast LLC OVERCHARGE: When you use this power, you

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


10+: While this card is readied, the range can roll a d20.
increases to 5 squares, and the power bonus 10+: You can take an extra standard action OVERCHARGE: When you hit with
increases to +4. during this turn. this power,
you can roll a d20.
9 OR LESS: You are dazed and slowed (save 9 OR LESS: You burn too bright and fall 10+: The attack deals double dama
ends both). You can’t save against this effect unconscious (save ends). ge.
9 OR LESS: You take radiation dama
during the turn you overcharge it. ge equal
to your bloodied value.

★ 94 ★ 95 ★ 96
DARK 120 HEALING, PSI 120 PSI 120
ALPHA MY NAME IS MUD ALPHA INHABIT CORPSE ALPHA KNOW-IT-ALL

dead you do.


You’re a walking mudslide. You project your mind into a recently You’re good at pretty much everything
body, taking it for your own. And you don’t mind saying so.

stency of mud IMMEDIATE INTERRUPT PERSONAL


BENEFIT: The ground has the consi or drops you to s to
around you. Whenever an enemy
ends its turn TRIGGER: An enemy bloodies you BENEFIT: You gain a +10 power bonu
based
adjacent to you, it is restrained (save
ends). 0 hit points or fewer Intelligence, Wisdom, and Charisma-
e within 10 skill checks.
AFTEREFFECT: The target is slowe
d (save ends). EFFECT: Choose any humanoid corps
res of you to inhabit. You alter the corpse
squa
the corpse
to be identical to your old self and
n hit points
becomes you. In addition, you regai
gear remains
equal to your bloodied value. Your
with your old body, which dies. OVERCHARGE: When you start
your turn, you
OVERCHARGE: When you start your turn, you can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can roll a d20. 10+: The power bonus increases
to +15 while
10+: While this card is readied, enemies OVERCHARGE: When you use this this card is readied.
restrained by this power are also weakened power, you 9 OR LESS: Whenever you make
can roll a d20. an
(save ends both). 10+: You are restored to maximum Intelligence, Wisdom, or Charisma-
hit points based skill
9 OR LESS: You fall prone and are restrained instead, and you can stand up (in check while this card is readied, the
your new GM rolls
(save ends). body) as a free action. a die in secret. Odd: No effect. Even
: The +10
power bonus becomes a –10 pena
9 OR LESS: You are dazed (save lty instead.
ends).

★ 97 ★ 98 ★ 99
DARK, FIRE 120 PSI, PSYCHIC 120 PSI, PSYCHIC 120
ALPHA EXPLODE! ALPHA MIND KILLER ALPHA HYPERACTIVE

most
You impart a phantasmal image of the
Every molecule in your body explodes into You’re like a 5-year old with a
a trip. fearsome creature imaginable directly bucket of Halloween candy.
outward at the speed of light. It’s quite your foe’s unprotected brain.
MINOR ACTION CLOSE BURST 5
STANDARD ACTION RANGED 20
TARG ET: Each creature in burst STANDARD ACTION PERSONAL
TARGET: One creature While this
ATTACK: Level + 3 vs. Reflex EFFECT: You make an initiative roll.
ge, and you ATTACK: Level + Charisma vs. Will each round—
HIT: 5d8 + twice your level fire dama prone. your level card is readied, you act two times
k it HIT: 3d10 + Charisma modifier + twice ic once on your original initiative and
once on your
push the target 3 squares and knoc psych
(save ends). psychic damage, and ongoing 10 new initiative.
EFFECT: You blow yourself to bits damage (save ends).
take any
While under this effect, you can’t
s. When you
actions except to make saving throw
appear in
save, you reconstitute yourself and
st unoccupied
your previous square, or the neare OVERCHARGE: When you use this
square. power, you
OVERCHARGE: When you hit with can roll a d20.
this power,
you can roll a d20.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

10+: You gain a +2 power bonus to


OVERCHARGE: When you use this AC and
10+: If the target is bloodied after Reflex while this card is readied.
power, you the attack, it
can roll a d20. falls unconscious (save ends). 9 OR LESS: You become overcharge
10+: The attack deals 5d8 extra fire 9 OR LESS: You fall unconscious d with
damage energy while this card is readied.
(save ends). While you’re
on a hit. You can’t save against this effect under this effect, if you don’t end
during the your
9 OR LESS: You fizzle and the attac turn you overcharge it. at least 5 squares away from the squa turn
k deals re you
only 1d8 fire damage. (You are still started in, you take 10 psychic dama
blown to ge.
bits.)

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
★ 100 ★ 101 ★ 102
DARK, PHYSICAL 120 AREA 52 AREA 52
ALPHA DISINTEGRATING TOUCH OMEGA HOLOSHIELD
120 OMEGA MINI TANK
120

you This shield generator creates a field of


You cause molecular bonds in whatever matter that deflects attacks away from
virtual It even has a cannon!
touch to fall apart. you.

ARMS HP 200, Space 2 by 4 squares


AC 22, Other Defenses 20
H POWER: Encounter Speed 6
STANDARD ACTION MELEE TOUC IMMEDIATE REACTION DRIVER AND GUNNER: A driver and
ure or object MELE gunner each
TARG ET: One creat TRIGGER: An enemy misses you with E 1 occupies 1 square of the mini tank’s
space and must
Reflex a melee
ATTACK: Level + Constitution vs. attack or ranged attack have both hands free to move it or use
its power. As
damage, a standard action, a gunner can recha
HIT: 4d10 + twice your level physical TARGET: One creature adjacent to
you, other power (reload) with a DC 16 Mechanics
rge the tank’s
(save ends).
and ongoing 10 physical damage than the triggering enemy. LOAD: 5 Medium creatures; 600 lbs
check.
fields are of gear.
SPECIAL: Objects protected by force EFFECT: The triggering enemy reroll
s the POWER: Encounter ✇ Physical
immune to disintegration. attack against the target. STANDARD ACTION AREA BURST 1 WITHIN 20
TARGET: Each creature in burst
ATTACK: Level + 8 vs. AC
HIT: 3d8 + Intelligence modifier + your
TM & © 2010 Wizards of the Coast LLC level physical

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


SALVAGE 2: A 2nd-level character damage.
can
OVERCHARGE: When you use this salvage the holoshield. It becomes
power, you a
can roll a d20. shield: +1 shield bonus to AC; +2
shield SALVAGE 4: A 4th-level character
10+: The target takes a –5 penalty bonus to Reflex; you start each enco can
to saving unter salvage the mini tank. It becomes
throws against this power. with 5 temporary hit points. a
vehicle as above, but has no attac
9 OR LESS: You also take 2d10 k power.
physical
damage.

★ 103 ★ 104 ★ 105


AREA 52 AREA 52
OMEGA NEURAL BATON
120 OMEGA ISHTAR
FUSION LANCE
120 OMEGA TELEPORT PADS
120

These shining silver disks come in pairs


This long, metallic, barbell-shaped rod This ornate metallic lance glows . When
you step on one, it teleports you instantly
amplifies your psychic potential. with sun-hot plasma. to the
location of the other. They’re fun at parti
es too.
WEAPON: 1-hand melee
WEAPON: 2-hand ranged
POWER: Encounter ✇ Psychic
STANDARD ACTION MELEE 2 POWER: Encounter ✇ Electricity, HELD ITEM
Fire
TARGET: One creature STANDARD ACTION RANGED 10
ATTACK: Level +6 vs. Will TARGET: One creature POWER: Encounter ✇ Teleportation
HIT: 4d6 + Charisma modifier + twice ATTACK: Level + 6 vs. Reflex MINOR ACTION CLOSE BURST 5
your EFFECT: You place two teleport pads
level psychic damage, and the targe HIT: 4d8 + Constitution modifier + , each in
t is dazed twice your a square within the burst. While in
(save ends). level electricity and fire damage. a teleport
MISS: Half damage. pad square, any creature can telep
ort to the
other pad as a minor action. If the
destination
pad square is occupied, the occup
ying
creature swaps positions with the
teleporting
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


SALVAGE 4: A 4th-level character SALVAGE 9: A 9th-level character creature. In addition, while in a telep
can can ort
salvage the neural baton. It becomes salvage the fusion lance. It becomes
a square, you can move the pad to anoth pad
a heavy 2-hand ranged 10 weapon: er
special 1-hand melee 2 weapon: Wis/C square within 5 squares of you as
+0 accuracy; attacks Will; 2d8 psych ha; Str/Con; +2 accuracy; 3d10 electricity
and action.
a move
ic fire damage.
damage.

★ 106 ★ 107 ★ 108


AREA 52 AREA 52
OMEGA INVISO ARMOR
120 OMEGA FORCE FIELD PROJECTOR
120 OMEGA ISHTAR
PHASE CAPE
120

“Yes, I was here the whole time. And I This pear-shaped projection device gene Your molecules shift out of phase when
heard rates you
swirl this cape around yourself, allowing
everything you said about me!” a powerful force field. you
to pass through walls and other solid obje
cts.
HELD ITEM

ARMOR: Light POWER: Encounter ✇ Force


MINOR ACTION AREA WALL 10
POWER: Encounter
WITHIN 20 SQUARES NECK
MINOR ACTION PERSONAL EFFECT: You create a force field up
EFFECT: You become invisible until to 4
the end of squares high that lasts until the end POWER: Encounter
your next turn. of the
encounter, or for 5 minutes, which MINOR ACTION PERSONAL
ever occurs
sooner. You can turn the field off as EFFECT: Until the end of your next
a minor turn, you
action. The field is immobile and block can move through walls and other
s blocking
all movement and line of effect. If terrain, as well as through squares
created occup
horizontally, the force field can be
used as by enemies. If you end this movement ied
a bridge. inside
a solid object or creature, you retur
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

SALVAGE 6: A 6th-level character n to the


can last unoccupied square you came
salvage the inviso armor. It becomes from and
light are stunned until the end of your
armor with the following property: SALVAGE 8: An 8th-level chara next turn.
You cter can
gain concealment against any creat salvage the force field projector. It
ure not
adjacent to you. becomes a held item as above, but
projects an area wall 2 within 5 squa
res.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
★ 109 ★ 110 ★ 111
AREA 52 AREA 52
OMEGA ISHTAR
ENERGY MACE
120 OMEGA BLACK RAY GUN
120 OMEGA SKYCYCLE
120

This ornate pistol fires a ray of ebony It’s a flying “motorcycle.”


This mutant-beater has one heck of a energy
wallop. that will drop your enemy in its tracks. Beware of power lines.

WEAPON: 1-hand ranged


WEAPON: 1-hand melee
POWER: Encounter ✇ Necrotic HP 50, Space 2 by 1 squares
POWER: Encounter ✇ Electricity, STANDARD ACTION RANGED 10 AC 18, Other Defenses 15
Force
STANDARD ACTION MELEE 1 TARGET: One creature Speed Fly 20
TARGET: One creature ATTACK: Level + 6 vs. Will DRIVER: A driver occupies the front
square of
ATTACK: Level +8 vs. AC HIT: 4d8 + Wisdom modifier + twice the skycycle’s space and must have
your level one hand
HIT: 4d8 + Strength or Constitution necrotic damage, and the target falls free to move it.
modifier +
twice your level electricity and force unconscious (save ends). The uncon LOAD: 2 Medium creatures; 200 lbs
damage. sciousness of gear.
In addition, you push the target 3 also ends if the target takes dama
squares, ge.
and the target is stunned until the
end of its
next turn.
MISS: The power is not expended SALVAGE 8: An 8th-level chara
. TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


cter can
salvage the black ray gun. It beco
mes a SALVAGE 6: A 6th-level character
SALVAGE 4: A 6th-level character light 1-hand ranged 10 weapon: Dex/ can
can Int; salvage the skycycle. It becomes
salvage the energy mace. It becomes +3 accuracy; targets Will; 2d8 necro a special
a tic item, as above.
heavy 1-hand melee weapon: Str/C damage, and ongoing 5 necrotic dama
on; +2 ge
accuracy; 2d8 electricity and force (save ends).
damage, and you push the target
1 square.

★ 112 ★ 113 ★ 114


OMEGA XI
PHOENIX NEUROJACK
120 OMEGA ISHTAR
PLASMA SPHERE
120 OMEGA ISHTAR
RAD ARMOR
120

When you’re near death, this device relea This metallic-black powered suit protects
ses This small cannon generates white-hot you
a flood of nanobots into your bloodstre plasma from harm by releasing a burst of rads
am to bombs encased in guided magnetic field at a
bring you back. s. nearby enemy when you’re damaged.

WEAPON: 2-hand ranged ARMOR: Heavy


NECK
POWER: Encounter ✇ Electricity, Fire POWER: Encounter ✇ Radiation
POWER: Encounter ✇ Healing STANDARD ACTION IMMEDIATE REACTION CLOSE BURS
AREA BURST 2 WITHIN 20 T2
NO ACTION PERSONAL ATTACK: Level + 6 vs. Reflex TRIGGER: You take damage
TRIGGER: You drop to 0 hit points SPECIAL: This attack ignores blocking TARGET: One creature in burst
or fewer terrain (like
EFFECT: You regain hit points equa walls). ATTACK: Level +6 vs. Reflex
l to your HIT: 4d8 + Strength modifier + your level
bloodied value, and you are dazed HIT: 3d8 + Constitution modifier +
until the electricity and twice your level
end of your next turn. fire damage. radiation damage, and the target is
MISS: Half damage. weakened
(save ends).

SALVAGE 7: A 7th-level character


can salvage
the phoenix neurojack. It becomes SALVAGE 8: An 8th-level chara
a neck item
cter can
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


with the following power.
salvage the plasma sphere. It beco SALVAGE 6: A 6th-level character
IMMEDIATE INTERRUPT mes a can
PERSONAL heavy 2-hand ranged 10 weapon: salvage the rad armor. It becomes
TRIGGER: You drop to 0 hit points Str/Con; heavy
or fewer for +2 accuracy; 2d12 electricity and armor: +7 armor bonus to AC; resis
the first time during an encounter fire t 10
damage, and each creature adjacent radiation.
EFFECT: You regain hit points equal to the
bloodied value and are stunned until
to your target takes damage equal to your
the end of level.
your next turn.

★ 115 ★ 116 ★ 117


OMEGA XI
VIBRO SWORD
120 OMEGA ISHTAR
GUNPORT ARMOR
120 OMEGA XI
HEAVY-LIFT HARNESS
120

This heavy armor provides good defense,


Just think “chainsaw on steroids.” and some good offense too when the gun “Get away from her, you —!”
ports work correctly.
HP 100, Space 2 by 2 squares
WEAPON: 1-hand melee AC 20, Other Defenses 17
ARMOR: Heavy Speed 5
POWER: Encounter ✇ Physical DRIVER: A driver occupies 1 square
STANDARD ACTION MELEE 1 POWER: Encounter ✇ Physical harness’s space and must have both
of the heavy-lift
TARGET: One or two creatures MINOR ACTION hands free to
RANGED 10 move it or use its power.
ATTACK: Level + 8 vs. AC ATTACK: Level + 6 vs. Reflex LOAD: 1 Medium creature; 4,000
lbs of gear.
HIT: 3d8 + Strength modifier + your HIT: 2d10 + Constitution modifier POWER: At-Will ✇ Physical
level + twice your STANDARD ACTION
physical damage, and ongoing 5 phys level physical damage. MELEE 2
ical TARGET: One creature
damage (save ends). ATTACK: Level +8 vs. AC
HIT: 2d10 + Constitution modifier
+ twice your level
physical damage, and the target is
immobilized (save
ends). The immobilization also ends
if you are no
longer adjacent to the target.
TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC

SALVAGE 3: A 3rd-level character


can SALVAGE 4: A 4th-level character
salvage the vibro sword. It becomes can
a salvage the gunport armor. It beco
heavy 1-hand melee weapon: Str/C mes SALVAGE 4: A 4th-level character
on; heavy armor: +7 armor bonus to AC; can
+2 accuracy; 1d8 damage, and ongo you salvage the heavy-lift harness. It
ing 5 gain resist 5 physical. becomes
physical damage (save ends). a special item as above, but witho
ut the
power.

Ben Shore (Order #42072263)


Ben Shore (Order #42072263)
★ 118 ★ 119 ★ 120
AREA 52
OMEGA XI
INTERFACE GOGGLES
120 OMEGA XI
SCREAMING MEEMIE
120 OMEGA RIFLE HOUND
120

You’re too cool for school with these stylin Each 6-inch missile fired from this shou This metallic robot follows you around
g lder on
shades built by the machine AI designer launcher emits a piercing sonic burst that
three steel legs. You call it “Tripod.”
known only as “HAL.” scrambles your enemies’ nervous syste
ms.
HEAD WEAPON: 2-hand ranged
POWER: Encounter ✇ Laser
POWER: Encounter POWER: Encounter ✇ Sonic STANDARD ACTION
STANDARD ACTION RANGED 10 STANDARD ACTION EFFECT: You activate the rifle houn
TARGET: One robot creature AREA BURST 2 WITHIN 20 d in an
adjacent square. The hound occup
ATTACK: Level + 6 vs. Will TARGET: Each creature in burst ies 1
square. Enemies can’t move throu
HIT: The target is dominated (save ATTACK: Level + 6 vs. Fortitude gh its
ends). space, but allies can. Whenever you
MISS: The target gains a +5 bonu HIT: 5d6 + Intelligence modifier + move,
s to attack your level you can move the hound up to 6 squa
rolls and damage rolls against you sonic damage, and you push the targe res as a
until the t2 free action.The hound’s defenses
end of the encounter. squares from the burst’s origin squa are all 20.
re. If a single attack deals 20 or more
damage
to the hound, the hound makes an
attack
SALVAGE 8: An 8th-level chara against you and then is destroyed
SALVAGE 6: A 6th-level character TM & © 2010 Wizards of the Coast LLC cter can . You can

TM & © 2010 Wizards of the Coast LLC

TM & © 2010 Wizards of the Coast LLC


can salvage the screaming meemie. It make the following attack with the
salvage the interface goggles. It beco hound
mes becomes a light 2-hand ranged 20 once per round.
a head item with the following prope
rty: weapon: Dex/Int; +3 accuracy; targe MINOR ACTION RANGED 10
You gain a +4 bonus to Interaction ts
checks Fortitude; 3d6 sonic damage, and TARGET: One creature
against robots, computers, and other the
target is weakened until the end of ATTACK: Level + 6 vs. Reflex
sentient machines. your
next turn. HIT: 2d8 + your level laser damage.

Ben Shore (Order #42072263)

You might also like