___________________________________________________________________________ / V3 \ {-----====== I M A G E O V E R P O W E R ======-----} \___________________________________________________________________________/ I M H E R O E S / C H A R A C T E R S (Energy-Fighting-Strength-Intellect) Hero/Character Grid (Total) Inherent Ability BACKLASH 5-6-5-6 (22) Counts as 18 Points for Deckbuilding CURSE 3-5-4-6 (18) May attack Reserve w/ Strength Power cards THE DARKNESS 7-7-4-3 (21) FAIRCHILD 1-4-7-5 (17) May have 2 Universe cards Placed, not dups GRIFTER 4-7-4-4 (19) Not Spectrum/Cum KO'd with Teamwork cards GRUNGE 6-5-4-2 (17) Must have a MultiPower Hit to be KO'd KILLRAZOR 3-7-5-4 (19) Strength Power cards +2 used for defense MALEBOLGIA 7-4-6-8 (25) 23 Deckbuilding, May not use I for Defense OVERTKILL 5-5-7-1 (18) Follow teammate's TW w/ a 1I Power card RIPCLAW 4-7-5-4 (20) To Front Line same battle teammate is KO'd SAVAGE DRAGON 2-5-8-4 (19) SHADOWHAWK 2-5-6-6 (19) S Pc +2 attacking C with E Pc in Perm Rec SPAWN 8-7-3-3 (21) STRYKER 4-7-6-3 (20) TIFFANY 6-6-4-4 (20) Fighting Power Grid Rating 8 for Defense VELOCITY 6-5-2-3 (16) May attack w/ Power cards while in Reserve VIOLATOR 4-6-7-2 (19) WITCHBLADE 7-7-3-4 (21) ZEALOT 3-8-4-5 (20) _______________________________________________________________________________ B R E A K D O W N O F I M A G E O V E R P O W E R C A R D S 19 Characters ( 19 Image OP ) 127 Special Cards ( 3 Any Character + 3 to 7 each Character ) 4 Location Cards ( 4 Image OP ) 38 Power Cards ( 5 MultiPower + 1 Any-Power + 8 Energy + 8 Fighting + 8 Strength + 8 Intellect ) 13 Universe Cards ( 1 Basic + 4 Teamwork + 8 Ally ) 4 Tactic Cards ( 4 Artifact ) 7 Mission Cards ( 1 new Mission set ) + 6 Event Cards ( 6 for the new Mission set ) ---- 218 Functionally Different Playing Cards {Oddities not included: Starter deck "Moire-less" Grifter Bull's-Eye Shot, Zealot Warrior Soul; Correctly cut Spawn Finite Power} _______________________________________________________________________________ H E R O / C H A R A C T E R C A R D S A N D S P E C I A L C A R D S ANY CHARACTER * FLIGHT (AG) {R} [OPD] Avoid 1 attack. Counts as a duplicate of all "Any Hero/Character" AG Special Cards. * MASSIVE MUSCLES (AR) {R} [OPD] Acts as a level 7 Strength attack. Counts as a duplicate of all "Any Hero/Character" AR Special Cards. * SUPER SPEED (AA) {R} [OPD] Acts as a level 4 Fighting attack. May make 1 additional attack. Counts as a duplicate of all "Any Hero/Character" AA Special Cards. ____________________________________________________________________ * BACKLASH {C} E: 5 F: 6 S: 5 I: 6 (22) ~ Counts as 18 Points for Tournament Deckbuilding. ~ * ALTERED PHYSIOLOGY (AG) {C} Avoid 1 attack. * COMBAT AGILITY (AE) {U} Acts as a level 4 Any-Power attack, may combine with 1 Energy, Fighting, Strength, or Intellect Power card for a single attack. * GOVERNMENT TROOPER (LT) {U} Acts as a level 3 Strength attack, +1 for each Mission card in Backlash's Defeated Missions Pile. * MIST BODY (MM) {R} [OPD] Play during battle. All Hits in Backlash's Hits from Current Battle do not count for Venture Total and are subtracted from Opponent's Venture Total. * PSI-WHIPS (LQ) {R} [OPD] Acts as a level 4 Intellect attack. If successful, may make 1 additional Intellect attack against same Character. Additional attack may not be defended. * TEAM 7 (MA) {U} Acts as a level 5 Fighting or Strength attack. May not be defended by a card from a Battlesite. ____________________________________________________________________ BRASS * ARMORED POWERHOUSE (MB) {R} [OPD] Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Energy Power Card Hit, regardless of Inherent Abilities and other Special cards. * COMPUTER TRACKING (MI) {U} Play on Target Character as an attack. Attacks made on Target Character, including "Computer Tracking," may not be moved to any of Target's teammates for remainder of game. * WEAPONS ARRAY (MC) {R} [OPD] Acts as a level 11 Energy, Strength, or Fighting attack. Brass's Team may not attack for remainder of battle. ____________________________________________________________________ * CURSE {C} E: 3 F: 5 S: 4 I: 6 (18) ~ May attack the Reserve with Strength Power cards. ~ * APPENDAGE OF DEATH (CZ) {R} [OPD] Acts as a level 4 Energy attack. If successful, Target Character must discard all Placed cards into Dead Pile. * BRUTAL DISSECTION (NF) {R} [OPD] Target Character must discard all Placed cards. Target Character may only have 1 card Placed to him at any time, for remainder of game. * EXOSKELETON (AG) {C} Avoid 1 attack. * RELIGIOUS ZEAL (LT) {U} Acts as a level 3 Strength attack +1 for each Mission card in Opponent's Completed Missions Pile. * TECHNO-LIFE (CM) {C} Opponent's Team is -2 to all attacks against Curse for remainder of battle. * WRIST ROCKETS (LZ) {C} Acts as a level 4 Fighting attack. May be used against Reserve, who may defend. If successful against Reserve, Curse may attack Reserve for remainder of game. ____________________________________________________________________ * THE DARKNESS {R} E: 7 F: 7 S: 4 I: 3 (21) * DEMIGOD OF THE DARK (LW) {R} [OPD] Target Character's Special cards may not be Negated for remainder of game. * KILLING TOUCH (HY) {R} Acts as a level 6 Strength attack. If successful, Target Character must discard 2 cards of opponent's choice. Cards may be Placed or in Hand. * LIFELIKE EXOSKIN (AG) {U} Avoid 1 attack. * NIGHT FLIGHT (BK) {U} The Darkness may play Power card attacks face down for remainder of battle. Opponent must guess defense. * RESTORE HEALTH (MS) {C} Remove 1 Power card Hit from The Darkness' Permanent Record. * SHADOW MOTION (MT) {C} Acts as a level 4 Energy attack, may be played from Reserve. If successful, The Darkness may continue to attack while in Reserve. ____________________________________________________________________ * FAIRCHILD {R} E: 1 F: 4 S: 7 I: 5 (17) ~ May have 2 Universe cards Placed. May not be duplicates. ~ * FIST FULL OF DANGER (JC) {U} Acts as a level 3 Intellect attack. Fairchild may make 1 additional attack with a Teammate's Special card. * GEN-ACTIVE (MQ) {C} Play during battle. Fairchild may defend any Front Line teammate that also has a "Gen-Active" Special in play for remainder of game. * IMPENETRABLE (CW) {R} [OPD] Avoid 1 attack. May not be attacked for remainder of battle. * LEVEL-HEADED LEADER (DB) {U} Avoids all attacks from 1 Teamwork card, or Target character must discard 1 Placed Teamwork card. * PURE MUSCLE (MR) {U} Play during battle. For remainder of game, any Strength attack made by Fairchild may not be moved from Target Character. * SUPER SMARTS (MB) {R} [OPD] Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Intellect Power Card Hit, regardless of Inherent Abilities and other Special cards. ____________________________________________________________________ * GRIFTER {R} E: 4 F: 7 S: 4 I: 4 (19) ~ May not be Spectrum or Cumulative KO'd with Universe: Teamwork cards.~ * BULL'S-EYE SHOT (MB) {R} [OPD] Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Fighting Power Card Hit, regardless of Inherent Abilities and other Special cards. * CODA TRAINING (AA) {U} Acts as a level 4 Intellect attack. May make 1 additional attack. * NERVES OF STEEL (MN) {R} [OPD] Acts as a level 12 Intellect attack. May only be played if Grifter has Hits totaling 15 or more in his Permanent Record. * SMART-ASS (EX) {U} Target Character may not use cards with an Intellect icon for remainder of battle. * TEAM 7 (MA) {U} Acts as a level 5 Energy or Intellect attack. May not be defended by a card from a Battlesite. * WILDC.A.T. (AD) {C} Teammate may avoid 1 attack. ____________________________________________________________________ * GRUNGE {U} E: 6 F: 5 S: 4 I: 2 (17) ~ Must have a MultiPower card Hit to be KO'd. ~ * DANGER SEEKER (KC) {R} [OPD] All attacks by Opponent's team must be made against Grunge, at -2, until Grunge is KO'd or cannot be attacked. * DENSE (LO) {U} Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the top of the Draw Pile. Discard duplicates. * GEN-ACTIVE (MQ) {U} Play during battle. Grunge may defend any Front Line teammate that also has a "Gen-Active" Special in play for remainder of game. * LOVER BOY (MD) {C} Add 3 to Venture Total for this battle. Grunge may play with Intellect or MultiPower Power card usable by Grunge. Value of Power Card is also added to Venture Total for this battle. * MARTIAL ARTS TRAINING (JC) {C} Acts as a level 3 Strength attack. Grunge may make 1 additional attack with a Teammate's Special card. * MOLECULAR ASSIMILATION (DY) {R} [OPD] This Special acts identical to any Hit in Grunge's Hits from the Current Battle or Permanent Record. ____________________________________________________________________ * KILLRAZOR {C} E: 3 F: 7 S: 5 I: 4 (19) ~ Strength Power cards are +2 when used for defense. ~ * BIOMORPHIC BLADES (AR) {U} Acts as a level 7 Energy attack. * DEADLY MUTATION (AB) {C} Acts as a level 5 Fighting attack. May make 1 additional Fighting attack. * INNER PEACE (MK) {R} [OPD] Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from Permanent Record of Killrazor and Killrazor's team. * OUTER FURY (JU) {R} [OPD] Killrazor may make 1 or 2 follow up attacks after Killrazor plays a Universe: Teamwork card for remainder of game. * STRYKEFORCE (MR) {C} Play during battle. For remainder of game, any Fighting attack made by Killrazor may not be moved from Target Character. * WILL POWER (MS) {C} Remove 1 Special card Hit from Killrazor's Permanent Record. ____________________________________________________________________ * MALEBOLGIA {VR} E: 7 F: 4 S: 6 I: 8 (25) ~ Counts as 23 Points for Tournament Deckbuilding. May not use Intellect Power Cards for Defense. ~ * DEMONIC MAGICK (DZ) {C} Target Character may not attack or be attacked for remainder of battle. * HELLBENT (AR) {U} Acts as a level 4 Fighting attack. * INFERNAL PACT (ME) {U} Play during battle on Teammate, before Teammate is KO'd. When Target Teammate is KO'd, Malebolgia is +5 to Venture Total. * MASTER OF THE DARKLANDS (EK) {R} [OPD] Malebolgia cannot be Cumulative KO'd for remainder of game. * REIGN OF FIRE (MD) {U} Play with Energy Power card usable by Malebolgia. Value of Power Card is added to Venture Total for this battle. * SIGNED IN BLOOD (LV) {R} Choose one Tactic: Artifact card from Dead pile and place in hand. Cannot be a duplicate. ____________________________________________________________________ * OVERTKILL {U} E: 5 F: 5 S: 7 I: 1 (18) ~ May follow up any teammate's Teamwork card attack with a Level 1 Intellect Power card. ~ * ARMOR (AD) {U} Overtkill may avoid any numerical attack. * CONTRACT HIT (MB) {R} [OPD] Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 Strength Power Card Hit, regardless of Inherent Abilities and other Special cards. * CYBORG (EA) {U} Remove all hits with a Fighting icon from Overtkill's Permanent Record. * HIGH CALIBER (HF) {U} Acts as a level 6 Energy or Fighting attack. * MOB CONNECTIONS (AJ) {C} Opponent must immediately reveal any Special cards currently held in his hand. * ONE-MAN ARMY (JU) {R} Overtkill may make 1 follow up attack after Overtkill plays a Universe: Teamwork card for remainder of game. ____________________________________________________________________ * RIPCLAW {R} E: 4 F: 7 S: 5 I: 4 (20) ~ If in Reserve, may move to Front Line during same battle teammate is KO'd. ~ * ANIMAL RAGE (LG) {C} Play during battle. In the battle that Ripclaw is KO'd, Ripclaw may continue to fight and is not discarded until Ripclaw has taken 1 additional Hit, or until the end of the battle. * CYBERFORCE (MW) {C} Target Character gains +1 to defense for remainder of game. * MECHANICAL MUTANT (MU) {U} Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Reserve must skip a battle before moving to Front Line. * NATIVE MAGIC (GB) {R} [OPD] Acts as a level 7 Energy attack. If successful, Opponent must move 1 Mission Card from the Completed Missions Pile, to the Reserve Missions Pile. * PACIFIST HEART (MV) {R} [OPD] Play to Concede battle. Remove all Hits from Ripclaw's or teammate's Permanent Record and Hits from Current Battle. * RIP AND TEAR (CU) {U} Acts as a level 3 Strength attack. If successful, Target Character must discard 1 Placed card of Opponent's choice. ____________________________________________________________________ * SAVAGE DRAGON {R} E: 2 F: 5 S: 8 I: 4 (19) * AMAZING RECOVERY (EA) {U} Remove all hits with an Energy icon from Savage Dragon's Permanent Record. * BULLETPROOF (LU) {C} Target Character's Tactic: Artifact cards may not be removed from play for remainder of game. * CHICAGO PD (ND) {C} Savage Dragon and Savage Dragon's team are +2 all actions against Opponent's Battlesite, for remainder of Battle. * DRAGON BRAWL (JY) {U} Acts as a level 5 Fighting attack. May not be affected by a card with the word "teammate" on it. * FREAK FORCE (FE) {C} Acts as a level 3 Strength attack. Each Front Line teammate may make 1 additional attack. * SAVAGE STRENGTH (MB) {R} [OPD] Acts as a level 6 Any-Power attack. If successful, Target Character is KO'd by next level 2 MultiPower Power Card Hit, regardless of Inherent Abilities and other Special cards. ____________________________________________________________________ * SHADOWHAWK {U} E: 2 F: 5 S: 6 I: 6 (19) ~ Strength Power cards are +2 when attacking any Character with an Energy Power card Hit in their Permanent Record. ~ * BACK SNAP (ML) {R} [OPD] Acts as a level 4 Any-Power attack. If successful, Target Character may be KO'd using normal KO rules, regardless of Inherent Abilities or other Special cards, for remainder of battle. * BATTLE ARMOR (AD) {C} ShadowHawk may avoid any numerical attack. * BRUTAL REVENGE (EG) {R} [OPD] Acts as a level 5 Intellect attack. If successful, Opponent must discard all cards with a Strength icon from hand. * HOSPITALIZE (HF) {C} Acts as a level 6 Energy or Strength attack. * NIGHT PROWLER (CU) {U} Acts as a level 3 Fighting attack. If successful, Target Character must discard 1 Placed card of Opponent's choice. * URBAN PREDATOR (MI) {U} Play on Target Character as an attack. Attacks made on Target Character, including "Urban Predator," may not be moved to any of Target's teammates for remainder of game. ____________________________________________________________________ * SPAWN {R} E: 8 F: 7 S: 3 I: 3 (21) * CIA TRAINING (LZ) {C} Acts as a level 4 Intellect attack. May be used against Reserve, who may defend. If successful against Reserve, Spawn may attack Reserve for remainder of game. * FINITE POWER (ZY) {X} [OPD] Play on Target Character as an attack. For remainder of battle, Target Character may not attack unless Opponent also discards 2 cards per attack. Cards may be Placed or in Hand. * HEAVY WEAPONS (AR) {C} Acts as a level 7 Strength attack. * LIVING COSTUME (MF) {R} [OPD] Target Teammate may play any Spawn Special cards for remainder of game. * MAGICKAL CHAINS (LV) {C} Choose one Tactic: Artifact card from Draw pile and place in hand. Cannot be a duplicate. Reshuffle Draw pile. * PRETERNATURAL POWERS (GJ) {U} Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May make 1 additional attack. * PROTECTOR OF THE INNOCENT (AD) {U} Spawn or teammate may avoid 1 attack of 9 or less. ____________________________________________________________________ * STRYKER {C} E: 4 F: 7 S: 6 I: 3 (20) * ARMED AND DANGEROUS (JA) {R} [OPD] Discard 1 Strength Power card usable by Stryker to draw 4 cards from top of the Draw Pile. May keep duplicates. * CYBERFORCE LEADER (MD) {C} Play with Fighting Power card usable by Stryker. Value of Power card is added to Venture Total for this battle. * DIGITAL IMAGING (MY) {U} Play during current battle. Next battle, opponent must reveal any Activator cards in hand and play Activator cards open handed for remainder of battle. * MUTANT CYBORG (AE) {U} Acts as a level 3 Intellect attack. May combine with 1 MultiPower Power card for a single attack. * SERIOUS ARSENAL (BO) {R} [OPD] Acts as a level 6 Fighting attack. May combine with 1 Fighting card for a single attack. * TOUGH AS NAILS (MX) {U} Stryker is +3 to defense against any attack made with a Power card with the same Power Type as any Power cards on Stryker's Permanent Record for remainder of game. ____________________________________________________________________ * TIFFANY {R} E: 6 F: 6 S: 4 I: 4 (20) ~ Fighting Power Grid Rating is 8 for Defense. ~ * COSTUME RIBBONS (MG) {C} Tiffany may play Power cards usable by Tiffany that have been Placed to any Front Line Teammate for remainder of game. * CRUSADE (BP) {R} [OPD] Acts as a level 6 Intellect attack. May be played while Tiffany is in Reserve. * HEAVENLY AGENT (LX) {R} [OPD] For remainder of game, if Opponent draws cards during battle, Tiffany may draw an equal number from Draw Pile. Tiffany must show drawn cards. May not keep duplicates. * HOLY ORDER (HH) {U} Tiffany may have an unlimited number of Special cards placed on her until Tiffany is KO'd. Specials may not be duplicates. * LANCE (BA) {U} Acts as a level 3 Fighting attack. Can only be defended by a card with an Energy icon. * MAGICKAL HUNTER (LZ) {C} Acts as a level 4 Energy attack. May be used against Reserve, who may defend. If successful against Reserve, Tiffany may attack Reserve for remainder of game. ____________________________________________________________________ * VELOCITY {U} E: 6 F: 5 S: 2 I: 3 (16) ~ May attack with Power cards while in Reserve. ~ * CYBERFORCE (MW) {C} Target Character gains +1 to defense for remainder of game. * HIGH-SPEED REFLEXES (AA) {C} Acts as a level 4 Fighting attack. May make 1 additional attack. * INTERNAL HARDWARE (NA) {R} Play during battle. During Discard Phase of next battle, Velocity may remove all Hits with a Value of 4 or less from Velocity's Permanent Record. * PROTECTIVE SKIN (MX) {U} Velocity is +3 to defense against any attack made with a Power card with the same Power Type as any Power cards on Velocity's Permanent Record for remainder of game. * QUICK THINKING (EG) {R} [OPD] Acts as a level 5 Intellect attack. If successful, opponent must discard all Special cards from hand. * SPEEDTHROUGH (MZ) {R} Opponent must discard 1 Placed card of Velocity's choice. May be played from Reserve. ____________________________________________________________________ * VIOLATOR {R} E: 4 F: 6 S: 7 I: 2 (19) * CLOWN MORPH (AZ) {U} Target opponent may not attack Violator for remainder of battle unless Violator attacks him first. * CONNIVE (MJ) {C} Violator may Place Artifact cards face down for remainder of game. * DARKLANDS ARMY (MC) {VR} [OPD] Acts as a level 11 Energy, Fighting, or Intellect attack. Violator's Team may not attack for remainder of battle. * DEMONIC POWERS (AR) {C} Acts as a level 4 Fighting attack. * DEVIL'S ADVOCATE (LF) {C} Target Character must discard 1 Placed Tactic card. * HEART ATTACK (AS) {R} [OPD] Acts as a level 9 Energy attack. ____________________________________________________________________ VOODOO * DANGEROUS DANCER (JM) {R} [OPD] Opponent must move 1 Mission Card from his Completed Missions Pile to his Reserve Missions Pile. * TRUE VISION (CZ) {R} [OPD] Acts as a level 4 Intellect attack. If successful, Target Character must discard all Placed cards into Dead Pile. * WILDC.A.T. (NE) {U} Target Character may follow up a Universe: Teamwork card with any Power card, regardless of Power Type. ____________________________________________________________________ * WITCHBLADE {R} E: 7 F: 7 S: 3 I: 4 (21) * BIOMECH TENDRILS (LZ) {U} Acts as a level 4 Strength attack. May be used against Reserve, who may defend. If successful against Reserve, Witchblade may attack Reserve for remainder of game. * THE CHOSEN (NB) {VR} [OPD] Acts as a level 11 Fighting attack. Witchblade's teammates may not attack for remainder of battle. * ENERGY WRATH (AS) {R} [OPD] Acts as a level 8 Energy attack +1 for each Hit on Witchblade's Permanent Record. * FORENSIC SCIENCE (NC) {U} If Witchblade's team won Venture Total last battle, add 2 to Venture Total this battle. If Witchblade's team lost Venture Total last battle, add 4 to Venture Total this battle. * NYPD INSTINCT (AE) {C} Acts as a level 3 Fighting attack. May combine with 1 MultiPower Power card for a single attack. * PROTECTIVE DRIVE (LU) {C} Target Character's Tactic: Artifact cards may not be removed from play for remainder of game. ____________________________________________________________________ WYNONNA EARP * FAMOUS LINEAGE (AA) {U} Acts as a level 5 Any-Power attack. May make 1 additional attack. * SHOOTOUT (FD) {R} [OPD] Only Wynonna Earp and Target Character may attack, be attacked, or defend this battle. * SMOKING GUNS (LX) {R} [OPD] For remainder of game, if Opponent draws cards during battle, Wynonna Earp may draw an equal number from Draw Pile. Wynonna Earp must show drawn cards. May not keep duplicates. ____________________________________________________________________ * ZEALOT {R} E: 3 F: 8 S: 4 I: 5 (20) * CLEF BLADE (EM) {U} Acts as a level 4 Strength attack. If successful, Opponent must discard 1 card of Opponent's choice from Hand. * CODA DISCIPLINE (MO) {C} Acts as a level 3 Fighting attack, +1 for each Teammate with a Fighting Rating of 6 or greater. * KHERUBIM (MP) {R} [OPD] Play during battle. For remainder of game, any Special played by Zealot or Zealot's teammates may not be Negated until "Kherubim" is Negated. * SISTER'S SUPPORT (LY) {U} Play with any Power Card usable by Zealot. For remainder of game, Zealot does not have to discard duplicates of chosen Power Card's Power Type and Value. * WARRIOR SOUL (MC) {VR} [OPD] Acts as a level 11 Strength, Fighting, or Intellect attack. Zealot's Team may not attack for remainder of battle. * WILDC.A.T. (AD) {U} Teammate may avoid 1 attack. _______________________________________________________________________________ L O C A T I O N C A R D S * CODA ISLAND {U} ZEALOT, GRIFTER, VOODOO, FAIRCHILD, GRUNGE, SPARTAN ~ Coda Island Team's Intellect Power cards are +1 to attack. ~ * NEW YORK CITY {C} THE DARKNESS, WITCHBLADE, STRYKER, RIPCLAW, VELOCITY, BALLISTIC ~ New York City Team is -3 to Venture Total per Battle. ~ * OMNIVERSE {U} ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES. ~ Opponent's Team is -1 to Venture Total per Battle. ~ * SPAWN'S ALLEY {U} SPAWN, VIOLATOR, TIFFANY, OVERTKILL, CURSE, CY-GOR ~ Spawn's Alley Team Characters may only have up to three cards Placed to each Character. ~ _______________________________________________________________________________ P O W E R C A R D S MULTIPOWER * 1M {C} Valaria & Janus * 2M {C} Threshold * 3M {C} Witchblade * 4M {C} Spartan * 5M {VR} [OPD] Tiffany ANY-POWER * 8A {VR} [OPD] Union ENERGY * 1E {C} Houdini * 2E {C} Jamie * 3E {C} Nottingham * 4E {C} Rainmaker * 5E {C} Backlash * 6E {C} Fahrenheit * 7E {C} Misery * 8E {C} Redeemer FIGHTING * 1F {C} Clown * 2F {C} Curse * 3F {C} ShadowHawk * 4F {C} Spawn * 5F {C} She-Dragon * 6F {C} Black Anvil * 7F {C} Majestic * 8F {C} Zealot STRENGTH * 1S {C} Twitch * 2S {C} Rapture * 3S {C} Freefall * 4S {C} Tremor * 5S {C} Ripclaw * 6S {C} Stryker * 7S {C} Overtkill * 8S {C} Cy-Gor INTELLECT * 1I {C} Grunge * 2I {C} Violator * 3I {C} Killrazor * 4I {C} Grifter * 5I {C} Fairchild * 6I {C} Tyson Stone * 7I {C} Jason Wynn * 8I {C} Malebolgia _______________________________________________________________________________ U N I V E R S E C A R D S BASIC * 6A +2 {VR} Power Blast (Spawn) TEAMWORK * 6E SI +1+2 {C} Spawn (+1I TO 2ND TEAMMATE=>+2I) * 6F ES +1+2 {C} CyberForce * 6S FI +1+2 {C} Gen 13 * 6I EF +1+2 {C} Freak Force ALLY * 5E 3E {C} T.I.M.M.I.E. * 6E 1E {C} Cog * 5F 3F {C} Link * 6F 1F {C} Sam Burke * 5S 3S {C} Qeelocke * 6S 1S {C} Rita Medermade * 5I 3I {C} Christina Reid (ShadowHawk) * 6I 1I {C} Chip _______________________________________________________________________________ T A C T I C C A R D S ARTIFACT * 6E 6A MYRLU SYMBIOTE {VR} [OPD] Teammate may play any Power card currently usable by Front Line for defense. * 6F 6A THE WITCHBLADE {VR} [OPD] Teammate may play any Power card currently usable by Front Line to attack. * 6S 6A SHADOWHELMET {R} [OPD] Teammate may make 1 attack after Opponent has Conceded the battle. Opponent may defend. * 6I 6A LINKSTONE {VR} On his turn, Teammate may discard 1 card from top of Draw Pile to Dead Pile to immediately play any card Placed to any Front Line character. _______________________________________________________________________________ M I S S I O N C A R D S A N D E V E N T C A R D S * SHATTERED IMAGE * 1 {U} Disconnected Man * 2 {U} Savant/Zealot * 3 {U} Savage Dragon/Barbaric * 4 {R} Entropy * 5 {U} Spawn * 6 {U} ShadowHawk * 7 {U} Velocity/Ripclaw * Events: * CYBERFORCE VS. THE MERCS... {U} Ripclaw & Deathtrap No attacks may be moved from the Target Character to another Character this battle. * ENTROPY FIELD... {R} Clown No Activator cards may be played this battle. * GEN 13 VS. THE REGULATORS... {U} Gen 13 & The Regulators No cards with the word "Negate" may be played this battle. * MIGHTY MAN TO THE RESCUE... {U} Mighty Man Take two cards from Hand and set aside. Play battle under normal rules. At end of battle, reveal chosen cards. Player with higher total may move 1 Mission card from the Defeated Missions Pile to the Completed Missions Pile. * SPAWN SPIES... {U} Spawn No cards with the word "Draw" may be played this battle. * WITCHBLADE ON THE SCENE... {R} Witchblade All Power cards may be played by any Front Line Character this battle. _______________________________________________________________________________ O T H E R I M A G E O V E R P O W E R C O L L E C T I B L E I T E M S * RULES OF PLAY INSTRUCTION BOOKLET * IMAGE OVERPOWER logo cover, Japanese translation ____________________________________________________________________ * STARTER DECK Contains 60 game cards * IMAGE OVERPOWER Random Heroes no Rules of Play * IMAGE OVERPOWER has Japanese Rules of Play ____________________________________________________________________ * STARTER DISPLAY BOX * IMAGE OVERPOWER Expansion ( 12 Starter Decks ) ____________________________________________________________________ * BOOSTER DISPLAY BOX * IMAGE OVERPOWER Expansion ( 36 packs, 15 cards each ) ____________________________________________________________________ * UNCUT SHEET OF IMAGE OVERPOWER CARDS Numerous different exist _______________________________________________________________________________ C H E C K L I S T C O D E K E Y (XX) Special card two-letter codes (reference: OverPower Specials Guide) => Actual => correction or official errata ~ ~ Inherent Ability text Convention Giveaway exclusive (Wizard World) Image OverPower expansion/base set Overseas Release (distributed in Japan) Starter Deck exclusive insert Tournament Prize/Giveaway exclusive {C} Common rarity level within same expansion {U} Uncommon rarity level within same expansion {R} Rare rarity level within same expansion {VR} Very Rare rarity level within same expansion {X} Unspecified rarity level [OPD] One Per Deck designation GDM JR http://home.earthlink.net/~martins6/OVERPOWER.html Gary Martin, Jr.