TEXT: BIO
  ALPHA
  120
  1 
  TM & © 2010 Wizards of the Coast LLC
  WINGS
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You do not need to land at the end of your 
  turn.
  9 OR LESS: As a free action, you fly 2d6 
  squares in a random direction and crash, 
  taking 2d10 physical damage. In addition, you 
  fall prone and are dazed until the end of your 
  next turn.
  BENEFIT: You grow wings and gain a fly speed of 
  8, but you must land at the end of your turn, or 
  you crash.
  It’s a bird! It’s a plane! It’s a—it’s a— 
  heck, I don’t know what it is.
  ●
  BIO
  ALPHA
  120
  2 
  TM & © 2010 Wizards of the Coast LLC
  TENTACLES          
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, you can make a 
  basic attack with your tentacles each round as 
  a minor action.
  9 OR LESS: Your tentacles decide to strangle 
  you. You fall prone and are stunned (save 
  ends).
  BENEFIT: You grow 2 tentacles, in addition to 
  your normal limbs. You can draw or sheathe a 
  weapon (or retrieve or stow an item stored on 
  you) as a free action instead of a minor action.
  For the love of all that’s holy, 
  what’s growing out of you?
  ●
  OMEGA
  AREA 52
  120
  7 
  TM & © 2010 Wizards of the Coast LLC
  HYPNO-RAY
  WEAPON: 1-hand ranged
  POWER: Encounter
  STANDARD ACTION CLOSE BLAST 5
  TARGET: Each creature in blast
  ATTACK: Level + 6 vs. Will
  HIT: The target is stunned (save ends). Until 
  the end of the encounter, the target is 
  susceptible to suggestion, and anyone 
  making an Interaction check against the 
  target gains a +10 power bonus to the check.
  You did NOT see a blue walrus-man stealing 
  the data disks. It was definitely Venus and 
  swamp gas.
  ●
  OMEGA
  ISHTAR
  120
  8 
  TM & © 2010 Wizards of the Coast LLC
  DREAM GRENADE
  “Sweet dreams, suckers!”
  WEAPON: 1-hand ranged
  POWER: Consumable
  STANDARD ACTION 
  AREA BURST 1 WITHIN 10
  TARGET: Each creature in burst
  ATTACK: Level + 6 vs. Fortitude
  HIT: The target falls unconscious (save ends).
  MISS: The target is dazed until the end of your 
  next turn.
  EFFECT: Roll a d20. On a 4 or less, the burst is 
  larger than you anticipated, and the dream 
  grenade instead targets each creature in an 
  area burst 10 using the same origin square.
  ●
  OMEGA
  ISHTAR
  120
  9 
  TM & © 2010 Wizards of the Coast LLC
  HOVERBOARD
  This two-foot-wide, sleek silver disk hovers six 
  inches above the ground. It’s a neat ride . . . 
  once you get the hang of it!
  FEET
  POWER: Encounter
  MOVE ACTION 
  PERSONAL
  EFFECT: Until the end of the encounter, you 
  can move your speed +2, ignore diffi  cult 
  terrain, and move over liquid surfaces. At 
  the end of any of turn in which you benefi ted 
  from one of the hoverboard’s movement 
  eff ects, you must make a medium DC 
  Acrobatics check. If you fail, you fall prone.
  ●
  ALPHA
  120
  4 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  RADIO HEAD
  OVERCHARGE: At any time, you can roll a 
  d20.
  10+: Your range increases to 50 miles instead 
  of 10.
  9 OR LESS: You unconsciously broadcast a 
  hostile radio signal that incites anger in all 
  nearby sentient machines and robots. It also 
  draws mobile sentient machines and robots 
  within 1 mile of your location to you.
  You’ve got a song stuck in your head. 
  And so does everyone else.
  BENEFIT: You can receive and broadcast analog 
  radio signals. You can transmit any sound you 
  can imagine or are currently hearing, including 
  voice communication and sound. You have a 
  range of 10 miles.
  ●
  ALPHA
  PSI
  120
  5 
  TM & © 2010 Wizards of the Coast LLC
  NARCOLEPSY
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: You fall unconscious (save ends). 
  You can’t save against this effect during the 
  turn you overcharge it.
  “Nighty-night!”
  STANDARD ACTION  RANGED 10
  TARGET: One creature
  ATTACK: Level + 3 vs. Will
  HIT: You inflict narcolepsy on the target (save 
  ends). While under this effect, whenever an 
  attack hits the target, it falls unconscious until 
  the start of its next turn.
  ●
  OMEGA
  AREA 52
  120
  6 
  TM & © 2010 Wizards of the Coast LLC
  THE PATCH II
  POWER: Consumable ✇  Healing
  MINOR ACTION 
  PERSONAL
  EFFECT: You regain hit points equal to 2d6 + 
  your bloodied value.
  When you slap this metallic disc into the back 
  of your hand, tiny medicinal machines flood 
  your bloodstream.
  ●
  ALPHA
  PSI
  120
  3 
  TM & © 2010 Wizards of the Coast LLC
  MIND SWITCH
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: You are also stunned (save ends). 
  You can’t save against this effect during the 
  turn you overcharge it.
  You switch the minds of two creatures.
  STANDARD ACTION RANGED 10
  TARGET: One enemy
  EFFECT: The target is dominated (save ends) by 
  you or a willing ally within 10 squares of the 
  target. While the target is dominated, it 
  dominates the creature dominating it.
  ●
  
  OMEGA
  ISHTAR
  120
  10 
  TM & © 2010 Wizards of the Coast LLC
  FIZZ NEUROJACK
  NECK
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: You gain a +2 power bonus to 
  Athletics checks until the end of the 
  encounter. In addition, roll a d20. You can 
  add the result to one Athletics check you 
  make during this encounter.
  SALVAGE 2: A 2nd-level character can 
  salvage the fizz neurojack. It becomes a 
  neck item with the following property: You 
  gain a +2 item bonus to Athletics checks.
  When you plug this matte-black jack into the 
  back of your neck, it’s party time!
  ●
  BIO
  ALPHA
  120
  11 
  TM & © 2010 Wizards of the Coast LLC
  HYPER-BALANCE
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You gain a +2 power bonus to AC and 
  Reflex while this card is readied.
  9 OR LESS: You become very clumsy and are 
  slowed while this card is readied.
  BENEFIT: You ignore difficult terrain and can’t 
  be knocked prone. You can balance on anything 
  that will hold your weight, and do not grant 
  combat advantage while balancing.
  You can walk on almost any surface thanks to 
  your hyper-acute sense of balance.
  ●
  ALPHA
  120
  16 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  METAL BODY
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, the power bo-
  nus to AC increases to +2, and your maximum 
  hit point value increases by 30 instead of 15.
  9 OR LESS: Your metal skin grows too thick, 
  and you make like a metal statue (save ends). 
  While under this effect, you are stunned.
  “Hey tin man, enough with the squeaking. 
  And do something about that glare!”
  BENEFIT: Your skin changes to shiny, banded 
  metal. You gain a +1 power bonus to AC, and 
  your maximum hit point value increases by 15.
  ●
  BIO
  ALPHA
  120
  17 
  TM & © 2010 Wizards of the Coast LLC
  SENSITIVE NOSE
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, you replace 
  each of your Perception check rolls with a 20 
  and gain a +2 power bonus to attack rolls.
  9 OR LESS: All you can smell is three-month-
  old gym socks (save ends). While under this 
  effect, you are dazed.
  BENEFIT: You develop a strong sense of smell. 
  You gain a +10 power bonus to Perception 
  checks and ignore the –2 penalty for attacking 
  an enemy that has concealment.
  “Dude! You ever hear of deodorant?”
  ●
  ALPHA
  120
  18 
  TM & © 2010 Wizards of the Coast LLC
  DARK, PSYCHIC
  HANDS OF TIME
  You touch a foe and send it spiraling through 
  the space-time continuum.
  STANDARD ACTION 
  MELEE 1
  TARGET: One creature
  ATTACK: Level + 3 vs. Reflex
  HIT: 3d8 + twice your level psychic damage, and the target is 
  removed from play. While under this effect, the target can’t take 
  any actions and has neither line of sight nor line of effect to any 
  creature, and no creature has line of sight or line of effect to it. 
  When this effect ends, the target reappears in its square, or in 
  the nearest unoccupied square of its choice. Roll a d6 to 
  determine the duration of the effect:
   1–2: Until the start of your next turn.
   3–4: Until the end of your next turn.
   5–6: Save ends.
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The attack deals 3d8 extra physical 
  damage.
  9 OR LESS: You’re also removed from play 
  until the target reappears.
  ●
  BIO
  ALPHA
  120
  13 
  TM & © 2010 Wizards of the Coast LLC
  ADRENAL RAGE
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: The power bonus to damage rolls increases 
  to +10.
  9 OR LESS: You must attack your nearest ally 
  during your turn (save ends).
  MINOR ACTION 
  PERSONAL
  EFFECT: While this card is readied, you gain a 
  +2 power bonus to attack rolls and a +5 power 
  bonus to damage rolls with melee attacks, but 
  you can’t make ranged or area attacks.
  You flood your nervous system with 
  adrenaline and fly into a berserk rage.
  ●
  ALPHA
  120
  14 
  TM & © 2010 Wizards of the Coast LLC
  BIO, POISON
  DART COUGH
  OVERCHARGE: When you hit or miss with this 
  power, you can roll a d20.
  10+: You can use this power a second time 
  while this card is readied.
  9 OR LESS: You take 3d10 poison damage, 
  and ongoing 10 poison damage (save ends). 
  You can’t save against this effect during the 
  turn you overcharge it.
  STANDARD ACTION RANGED 10
  TARGET: One creature
  ATTACK: Level + 5 vs. AC
  HIT: 2d10 + twice your level poison damage, and 
  ongoing 10 poison damage (save ends).
  That’s one nasty cough!
  ●
  ALPHA
  120
  15 
  TM & © 2010 Wizards of the Coast LLC
  BIO, HEALING, 
  PHYSICAL
  PROBOSCIS
  Your nose grows into a two-foot long 
  stabbing weapon that siphons vital fluids 
  from your foe. No, really.
  MINOR ACTION 
  MELEE 1
  TARGET: One creature granting you combat 
  advantage
  ATTACK: Level + 5 vs. AC
  HIT: 1d6 physical damage, and you regain hit 
  points equal to your level.
  EFFECT: You can use this power each turn while 
  this card is readied.
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: If you hit with this power, you regain hit 
  points equal to twice your level instead.
  9 OR LESS: Your proboscis gets in your way. 
  You take a –2 penalty to attack rolls (save 
  ends).
  ●
  BIO
  ALPHA
  120
  12 
  TM & © 2010 Wizards of the Coast LLC
  LIQUID BONES
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can use the power each turn while this 
  card is readied.
  9 OR LESS: You collapse into a puddle of 
  flailing pseudopods and are stunned (save 
  ends). You can’t save against this effect 
  during the turn you overcharge it.
  MOVE ACTION 
  PERSONAL
  EFFECT: You shift your speed. During this 
  movement, you can move through enemy spaces 
  (but can’t stop there) and over liquid terrain, 
  and you ignore difficult terrain and can squeeze 
  through openings as small as six inches wide 
  without slowing.
  You can liquefy your bones and move like 
  flesh-water. It’s pretty gross.
  ●
  
  ALPHA
  120
  19 
  TM & © 2010 Wizards of the Coast LLC
  DARK, VARIES
  HANDS OF POWER
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The attack deals 2d8 extra damage of the 
  same type.
  9 OR LESS: After the attack, you are stunned 
  until the end of your next turn.
  You draw on random ambient dark energy in 
  the area and blast it from your hands.
  STANDARD ACTION CLOSE BLAST 3
  TARGET: Each creature in blast
  ATTACK: Level + 3 vs. Reflex
  HIT: 4d8 + twice your level damage. Roll a d6 to 
  determine the damage type. 1–2: electricity; 
  3–4: fire; 5–6: radiation.
  ●
  ALPHA
  120
  20 
  TM & © 2010 Wizards of the Coast LLC
  DARK, PHYSICAL
  MOLECULAR INSTABILITY
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The attack deals 2d8 extra physical 
  damage, and the target is turned to stone 
  (save ends). While under this effect, the target 
  can’t take any actions and gains resist 20 to 
  all damage.
  9 OR LESS: You take 5d8 + twice your level 
  physical damage, and are turned to stone as 
  above (save ends). You can’t save against this 
  effect during the turn you overcharge it.
  “You know, molecular bonds aren’t as 
  strong as people think . . .”
  STANDARD ACTION RANGED 10
  TARGET: One creature or object
  ATTACK: Level + 3 vs. Fortitude
  HIT: 4d8 + twice your level physical damage, and 
  the target is slowed (save ends).
  ●
  ALPHA
  PSI
  120
  25 
  TM & © 2010 Wizards of the Coast LLC
  OBJECT READING
  You can read psychic impressions within 
  objects that have been handled by a creature.
  MINOR ACTION 
  MELEE TOUCH
  TARGET: One object
  EFFECT: You gain a mental image of the last 
  living creature to own or carry the target, if that 
  creature handled the target for at least an hour. 
  You also learn the creature’s name (if it has 
  one), and how the creature lost or gave away the 
  object. You can use this power each turn while 
  this card is readied.
  OVERCHARGE: None.
  ●
  OMEGA
  AREA 52
  120
  26 
  TM & © 2010 Wizards of the Coast LLC
  INERTIAL ARMOR
  ARMOR: Light
  PROPERTY: You gain a +3 armor bonus to AC 
  and a +1 armor bonus to Reflex.
  POWER: Encounter
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: You take damage from an attack
  EFFECT: You instead take no damage from the 
  triggering attack, and you can shift  1 square.
  SALVAGE 2: A 2nd-level character can 
  salvage the inertial armor. It becomes 
  light armor: +3 armor bonus to AC; +1 
  armor bonus to Reflex.
  This gray bodysuit protects you from harm. When 
  an attack strikes you, the suit transforms the energy 
  of the attack into potential extra movement.
  ●
  OMEGA
  AREA 52
  120
  27 
  TM & © 2010 Wizards of the Coast LLC
  MASS PISTOL
  WEAPON: 1-hand ranged
  POWER: Encounter ✇ Physical
  STANDARD ACTION RANGED 10
  TARGET: One creature
  ATTACK: Level + 6 vs. Fortitude
  HIT: 3d6 physical damage, and the target is 
  slowed until the end of your next turn.
  SALVAGE 3: A 3rd-level character can 
  salvage the mass pistol. It becomes a 
  light 1-hand ranged 10 weapon: Dex/Int; 
  +3 accuracy; 2d6 physical damage, and 
  the target is slowed until the end of your 
  next turn.
  The barrel of this small pistol ends in a 
  small metal sphere with no bore. It generates 
  “knuckles” of gravity distortion in the target.
  ●
  ALPHA
  PSI
  120
  22 
  TM & © 2010 Wizards of the Coast LLC
  DEATH READING
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You also animate the corpse for 1 hour. It 
  carries your stuff and obeys your commands, 
  but it won’t fight and it dies if it takes any 
  damage.
  9 OR LESS: You mentally experience the 
  target’s death (save ends). While under the 
  effect, you fall prone and are dazed. You can’t 
  save against this effect during the turn you 
  overcharge it.
  Yes, you have to touch the body. 
  And yes, it is pretty creepy.
  STANDARD ACTION MELEE TOUCH
  TARGET: One corpse
  EFFECT: You learn the target’s name, how it died, 
  and one thing it thought was important.
  ●
  ALPHA
  PSI
  120
  23 
  TM & © 2010 Wizards of the Coast LLC
  MACHINE COMMAND
  You telepathically seize control of a robot, 
  computer, or similar device.
  STANDARD ACTION RANGED 10
  TARGET: One android, robot, computer, or 
  vehicle
  ATTACK: Level + 3 vs. Will
  HIT: You dominate the target (save ends). 
  Aftereffect: The target is dazed (save ends).
  SPECIAL: You can cause a target that does not 
  normally take actions, such as a vehicle or 
  excavator, to operate as you direct—for example, 
  you could order a robot excavator to dig a 
  trench.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: The target gains a +5 bonus to 
  attack rolls against you while this card is 
  readied.
  ●
  ALPHA
  120
  24 
  TM & © 2010 Wizards of the Coast LLC
  PSI, PSYCHIC
  PSYCHIC ILLUSION
  “Now this is a KNIFE!”
  STANDARD ACTION CLOSE BURST 10
  EFFECT: You modify one aspect of the 
  environment in the burst, by adding or 
  subtracting a single illusory object. The object 
  must fit within a square, such as a gun, a dead 
  body, a short bridge, and so on. Any creature 
  that interacts with the object reveals it as 
  illusory, but it seems completely real up to that 
  point. The illusion lasts while this card 
  is readied.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: Any creature that interacts with the 
  illusion takes 5d8 + twice your level psychic 
  damage.
  9 OR LESS: You take 5d8 + twice your level 
  psychic damage.
  ●
  ALPHA
  120
  21 
  TM & © 2010 Wizards of the Coast LLC
  BIO, PHYSICAL
  HUGE ARMS
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: The attack bonus increases to Level + 6.
  9 OR LESS: You take 2d8 physical damage.
  BENEFIT: You gain the following slam attack.
   STANDARD ACTION MELEE 1
   TARGET: One or two creatures
   ATTACK: Level + 4 vs. AC
   HIT: 2d8 + Strength modifier physical damage.
  Your arms bulge with mutated muscle. 
  Time to deliver a beatdown!
  ●
  
  OMEGA
  AREA 52
  120
  28 
  TM & © 2010 Wizards of the Coast LLC
  MINDBORE ORBITER
  HEAD
  POWER: Encounter ✇ Psychic
  STANDARD ACTION RANGED 20
  TARGET: One creature
  ATTACK: Level + 6 vs. Will
  HIT: 4d6 + Intelligence modifi er + twice your 
  level psychic damage.
  SALVAGE 4: A 4th-level character can 
  salvage the mindbore orbiter. It becomes a 
  head item with the following property: You 
  can communicate telepathically with any 
  creature within 5 squares of you.
  As this tiny silver drone circles your head, it 
  continually yammers on about what those around 
  you are thinking. It can get pretty annoying.
  ●
  OMEGA
  AREA 52
  120
  29 
  TM & © 2010 Wizards of the Coast LLC
  HOLOSCANNER
  HELD ITEM
  POWER: Encounter
  MINOR ACTION 
  CLOSE BURST 10
  EFFECT: Until the end of the encounter, you 
  know the exact location of all living creatures, 
  energy sources, and unusual materials within 
  10 squares of you. In addition, you gain a +8 
  power bonus to Perception checks.
  SALVAGE 6: A 6th-level character can 
  salvage the holoscanner. It becomes a 
  held item with the following property: 
  You gain a +4 item bonus to Perception 
  checks.
  This handheld sensor detects unusual energy signatures, 
  life signs, and rare elements or compounds, including 
  packages of those really tasty cheese puffs.
  ●
  OMEGA
  ISHTAR
  120
  34 
  TM & © 2010 Wizards of the Coast LLC
  ENVIROBOOTS
  This footwear is a miracle 
  of cross-time design.
  FEET
  PROPERTY: You ignore diffi  cult terrain while 
  shift ing.
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: Roll a d4 and apply the following 
  eff ect.
  1: You are immobilized until the start of your 
  next turn.
  2–3: Your speed increases by the number you 
  rolled (2 or 3) until the start of your next turn.
  4: You can teleport 8 squares as a move action 
  before the start of your next turn.
  Until the end of the encounter, at the start of 
  each of your turns, roll a d4 again and apply 
  the new eff ect. You can end this eff ect by 
  taking off  the boots as a standard action.
  ●
  OMEGA
  ISHTAR
  120
  35 
  TM & © 2010 Wizards of the Coast LLC
  FORCE AXE
  WEAPON: 2-hand melee
  POWER: Encounter ✇ Force
  STANDARD ACTION CLOSE BURST 1
  TARGET: Each creature in burst
  ATTACK: Level + 6 vs. Reflex
  HIT: 3d10 + Strength modifi er + twice your 
  level force damage, and you push the target 
  1 square.
  SALVAGE 6: A 6th-level character can 
  salvage the force axe. It becomes a heavy 
  2-hand melee weapon: Str/Con; +2 
  accuracy; 3d8 force damage, and you push 
  the target 1 square.
  This powered axe is capped by a 20-inch 
  semicircle of glowing blue force.
  ●
  OMEGA
  XI
  120
  36 
  TM & © 2010 Wizards of the Coast LLC
  CERAMETAL ARMOR
  ARMOR: Heavy
  POWER: Encounter
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: An attack knocks you prone or 
  subjects you to forced movement
  EFFECT: You aren’t knocked prone or subjected 
  to forced movement from the triggering 
  attack. In addition, you gain resist 5 to all 
  damage against the triggering attack.
  SALVAGE 2: A 2nd-level character can 
  salvage the cerametal armor. It becomes 
  heavy armor: +7 armor bonus to AC; +1 
  bonus to Fortitude.
  This ceramic-metal suit protects you from 
  harm and braces you against being knocked 
  on your butt.
  ●
  OMEGA
  ISHTAR
  120
  31 
  TM & © 2010 Wizards of the Coast LLC
  DURALLOY SHIELD
  ARMS
  POWER: Encounter
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: You are hit by an attack
  EFFECT: You gain a +2 power bonus to all 
  defenses until the start of your next turn. In 
  addition, until the end of the encounter, you 
  gain a +2 shield bonus to AC and Reflex.
  SALVAGE 2: A 2nd-level character can 
  salvage the duralloy shield. It becomes a 
  shield: +1 shield bonus to AC; +2 shield 
  bonus to Reflex.
  The Ancients formed duralloy into wondrous 
  shapes. One good use you’ve found for it is to 
  keep angry mutants from beating on your head.
  ●
  OMEGA
  ISHTAR
  120
  32 
  TM & © 2010 Wizards of the Coast LLC
  OMNISCIENT GOGGLES
  HEAD
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: Until the end of the encounter, you 
  can see through blocking and obscuring 
  terrain, can see clearly in darkness, and can 
  see invisible creatures.
  SALVAGE 4: A 4th-level character 
  can salvage the omniscient goggles. It 
  becomes a head item with the following 
  property: You can see clearly in darkness.
  You can see what others can’t.
  ●
  OMEGA
  ISHTAR
  120
  33 
  TM & © 2010 Wizards of the Coast LLC
  DISRUPTOR PIKE
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Sonic
  STANDARD ACTION 
  AREA BURST 1 WITHIN 10
  TARGET: Each creature in burst
  ATTACK: Level + 6 vs. Fortitude
  HIT: 3d8 + Constitution modifi er + your level 
  sonic damage, and the target is dazed (save 
  ends).
  SALVAGE 4: A 4th-level character can 
  salvage the disruptor pike. It becomes a 
  heavy 2-hand melee weapon: Str/Con; 
  +2 accuracy; 2d12 sonic damage.
  This 5-foot-long weapon projects lethal 
  vibrations that emanate at a distance.
  ●
  OMEGA
  AREA 52
  120
  30 
  TM & © 2010 Wizards of the Coast LLC
  PLASMA SWORD
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Electricity, Fire
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level + 8 vs. AC
  HIT: 3d10 + Strength modifi er + twice your 
  level electricity and fi re damage.
  SALVAGE 6: A 6th-level character can 
  salvage the plasma sword. It becomes a 
  heavy 1-hand melee weapon: Str/Con; +2 
  accuracy; 2d10 electricity and fire damage.
  When you trigger the hilt, 
  a blade of magnetically contained 
  plasma extends from it.
  ●
  
  OMEGA
  XI
  120
  37 
  TM & © 2010 Wizards of the Coast LLC
  PORTACOMP
  This mini computer tablet makes it easier to 
  hack mechanical and computational devices.
  HELD ITEM
  POWER: At-Will
  STANDARD ACTION RANGED 10
  TARGET: One computer, robot, or similar 
  creature
  ATTACK: Level + 6 vs. Will
  HIT: The target is dominated (save ends). 
  While dominated, the target will answer one 
  question from you each round.
  ●
  OMEGA
  XI
  120
  38 
  TM & © 2010 Wizards of the Coast LLC
  LASER WHIP
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Laser
  STANDARD ACTION MELEE 5
  TARGET: One creature
  ATTACK: Level + 6 vs. Reflex
  HIT: 3d10 + Dexterity modifi er + twice your 
  level laser damage. In addition, you knock 
  the target prone and pull it 2 squares.
  SALVAGE 4: A 4th-level character can 
  salvage the laser whip. It becomes a light 
  1-hand melee 2 weapon: Dex/Int; +3 
  accuracy; 2d6 laser damage.
  This long, flexible whip is formed from a 
  beam of ruby light.
  ●
  BIO
  ALPHA
  120
  43 
  TM & © 2010 Wizards of the Coast LLC
  GIGANTISM
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You gain a +5 power bonus to damage rolls 
  with melee attacks while this card is readied.
  9 OR LESS: You are immobilized (save ends).
  BENEFIT: You are Large-sized. You occupy 4 
  squares, gain a +4 power bonus to Fortitude and 
  to Strength ability checks, and your melee reach 
  increases by 1.
  Fee-fi-fo-fum!
  ◆
  ALPHA
  120
  44 
  TM & © 2010 Wizards of the Coast LLC
  BIO, SONIC
  SONIC SCREECH
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The attack deals 2d6 extra sonic damage, 
  and you deal half damage on a miss.
  9 OR LESS: You hit yourself with the attack. 
  In addition, you can’t speak while this card is 
  readied.
  STANDARD ACTION CLOSE BLAST 3
  TARGET: Each enemy in blast
  ATTACK: Level + Constitution vs. Reflex
  HIT: 4d6 + Constitution modifier + twice your 
  level sonic damage, and the target is deafened 
  and weakened (save ends both).
  You screech with the hunting call of 
  a hawk, magnified 500 times by 
  mutant cords in your throat.
  ◆
  ALPHA
  120
  45 
  TM & © 2010 Wizards of the Coast LLC
  BIO, HEALING
  HEALING ROOTS
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You end all conditions affecting you.
  9 OR LESS: The effect gains the following 
  aftereffect: You are immobilized (save ends).
  NO ACTION 
  PERSONAL
  TRIGGER: You use a second wind or start your 
  turn unconscious
  EFFECT: You regain hit points equal to your 
  bloodied value. Until the end of your next turn, 
  you are immobilized and ignore forced 
  movement effects.
  You extrude rootlike tendrils into the ground, 
  drawing nourishment.
  ◆
  OMEGA
  AREA 52
  120
  40 
  TM & © 2010 Wizards of the Coast LLC
  MELTDOWN ORBITER
  HEAD
  PROPERTY: You gain a +2 bonus to attack 
  rolls with radiation attacks.
  POWER: Encounter ✇ Radiation
  STANDARD ACTION CLOSE BLAST 5
  TARGET: Each creature in blast
  ATTACK: Level + 6 vs. Fortitude
  HIT: 4d8 + Intelligence modifi er + twice your 
  level radiation damage.
  SALVAGE 6: A 6th-level character can 
  salvage the meltdown orbiter. It becomes 
  a head item with the following property: 
  You gain a +2 bonus to damage rolls with 
  radiation attacks.
  This drone constantly morphs as it circles your 
  head. At your command, it fires a pulse of 
  flesh-shredding radiation at your foes.
  ●
  ALPHA
  120
  41 
  TM & © 2010 Wizards of the Coast LLC
  BIO, PHYSICAL
  MANDIBLES
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: After the attack, you are blinded 
  (save ends).
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level + Strength + 2 vs. AC
  HIT: 2d8 + Strength modifier + twice your level 
  physical damage. In addition, while you remain 
  adjacent to the target, it is immobilized and takes 
  ongoing 5 physical damage (save ends both).
  You manifest large mandibles and take an 
  enormous bite out of your enemy.
  ◆
  ALPHA
  120
  42 
  TM & © 2010 Wizards of the Coast LLC
  BIO, PHYSICAL
  ACCELERATED CLAW
  You slide around your foes like a zephyr and 
  claw at them at will.
  STANDARD ACTION MELEE 1
  EFFECT: Before the attack, you shift 2 squares. 
  You can move through an enemy’s space during 
  the shift, but you can’t end your movement 
  there.
  TARGET: One creature 
  ATTACK: Level + Dexterity vs. AC
  HIT: 4d8 + Dexterity modifier + twice your level 
  physical damage.
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The attack deals 2d8 extra physical 
  damage.
  9 OR LESS: You fall prone.
  ◆
  OMEGA
  XI
  120
  39 
  TM & © 2010 Wizards of the Coast LLC
  H11 BLASTER RIFLE
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Fire, Force, Laser
  STANDARD ACTION RANGED 20
  TARGET: One creature
  ATTACK: Level +6 vs. Reflex
  HIT: 3d6 + Dexterity modifi er + twice your 
  level laser and force damage, and ongoing 5 
  fi re damage (save ends).
  SALVAGE 6: A 6th-level character can 
  salvage the blaster rifle. It becomes a light 
  2-hand ranged 20 weapon: Dex/Int; +3 
  accuracy; 3d6 laser and force damage.
  This large rifle will put a 2-inch 
  smoking hole in your target.
  ●
  
  ALPHA
  120
  46 
  TM & © 2010 Wizards of the Coast LLC
  BIO, PHYSICAL, 
  WEAPON
  FLURRY OF BODIES
  You bloodlessly divide into multiple entities 
  and swarm your foes.
  STANDARD ACTION MELEE 1
  TARGET: One, two, or three creatures
  ATTACK: Level + Dexterity vs. Reflex.
  HIT: 3[W] + Dexterity modifier physical damage.
  MISS: Half damage.
  EFFECT: After the attack, you reform into a single 
  entity in a square adjacent to one of the targets.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: Your melee reach for this attack increases 
  by 1.
  9 OR LESS: After the attack, you reform 
  badly and are stunned (save ends). You can’t 
  save against this effect during the turn you 
  overcharge it.
  ◆
  ALPHA
  PSI
  120
  47 
  TM & © 2010 Wizards of the Coast LLC
  DUALITY
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You gain two extra actions instead of one.
  9 OR LESS: You develop a nasty split 
  personality named Spike. While this card is 
  readied, roll a d6 at the start of each of your 
  turns. On a 1–3, Spike is in charge and he 
  attacks your nearest ally during your turn.
  You divide your consciousness to allow 
  yourself to do two things at once.
  BENEFIT: You gain an extra action during each of 
  your turns. You can only use this action to make 
  a basic attack or to move.
  ◆
  ALPHA
  120
  52 
  TM & © 2010 Wizards of the Coast LLC
  DARK, FIRE, ZONE
  BODY OF LIGHT
  Your flesh expands into burning light.
  STANDARD ACTION CLOSE BURST 3
  TARGET: Each enemy in burst 
  ATTACK: Level + Constitution vs. Reflex.
  HIT: 3d6 + Constitution modifier + your level fire 
  damage. 
  EFFECT: The burst creates a zone that lasts until 
  the end of your next turn or until you leave its 
  space. Whenever an enemy ends its turn within 
  the zone, it takes 10 fire damage.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: An enemy that ends its turn within the 
  zone takes 20 fire damage instead of 10.
  9 OR LESS: You target each ally in the burst 
  instead of each enemy.
  ◆
  DARK, RADIATION
  ALPHA
  120
  53 
  TM & © 2010 Wizards of the Coast LLC
  NEUTRON EMISSION
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: While the effect exists, you can spend a 
  minor action at the start of your turn to make 
  the effect persist until the end of your next 
  turn.
  9 OR LESS: After the effect, you take 10 
  radiation damage. In addition, you gain 
  vulnerable 10 radiation and are weakened 
  (save ends both). You can’t save against this 
  effect during the turn you overcharge it.
  Talk about a walking bomb!
  STANDARD ACTION PERSONAL
  EFFECT: Until the end of your next turn, any living 
  creature that starts its turn within 3 squares of 
  you takes 10 radiation damage. In addition, it 
  gains vulnerable 10 radiation and is weakened 
  (save ends both).
  ◆
  ALPHA
  120
  54 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  STRONG AS STONE
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, whenever you 
  make an Athletics check, replace the roll with 
  a 20. In addition, the power bonus to Fortitude 
  increases to +5.
  9 OR LESS: You are weakened (save ends).
  You gain the strength of stone—the good 
  stuff, not that cheap fake tile.
  BENEFIT: You are capable of amazing feats of 
  strength and endurance. You gain a +5 power 
  bonus to Athletics checks and a +3 power bonus 
  to Fortitude.
  ◆
  ALPHA
  120
  49 
  TM & © 2010 Wizards of the Coast LLC
  DARK, PHYSICAL, 
  WEAPON
  PHASE STRIKE
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The attack deals 2[W] extra physical 
  damage.
  9 OR LESS: Your attack misses because your 
  weapon temporarily vanishes (save ends).
  You shift your enemy out of phase for a short 
  time, which disorients it.
  STANDARD ACTION MELEE OR RANGED
  TARGET: One creature
  ATTACK: Level + Wisdom vs. Will
  HIT: 2[W] + Wisdom modifier + your level physical 
  damage, and the target is stunned and takes 
  ongoing 5 physical damage (save ends both).
  ◆
  ALPHA
  120
  50 
  TM & © 2010 Wizards of the Coast LLC
  DARK, HEALING
  SHIMMERSHIELD
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, whenever you 
  take electricity damage, you instead regain 
  that many hit points.
  9 OR LESS: You slide toward the largest 
  metallic object (if any) within 20 squares of 
  you and slam into it; you take 3d8 physical 
  damage and are immobilized (save ends).
  You surround yourself with a shimmering 
  shield of electromagnetic force.
  BENEFIT: You gain resist 10 physical.
  ◆
  ALPHA
  120
  51 
  TM & © 2010 Wizards of the Coast LLC
  DARK, PHYSICAL, 
  ZONE
  CRUSHING GRAVITY
  “Let’s make mutant pancakes!”
  STANDARD ACTION AREA BURST 3 WITHIN 10
  EFFECT: The burst creates a zone that lasts until 
  the end of your next turn. Whenever a creature 
  starts its turn within the zone, it is slowed until 
  the start of its next turn and you make the 
  following attack against it.
   ATTACK: Level + Constitution vs. Fortitude
   HIT: 2d6 + Constitution modifier + your level 
  physical damage, and you knock the target 
  prone.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: On a hit, the target is also immobilized 
  (save ends).
  9 OR LESS: You are also immobilized (save 
  ends). You can’t save against this effect during 
  the turn you overcharge it.
  ◆
  ALPHA
  120
  48 
  TM & © 2010 Wizards of the Coast LLC
  DARK, ELECTRICITY
  I, BATTERY
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can use this power a second time 
  while this card is readied.
  9 OR LESS: You experience power overload 
  and you and each creature adjacent to you 
  takes 2d10 electricity damage.
  You stick your finger inside a piece of 
  discharged equipment and try to make it 
  work again.
  NO ACTION 
  PERSONAL
  TRIGGER: You use an Omega Tech card
  EFFECT: You can use the Omega Tech card one 
  additional time during the encounter. Do not 
  roll to see if the Omega Tech burns out after the 
  triggering use.
  ◆
  
  ALPHA
  120
  55 
  TM & © 2010 Wizards of the Coast LLC
  HEALING, PSI
  SYMPATHETIC LINK
  You link the life force of one creature to 
  another. What hurts or heals one of them, 
  does the same to the other.
  MINOR ACTION 
  CLOSE BURST 5
  TARGET: Two creatures in burst, or you and 1 
  creature in burst
  EFFECT: You link the two targets (save ends). 
  Whenever one target takes damage or regains 
  hit points, the other target experiences the 
  same effect. The link ends when either target 
  saves or dies. A willing target can choose not to 
  make a saving throw against this effect.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: You are dazed until the end of 
  your next turn.
  ◆
  ALPHA
  120
  56 
  TM & © 2010 Wizards of the Coast LLC
  PSI, PSYCHIC
  ALL A DREAM
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can use this power a second time 
  while this card is readied.
  9 OR LESS: You take 2d10 psychic damage, 
  and the triggering attack does hit you.
  You catch a vision of the future and 
  change your plans accordingly.
  IMMEDIATE INTERRUPT 
  CLOSE BLAST 3
  TRIGGER: An enemy hits you with a close or area 
  attack
  EFFECT: The attack instead misses you and each 
  target in the blast.
  ◆
  OMEGA
  AREA 52
  120
  61 
  TM & © 2010 Wizards of the Coast LLC
  STUN WHIP
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Electricity
  STANDARD ACTION MELEE 3
  ATTACK: Level + 8 vs. AC
  HIT: 1d10 + Dexterity modifi er + twice your 
  level electricity damage, and the target is 
  stunned (save ends).
  SALVAGE 2: A 2nd-level character can 
  salvage the stun whip. It becomes a light 
  1-hand melee 2 weapon: Dex/Int; +3 
  accuracy; 1d10 electricity damage, and 
  the target is slowed until the end of your 
  next turn.
  This slender silver whip delivers 
  a powerful electric charge.
  ◆
  OMEGA
  AREA 52
  120
  62 
  TM & © 2010 Wizards of the Coast LLC
  AUTODOC
  WAIST
  POWER: Encounter ✇ Healing
  MINOR ACTION 
  PERSONAL
  EFFECT: You regain 10 hit points. In addition, 
  until the end of the encounter, you regain 5 
  hit points at the start of each of your turns, if 
  you have at least 1 hit point.
  SALVAGE 2: A 2nd-level character can 
  salvage the autodoc. It becomes a waist 
  item with the following property: Your 
  maximum hit points increase by 5.
  This shiny metal belt whirrs and clicks. 
  Sometimes it dispenses colored pills that 
  make you feel better.
  ◆
  OMEGA
  AREA 52
  120
  63 
  TM & © 2010 Wizards of the Coast LLC
  GRAV SHIELD
  ARMS
  POWER: Encounter
  MINOR ACTION 
  CLOSE BURST 3
  TARGET: Each creature in burst
  EFFECT: You pull the target 2 squares. In 
  addition, you gain a +2 bonus to all defenses 
  until the start of your next turn.
  SALVAGE 4: A 4th-level character can 
  salvage the grav shield. It becomes a 
  shield: +1 shield bonus to AC; +2 shield 
  bonus to Fortitude.
  This heavy, black, elbow-length gauntlet 
  creates a short-range gravitational field that 
  disrupts incoming attacks.
  ◆
  ALPHA
  120
  58 
  TM & © 2010 Wizards of the Coast LLC
  BIO, COLD
  POLAR AURA
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The range of the effect is 3 squares instead 
  of 2, and a creature takes 15 cold damage 
  instead of 10.
  9 OR LESS: You freeze yourself and can’t 
  move or attack until the end of your next turn.
  MINOR ACTION 
  PERSONAL
  EFFECT: Until the end of your next turn, you gain 
  resist 20 cold, and whenever a creature starts 
  its turn within 2 squares of you, it takes 10 cold 
  damage and is slowed until the end of its turn.
  You drain heat from your surroundings, 
  including nearby creatures. Brrr!
  ◆
  ALPHA
  120
  59 
  TM & © 2010 Wizards of the Coast LLC
  PSI, WEAPON
  MULTIATTACK
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can use this power a second time on 
  your next turn if this card is readied.
  9 OR LESS: After the attack, you drop each 
  weapon you’re holding 1d6 squares away from 
  you in a random direction.
  You attack in a blinding flurry of weaponry.
  STANDARD ACTION MELEE OR RANGED
  REQUIREMENT: You must be wielding two 
  weapons.
  EFFECT: Make two basic attacks with your primary 
  weapon and one basic attack with your 
  secondary weapon. You can shift 1 square after 
  each attack.
  ◆
  ALPHA
  120
  60 
  TM & © 2010 Wizards of the Coast LLC
  FORCE, PSI
  PLAYTHING
  You lock telekinetic hooks into your foe and 
  do the puppet master routine.
  STANDARD ACTION RANGED 20
  TARGET: One creature
  ATTACK: Level + Intelligence vs. Fortitude
  HIT: 3d10 + Intelligence modifier + twice your 
  level force damage.
  EFFECT: While this card is readied, slide the 
  target 2 squares as a free action at the start of 
  each of your turns.
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: While this card is readied, slide the target 
  5 squares instead of 2.
  9 OR LESS: While this card is readied, the 
  target slides you 2 squares as a free action at 
  the start of each of its turns.
  ◆
  ALPHA
  120
  57 
  TM & © 2010 Wizards of the Coast LLC
  PSI, PSYCHIC
  ULTRASHRIEK
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The attack deals 4d8 extra psychic 
  damage.
  9 OR LESS: You take 6d8 psychic damage and 
  are stunned while this card is readied.
  You unleash a mental shriek that mashes 
  every living brain nearby into gray paste.
  STANDARD ACTION CLOSE BURST 5
  TARGET: Each creature in burst
  ATTACK: Level + Charisma vs. Will
  HIT: 6d8 + Charisma modifier + your level psychic 
  damage, and the target is stunned (save ends).
  ◆
  
  OMEGA
  AREA 52
  120
  64 
  TM & © 2010 Wizards of the Coast LLC
  GUNSIGHT ORBITER
  HEAD
  POWER: Encounter
  FREE ACTION 
  PERSONAL
  TRIGGER: You deal damage with an attack
  EFFECT: The triggering attack deals 2d10 + 
  your Wisdom modifi er extra damage to the 
  target.
  SALVAGE 5: A 5th-level character can 
  salvage the gunsight orbiter. It becomes 
  a head item with the following property: 
  You gain a power bonus to damage rolls 
  with ranged attacks equal to your Wisdom 
  modifier.
  This silver drone hovers in front of your 
  forehead, telepathically imparting targeting 
  data to your mind.
  ◆
  OMEGA
  AREA 52
  120
  65 
  TM & © 2010 Wizards of the Coast LLC
  ENERGIZED ARMOR
  ARMOR: Heavy
  POWER: Encounter ✇ Force
  MINOR ACTION  
  PERSONAL
  EFFECT: You establish a force shield. While the 
  shield is functional, you gain resist 10 to all 
  damage. Whenever you take damage, roll a 
  d20. On a 9 or less, the eff ect ends.
  SALVAGE 6: A 6th-level character can 
  salvage the energized armor. It becomes 
  heavy armor: +7 armor bonus to AC; +1 
  armor bonus to all other defenses.
  This suit of black alloy and metal mesh is 
  powered by a dark matter energy cell. The cell 
  also generates a force shield for a short time.
  ◆
  OMEGA
  ISHTAR
  120
  70 
  TM & © 2010 Wizards of the Coast LLC
  SERVO-ASSIST ARMOR
  ARMOR: Light
  POWER: Encounter
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: You are hit by an attack
  EFFECT: You gain a +4 power bonus to AC and 
  Reflex until the end of your next turn.
  SALVAGE 4: A 4th-level character can 
  salvage the servo-assist armor. It becomes 
  light armor: +4 armor bonus to AC; +1 
  bonus to speed.
  This form-fitting armor jerks you out of harm’s 
  way. Occasionally, it will jerk you around for 
  no reason, usually when you’re holding a drink.
  ◆
  OMEGA
  ISHTAR
  120
  71 
  TM & © 2010 Wizards of the Coast LLC
  DISKTHROWER
  This mechanical gauntlet lets you fling a 
  spinning, diamond-sharp metal disk at 
  your foe.
  WEAPON: 1-hand ranged
  POWER: Encounter ✇ Physical
  STANDARD ACTION RANGED 10
  TARGET: One creature
  ATTACK: Level + 8 vs. AC
  HIT: 2d12 + Dexterity modifi er physical 
  damage, and ongoing 10 physical damage 
  (save ends).
  MISS: You must choose a creature within 5 
  squares of the target and make the attack 
  again against that creature.
  SALVAGE 4: A 4th-level character can 
  salvage the diskthrower. It becomes a 
  light 1-hand ranged 10 weapon: Dex/Int; 
  +3 accuracy; 2d8 damage.
  ◆
  OMEGA
  ISHTAR
  120
  72 
  TM & © 2010 Wizards of the Coast LLC
  JET BOOTS
  FEET
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: You gain a fly speed equal to your 
  speed until the end of your next turn. If you 
  take damage while flying, as an immediate 
  reaction, “auto-jets” in the boots push you 
  away from the triggering attacker a number 
  of squares equal to your speed.
  SALVAGE 5: A 5th-level character can 
  salvage the jet boots. It becomes a feet 
  item with the following property: You gain 
  a +10 item bonus to Athletics checks to 
  jump.
  These metal boots are very stylish, 
  and the jet nozzles in each sole put an extra 
  hop in your step!
  ◆
  OMEGA
  AREA 52
  120
  67 
  TM & © 2010 Wizards of the Coast LLC
  GRAV MORTAR
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Physical
  STANDARD ACTION 
  AREA BURST 2 WITHIN 20
  TARGET: Each creature in burst
  ATTACK: Level + 6 vs. Fortitude
  HIT: 2d8 damage + Constitution modifi er + 
  twice your level physical damage. In addition, 
  you knock the target prone, and the target is 
  immobilized (save ends).
  MISS: Half damage, and target is slowed (save 
  ends).
  SALVAGE 8: An 8th-level character can 
  salvage the grav mortar. It becomes a 
  heavy 2-hand ranged 15 weapon: Str/Con; 
  +2 accuracy; 3d8 physical damage, and 
  you knock the target prone.
  “It’s called the ‘G-force’ game. 
  Now try to stay on your feet!”
  ◆
  OMEGA
  ISHTAR
  120
  68 
  TM & © 2010 Wizards of the Coast LLC
  PHOTONIC SPEAR
  WEAPON: 2-hand melee
  POWER: Encounter ✇ Laser
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level + 8 vs. AC
  HIT: 3d8 + Wisdom modifi er + twice your level 
  laser damage, and the target is blinded (save 
  ends).
  SALVAGE 2: A 2nd-level character can 
  salvage the photonic spear. It becomes a 
  light 2-hand melee weapon: Dex/Int; +3 
  accuracy; 1d12 damage, and the target 
  takes a –2 penalty to attack rolls until the 
  start of your next turn.
  This slender crystal spear pulses 
  with red light as you attack with it.
  ◆
  OMEGA
  ISHTAR
  120
  69 
  TM & © 2010 Wizards of the Coast LLC
  HOSPICE BEACON
  This one-foot-high gleaming pyramid of 
  golden alloy creates a field that accelerates 
  healing.
  HELD ITEM
  POWER: Encounter ✇ Healing, Zone
  MINOR ACTION 
  CLOSE BURST 2
  EFFECT: You and each ally within the burst 
  regain 10 hit points. In addition, the burst 
  becomes a zone that lasts until the end 
  of your next turn. Whenever you or an ally 
  regains hit points while within the zone, that 
  character regains 5 additional hit points. 
  While the zone exists, you can spend a 
  standard action during your turn to make the 
  zone persist until the end of your next turn.
  ◆
  OMEGA
  AREA 52
  120
  66 
  TM & © 2010 Wizards of the Coast LLC
  THUNDER GRIP
  WEAPON: 1-hand ranged
  POWER: Encounter ✇ Sonic
  STANDARD ACTION RANGED 10
  TARGET: One creature
  ATTACK: Level + 6 vs. Reflex
  HIT: 3d8 + Strength modifi er + twice your 
  level sonic damage. In addition, you knock 
  the target prone, and the target is deafened 
  (save ends).
  SALVAGE 6: A 6th-level character can 
  salvage the thunder grip. It becomes a 
  heavy 1-hand ranged 10 weapon: Str/Con; 
  +2 accuracy; 2d10 sonic damage, and the 
  target is deafened until the end of your 
  next turn.
  When you pull this wide-mouthed pistol’s trigger, 
  it emits a thunderous ring of destruction.
  ◆
  
  OMEGA
  ISHTAR
  120
  73 
  TM & © 2010 Wizards of the Coast LLC
  FORCE SHIELD
  ARMS
  POWER: Encounter ✇ Force
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: You are hit by an attack
  EFFECT: You gain resist 20 to all damage until 
  the end of your next turn.
  SALVAGE 6: A 6th-level character can 
  salvage the force shield. It becomes a 
  shield: +1 shield bonus to AC; +2 shield 
  bonus to Reflex; you gain resist 3 to all 
  damage while you aren’t granting combat 
  advantage.
  This silver-tinted gauntlet generates a 
  shield-sized disk of crackling energy that 
  can protect you from most attacks.
  ◆
  OMEGA
  XI
  120
  74 
  TM & © 2010 Wizards of the Coast LLC
  GRAVITY HAMMER
  This hammer uses gravitational attraction to 
  accelerate your blows tenfold!
  WEAPON: 2-hand melee
  POWER: Encounter ✇ Physical
  STANDARD ACTION CLOSE BURST 5
  TARGET: One creature in burst
  ATTACK: Level + 6 vs. Fortitude
  HIT: You pull the target 4 squares. If the target 
  is adjacent to you aft er the pull, it takes 6d8 
  + Strength modifi er + twice your level 
  physical damage, and you knock yourself 
  and the target prone.
  SALVAGE 8: An 8th-level character can 
  salvage the gravity hammer. It becomes 
  a heavy 2-hand melee weapon: Str/Con; 
  +2 accuracy; 2d12 + Strength modifier 
  physical damage, and you knock the target 
  prone.
  ◆
  OMEGA
  XI
  120
  79 
  TM & © 2010 Wizards of the Coast LLC
  MARAUDER ARMOR
  ARMOR: Light
  POWER: Encounter
  MOVE ACTION 
  PERSONAL
  EFFECT: You gain a fly speed equal to your 
  speed until the end of the encounter. You 
  must land at the end of your turn, or you 
  crash.
  SALVAGE 8: An 8th-level character can 
  salvage the marauder armor. It becomes 
  light armor: +4 armor bonus to AC; you 
  can fly your speed as a move action once 
  during each of your turns.
  This sleek suit of powered armor gives you 
  limited flight, making it perfect for scouting.
  ◆
  OMEGA
  AREA 52
  120
  80 
  TM & © 2010 Wizards of the Coast LLC
  CHAMELEON SHIELD
  ARMS
  POWER: Encounter
  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 the end 
  of the encounter.
  This shield’s surface changes color and texture 
  to blend with its surroundings.
  ◆
  OMEGA
  ISHTAR
  120
  76 
  TM & © 2010 Wizards of the Coast LLC
  POWER FIST
  This fusion-powered gauntlet sports 
  titanium alloy servos, allowing you to 
  deliver massive blows.
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Physical
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level + 8 vs. AC
  HIT: 3d10 + Strength modifi er + twice your 
  level physical damage. In addition, you push 
  the target a number of squares equal to your 
  Strength modifi er (minimum 1) and knock it 
  prone.
  MISS: Half damage, and you push the target 1 
  square and knock it prone.
  SALVAGE 2: A 2nd-level character can 
  salvage the power fist. It becomes a heavy 
  1-hand melee weapon: Str/Con; +2 
  accuracy; 2d6 + Strength modifier 
  damage, and you knock the target prone.
  ◆
  OMEGA
  XI
  120
  77 
  TM & © 2010 Wizards of the Coast LLC
  ARTIFICIAL BLOOD
  This small medical unit attaches to your lower 
  back and injects nanobots into your 
  bloodstream when you need a boost.
  WAIST
  POWER: Consumable
  FREE ACTION 
  PERSONAL
  TRIGGER: You start your turn
  EFFECT: Until the end of the encounter, 
  whenever you roll a saving throw, you can 
  replace the result of the roll with a 10.
  ◆
  OMEGA
  XI
  120
  78 
  TM & © 2010 Wizards of the Coast LLC
  ELECTROSTAFF
  WEAPON: 2-hand melee
  POWER: Encounter ✇ Electricity
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level + 6 vs. Reflex
  HIT: 3d8 + Constitution modifi er + twice your 
  level electricity damage, and the target is 
  stunned (save ends).
  SALVAGE 6: A 6th-level character can 
  salvage the electrostaff. It becomes a 
  heavy 2-hand melee weapon: Str/Con; +2 
  accuracy; 3d8 + Constitution modifier 
  electricity damage, and the target is 
  slowed until the end of your next turn.
  The electromagnetic pulse generators in each 
  end of this staff deliver an electrifying punch 
  to your foes.
  ◆
  OMEGA
  XI
  120
  75 
  TM & © 2010 Wizards of the Coast LLC
  REPEATING GAUSS RIFLE
  This rifle uses magnetic fields to launch 
  heavy darts at high velocity.
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Physical
  STANDARD ACTION RANGED 20
  TARGET: One, two, or three creatures
  EFFECT: You make three attacks divided 
  between one, two, or three targets.
  ATTACK: Level +8 vs. AC
  HIT: 1d12 + Dexterity modifi er + your level 
  physical damage, and you push the target 1 
  square.
  SALVAGE 2: A 2nd-level character can 
  salvage the repeating gauss rifle. It 
  becomes a light 2-hand ranged 20 
  weapon: Dex/Int; +3 accuracy; 1d12 
  damage, and you push the target 1 square.
  ◆
  BIO
  ALPHA
  120
  81 
  TM & © 2010 Wizards of the Coast LLC
  REDUNDANT ORGANS
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You gain a +2 bonus to all defenses while 
  this card is readied.
  9 OR LESS: Your new organs don’t fully 
  function and you are dazed (save ends).
  BENEFIT: Your maximum hit points, bloodied 
  value, and current hit points are doubled.
  Having redundant organs makes you difficult 
  to kill. Plus, you could make a killing on the 
  black market.
  ★
  
  ALPHA
  120
  82 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  INVISIBILITY
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, you don’t give 
  away the square you’re in when you attack.
  9 OR LESS: Each creature in a close burst 5 
  except for you becomes invisible until the end 
  of your next turn.
  You can finally fight naked, 
  just like you’ve always wanted.
  BENEFIT: You are invisible. Whenever you attack 
  while invisible, you give away the square you’re 
  attacking from.
  ★
  BIO
  ALPHA
  120
  83 
  TM & © 2010 Wizards of the Coast LLC
  DENSITY
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: The resistance to all damage increases to 
  10 while this card is readied.
  9 OR LESS: You are also slowed while this 
  card is readied.
  BENEFIT: You gain resist 5 to all damage and are 
  immune to forced movement. In addition, you 
  can enter enemy spaces. Whenever you do so, 
  you push the enemy 1 square.
  Your mass increases drastically, making it 
  tough for others to move you.
  ★
  ALPHA
  120
  88 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  DOWNLOAD EGO
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The dominated creature must roll a 16 or 
  higher to succeed on its saving throw to end 
  the domination effect.
  9 OR LESS: When this effect ends, the
   dominated creature dominates you (save 
  ends).
  Even as your vision goes dark, you transfer an 
  imprint of your intellect into your foe’s mind.
  NO ACTION 
  MELEE 1
  TRIGGER: You drop to 0 hit points or fewer
  EFFECT: You dominate one creature adjacent to 
  you (save ends).
  ★
  ALPHA
  120
  89 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  SHADOW PERSON
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: Whenever you attack, your target grants 
  combat advantage to you while this card is 
  readied.
  9 OR LESS: You don’t gain or grant any 
  benefit from flanking with your allies. In 
  addition, you provoke opportunity attacks 
  from your allies, and they must make those 
  opportunity attacks, if possible.
  You become a shadowy double from another 
  worldline. People see you as someone they 
  expect to see.
  BENEFIT: You appear as a generic Medium-sized 
  humanoid. Other creatures see you as a member 
  of their own race. You gain a +5 power bonus to 
  Interaction checks to lie or bluff.
  ★
  ALPHA
  120
  85 
  TM & © 2010 Wizards of the Coast LLC
  BIO, FIRE
  EXPLOSIVE PODS
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You grow a new pod at the start of your 
  next turn and can use this power a second 
  time while this card is readied.
  9 OR LESS: You also accidentally cause 
  another pod on your body to explode. Make 
  the attack again, centered on your own 
  square.
  STANDARD ACTION 
   
  AREA BURST 
     
   
   
  2 WITHIN 10 SQUARES
  TARGET: Each creature in burst
  ATTACK: Level + Strength vs. Reflex
  HIT: 3d8 + Strength modifier + twice your level fire 
  damage, and you knock the target prone.
  You grow a seed pod from your body 
  that you can pull off and throw.
  ★
  ALPHA
  120
  86 
  TM & © 2010 Wizards of the Coast LLC
  BIO, PSYCHIC
  CENTER CANNOT HOLD
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: The psychic damage increases to 15 while 
  this card is readied.
  9 OR LESS: You are dazed and take ongoing 
  15 psychic damage (save ends both).
  BENEFIT: Your presence is disruptive to sentient 
  minds. Whenever a creature ends its turn 
  adjacent to you, it takes 10 psychic damage.
  Your presence induces life-ending despair 
  in others. Yes, more than usual.
  ★
  ALPHA
  PSI
  120
  87 
  TM & © 2010 Wizards of the Coast LLC
  MIND TRICK
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can use this power a second time 
  while this card is readied.
  9 OR LESS: The creature you’re making the 
  Interaction check against now believes the 
  exact opposite of whatever you intended. It 
  also becomes aware that you tried to 
  manipulate its mind.
  “These aren’t the mutants you’re looking for.”
  FREE ACTION 
  RANGED 20
  TRIGGER: You make an Interaction check
  EFFECT: You gain a +10 power bonus to the check, 
  and one creature you are interacting with 
  believes whatever you say as part of the check.
  ★
  ALPHA
  120
  84 
  TM & © 2010 Wizards of the Coast LLC
  BIO, FIRE
  FIRE WINGS
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: You can shift 8 squares instead of 4.
  9 OR LESS: You fall prone instead of shifting.
  BENEFIT: You manifest fire wings and gain a fly 
  speed of 8. In addition, once while this card is 
  readied, you can shift 4 squares as a standard 
  action and make a melee basic attack against 
  each different creature you move adjacent to 
  during the shift. Each attack deals 1d6 extra fire 
  damage.
  You sprout wings of fire!
  ★
  ALPHA
  120
  90 
  TM & © 2010 Wizards of the Coast LLC
  BIO, ELECTRICITY
  STATIC FIELD
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, the electricity 
  damage increases to 25, and you are immune 
  to electricity damage.
  9 OR LESS: You lose any resistance or 
  immunity to electricity and take ongoing 15 
  electricity damage (save ends).
  BENEFIT: You gain an electrical aura. Whenever 
  an enemy enters a square adjacent to you or 
  ends its turn adjacent to you, it takes 15 
  electricity damage.
  “No, don’t worry. It’s perfectly normal for 
  your hair to stand up like that when I’m 
  nearby. Would I lie?”
  ★
  
  ALPHA
  120
  91 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  WHITE DWARF
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: While this card is readied, the range 
  increases to 5 squares, and the power bonus 
  increases to +4.
  9 OR LESS: You are dazed and slowed (save 
  ends both). You can’t save against this effect 
  during the turn you overcharge it.
  You surround yourself within a 
  shield of intense gravity.
  MINOR ACTION 
  PERSONAL
  EFFECT: Until the end of your next turn, whenever 
  a creature starts its turn within 3 squares of you, 
  you pull it 1 square as a free action, and it can’t 
  move away from you during that turn. In addi-
  tion, you gain a +2 power bonus to all defenses.
  ★
  ALPHA
  120
  92 
  TM & © 2010 Wizards of the Coast LLC
  DARK, FIRE
  PANTS ON FIRE
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You can take an extra standard action 
  during this turn.
  9 OR LESS: You burn too bright and fall 
  unconscious (save ends). 
  Your body flares with white-hot fire, burning 
  away all that hinders you. And your pants.
  NO ACTION 
  PERSONAL
  TRIGGER: You start your turn and are dazed, 
  immobilized, restrained, slowed, or stunned
  EFFECT: One triggering condition on you ends, 
  and each creature adjacent to you takes 3d6 + 
  twice your level fire damage.
  ★
  ALPHA
  120
  97 
  TM & © 2010 Wizards of the Coast LLC
  DARK, FIRE
  EXPLODE!
  Every molecule in your body explodes 
  outward at the speed of light. It’s quite a trip.
  MINOR ACTION 
  CLOSE BURST 5
  TARGET: Each creature in burst
  ATTACK: Level + 3 vs. Reflex
  HIT: 5d8 + twice your level fire damage, and you 
  push the target 3 squares and knock it prone.
  EFFECT: You blow yourself to bits (save ends). 
  While under this effect, you can’t take any 
  actions except to make saving throws. When you 
  save, you reconstitute yourself and appear in 
  your previous square, or the nearest unoccupied 
  square.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The attack deals 5d8 extra fire damage 
  on a hit.
  9 OR LESS: You fizzle and the attack deals 
  only 1d8 fire damage. (You are still blown to 
  bits.)
  ★
  ALPHA
  120
  98 
  TM & © 2010 Wizards of the Coast LLC
  PSI, PSYCHIC
  MIND KILLER
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: If the target is bloodied after the attack, it 
  falls unconscious (save ends).
  9 OR LESS: You fall unconscious (save ends). 
  You can’t save against this effect during the 
  turn you overcharge it.
  You impart a phantasmal image of the most 
  fearsome creature imaginable directly into 
  your foe’s unprotected brain.
  STANDARD ACTION RANGED 20
  TARGET: One creature
  ATTACK: Level + Charisma vs. Will
  HIT: 3d10 + Charisma modifier + twice your level 
  psychic damage, and ongoing 10 psychic 
  damage (save ends).
  ★
  ALPHA
  120
  94 
  TM & © 2010 Wizards of the Coast LLC
  DARK
  MY NAME IS MUD
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: While this card is readied, enemies 
  restrained by this power are also weakened 
  (save ends both).
  9 OR LESS: You fall prone and are restrained 
  (save ends).
  You’re a walking mudslide.
  BENEFIT: The ground has the consistency of mud 
  around you. Whenever an enemy ends its turn 
  adjacent to you, it is restrained (save ends).
   AFTEREFFECT: The target is slowed (save ends).
  ★
  ALPHA
  120
  95 
  TM & © 2010 Wizards of the Coast LLC
  HEALING, PSI
  INHABIT CORPSE
  You project your mind into a recently dead 
  body, taking it for your own.
  IMMEDIATE INTERRUPT 
  PERSONAL
  TRIGGER: An enemy bloodies you or drops you to 
  0 hit points or fewer
  EFFECT: Choose any humanoid corpse within 10 
  squares of you to inhabit. You alter the corpse 
  to be identical to your old self and the corpse 
  becomes you. In addition, you regain hit points 
  equal to your bloodied value. Your gear remains 
  with your old body, which dies.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You are restored to maximum hit points 
  instead, and you can stand up (in your new 
  body) as a free action.
  9 OR LESS: You are dazed (save ends).
  ★
  ALPHA
  PSI
  120
  96 
  TM & © 2010 Wizards of the Coast LLC
  KNOW-IT-ALL
  OVERCHARGE: When you start your turn, you 
  can roll a d20.
  10+: The power bonus increases to +15 while 
  this card is readied.
  9 OR LESS: Whenever you make an 
  Intelligence, Wisdom, or Charisma-based skill 
  check while this card is readied, the GM rolls 
  a die in secret. Odd: No effect. Even: The +10 
  power bonus becomes a –10 penalty instead.
  You’re good at pretty much everything you do. 
  And you don’t mind saying so.
  BENEFIT: You gain a +10 power bonus to 
  Intelligence, Wisdom, and Charisma-based 
  skill checks.
  ★
  DARK, RADIATION
  ALPHA
  120
  93 
  TM & © 2010 Wizards of the Coast LLC
  DAS GAMMA AUGE
  You have “The Gamma Eye”—whatever you 
  look at, you fry.
  STANDARD ACTION RANGED 20
  TARGET: One creature
  ATTACK: Level + Dexterity vs. Fortitude
  HIT: 5d10 + Dexterity modifier + twice your level 
  radiation damage, and the target is dazed and 
  slowed (save ends both).
  MISS: Half damage.
  OVERCHARGE: When you hit with this power, 
  you can roll a d20.
  10+: The attack deals double damage.
  9 OR LESS: You take radiation damage equal 
  to your bloodied value.
  ★
  ALPHA
  120
  99 
  TM & © 2010 Wizards of the Coast LLC
  PSI, PSYCHIC
  HYPERACTIVE
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: You gain a +2 power bonus to AC and 
  Reflex while this card is readied.
  9 OR LESS: You become overcharged with 
  energy while this card is readied. While you’re 
  under this effect, if you don’t end your turn 
  at least 5 squares away from the square you 
  started in, you take 10 psychic damage.
  You’re like a 5-year old with a 
  bucket of Halloween candy.
  STANDARD ACTION PERSONAL
  EFFECT: You make an initiative roll. While this 
  card is readied, you act two times each round—
  once on your original initiative and once on your 
  new initiative.
  ★
  
  ALPHA
  120
  100 
  TM & © 2010 Wizards of the Coast LLC
  DARK, PHYSICAL
  DISINTEGRATING TOUCH
  You cause molecular bonds in whatever you 
  touch to fall apart.
  STANDARD ACTION MELEE TOUCH
  TARGET: One creature or object
  ATTACK: Level + Constitution vs. Reflex
  HIT: 4d10 + twice your level physical damage, 
  and ongoing 10 physical damage (save ends).
  SPECIAL: Objects protected by force fields are 
  immune to disintegration.
  OVERCHARGE: When you use this power, you 
  can roll a d20.
  10+: The target takes a –5 penalty to saving 
  throws against this power.
  9 OR LESS: You also take 2d10 physical 
  damage.
  ★
  OMEGA
  AREA 52
  120
  101 
  TM & © 2010 Wizards of the Coast LLC
  HOLOSHIELD
  ARMS
  POWER: Encounter
  IMMEDIATE REACTION 
  MELEE 1
  TRIGGER: An enemy misses you with a melee 
  attack or ranged attack
  TARGET: One creature adjacent to you, other 
  than the triggering enemy.
  EFFECT: The triggering enemy rerolls the 
  attack against the target.
  SALVAGE 2: A 2nd-level character can 
  salvage the holoshield. It becomes a 
  shield: +1 shield bonus to AC; +2 shield 
  bonus to Reflex; you start each encounter 
  with 5 temporary hit points.
  This shield generator creates a field of virtual 
  matter that deflects attacks away from you.
  ★
  OMEGA
  AREA 52
  120
  106 
  TM & © 2010 Wizards of the Coast LLC
  INVISO ARMOR
  ARMOR: Light
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: You become invisible until the end of 
  your next turn.
  SALVAGE 6: A 6th-level character can 
  salvage the inviso armor. It becomes light 
  armor with the following property: You 
  gain concealment against any creature not 
  adjacent to you.
  “Yes, I was here the whole time. And I heard 
  everything you said about me!”
  ★
  OMEGA
  AREA 52
  120
  107 
  TM & © 2010 Wizards of the Coast LLC
  FORCE FIELD PROJECTOR
  HELD ITEM
  POWER: Encounter ✇ Force
  MINOR ACTION 
  AREA WALL 10 
    
   
  WITHIN 20 SQUARES
  EFFECT: You create a force fi eld up to 4 
  squares high that lasts until the end of the 
  encounter, or for 5 minutes, whichever occurs 
  sooner. You can turn the fi eld off  as a minor 
  action. The fi eld is immobile and blocks 
  all movement and line of eff ect. If created 
  horizontally, the force fi eld can be used as 
  a bridge.
  SALVAGE 8: An 8th-level character can 
  salvage the force field projector. It 
  becomes a held item as above, but 
  projects an area wall 2 within 5 squares.
  This pear-shaped projection device generates 
  a powerful force field.
  ★
  OMEGA
  AREA 52
  120
  103 
  TM & © 2010 Wizards of the Coast LLC
  NEURAL BATON
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Psychic
  STANDARD ACTION MELEE 2
  TARGET: One creature
  ATTACK: Level +6 vs. Will
  HIT: 4d6 + Charisma modifi er + twice your 
  level psychic damage, and the target is dazed 
  (save ends).
  MISS: Half damage.
  SALVAGE 4: A 4th-level character can 
  salvage the neural baton. It becomes a 
  special 1-hand melee 2 weapon: Wis/Cha; 
  +0 accuracy; attacks Will; 2d8 psychic 
  damage.
  This long, metallic, barbell-shaped rod 
  amplifies your psychic potential.
  ★
  OMEGA
  ISHTAR
  120
  104 
  TM & © 2010 Wizards of the Coast LLC
  FUSION LANCE
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Electricity, Fire
  STANDARD ACTION RANGED 10
  TARGET: One creature
  ATTACK: Level + 6 vs. Reflex
  HIT: 4d8 + Constitution modifi er + twice your 
  level electricity and fi re damage.
  SALVAGE 9: A 9th-level character can 
  salvage the fusion lance. It becomes a 
  heavy 2-hand ranged 10 weapon: 
  Str/Con; +2 accuracy; 3d10 electricity and 
  fire damage.
  This ornate metallic lance glows 
  with sun-hot plasma.
  ★
  OMEGA
  AREA 52
  120
  105 
  TM & © 2010 Wizards of the Coast LLC
  TELEPORT PADS
  HELD ITEM
  POWER: Encounter ✇ Teleportation
  MINOR ACTION 
  CLOSE BURST 5
  EFFECT: You place two teleport pads, each in 
  a square within the burst. While in a teleport 
  pad square, any creature can teleport to the 
  other pad as a minor action. If the destination 
  pad square is occupied, the occupying 
  creature swaps positions with the teleporting 
  creature. In addition, while in a teleport pad 
  square, you can move the pad to another 
  square within 5 squares of you as a move 
  action.
  These shining silver disks come in pairs. When 
  you step on one, it teleports you instantly to the 
  location of the other. They’re fun at parties too.
  ★
  OMEGA
  AREA 52
  120
  102 
  TM & © 2010 Wizards of the Coast LLC
  MINI TANK
  HP 200, Space 2 by 4 squares
  AC 22, Other Defenses 20
  Speed 6
  DRIVER AND GUNNER: A driver and gunner each 
  occupies 1 square of the mini tank’s space and must 
  have both hands free to move it or use its power. As 
  a standard action, a gunner can recharge the tank’s 
  power (reload) with a DC 16 Mechanics check.
  LOAD: 5 Medium creatures; 600 lbs of gear.
  POWER: Encounter ✇ Physical
  STANDARD ACTION 
  AREA BURST 1 WITHIN 20
  TARGET: Each creature in burst
  ATTACK: Level + 8 vs. AC
  HIT: 3d8 + Intelligence modifi er + your level physical 
  damage.
  SALVAGE 4: A 4th-level character can 
  salvage the mini tank. It becomes a 
  vehicle as above, but has no attack power.
  It even has a cannon!
  ★
  OMEGA
  ISHTAR
  120
  108 
  TM & © 2010 Wizards of the Coast LLC
  PHASE CAPE
  Your molecules shift out of phase when you 
  swirl this cape around yourself, allowing you 
  to pass through walls and other solid objects.
  NECK
  POWER: Encounter
  MINOR ACTION 
  PERSONAL
  EFFECT: Until the end of your next turn, you 
  can move through walls and other blocking 
  terrain, as well as through squares occupied 
  by enemies. If you end this movement inside 
  a solid object or creature, you return to the 
  last unoccupied square you came from and 
  are stunned until the end of your next turn.
  ★
  
  OMEGA
  ISHTAR
  120
  109 
  TM & © 2010 Wizards of the Coast LLC
  ENERGY MACE
  This mutant-beater has one heck of a wallop.
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Electricity, Force
  STANDARD ACTION MELEE 1
  TARGET: One creature
  ATTACK: Level +8 vs. AC
  HIT: 4d8 + Strength or Constitution modifi er + 
  twice your level electricity and force damage. 
  In addition, you push the target 3 squares, 
  and the target is stunned until the end of its 
  next turn.
  MISS: The power is not expended.
  SALVAGE 4: A 6th-level character can 
  salvage the energy mace. It becomes a 
  heavy 1-hand melee weapon: Str/Con; +2 
  accuracy; 2d8 electricity and force 
  damage, and you push the target 1 square.
  ★
  OMEGA
  AREA 52
  120
  110 
  TM & © 2010 Wizards of the Coast LLC
  BLACK RAY GUN
  WEAPON: 1-hand ranged
  POWER: Encounter ✇ Necrotic
  STANDARD ACTION 
  RANGED 10
  TARGET: One creature
  ATTACK: Level + 6 vs. Will
  HIT: 4d8 + Wisdom modifi er + twice your level 
  necrotic damage, and the target falls 
  unconscious (save ends). The unconsciousness 
  also ends if the target takes damage.
  SALVAGE 8: An 8th-level character can 
  salvage the black ray gun. It becomes a 
  light 1-hand ranged 10 weapon: Dex/Int; 
  +3 accuracy; targets Will; 2d8 necrotic 
  damage, and ongoing 5 necrotic damage 
  (save ends).
  This ornate pistol fires a ray of ebony energy 
  that will drop your enemy in its tracks.
  ★
  OMEGA
  XI
  120
  115 
  TM & © 2010 Wizards of the Coast LLC
  VIBRO SWORD
  WEAPON: 1-hand melee
  POWER: Encounter ✇ Physical
  STANDARD ACTION MELEE 1
  TARGET: One or two creatures
  ATTACK: Level + 8 vs. AC
  HIT: 3d8 + Strength modifi er + your level 
  physical damage, and ongoing 5 physical 
  damage (save ends).
  SALVAGE 3: A 3rd-level character can 
  salvage the vibro sword. It becomes a 
  heavy 1-hand melee weapon: Str/Con; 
  +2 accuracy; 1d8 damage, and ongoing 5 
  physical damage (save ends).
  Just think “chainsaw on steroids.”
  ★
  OMEGA
  ISHTAR
  120
  116 
  TM & © 2010 Wizards of the Coast LLC
  GUNPORT ARMOR
  ARMOR: Heavy
  POWER: Encounter ✇ Physical
  MINOR ACTION 
  RANGED 10
  ATTACK: Level + 6 vs. Reflex
  HIT: 2d10 + Constitution modifi er + twice your 
  level physical damage.
  SALVAGE 4: A 4th-level character can 
  salvage the gunport armor. It becomes 
  heavy armor: +7 armor bonus to AC; you 
  gain resist 5 physical.
  This heavy armor provides good defense, 
  and some good offense too when the gun 
  ports work correctly.
  ★
  OMEGA
  XI
  120
  112 
  TM & © 2010 Wizards of the Coast LLC
  PHOENIX NEUROJACK
  NECK
  POWER: Encounter ✇ Healing
  NO ACTION 
  PERSONAL
  TRIGGER: You drop to 0 hit points or fewer
  EFFECT: You regain hit points equal to your 
  bloodied value, and you are dazed until the 
  end of your next turn.
  SALVAGE 7: A 7th-level character can salvage 
  the phoenix neurojack. It becomes a neck item 
  with the following power.
   IMMEDIATE INTERRUPT 
  PERSONAL
   TRIGGER: You drop to 0 hit points or fewer for 
  the first time during an encounter
   EFFECT: You regain hit points equal to your 
  bloodied value and are stunned until the end of 
  your next turn.
  When you’re near death, this device releases 
  a flood of nanobots into your bloodstream to 
  bring you back.
  ★
  OMEGA
  ISHTAR
  120
  113 
  TM & © 2010 Wizards of the Coast LLC
  PLASMA SPHERE
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Electricity, Fire
  STANDARD ACTION 
  AREA BURST 2 WITHIN 20
  ATTACK: Level + 6 vs. Reflex
  SPECIAL: This attack ignores blocking terrain (like 
  walls).
  HIT: 4d8 + Strength modifi er + your level electricity and 
  fi re damage.
  MISS: Half damage.
  SALVAGE 8: An 8th-level character can 
  salvage the plasma sphere. It becomes a 
  heavy 2-hand ranged 10 weapon: Str/Con; 
  +2 accuracy; 2d12 electricity and fire 
  damage, and each creature adjacent to the 
  target takes damage equal to your level.
  This small cannon generates white-hot plasma 
  bombs encased in guided magnetic fields.
  ★
  OMEGA
  ISHTAR
  120
  114 
  TM & © 2010 Wizards of the Coast LLC
  RAD ARMOR
  ARMOR: Heavy
  POWER: Encounter ✇ Radiation
  IMMEDIATE REACTION   CLOSE BURST 2
  TRIGGER: You take damage
  TARGET: One creature in burst
  ATTACK: Level +6 vs. Reflex
  HIT: 3d8 + Constitution modifi er + twice your level 
  radiation damage, and the target is weakened 
  (save ends).
  SALVAGE 6: A 6th-level character can 
  salvage the rad armor. It becomes heavy 
  armor: +7 armor bonus to AC; resist 10 
  radiation.
  This metallic-black powered suit protects you 
  from harm by releasing a burst of rads at a 
  nearby enemy when you’re damaged.
  ★
  OMEGA
  AREA 52
  120
  111 
  TM & © 2010 Wizards of the Coast LLC
  SKYCYCLE
  HP 50, Space 2 by 1 squares
  AC 18, Other Defenses 15
  Speed Fly 20
  DRIVER: A driver occupies the front square of 
  the skycycle’s space and must have one hand 
  free to move it.
  LOAD: 2 Medium creatures; 200 lbs of gear.
  SALVAGE 6: A 6th-level character can 
  salvage the skycycle. It becomes a special 
  item, as above.
  It’s a flying “motorcycle.” 
  Beware of power lines.
  ★
  OMEGA
  XI
  120
  117 
  TM & © 2010 Wizards of the Coast LLC
  HEAVY-LIFT HARNESS
  “Get away from her, you —!”
  HP 100, Space 2 by 2 squares
  AC 20, Other Defenses 17
  Speed 5
  DRIVER: A driver occupies 1 square of the heavy-lift  
  harness’s space and must have both hands free to 
  move it or use its power.
  LOAD: 1 Medium creature; 4,000 lbs of gear.
  POWER: At-Will ✇ Physical
  STANDARD ACTION 
  MELEE 2
  TARGET: One creature
  ATTACK: Level +8 vs. AC
  HIT: 2d10 + Constitution modifi er + 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.
  SALVAGE 4: A 4th-level character can 
  salvage the heavy-lift harness. It becomes 
  a special item as above, but without the 
  power.
  ★
  
  OMEGA
  XI
  120
  118 
  TM & © 2010 Wizards of the Coast LLC
  INTERFACE GOGGLES
  HEAD
  POWER: Encounter
  STANDARD ACTION RANGED 10
  TARGET: One robot creature
  ATTACK: Level + 6 vs. Will
  HIT: The target is dominated (save ends).
  MISS: The target gains a +5 bonus to attack 
  rolls and damage rolls against you until the 
  end of the encounter.
  SALVAGE 6: A 6th-level character can 
  salvage the interface goggles. It becomes 
  a head item with the following property: 
  You gain a +4 bonus to Interaction checks 
  against robots, computers, and other 
  sentient machines.
  You’re too cool for school with these styling 
  shades built by the machine AI designer 
  known only as “HAL.”
  ★
  OMEGA
  XI
  120
  119 
  TM & © 2010 Wizards of the Coast LLC
  SCREAMING MEEMIE
  WEAPON: 2-hand ranged
  POWER: Encounter ✇ Sonic
  STANDARD ACTION
  AREA BURST 2 WITHIN 20
  TARGET: Each creature in burst
  ATTACK: Level + 6 vs. Fortitude
  HIT: 5d6 + Intelligence modifi er + your level 
  sonic damage, and you push the target 2 
  squares from the burst’s origin square.
  SALVAGE 8: An 8th-level character can 
  salvage the screaming meemie. It 
  becomes a light 2-hand ranged 20 
  weapon: Dex/Int; +3 accuracy; targets 
  Fortitude; 3d6 sonic damage, and the 
  target is weakened until the end of your 
  next turn.
  Each 6-inch missile fired from this shoulder 
  launcher emits a piercing sonic burst that 
  scrambles your enemies’ nervous systems.
  ★
  OMEGA
  AREA 52
  120
  120 
  TM & © 2010 Wizards of the Coast LLC
  RIFLE HOUND
  POWER: Encounter ✇ Laser
  STANDARD ACTION
  EFFECT: You activate the rifle hound in an 
  adjacent square. The hound occupies 1 
  square. Enemies can’t move through its 
  space, but allies can. Whenever you move, 
  you can move the hound up to 6 squares as a 
  free action.The hound’s defenses are all 20. 
  If a single attack deals 20 or more damage 
  to the hound, the hound makes an attack 
  against you and then is destroyed. You can 
  make the following attack with the hound 
  once per round.
   MINOR ACTION 
  RANGED 10
   TARGET: One creature
   ATTACK: Level + 6 vs. Reflex
   HIT: 2d8 + your level laser damage.
  This metallic robot follows you around on 
  three steel legs. You call it “Tripod.”
  ★
  
SOURCE: textdata/thevault/Gamma World [multi]/7th Edition/Gamma World 7e Cards/GW7 Booster Fronts.pdf