#Sp12 Spartan #12 ; ; These are Nick Sauer's adaptations of powers from Spartan Magazine 12. ; ; They have all been playtested. ; ; Version 2.0 - November 19, 1991. ; ; ; These powers were published by an individual involved in the playtest ; for Eon's Cosmic Encounter Expansion set 3. As such, they are interesting ; to look at from a historical perspective as well. A number of these powers ; (nearly all of them) would be incorporated into the flares to follow in ; Expansion set 4. ; ; Anti-body is too powerful. ; Barbarian is the Wild Vulch. ; Berserker is half Wild Demon. ; Contract is too similar to Wrack. ; Counter-Balance does not give an advantage. ; Gods is the Super Aura. ; Initiative is the Wild Warrior/Boomerang. ; Mercenary does not give an advantage. ; Pheonix is half Wastrel/Worm Hole Edict. ; Quitter is the Wild Miser. ; Revolutionary. Why would anyone want to play this power? ; Usurper is the Wild Schizoid. ; Vampire is the Super Zombie. ; ALLOY [O:Sp12] Uses Hidden Powers You have the power of composition. Select two alien power cards at random from the pile of unused powers. You may use one of these powers during any challenge as it is normally used. The power remains hidden until you use it. Once used, return it at the end of the challenge and replace it with another so that you have two power cards again. When you are zapped, the power that you were about to use is stopped, returned, and not replaced until your other power is used. After the other power is returned, you then draw two new power cards. Redraw if you select a power that conflicts with one already in the game or that is a start of game power. Wild: You may discard any card that is an exact duplicate of one in your hand (i.e. discard all but one Attack 8, Compromise, Mobius Tubes, etc.). Flares are all unique. Super: You may draw a third alien power card at random from the unused power pile. For as long as you hold this card you have three alien powers to choose from instead of two. When you lose this card return one of your power cards to the unused power pile. ; ; Wild is the Compression Edict (Encounter V1#4). Super is Nick Sauer's. ; EMPIRE [M:Sp12] Uses Two System Hexes You have the power of dominion. At the start of the game, you get two system hexes, two sets of tokens, and operate with a hand of 14 cards. Each color gets its own turn (put all six destiny discs in the destiny pile). You need three more foreign bases than normal (usually eight) to win the game. You can not put more than four tokens in the cone, but you may mix colors. If, during one of your system's turns, you flip your other system's color in the destiny pile you may discard it and flip another destiny disc, or attack another player in that system. When one of your systems loses enough bases to make you lose your power, that half of the empire falls. You can not take that system's turn or use its tokens as offensive player until you regain a base in that system. During this time, your hand is reduced to seven cards. If you have more than seven cards in your hand when this happens, discard enough cards to bring your hand down to seven cards, immediately. The other half of the empire cannot fall during this time, and you still need the higher number of foreign bases to win. If your power is zapped the player who played the Cosmic Zap decides which half of your empire falls for that challenge. Restriction: Do not use in a six-player game. Do not use in a game with the Changeling, Insect or Plant. Wild: If you win a challenge as the main defensive player, you may remove the destiny disc that your opponent flipped from the destiny pile and the game. Super: Neither half of your empire can fall due to loss of bases. ; ; Wild is Mike Arm's. Super is Nick Sauer's. ;