These are all toys that are not in any of the official expansions.

If you have any questions please let me know.

  Cappuccino Ray:  Optional Weapon

You may fire the Cappuccino Ray instead of firing your 'bot's main laser.

The Cappuccino Ray causes a 'bot to lose an announced power down and that 'bot cannot announce a power down on the next turn.  The Cappuccino Ray will not cause an already powered down 'bot to immediately activate.

  Defensive Coating:  Run time option

Every robot that pushes your 'bot receives 1pt of damage.

  Electric Fence:  Phase programmed (x2)

When activated, install an electric fence token in the square of your 'bot (in a direction of your choice).  The fence blocks movement (not l.o.s.) like a wall.  A 'bot running into an electric fence receives 1pt of damage.  It takes 4pts of movement to tear a fence down.

  Extended Warranty:  Keeps your 'bot in peak working order and lets it get 1 more wrench's worth out of any repair site.

ie. each single wrench sites count as a double...each double wrench site counts as a triple (three repair or one repair and one toy).

  Memory Shielding:  Protects your robot's programming from outside influence such as weapons or elements.
  MS Windows:  Auto/Run Time

All 'bots using Windows (and your 'bot IS!) fail to use one type of programming card each turn.  The unaccessable card is drawn at the start of each turn, before programming cards are dealt.  Instead of damaging other 'bots, you may force them to install Windows.  'Bots may uninstall Windows instead of repairing 2pts of damage at the same time.  Archive copies automatically uninstall Windows.  MS Windows may not be discarded as a point of damage.

  Oil Dropper:  Phase Programmed, Launcher (x5)

When activated, place an oil token in the squares your 'bot left and passed through in the phase (does not drop oil in the sqare your 'bot end in).  Treat these squares as oil regular oil spaces for the rest of the game.

  Portside Laser:  Additional Weapon

Your 'bot now has an extra laser on it's left side.

  Power Down Offense:  Shut down option

When your 'bot powers down, a battery powered laser array comes out of each side of your 'bot.  Every phase that you are shut down, the array will fire in all four directions (1pt damage) during weapons phase.

  Repair Program:  Your 'bot may repair 1pt of damage at the end of each turn.  Draw a card from the programming deck.  Repair 1pt of damage if anything except a back up is drawn.  If a back up is drawn, the repair program randomly removes one of your option cards (even itself).
  Retroprocessor:  Phase programmed, movement

Allows your 'bot to repeat the action of the previous register by placing this card in a programming register.  My only be used for one phase per turn.

  Reverse Program:  Programming option

Place this card with a programming card to reverse it's command.

ie. rotate right becomes rotate left, move 2 becomes backup 2, U-turn becomes...uh...um...U-turn.

  Scanner:  Auto

Your 'bot is constantly scanning it's environment for virtual 'bots.  All 'bots within 3 squares become real at once, if possible.  If two virtual 'bots are on the same square, they cannot become real.

  Semi-Active Sleep Mode:  Shut down option

Your 'bot can now sleep walk.  When this option is activated before shut down, the 'bot moves forward 1 space during each movement phase, at a speed 010.

  Spike Dropper:  Phase Programmed, Launcher (x3)

When activated, place a spike token in your 'bots square.  If a 'bot passes over or stops on the spikes, it immediately receives 1pt of damage.

  Starboard Laser: 

Additional Weapon

Your 'bot now has an extra laser on it's right side.

  Vampire Chip:  Optional Weapon

You now have the option of sucking energy from an adjacent 'bot instead of using your 'bot's main laser.
Siphons 1 health point during weapons phase from an adjacent 'bot.  Cannot be used if your 'bot was undamaged at the beginning of the current weapons phase.
(AKA - The Suck Chip)

  V.I.P. Card:  Turn Programmed

When activated, the priority of all your movement cards is doubled.