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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.
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Defensive
Coating: Run time option
Every robot that pushes your 'bot receives 1pt of
damage.
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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.
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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). |
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Memory
Shielding: Protects your robot's programming from outside
influence such as weapons or elements. |
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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. |
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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. |
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Portside
Laser: Additional Weapon
Your 'bot now has an extra laser on it's left
side. |
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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. |
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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). |
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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. |
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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. |
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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. |
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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. |
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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. |
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Starboard
Laser:
Additional Weapon
Your 'bot now has an extra laser on it's right
side. |
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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) |
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V.I.P.
Card: Turn Programmed
When activated, the priority of all your movement cards is doubled.
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