-- Blaster Primary -- * Zapp (Electrical Blast) 2 click power Requires 2 Energy Blast Powers. You cannot activate Zapp if this super has been damaged since your last action. Action: Discard 1 card: Ranged attack. You do not need to chase to target Zapp. Inflict 6 energy damage. The target must discard 2 cards. [Catch A Breath] * Thunderous Blast (Electrical Blast) 3 click power Requires 3 Electrical Blast Powers Action: Ranged area attack. Target all opposing supers using the same combat tactic. Inflict 7 energy damage. The target must discard 3 cards. Discard all cards in your hand. [Catch-a-Breath] * Fistful of Arrows (Archery) 2 click power Requires Archery Action: Ranged area attack. Target up to 2 opposing supers using the same combat tactic. Inflict 4 lethal damage. [Insight] * Rain of Arrows (Archery) 3 click power Requires 3 Archery powers. Action: Discard 1 card: Choose a combat tactic. For the next 2 actions, before an opposing super using the chosen combat tactic takes an action, inflict 4 lethal damage on him. This is not an attack and does not require an accuracy check. [Insight] * Burst (Assault Rifle) 1 click power Requires Assault Rifle. Action: Ranged Attack. Inflict 3 lethal damage. [Insight] * Sniper Rifle (Assault Rifle) 2 click power Requires 2 Assault Rifle powers. You cannot activate Sniper Rifle if this super has been damaged since your last action. Action: Discard 1 card: Ranged attack. You do not need to chase to target Sniper Rifle. Inflict 6 lethal damage. [Insight] * Ignite (Assault Rifle) 2 click power Requires 2 Assault Rifle powers. Action: Discard 1 card: Choose a combat tactic. For the next 2 actions, before an opposing super using the chosen combat tactic takes an action, inflict 3 fire damage on him. This is not an attack and does not require an accuracy check. [Enrage] * Rain of Fire (Fire Blast) 2 click power Requires 1 Fire Blast power. Action: Discard 1 card: Choose a combat tactic. For the next 3 actions, before an opposing super using the chosen combat tactic takes an action, inflict 2 fire damage on him. This is not an attack and does not require an accuracy check. [Enrage] * Blazing Bolt (Fire Blast) 2 click power Requires 2 Fire Blast powers. You cannot activate Blazing Bolt if this super has been damaged since your last action. Action: Ranged attack. You do not need to chase to target Blazing Bolt. Inflict 6 Fire damage. [Enrage] -- Blaster Secondary -- * Smoke Grenade (Devices) 1 click power Requires 1 Devices power. Action: Ranged area attack. Target all opposing supers using the same combat tactic. For the next 3 actions, each target has -3 accuracy and must discard 1 additional card to chase. [Luck] * Time Bomb (Devices) 2 click Power Requires 2 Devices powers. Action: Declare Toe-to-Toe or Run-n-Gun. Place 3 tokens on this card. Before you take an action, remove a token from this card. When you remove the last token from this card, inflict 3 fire damage and 2 lethal damage on each opposing super using the chosen combat tactic. This is not an attack and does not require an accuracy check. [Catch-a-Breath] * Energy Punch (Energy Manipulation) 1 Click Power Requires Energy Manipulation Action: Discard 1 card. Melee Attack. Inflict 2 smashing damage and 2 energy damage. If your accuracy exceeds the target's defense by at least 2, stun the target for 1 action and turn off the target's toggles. [Catch-a-Breath] * Bone Smasher (Energy Manipulation) 2 Click Power Requires 1 Energy Manipulation power Action: Discard 1 card. Melee attack. Inflict 3 smashing damage and 2 energy damage. If your accuracy exceeds the target's defense, stun the target for 2 actions and turn off the target's toggles. [Enrage] * Boost Range (Energy Manipulation) 1 Click Power Requires 2 Energy Manipulation powers Action: Until Boost Range readies, it costs you 1 less card to chase. [Catch-a-Breath] * Charged Brawl (Electricity Manipulation) 1 Click Power Requires Electricity Manipulation Action: Discard 1 card: Melee attack. Inflict 2 smashing damage and 2 energy damage. The target discards 1 card. [Insight] * Thunder Strike (Electricity Manipulation) 2 Click Power Requires 2 Electricity Manipulation powers Action: Discard 1 Card: Melee Attack. Inflict 4 smashing damage and 2 energy damage. Knockdown the target. If your accuracy exceeds the target's defense, stun the target for 1 action and turn off the target's toggles. [Catch-a-Breath] * Chilling Embrace (Ice Manipulation) Toggle Power Requires 1 Ice Manipulation power While Chilling Embrace is on and this super is fighting Toe-to-Toe, enemies fighting Toe-to-Toe must discard a card to activate a power or to move. [Luck] * Frozen Aura (Ice Manipulation) 2 Click Power Requires 3 Ice Manipulation Powers. Action: Discard 1 card: Melee area attack. Target all supers using the same combat tactic. Stun the targets for 3 actions. Turn off all of the targets' toggles. If a target is damaged during the stun duration, the stun on that target ends immediately. For the next 3 actions, the targets must discard a card to activate a power or to move. [Luck] -- Controller Primary -- * Crush (Gravity Control) 1 Click Power Requires Gravity Control Action: Ranged Attack. Inflict 2 smashing damge. Immobilize the target for 3 actions. [Insight] * Wormhole (Gravity Control) 2 Click Power Requires 2 Gravity Control powers Action: Ranged attack. Target all opposing supers using the same combat tactic. Move the target to the other combat tactic. Stun the target for 3 actions and turn off all of the target's toggles. Knockdown the target. [Break Free] * Frostbite (Ice Control) 2 Click Power Requires Ice Control Action: Ranged area attack. Target all opposing supers using the same combat tactic. Inflict 2 cold damage. Immobilize the target for 3 actions. The target must discard a card to activate a power or move for 3 actions. [Luck] * Ice Slick (Ice Control) 2 Click Power Requires 2 Ice Control powers Action: Name Toe-to-Toe or Run-n-Gun. Until Ice Slick readies, opposing supers using the named combat tactic must discard an additional card to chase, activate a power or move, and they are knocked down each time they suffer damage from an opponent's attack. [Break Free] * Superior Invisibility (Illusion Control) Toggle Power Requires 1 Illusion Control power While Superior Invisibility is on, this super gains 2 defense, and players must discard an additional card to chase this super. If this super makes an attack, turn off Superior Invisibility. [Luck] * Group Invisibility (Illusion Control) 2 Click Power Requires 2 Illusion Control powers Until Group Invisibility readies, this super and all allies using the same combat tactic game 1 defense, and players must discard an additional card to chase any of these supers. [Luck] * Spectral Terror (Illusion Control) 3 Click Power Requires 2 Illusion Control powers Action: Discard 1 card: Ranged area attack. Target up to 3 supers. For their next 3 actions, targets must discard 2 cards to activate an attack power. [Enrage] * Mass Hypnosis (Mind Control) 2 Click Power Requires 1 Mind Control power Action: Ranged area attack. Target all opposing supers using the same combat tactic. Inflict 3 psychic damage on each target. Stun each target for 3 actions. Turn off each target's toggles. If the target is damaged during the stun duration, the stun ends immediately. [Enrage] * Telekinesis (Mind Control) Toggle Power Requires 2 Mind Control powers When you turn on Telekinesis, perform, "Action: Discard 1 card: Ranged area attack. Target all opposing supers using the same combat tactic. Stun each target until Telekenesis is turned off or becomes readied. Turn off each target's toggles." Before each of your actions, if Telekinesis is on, discard 1 card. If you do not, turn off Telekinesis. [Insight] -- Defender Primary -- * Heal Other (Empathy) 2 Click Power Requires Empathy Action: Target ally heals 6 points. [Respite] * Clear Mind (Empathy) Toggle Power Requires 1 Empathy power While Clear Mind is turned on, this super's allies are not affected by stun and immobilize, and their toggle powers cannot be turned off. [Respite] * Adrenaline Boost (Empathy) Requires 3 Empathy powers 3 Click Power Action: Discard 1 card: Until Adrenaline Boost readies, target ally draws an additional card when resting; powers attached to that super recharge by 2 clicks when taking the recharge action; and before each of that super's actions, heal the super 3 hit points. [Respite] * Repulsion Field (Force Field) Toggle Power Requires 2 Force Field powers While Repulsion Field is turned on, you may perform: 'React: When an opposing super targets this super with a melee attack, knockdown that super.' [Luck] * Repulsion Bomb (Force Field) 1 Click Power Requires 2 Force Field powers Action: Ranged Area Attack. Target all opposing supers using the same combat tactic. Knockdown the targets. [Break Free] * Mutation (Radiation Emission) 1 Click Power Requires 1 Radiation Emission power React: Activate before an allied super is reduced to zero hit points. The ally is not defeated. Instead he has hit points equal to his starting health. All damage being suffered is ignored. Until Mutation readies, the ally gets +2 accuracy and inflicts 2 additional damage (choose one type) with attacks. When Mutation readies, for 3 actions, the super gets -2 accuracy and inflicts 2 less damage (of each type) with attacks. Mutation may be used only once per game. [Enrage] * Choking Cloud (Radiation Emission) Toggle Power Requires 2 Radiation Emission powers While Choking Cloud is turned on, you may perform: 'React: When an opposing super targets this super with a melee attack, stun that super for 2 actions and turn off that super's toggles.' [Insight] * Fallout (Radiation Emission) 3 Click Power Requires 2 Radiation Emission powers React: activate when an allied super is defeated. Ranged area attack. Target all opposing supers using the same combat tactic. Inflict 8 energy damage on each target. For the next two actions, the targets get -2 accuracy, -2 defense, inflict 1 less damage (of each type) with attacks, and suffer 1 additional damage (of each type) from attacks. [Enrage] * Entangling Arrow (Trick Arrow) 1 Click Power Requires Trick Arrow Action: Ranged Attack. The target is immobilized for 3 actions. [Break Free] * EMP Arrow (Trick Arrow) 3 Click Power Requires 3 Trick Arrow powers Action: Discard 1 card: Ranged area attack. Target all opposing supers using the same combat tactic. Stun each target for 3 actions. Turn off each target's toggles. [Insight] -- Defender Secondary -- * Subdue (Psychic Blast) 2 Click Power Requires Psychic Blast Action: Discard 1 card: Ranged attack. Inflict 4 psychic damage. Immobilize the target for 2 actions. [Insight] * Will Domination (Psychic Blast) 2 Click Power Requires 2 Psychic Blast powers Action: Ranged attack. Inflict 5 psychic damage. Stun the target for 2 actions. Turn off the target's toggles. If the target is damaged during the stun duration, the stun ends immediately. [Break Free] * Psychic Wail (Psychic Blast) 3 Click Power Requires 3 Psychic Blast Powers Action: Discard 1 card: Melee area attack. Target all opposing supers using the same combat tactic. Inflict 8 psychic damage on each target. Stun each target for 3 actions. Turn off each target's toggles. Discard all cards in your hand. [Enrage] * Proton Volley (Radiation Blast) 2 Click Power Requires 2 Radiation Blast powers Action: Discard 1 card: Ranged attack. You do not need to chase to target Proton Volley. Inflict 6 energy damage. The target has -1 accuracy during his next action. [Insight] * Neutron Bomb 2 click power (Radiation Blast) Requires 2 Radiation Blast powers Action: Ranged area attack. Target all supers using the same combat tactic. Inflict 4 energy damage. Reduce each target's defense by 1 until the end of your next action. Neutron Bomb checks accuracy against each target's defense as though its defense were 2 less than its actual total. [Insight] -- Scrapper Primary -- * Confront (Common Pool) 2 Click Power Requires Scrapper Archetype React: Activate when an ally is targeted by a power that is not targeting this super: Redirect the power to this super if he is a legal target. [Break Free] * Shockwave (Claws) 3 click power Requires 3 Claws powers Action: Discard 1 card: Ranged area attack. Target a super and 2 allies using the same combat tactic. Inflict 6 lethal damage. Knockdown each target. [Enrage] * Smite (Dark Melee) 2 Click Power Requires Dark Melee Action: Melee attack. Inflict 2 smashing and 2 negative energy damage. The target has -1 accuracy for his next action. [Luck] * Gambler's Cut (Katana) 2 Click Power Requires Katana Action: Discard 1 card: Melee attack. Inflict 5 lethal damage. [Insight] * Golden Dragonfly (Katana) 3 Click Power Requires 3 Katana Powerspart Action: Discard 1 card: Melee area attack. Target a super and an ally using the same combat tactic. Inflict 9 lethal damage. For 2 actions, the target has -2 defense. Knockdown the target. Discard all cards in your hand. [Insight] * Storm Kick (Martial Arts) Requires Martial Arts 1 Click Power Action: Melee Attack. Inflict 4 damage. [Enrage] -- Scrapper Secondary -- * Obsidian Shield (Dark Armor) Toggle Power Requires 1 Dark Armor power While Obsidian Shield is on, this super is immune to stun. This super's toggles may not be turned off by attacks. This super has resistance 3 to psychic damage. This super is unaffected by effects that would reduce his accuracy. [Luck] * Oppressive Gloom (Dark Armor) Toggle Power Requires 2 Dark Armor powers While Oppressive Gloom is turned on, you may perform: 'React: When an opposing super targets this super with a melee attack, stun that super for 2 actions and turn off that super's toggles. You suffer 1 hit point of damage (this damage may not be reduced or avoided).' [Break Free] * Dull Pain (Regeneration) 3 Click Power Requires 1 Regeneration power Action: Increase this super's starting hit points by 5. Heal 5 hit points. When Dull Pain readies, reduce this super's starting hit points by 5 (reduce this super to his starting hit points if necessary). [Respite] * Resilience (Regeneration) Constant Power Requires 2 Regeneration Powers This super has Resistance 1 to smashing, lethal, and toxic damage. [Respite] * Agile (Super Reflexes) Constant Power Requires Super Reflexes This super has +1 defense against ranged attacks. [Luck] * Dodge (Super Reflexes) Constant Power Requires 1 Super Reflexes power This super has +1 defense against melee attacks. [Luck] * Evasion (Super Reflexes) Constant Power Requires 2 Super Reflexes powers This super has +2 defense against area attacks. [Luck] -- Tanker Primary -- * Temporary Invulnerability (Invulnerability) Toggle Power Requires Invulnerability While Temporary Invulnerability is turned on, this super has resistance 2 to smashing and lethal damage. [Catch-a-Breath] * Tough Hide (Invulnerability) Constant Power Requires 2 Invulnerability Powers This super has +1 defense. [Break Free] * Temperature Protection (Fiery Aura) Constant Power Requires 1 Fiery Aura power This super has resistance 2 to fire damage and resistance 1 to cold damage. [Enrage] * Rise of the Phoenix (Fiery Aura) 3 Click Power Requires 3 Fiery Aura powers React: Activate before this super is reduced to 0 hit points: This super is not defeated. Instead he has 12 hit points. All damage being suffered is ignored. You may immediately perform: 'Melee area attack. Target all opposing supers using the same combat tactic. Inflict 5 fire damage. Knockdown each target. Stun each target for 2 actions. Turn off each target's toggles.' Rise of the Phoenix may be used only once per game. [Enrage] * Hoarfrost (Ice Armor) 3 Click Power Requires Ice Armor Action: Increase this super's starting hit points by 5. Heal 5 hit points. When Dull Pain readies, reduce this super's starting hit points by 5 (reduce this super to his starting hit points if necessary). [Luck] * Glacial Armor (Ice Armor) Toggle Power Requires 2 Ice Armor powers While Glacial Armor is on, this super has +3 defense against attacks that do energy damage and/or negative energy damage, and resistance 1 to cold damage. [Luck] * Stone Skin (Stone Armor) Constant Power Requires Stone Armor This super has resistance 1 to smashing and lethal damage. [Respite] * Minerals (Stone Armor) Toggle Power Requires 2 Stone Armor powers While Minerals is on, this super has +4 defense against attacks that do psychic damage. [Luck] -- Tanker Secondary -- * Cleave (Battle Axe) 3 Click Power Requires 2 Battle Axe powers Action: Discard 1 card: Melee attack. Inflict 8 lethal damage. Knockdown the target. [Insight] * Incinerate (Fiery Melee) 2 Click Power Requires 2 Fiery Melee powers Action: Melee attack. Inflict 4 fire damage. After your next action, inflict an additional 4 fire damage. [Enrage] * Greater Fire Sword (Fiery Melee) 3 Click Power Requires 3 Fiery Melee powers Action: Discard 1 card: Melee Attack. Inflict 4 lethal damage and 4 fire damage. [Enrage] * Energy Melee Build Up (Energy Melee) 1 Click Power Requires 2 Energy Melee powers Action: For your next 2 actions, you may discard a card before you target an attack to give the attack +2 accuracy and +2 damage (choose one damage type). [Catch-a-Breath] * Hurl (Super Strength) Requires 2 Super Strength powers 2 Click Power Action: Discard 1 card: Ranged attack. Inflict 6 smashing damage. Knockdown the target. [Enrage]