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 / V3                                                                        \
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I M   H E R O E S / C H A R A C T E R S    (Energy-Fighting-Strength-Intellect)

 Hero/Character        Grid (Total)  Inherent Ability

 BACKLASH              5-6-5-6 (22)  Counts as 18 Points for Deckbuilding
 CURSE                 3-5-4-6 (18)  May attack Reserve w/ Strength Power cards
 THE DARKNESS          7-7-4-3 (21)
 FAIRCHILD             1-4-7-5 (17)  May have 2 Universe cards Placed, not dups
 GRIFTER               4-7-4-4 (19)  Not Spectrum/Cum KO'd with Teamwork cards
 GRUNGE                6-5-4-2 (17)  Must have a MultiPower Hit to be KO'd
 KILLRAZOR             3-7-5-4 (19)  Strength Power cards +2 used for defense
 MALEBOLGIA            7-4-6-8 (25)  23 Deckbuilding, May not use I for Defense
 OVERTKILL             5-5-7-1 (18)  Follow teammate's TW w/ a 1I Power card
 RIPCLAW               4-7-5-4 (20)  To Front Line same battle teammate is KO'd
 SAVAGE DRAGON         2-5-8-4 (19)
 SHADOWHAWK            2-5-6-6 (19)  S Pc +2 attacking C with E Pc in Perm Rec
 SPAWN                 8-7-3-3 (21)
 STRYKER               4-7-6-3 (20)
 TIFFANY               6-6-4-4 (20)  Fighting Power Grid Rating 8 for Defense
 VELOCITY              6-5-2-3 (16)  May attack w/ Power cards while in Reserve
 VIOLATOR              4-6-7-2 (19)
 WITCHBLADE            7-7-3-4 (21)
 ZEALOT                3-8-4-5 (20)
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B R E A K D O W N   O F   I M A G E   O V E R P O W E R   C A R D S

   19  Characters     ( 19 Image OP )
  127  Special Cards  (  3 Any Character + 3 to 7 each Character )
    4  Location Cards (  4 Image OP )
   38  Power Cards    (  5 MultiPower + 1 Any-Power + 8 Energy + 8 Fighting +
                         8 Strength + 8 Intellect )
   13  Universe Cards (  1 Basic + 4 Teamwork + 8 Ally )
    4  Tactic Cards   (  4 Artifact )
    7  Mission Cards  (  1 new Mission set )
+   6  Event Cards    (  6 for the new Mission set )
 ----
  218  Functionally Different Playing Cards

      {Oddities not included: Starter deck "Moire-less" Grifter Bull's-Eye
       Shot, Zealot Warrior Soul; Correctly cut Spawn Finite Power}
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H E R O / C H A R A C T E R   C A R D S   A N D   S P E C I A L   C A R D S

    ANY CHARACTER
     * FLIGHT (AG) <IM> {R} [OPD]
        Avoid 1 attack. Counts as a duplicate of all "Any Hero/Character" AG
            Special Cards.
     * MASSIVE MUSCLES (AR) <IM> {R} [OPD]
        Acts as a level 7 Strength attack. Counts as a duplicate of all "Any
            Hero/Character" AR Special Cards.
     * SUPER SPEED (AA) <IM> {R} [OPD]
        Acts as a level 4 Fighting attack. May make 1 additional attack. Counts
            as a duplicate of all "Any Hero/Character" AA Special Cards.
      ____________________________________________________________________

  * BACKLASH  <IM> {C}                         E: 5   F: 6   S: 5   I: 6   (22)
       ~ Counts as 18 Points for Tournament Deckbuilding. ~
     * ALTERED PHYSIOLOGY (AG) <IM> {C}
        Avoid 1 attack.
     * COMBAT AGILITY (AE) <IM> {U}
        Acts as a level 4 Any-Power attack, may combine with 1 Energy,
            Fighting, Strength, or Intellect Power card for a single attack.
     * GOVERNMENT TROOPER (LT) <IM> {U}
        Acts as a level 3 Strength attack, +1 for each Mission card in
            Backlash's Defeated Missions Pile.
     * MIST BODY (MM) <IM> {R} [OPD]
        Play during battle. All Hits in Backlash's Hits from Current Battle do
            not count for Venture Total and are subtracted from Opponent's
            Venture Total.
     * PSI-WHIPS (LQ) <IM> {R} [OPD]
        Acts as a level 4 Intellect attack. If successful, may make 1
            additional Intellect attack against same Character. Additional
            attack may not be defended.
     * TEAM 7 (MA) <IM> {U}
        Acts as a level 5 Fighting or Strength attack. May not be defended by a
            card from a Battlesite.
      ____________________________________________________________________
 
    BRASS
     * ARMORED POWERHOUSE (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Energy Power Card Hit, regardless of Inherent
            Abilities and other Special cards.
     * COMPUTER TRACKING (MI) <IM> {U}
        Play on Target Character as an attack. Attacks made on Target
            Character, including "Computer Tracking," may not be moved to any
            of Target's teammates for remainder of game.
     * WEAPONS ARRAY (MC) <IM> {R} [OPD]
        Acts as a level 11 Energy, Strength, or Fighting attack. Brass's Team
            may not attack for remainder of battle.
      ____________________________________________________________________

  * CURSE  <IM> {C}                            E: 3   F: 5   S: 4   I: 6   (18)
       ~ May attack the Reserve with Strength Power cards. ~
     * APPENDAGE OF DEATH (CZ) <IM> {R} [OPD]
        Acts as a level 4 Energy attack. If successful, Target Character must
            discard all Placed cards into Dead Pile.
     * BRUTAL DISSECTION (NF) <IM> {R} [OPD]
        Target Character must discard all Placed cards. Target Character may
            only have 1 card Placed to him at any time, for remainder of game.
     * EXOSKELETON (AG) <IM> {C}
        Avoid 1 attack.
     * RELIGIOUS ZEAL (LT) <IM> {U}
        Acts as a level 3 Strength attack +1 for each Mission card in
            Opponent's Completed Missions Pile.
     * TECHNO-LIFE (CM) <IM> {C}
        Opponent's Team is -2 to all attacks against Curse for remainder of
            battle.
     * WRIST ROCKETS (LZ) <IM> {C}
        Acts as a level 4 Fighting attack. May be used against Reserve, who may
            defend. If successful against Reserve, Curse may attack Reserve for
            remainder of game.
      ____________________________________________________________________

  * THE DARKNESS  <IM> {R}                     E: 7   F: 7   S: 4   I: 3   (21)
     * DEMIGOD OF THE DARK (LW) <IM> {R} [OPD]
        Target Character's Special cards may not be Negated for remainder of
            game.
     * KILLING TOUCH (HY) <IM> {R}
        Acts as a level 6 Strength attack. If successful, Target Character must
            discard 2 cards of opponent's choice. Cards may be Placed or in
            Hand.
     * LIFELIKE EXOSKIN (AG) <IM> {U}
        Avoid 1 attack.
     * NIGHT FLIGHT (BK) <IM> {U}
        The Darkness may play Power card attacks face down for remainder of
            battle. Opponent must guess defense.
     * RESTORE HEALTH (MS) <IM> {C}
        Remove 1 Power card Hit from The Darkness' Permanent Record.
     * SHADOW MOTION (MT) <IM> {C}
        Acts as a level 4 Energy attack, may be played from Reserve. If
            successful, The Darkness may continue to attack while in Reserve. 
      ____________________________________________________________________

  * FAIRCHILD  <IM> {R}                        E: 1   F: 4   S: 7   I: 5   (17)
       ~ May have 2 Universe cards Placed. May not be duplicates. ~
     * FIST FULL OF DANGER (JC) <IM> {U}
        Acts as a level 3 Intellect attack. Fairchild may make 1 additional
            attack with a Teammate's Special card.
     * GEN-ACTIVE (MQ) <IM> {C}
        Play during battle. Fairchild may defend any Front Line teammate that
            also has a "Gen-Active" Special in play for remainder of game.
     * IMPENETRABLE (CW) <IM> {R} [OPD]
        Avoid 1 attack. May not be attacked for remainder of battle.
     * LEVEL-HEADED LEADER (DB) <IM> {U}
        Avoids all attacks from 1 Teamwork card, or Target character must
            discard 1 Placed Teamwork card.
     * PURE MUSCLE (MR) <IM> {U}
        Play during battle. For remainder of game, any Strength attack made by
            Fairchild may not be moved from Target Character.
     * SUPER SMARTS (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Intellect Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

  * GRIFTER  <IM> {R}                          E: 4   F: 7   S: 4   I: 4   (19)
       ~ May not be Spectrum or Cumulative KO'd with Universe: Teamwork cards.~
     * BULL'S-EYE SHOT (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Fighting Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
     * CODA TRAINING (AA) <IM> {U}
        Acts as a level 4 Intellect attack. May make 1 additional attack.
     * NERVES OF STEEL (MN) <IM> {R} [OPD]
        Acts as a level 12 Intellect attack. May only be played if Grifter has
            Hits totaling 15 or more in his Permanent Record.
     * SMART-ASS (EX) <IM> {U}
        Target Character may not use cards with an Intellect icon for remainder
            of battle.
     * TEAM 7 (MA) <IM> {U}
        Acts as a level 5 Energy or Intellect attack. May not be defended by a
            card from a Battlesite.
     * WILDC.A.T. (AD) <IM> {C}
        Teammate may avoid 1 attack.
      ____________________________________________________________________

  * GRUNGE  <IM> {U}                           E: 6   F: 5   S: 4   I: 2   (17)
       ~ Must have a MultiPower card Hit to be KO'd. ~
     * DANGER SEEKER (KC) <IM> {R} [OPD]
        All attacks by Opponent's team must be made against Grunge, at -2,
            until Grunge is KO'd or cannot be attacked. 
     * DENSE (LO) <IM> {U}
        Avoid 1 attack with an Intellect icon. Grunge may draw 1 card from the
            top of the Draw Pile. Discard duplicates.
     * GEN-ACTIVE (MQ) <IM> {U}
        Play during battle. Grunge may defend any Front Line teammate that also
            has a "Gen-Active" Special in play for remainder of game.
     * LOVER BOY (MD) <IM> {C}
        Add 3 to Venture Total for this battle. Grunge may play with Intellect
            or MultiPower Power card usable by Grunge. Value of Power Card is
            also added to Venture Total for this battle.
     * MARTIAL ARTS TRAINING (JC) <IM> {C}
        Acts as a level 3 Strength attack. Grunge may make 1 additional attack
            with a Teammate's Special card.
     * MOLECULAR ASSIMILATION (DY) <IM> {R} [OPD]
        This Special acts identical to any Hit in Grunge's Hits from the
            Current Battle or Permanent Record.
      ____________________________________________________________________

  * KILLRAZOR  <IM> {C}                        E: 3   F: 7   S: 5   I: 4   (19)
       ~ Strength Power cards are +2 when used for defense. ~
     * BIOMORPHIC BLADES (AR) <IM> {U}
        Acts as a level 7 Energy attack.
     * DEADLY MUTATION (AB) <IM> {C}
        Acts as a level 5 Fighting attack. May make 1 additional Fighting
            attack.
     * INNER PEACE (MK) <IM> {R} [OPD]
        Avoid 1 Intellect attack. Remove all Hits with an Intellect icon from
            Permanent Record of Killrazor and Killrazor's team.
     * OUTER FURY (JU) <IM> {R} [OPD]
        Killrazor may make 1 or 2 follow up attacks after Killrazor plays a
            Universe: Teamwork card for remainder of game.
     * STRYKEFORCE (MR) <IM> {C}
        Play during battle. For remainder of game, any Fighting attack made by
            Killrazor may not be moved from Target Character.
     * WILL POWER (MS) <IM> {C}
        Remove 1 Special card Hit from Killrazor's Permanent Record.
      ____________________________________________________________________

  * MALEBOLGIA  <IM> {VR}                      E: 7   F: 4   S: 6   I: 8   (25)
       ~ Counts as 23 Points for Tournament Deckbuilding. May not use Intellect
             Power Cards for Defense. ~
     * DEMONIC MAGICK (DZ) <IM> {C}
        Target Character may not attack or be attacked for remainder of battle.
     * HELLBENT (AR) <IM> {U}
        Acts as a level 4 Fighting attack.
     * INFERNAL PACT (ME) <IM> {U}
        Play during battle on Teammate, before Teammate is KO'd. When Target
            Teammate is KO'd, Malebolgia is +5 to Venture Total.
     * MASTER OF THE DARKLANDS (EK) <IM> {R} [OPD]
        Malebolgia cannot be Cumulative KO'd for remainder of game.
     * REIGN OF FIRE (MD) <IM> {U}
        Play with Energy Power card usable by Malebolgia. Value of Power Card
            is added to Venture Total for this battle.
     * SIGNED IN BLOOD (LV) <IM> {R}
        Choose one Tactic: Artifact card from Dead pile and place in hand.
            Cannot be a duplicate. 
      ____________________________________________________________________

  * OVERTKILL  <IM> {U}                        E: 5   F: 5   S: 7   I: 1   (18)
       ~ May follow up any teammate's Teamwork card attack with a Level 1
             Intellect Power card. ~
     * ARMOR (AD) <IM> {U}
        Overtkill may avoid any numerical attack.
     * CONTRACT HIT (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 Strength Power Card Hit, regardless of
            Inherent Abilities and other Special cards.
     * CYBORG (EA) <IM> {U}
        Remove all hits with a Fighting icon from Overtkill's Permanent Record.
     * HIGH CALIBER (HF) <IM> {U}
        Acts as a level 6 Energy or Fighting attack.
     * MOB CONNECTIONS (AJ) <IM> {C}
        Opponent must immediately reveal any Special cards currently held in
            his hand.
     * ONE-MAN ARMY (JU) <IM> {R}
        Overtkill may make 1 follow up attack after Overtkill plays a Universe:
            Teamwork card for remainder of game.
      ____________________________________________________________________

  * RIPCLAW  <IM> {R}                          E: 4   F: 7   S: 5   I: 4   (20)
       ~ If in Reserve, may move to Front Line during same battle teammate is
             KO'd. ~
     * ANIMAL RAGE (LG) <IM> {C}
        Play during battle. In the battle that Ripclaw is KO'd, Ripclaw may
            continue to fight and is not discarded until Ripclaw has taken 1
            additional Hit, or until the end of the battle.
     * CYBERFORCE (MW) <IM> {C}
        Target Character gains +1 to defense for remainder of game.
     * MECHANICAL MUTANT (MU) <IM> {U}
        Acts as a level 4 Strength attack. May be used against Reserve, who may
            defend. If successful against Reserve, Reserve must skip a battle
            before moving to Front Line. 
     * NATIVE MAGIC (GB) <IM> {R} [OPD]
        Acts as a level 7 Energy attack. If successful, Opponent must move 1
            Mission Card from the Completed Missions Pile, to the Reserve
            Missions Pile.
     * PACIFIST HEART (MV) <IM> {R} [OPD]
        Play to Concede battle. Remove all Hits from Ripclaw's or teammate's
            Permanent Record and Hits from Current Battle. 
     * RIP AND TEAR (CU) <IM> {U}
        Acts as a level 3 Strength attack. If successful, Target Character must
            discard 1 Placed card of Opponent's choice.
      ____________________________________________________________________

  * SAVAGE DRAGON  <IM> {R}                    E: 2   F: 5   S: 8   I: 4   (19)
     * AMAZING RECOVERY (EA) <IM> {U}
        Remove all hits with an Energy icon from Savage Dragon's Permanent
            Record.
     * BULLETPROOF (LU) <IM> {C}
        Target Character's Tactic: Artifact cards may not be removed from play
            for remainder of game.
     * CHICAGO PD (ND) <IM> {C}
        Savage Dragon and Savage Dragon's team are +2 all actions against
            Opponent's Battlesite, for remainder of Battle.
     * DRAGON BRAWL (JY) <IM> {U}
        Acts as a level 5 Fighting attack. May not be affected by a card with
            the word "teammate" on it.
     * FREAK FORCE (FE) <IM> {C}
        Acts as a level 3 Strength attack. Each Front Line teammate may make 1
            additional attack.
     * SAVAGE STRENGTH (MB) <IM> {R} [OPD]
        Acts as a level 6 Any-Power attack. If successful, Target Character is
            KO'd by next level 2 MultiPower Power Card Hit, regardless of 
            Inherent Abilities and other Special cards.
      ____________________________________________________________________

  * SHADOWHAWK  <IM> {U}                       E: 2   F: 5   S: 6   I: 6   (19)
       ~ Strength Power cards are +2 when attacking any Character with an 
             Energy Power card Hit in their Permanent Record. ~
     * BACK SNAP (ML) <IM> {R} [OPD]
        Acts as a level 4 Any-Power attack. If successful, Target Character may
            be KO'd using normal KO rules, regardless of Inherent Abilities or
            other Special cards, for remainder of battle.
     * BATTLE ARMOR (AD) <IM> {C}
        ShadowHawk may avoid any numerical attack.
     * BRUTAL REVENGE (EG) <IM> {R} [OPD]
        Acts as a level 5 Intellect attack. If successful, Opponent must
            discard all cards with a Strength icon from hand.
     * HOSPITALIZE (HF) <IM> {C}
        Acts as a level 6 Energy or Strength attack.
     * NIGHT PROWLER (CU) <IM> {U}
        Acts as a level 3 Fighting attack. If successful, Target Character must
            discard 1 Placed card of Opponent's choice.
     * URBAN PREDATOR (MI) <IM> {U}
        Play on Target Character as an attack. Attacks made on Target
            Character, including "Urban Predator," may not be moved to any of
            Target's teammates for remainder of game.
      ____________________________________________________________________

  * SPAWN  <IM> {R}                            E: 8   F: 7   S: 3   I: 3   (21)
     * CIA TRAINING (LZ) <IM> {C}
        Acts as a level 4 Intellect attack. May be used against Reserve, who
            may defend. If successful against Reserve, Spawn may attack Reserve
            for remainder of game.
     * FINITE POWER (ZY) <CG> {X} [OPD]
        Play on Target Character as an attack. For remainder of battle, Target
            Character may not attack unless Opponent also discards 2 cards per
            attack. Cards may be Placed or in Hand.
     * HEAVY WEAPONS (AR) <IM> {C}
        Acts as a level 7 Strength attack.
     * LIVING COSTUME (MF) <IM> {R} [OPD]
        Target Teammate may play any Spawn Special cards for remainder of game.
     * MAGICKAL CHAINS (LV) <IM> {C}
        Choose one Tactic: Artifact card from Draw pile and place in hand.
            Cannot be a duplicate. Reshuffle Draw pile.
     * PRETERNATURAL POWERS (GJ) <IM> {U}
        Acts as a level 4 Energy, Strength, Fighting, or Intellect attack. May
            make 1 additional attack.
     * PROTECTOR OF THE INNOCENT (AD) <IM> {U}
        Spawn or teammate may avoid 1 attack of 9 or less.
      ____________________________________________________________________

  * STRYKER  <IM> {C}                          E: 4   F: 7   S: 6   I: 3   (20)
     * ARMED AND DANGEROUS (JA) <IM> {R} [OPD]
        Discard 1 Strength Power card usable by Stryker to draw 4 cards from
            top of the Draw Pile. May keep duplicates.
     * CYBERFORCE LEADER (MD) <IM> {C}
        Play with Fighting Power card usable by Stryker. Value of Power card is
            added to Venture Total for this battle.
     * DIGITAL IMAGING (MY) <IM> {U}
        Play during current battle. Next battle, opponent must reveal any
            Activator cards in hand and play Activator cards open handed for
            remainder of battle.
     * MUTANT CYBORG (AE) <IM> {U}
        Acts as a level 3 Intellect attack. May combine with 1 MultiPower Power
            card for a single attack.
     * SERIOUS ARSENAL (BO) <IM> {R} [OPD]
        Acts as a level 6 Fighting attack. May combine with 1 Fighting card for
            a single attack.
     * TOUGH AS NAILS (MX) <IM> {U}
        Stryker is +3 to defense against any attack made with a Power card with
            the same Power Type as any Power cards on Stryker's Permanent
            Record for remainder of game.
      ____________________________________________________________________

  * TIFFANY  <IM> {R}                          E: 6   F: 6   S: 4   I: 4   (20)
       ~ Fighting Power Grid Rating is 8 for Defense. ~
     * COSTUME RIBBONS (MG) <IM> {C}
        Tiffany may play Power cards usable by Tiffany that have been Placed to
            any Front Line Teammate for remainder of game.
     * CRUSADE (BP) <IM> {R} [OPD]
        Acts as a level 6 Intellect attack. May be played while Tiffany is in
            Reserve.
     * HEAVENLY AGENT (LX) <IM> {R} [OPD]
        For remainder of game, if Opponent draws cards during battle, Tiffany
            may draw an equal number from Draw Pile. Tiffany must show drawn
            cards. May not keep duplicates.
     * HOLY ORDER (HH) <IM> {U}
        Tiffany may have an unlimited number of Special cards placed on her
            until Tiffany is KO'd. Specials may not be duplicates.
     * LANCE (BA) <IM> {U}
        Acts as a level 3 Fighting attack. Can only be defended by a card with
            an Energy icon.
     * MAGICKAL HUNTER (LZ) <IM> {C}
        Acts as a level 4 Energy attack. May be used against Reserve, who may
            defend. If successful against Reserve, Tiffany may attack Reserve
            for remainder of game.
      ____________________________________________________________________

  * VELOCITY  <IM> {U}                         E: 6   F: 5   S: 2   I: 3   (16)
       ~ May attack with Power cards while in Reserve. ~
     * CYBERFORCE (MW) <IM> {C}
        Target Character gains +1 to defense for remainder of game.
     * HIGH-SPEED REFLEXES (AA) <IM> {C}
        Acts as a level 4 Fighting attack. May make 1 additional attack.
     * INTERNAL HARDWARE (NA) <IM> {R}
        Play during battle. During Discard Phase of next battle, Velocity may
            remove all Hits with a Value of 4 or less from Velocity's Permanent
            Record.
     * PROTECTIVE SKIN (MX) <IM> {U}
        Velocity is +3 to defense against any attack made with a Power card
            with the same Power Type as any Power cards on Velocity's Permanent
            Record for remainder of game.
     * QUICK THINKING (EG) <IM> {R} [OPD]
        Acts as a level 5 Intellect attack. If successful, opponent must
            discard all Special cards from hand.
     * SPEEDTHROUGH (MZ) <IM> {R}
        Opponent must discard 1 Placed card of Velocity's choice. May be played
            from Reserve.
      ____________________________________________________________________

  * VIOLATOR  <IM> {R}                         E: 4   F: 6   S: 7   I: 2   (19)
     * CLOWN MORPH (AZ) <IM> {U}
        Target opponent may not attack Violator for remainder of battle unless
            Violator attacks him first.
     * CONNIVE (MJ) <IM> {C}
        Violator may Place Artifact cards face down for remainder of game.
     * DARKLANDS ARMY (MC) <IM> {VR} [OPD]
        Acts as a level 11 Energy, Fighting, or Intellect attack. Violator's
            Team may not attack for remainder of battle.
     * DEMONIC POWERS (AR) <IM> {C}
        Acts as a level 4 Fighting attack.
     * DEVIL'S ADVOCATE (LF) <IM> {C}
        Target Character must discard 1 Placed Tactic card.
     * HEART ATTACK (AS) <IM> {R} [OPD]
        Acts as a level 9 Energy attack.
      ____________________________________________________________________

    VOODOO
     * DANGEROUS DANCER (JM) <IM> {R} [OPD]
        Opponent must move 1 Mission Card from his Completed Missions Pile to
            his Reserve Missions Pile.
     * TRUE VISION (CZ) <IM> {R} [OPD]
        Acts as a level 4 Intellect attack. If successful, Target Character
            must discard all Placed cards into Dead Pile.
     * WILDC.A.T. (NE) <IM> {U}
        Target Character may follow up a Universe: Teamwork card with any Power
            card, regardless of Power Type.
      ____________________________________________________________________

  * WITCHBLADE  <IM> {R}                       E: 7   F: 7   S: 3   I: 4   (21)
     * BIOMECH TENDRILS (LZ) <IM> {U}
        Acts as a level 4 Strength attack. May be used against Reserve, who may
            defend. If successful against Reserve, Witchblade may attack
            Reserve for remainder of game.
     * THE CHOSEN (NB) <IM> {VR} [OPD]
        Acts as a level 11 Fighting attack. Witchblade's teammates may not
            attack for remainder of battle.
     * ENERGY WRATH (AS) <IM> {R} [OPD]
        Acts as a level 8 Energy attack +1 for each Hit on Witchblade's
            Permanent Record.
     * FORENSIC SCIENCE (NC) <IM> {U}
        If Witchblade's team won Venture Total last battle, add 2 to Venture
            Total this battle. If Witchblade's team lost Venture Total last
            battle, add 4 to Venture Total this battle.
     * NYPD INSTINCT (AE) <IM> {C}
        Acts as a level 3 Fighting attack. May combine with 1 MultiPower Power
            card for a single attack.
     * PROTECTIVE DRIVE (LU) <IM> {C}
        Target Character's Tactic: Artifact cards may not be removed from play
            for remainder of game.
      ____________________________________________________________________

    WYNONNA EARP
     * FAMOUS LINEAGE (AA) <IM> {U}
        Acts as a level 5 Any-Power attack. May make 1 additional attack.
     * SHOOTOUT (FD) <IM> {R} [OPD]
        Only Wynonna Earp and Target Character may attack, be attacked, or
            defend this battle.
     * SMOKING GUNS (LX) <IM> {R} [OPD]
        For remainder of game, if Opponent draws cards during battle, Wynonna
            Earp may draw an equal number from Draw Pile. Wynonna Earp must
            show drawn cards. May not keep duplicates.
      ____________________________________________________________________

  * ZEALOT  <IM> {R}                           E: 3   F: 8   S: 4   I: 5   (20)
     * CLEF BLADE (EM) <IM> {U}
        Acts as a level 4 Strength attack. If successful, Opponent must discard
            1 card of Opponent's choice from Hand.
     * CODA DISCIPLINE (MO) <IM> {C}
        Acts as a level 3 Fighting attack, +1 for each Teammate with a Fighting
            Rating of 6 or greater.
     * KHERUBIM (MP) <IM> {R} [OPD]
        Play during battle. For remainder of game, any Special played by Zealot
            or Zealot's teammates may not be Negated until "Kherubim" is
            Negated.
     * SISTER'S SUPPORT (LY) <IM> {U}
        Play with any Power Card usable by Zealot. For remainder of game,
            Zealot does not have to discard duplicates of chosen Power Card's
            Power Type and Value.
     * WARRIOR SOUL (MC) <IM> {VR} [OPD]
        Acts as a level 11 Strength, Fighting, or Intellect attack. Zealot's
            Team may not attack for remainder of battle.
     * WILDC.A.T. (AD) <IM> {U}
        Teammate may avoid 1 attack.
_______________________________________________________________________________

L O C A T I O N   C A R D S

  * CODA ISLAND  <IM> {U}
     ZEALOT, GRIFTER, VOODOO, FAIRCHILD, GRUNGE, SPARTAN
       ~ Coda Island Team's Intellect Power cards are +1 to attack. ~

  * NEW YORK CITY  <IM> {C}
     THE DARKNESS, WITCHBLADE, STRYKER, RIPCLAW, VELOCITY, BALLISTIC
       ~ New York City Team is -3 to Venture Total per Battle. ~

  * OMNIVERSE  <IM> {U}
     ANY TOURNAMENT LEGAL TEAM, USING NORMAL DECK-BUILDING RULES.
       ~ Opponent's Team is -1 to Venture Total per Battle. ~

  * SPAWN'S ALLEY  <IM> {U}
     SPAWN, VIOLATOR, TIFFANY, OVERTKILL, CURSE, CY-GOR
       ~ Spawn's Alley Team Characters may only have up to three cards Placed
             to each Character. ~
_______________________________________________________________________________

P O W E R   C A R D S

 MULTIPOWER  <IM>
  * 1M {C}         Valaria & Janus
  * 2M {C}         Threshold
  * 3M {C}         Witchblade
  * 4M {C}         Spartan
  * 5M {VR} [OPD]  Tiffany

 ANY-POWER  <IM>
  * 8A {VR} [OPD]  Union 

 ENERGY  <IM>
  * 1E {C}  Houdini
  * 2E {C}  Jamie
  * 3E {C}  Nottingham
  * 4E {C}  Rainmaker
  * 5E {C}  Backlash
  * 6E {C}  Fahrenheit
  * 7E {C}  Misery
  * 8E {C}  Redeemer

 FIGHTING  <IM>
  * 1F {C}  Clown
  * 2F {C}  Curse
  * 3F {C}  ShadowHawk
  * 4F {C}  Spawn
  * 5F {C}  She-Dragon
  * 6F {C}  Black Anvil
  * 7F {C}  Majestic
  * 8F {C}  Zealot

 STRENGTH  <IM>
  * 1S {C}  Twitch
  * 2S {C}  Rapture
  * 3S {C}  Freefall
  * 4S {C}  Tremor
  * 5S {C}  Ripclaw
  * 6S {C}  Stryker
  * 7S {C}  Overtkill
  * 8S {C}  Cy-Gor

 INTELLECT  <IM>
  * 1I {C}  Grunge
  * 2I {C}  Violator
  * 3I {C}  Killrazor
  * 4I {C}  Grifter
  * 5I {C}  Fairchild
  * 6I {C}  Tyson Stone
  * 7I {C}  Jason Wynn
  * 8I {C}  Malebolgia
_______________________________________________________________________________

U N I V E R S E   C A R D S

BASIC

  * 6A +2  <IM> {VR}  Power Blast (Spawn)

TEAMWORK

  * 6E SI +1+2  <IM> {C}  Spawn  (+1I TO 2ND TEAMMATE=>+2I)
  * 6F ES +1+2  <IM> {C}  CyberForce
  * 6S FI +1+2  <IM> {C}  Gen 13
  * 6I EF +1+2  <IM> {C}  Freak Force

ALLY

  * 5E 3E  <IM> {C}  T.I.M.M.I.E.
  * 6E 1E  <IM> {C}  Cog

  * 5F 3F  <IM> {C}  Link
  * 6F 1F  <IM> {C}  Sam Burke

  * 5S 3S  <IM> {C}  Qeelocke
  * 6S 1S  <IM> {C}  Rita Medermade

  * 5I 3I  <IM> {C}  Christina Reid (ShadowHawk)
  * 6I 1I  <IM> {C}  Chip
_______________________________________________________________________________

T A C T I C   C A R D S

ARTIFACT

  * 6E 6A  MYRLU SYMBIOTE  <IM> {VR} [OPD]
     Teammate may play any Power card currently usable by Front Line for
       defense.

  * 6F 6A  THE WITCHBLADE  <IM> {VR} [OPD]
     Teammate may play any Power card currently usable by Front Line to attack.

  * 6S 6A  SHADOWHELMET  <IM> {R} [OPD]
     Teammate may make 1 attack after Opponent has Conceded the battle.
       Opponent may defend.

  * 6I 6A  LINKSTONE  <IM> {VR}
     On his turn, Teammate may discard 1 card from top of Draw Pile to Dead
       Pile to immediately play any card Placed to any Front Line character.
_______________________________________________________________________________

M I S S I O N   C A R D S   A N D   E V E N T   C A R D S

  * SHATTERED IMAGE  <IM>
     * 1  {U}  Disconnected Man
     * 2  {U}  Savant/Zealot
     * 3  {U}  Savage Dragon/Barbaric
     * 4  {R}  Entropy
     * 5  {U}  Spawn
     * 6  {U}  ShadowHawk
     * 7  {U}  Velocity/Ripclaw
  * Events:
     * CYBERFORCE VS. THE MERCS...  <IM> {U}   Ripclaw & Deathtrap
        No attacks may be moved from the Target Character to another Character
            this battle.
     * ENTROPY FIELD...  <IM> {R}              Clown
        No Activator cards may be played this battle.
     * GEN 13 VS. THE REGULATORS...  <IM> {U}  Gen 13 & The Regulators
        No cards with the word "Negate" may be played this battle.
     * MIGHTY MAN TO THE RESCUE...  <IM> {U}   Mighty Man
        Take two cards from Hand and set aside. Play battle under normal rules.
            At end of battle, reveal chosen cards. Player with higher total may
            move 1 Mission card from the Defeated Missions Pile to the
            Completed Missions Pile.
     * SPAWN SPIES...  <IM> {U}                Spawn
        No cards with the word "Draw" may be played this battle.
     * WITCHBLADE ON THE SCENE...  <IM> {R}    Witchblade
        All Power cards may be played by any Front Line Character this battle.
_______________________________________________________________________________

O T H E R   I M A G E   O V E R P O W E R   C O L L E C T I B L E   I T E M S

  * RULES OF PLAY INSTRUCTION BOOKLET
     * IMAGE OVERPOWER logo cover, Japanese translation  <IM> <SD> <OR>
      ____________________________________________________________________

  * STARTER DECK Contains 60 game cards
     * IMAGE OVERPOWER Random Heroes  <IM> <TP> no Rules of Play
     * IMAGE OVERPOWER  <IM> <OR> has Japanese Rules of Play
      ____________________________________________________________________

  * STARTER DISPLAY BOX
     * IMAGE OVERPOWER Expansion ( 12 Starter Decks )  <IM> <TP> <OR>
      ____________________________________________________________________

  * BOOSTER DISPLAY BOX
     * IMAGE OVERPOWER Expansion ( 36 packs, 15 cards each )  <IM>
      ____________________________________________________________________

  * UNCUT SHEET OF IMAGE OVERPOWER CARDS Numerous different exist  <TP>
_______________________________________________________________________________

C H E C K L I S T   C O D E   K E Y

(XX)   Special card two-letter codes (reference: OverPower Specials Guide)
=>     Actual => correction or official errata
~ ~    Inherent Ability text
<CG>   Convention Giveaway exclusive (Wizard World)
<IM>   Image OverPower expansion/base set
<OR>   Overseas Release (distributed in Japan)
<SD>   Starter Deck exclusive insert
<TP>   Tournament Prize/Giveaway exclusive
{C}    Common rarity level within same expansion
{U}    Uncommon rarity level within same expansion
{R}    Rare rarity level within same expansion
{VR}   Very Rare rarity level within same expansion
{X}    Unspecified rarity level
[OPD]  One Per Deck designation