Hasbro P-O-X Instructions
Hasbro P-O-X is an interactive gaming device that allows users to create, customize, and battle their own POX Infectors. With the ability to select from various body parts, players can build powerful Infectors and engage in strategic battles against opponents. The game offers a solo Arena mode to collect new body parts and a multiplayer Fight mode to challenge other players, encouraging strategy and skill development.
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We will be happy to hear your questions or comments about this
game. Write to: Hasbro Games, Consumer Affairs Dept., PO. Box
200, Pawtucket, RI 02862, or phone: 888-836-7025 toll-free).
Canadian Consumers please write to: Hasbro Canada, P.O. Box 267,
Station A, Longuevil, Quebec JAH3X6
© 2000 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
U.S. Patent Pending.
Printed in China,
TEE an nm mm
www. hasbro.com
Register your progress on p-o-x.com and
become a POX Researcher.
| PR d0F DO a. alot
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AEE OF CONTENTS
The Controls of Your Unit
| Battery Information
Moving Around Map
FORGE - Building POX
ARENA - Solo Game
FIGHT — Muliplayer Game
STASIS
LIBRARY
INFO
BATTLE CLOCK
Troubleshooting
E E m TT ep a
Fee Tu io RAT Fr ac
1 Ip SEE ET D
Page 4
Pages 6-8
Pages 10:11
Pages 12-15
Pages 16-20
Pages 21-25
Pages 25-26
Page 27
Page 28
Page 29
Page 30
Create and control the most powerful POX Infectors. Send them
to battle other Infectors and collect the most Victory Points,
INTRODUCTION
In the game, you create POX
Infectors by choosing from your
available body parts. In the
solo game, use your
Infector to work through
levels, battle enemy Infectors
and win different body parts.
In the multi-player game,
send your Infectors to battle
other players who own POX
units. Defeat their Infectors
and steal their body parts.
THE CONTROLS OF YOUR POX а inten
CONTAINMENT UNIT (PCL) THE POX SPECIES
The color of your unit shows which one of the. three Species it is.
Each species has its own set of special abilities.
Button D- | iy i CARES
4-direction
movement Hon:
Main Menu
x
о ВИНО? | E Y CEE] | PLASMO™
The Red Spino have ‘ The Green Cycro have | The Blue Plasmo have
[a у UT @ Button B- strength, power and speed, agility and deception, defense
\ er Po XI Confirm/Choose/ = force, stealth, and camouflage.
ri ИХ Y Go Forward e
Ny Ma =D | Button C-
% Cancel/Go Back
On/Off power Send-
Sleep or Wake Start Battle Cycle
4
HATE uu
Your POX unit has a slide switch on the battery door. This
switch controls the back up power. To Insert Batteries:
Loosen the screw, then slide the switch to open and remove the
battery door. Insert 3 AAA size batteries (we recommend
alkaline), making sure to align the + and - with the markings in
the plastic. Replace the door, slide the switch to close and
tighten the screw,
slide switch Screw
Open/Close
6
Low Batteries Warning and Replacement:
When your batteries run low, à battery icon
appears on the screen. The PCU may not
respond to button presses. This is done to protect
your library. You must replace the batteries.
IMPORTANT: When replacing batteries, have
the new batteries ready. Loosen the screw and slide the
switch to Open, This activates the stored power, Remove
the old batteries and replace with new batteries within
30 seconds. As soon as the batteries are replaced. slide
the switch back to Close and tighten the screw,
WARNING: If the unit runs too long on stored power
you risk resetting the unit. If this happens, you lose all of
your progress in the game, including everything
collected in your Library. al
BATTERY CAUTION:
|
2)
3
As with all small batteries, the batteries used with this game
should be kept away from small children, who still pui things
in their mouths. If they are swallowed. promptly see a doctor
and have the doctor telephone 202-625-3333 collect.
Make sure the batteries are
inserted correctly and follow
fhe game and battery
manufacturers” ul MED CE
Instructions, | E. des
AAA
Do nof mix old and Пе =: ; Я y EL ns EE 7
batteries, or alkaline, y CR a 283
standard [carbon-zinc], or ww. aE 4
rechargeable [nickel- tir, TE
cadmium) batteries a
8
GETTING STARTED *
Press the On/Off button. The POX logo and the Species logo
of your PCU appears on your screen.
Naming: Any time you input a name or ID, you must fill in 6
spaces. Press left/right fo select letters, numbers ог с blank
space. Press Confirm to choose, Press Cancel to erase or back
up. Once you have filled 6 spaces, you cannot back up or
change a name or ID. It has been locked in.
1. INPUT NAME: Input your name.
2. INPUT ID: Think of a Unique or special ID name for
your PCU,
Note: Don’t use the same ID name as a friend, If
wo units have the same ID name, they cannot
fight each other.
If this is your first time using the unit, FORGE
Appears, so you can create a POX Infector.
9
er Whenever you are lost, press | ists GLL:;
E sen "e ¥ Button A Button À to get back to Main Menu <q x DLL
Canfirm= Press Button B
Confirm Al ir
Cont im Confirm
Turn "ON" ar "OFF" Choose “ON or OFF" to start fight
Battle other Lab with defeatad
specific infectors players a infectors
Confirm Confirm
Confirm Con ET
DISSECT POX
Remember to turr
to AF "CN"
10
“STASIS <> FORGE <>
Build POX
infectors
Confirm
CREATE POX
Select head, body and
tail to build an infector
Select WA.D.
combat sequence
Mame vour infecter
LIBRARY. Qu
Avallable
body parts
Confirm
Scroll the 3
FOX species
Confirm
View parts
BATTLE
CLOCK
Time laft
to battle
Confirm
Clock shows
0:15:00
pr fmt il ЧЕ E
CREATE P
create your Infector, you select ¡ts body parts. Use left/right to
scroll through the list of available body parts. The image of the
body part, its part number, screen name and the target POX
icons [that show which species the body part is effective
against] appear.
I. HEAD SELECT - Press left/right to view
| HEAD |
heads. Press Confirm to select one. Use Sg | sees x
Cancel to back up or change your selection. | [_____ 05L-aceu
2. BODY SELECT - Press lefi/right to view vs | |
bodies. Press Confirm to select one, Use Son -весу
Cancel to back up or change your selection, SHADARMEA
3. TAIL SELECT - Press left/right to view tails, | GATE |
Press Confirm to select one. Use Cancel to e 3
Ь Le H в i Ln 0SL=-ACCL
ack Up or change your selection. | tia SHabanHe
E
« GALUSUER
12
4. W.A.D. SELECT - You must program how your Infector fights.
This combat sequence is called WA D. (WITHe AT DEFEND).
Scroll through Head, Body, and Tail to select parts for
W.A.D. Press Confirm to select. Use Cancel to back up or
change your selection.
* Attack WITH: Choose the body part you want your
Infector to attack with [either its head H, body B or tail T).
* Attack AT: Choose where you want your Infector to strike its
opponent (either the opponent's head H, body B or tail T).
* DEFEND with: Choose the body part you want your
Infector to use to defend itself [either its head H, body
B or tail T),
Each battle phase contains three attack/defend rounds.
Repeat the three steps two more times to complete the W.A D,
(WITHe AT* DEFEND) Combat Sequence. Note: you can assign
the same body part over and over again,
13
iy - | DEFEHD || In FIGHT, you battle with
à 4 EDDY + this sequence.
= E T HE In the ARENA, you must
et E.T..T reprogram the W.A.D, fo
| ен H H [J defeat enemy Infectors.
|
>. INPUT NAME - Name the Infector you just created. Use 6
spaces as explained in Naming on page 9. This Infector is
now stored in your lineup. An icon for this Infector appears
at the top of your screen.
т = |
If this is your first time playing, the game takes
you back to the Main Menu.
NOTE: You can create more Infectors, but only four can be
stored in the game.
14
The Reference Guide: All the POX body parts are listed on
the Reference Guide sheet. If lists the special abilities each
body part owns. Each body part has three different numbers.
Each number has a different target POX species color code.
This tells which species the part number is effective against.
Scroll left/right from CREATE POX to PURGE POX to delete
an Infector you created,
1. Scroll through your POX >
Infectors and choose one dee
to purge, a E A
2. Choose Yes and that POX’ BEER AC
Infector is cleared from ho ЕО,
your PCL.
NOTE: You cannot purge the
Infector with brackets.
15
. fre |
cea
Sr
Fe
ARENA SOLA Ч
Object: Collect new body parts and add them lo your library.
Use these parts to create stronger more powerful Infectors
|. NAME SELECT - Choose an Infector to play. Use left/right
lo scroll Through your lineup and press Confirm Choose
Yes to play that Infector.
2. SELECT LEVEL. Use left/right to choose the level vou wish
to play. If this is the first time you have entered the ARENA,
only one level is available Choose Yes to start. Choose No
to back up. Note: There are 17 levels in the Solo game.
3. Use Button D to move through ARENA, Each level includes
various tasks and battling opportunities Doors may be locked.
teleporters may take YOU fo another area of the level and most
have secret areas that hold surprises.
NOTE: Press Cancel to see the STATUS of your Infector while if is
in the ARENA, Press up/down fo see Hit Points, body part names
and earned currency. Press Cancel again to return to the ARENA.
16
AT aie Ti a Hil
Ls a oar Bat
ET GE a
3 ye 5 ye TER Tel
Fay о — “= ==
Battling in ARENA | STATUS |
When you bump into an ENEMY POX DEN
Infector, its data is shown. Press Confirm ED 30 HF
lo see the ENEMY POX Hit Points. Pres: AA
Contirm again to do battle. You must Fe
program your combat sequence (МУЗА.
SPIKE
Y
30 HF
1 30Hp
for this battle. NOTE: This doesn't change the way you
programmed your Infector in FORGE, it changes only for this
fight. After you program W.A.D., the battle begins.
Hit Points are reduced when your Infector incurs damage to
its body parts.
IF the Hit Points of any body part reach zero, your Infector is
immediately teleported out of the ARENA, healed and placed
back in the LINEUP
During any battle you can press Confirm to skip the batile
and show the outcome.
17
* Press the Confirm button to see the end and outcome of
the battle.
* Earn currency by defeating Infector enemies and bursting
cryopods.
Other things you find in ARENA
| Portal: The
Lo door you enter
gills. | fo play the level
uz | Cyropods: Burst
E] them to collect good
| and bad things.
Li
Pylons: Markers that
help you identify your
location within the
level,
| Currency: Used in
the Body Shop to
| purchase healing.
Doors: Some are
hidden, closed or
locked and you
must find the way in.
18
The Body Regeneration Shop
Each level has a Body Shop
where you can use currency to
obtain healing proteins and Hit
Points for your Infector.
In the shop, your CURR (currency)
amount and three items and their
costs are displayed. You can only
purchase items if you have the
currency to spend. To leave the
"rs [EODY SHOP]
= E CURR, €
1+5T0 A EDDYPART |
Ce HEAI 1 EODYPART
7 3 HEAIANIBODYPART
Body Shop press Cancel.
You can spend as much
CURR as you have available.
The POX Overspore
You cannot battle the Overspore if you have not completed
all your tasks in each level. Battle it as you battle the other
enemies in ARENA. Once you defeat the Overspore, go on fo
burst the cyropod holding a new body part and collect it.
19
Tou must then SELECT which species you want the part to
target. Pick one of the three choices and add it to your Library,
Learn more about body parts in the
Reference Guide sheet т
The additional body part builds up E
your Library and allows you to build |
sironger more powerful Infectors. EA
All the body parts in your ARENA
belong fo your Species. Collect +
other Species’ body parts by fighting
other players.
The Overspore guards
the cyropod that
contains a body part.
Defeat the Overspore
and burst the cyropod
to collect the part, Add
it to your Library.
After you collect the body part,
your Infector is healed and sent to
the next level,
Press Main Menu to leave the ARENA at any time.
20
FIGHT - MULTIPLAYER GAME 12
You need two POX Units to play this section of
the game.
Object: Defeat other players’ Infectors, dissect them and
collect their body parts. Try to win the most victory points,
Create four Infectors [a full lineup) before you go to FIGHT. The
Infector in brackets fights in the RF. The remaining Infectors
defend your PCU from Intruders.
The RF (Resonance Field)
The RF is the wireless technology that transmits Infectors out of
the PCU. You can fight other players up to 30" away. The RF
works through coats and backpacks. It may also work through
some obstacles and some walls. Set up your PCU to begin
transmitting before you enter an area where others are
playing. The battle takes place automatically.
21
SWITCH POX - To put a
different Infector in the gate,
choose SWITCH POX. Scroll
left/right to move the bracket
(9) ® = =
This Infector is in the gate,
ready to enter the RF,
fo the Infector you want to send to the RE. and press Confirm. If
you have only one Infector, it automatically goes into the gate.
STARTING THE FIGHT —
f the Infector you wish to send to the RF is in the gate (with
brackets around it), you are ready to Fight. To begin the battle,
you must first turn on the RF
Press Button A (Main Menu). Use left/right to scroll
to OPTIONS, press Confirm. Scroll to RE press
Confirm. Scroll to ON and press Confirm. Press the
SEND button and the battle cycle begins.
22
The Battle Cycle: When the battle cycle is re |
active, the transmit icon appears. Your Infector can | 2
battle other Infectors it encounters for approximately 5
minutes. When the icon disappears, you must press the SEND
button again to reactivate the battle cycle. During this time, you
may not access some of the areas in your PCU. See BATTLE
CLOCK for more details about time in the RF
WIN OR LOSE cn
When your Infector meets another player's Infector in the RF,
your PCU makes a beeping sound. This means a battle has
occurred. Check your unit and STASIS periodically to see
your progress,
If your Infector is victorious: You collect the defeated
Infector. It is now stored in your STASIS area for dissection.
See STASIS for more details. You collect 1 victory point for
your Infector and 1 for your PCU. Your screen continues to
show your Infector.
23
If your Infector is defeated: An Intruder Infector appears
on your screen replacing your Infector. This Intruder locks up
your UNIT until you defeat it. Go to Main Menu, GAME, then
FIGHT. Choose ATTACK GATE and choose another Infector
from your lineup to try and defeat the Intruder. Choose
confirm, then YES and the battle continues inside your PCU.
You can continue doing this until you have exhausted your
lineup, or defeated the Intruder
The Intruder is
blacked out on
your screen. Send
| Infectors from
your Lineup to
battle it,
Beware. An Intruder that remains in your PCU after the battle
clock runs down disappears, but it deactivates one of the bod
parts in your library. You must play the ARENA level where the
part was collected to reactivate it. If Infectors battle to a
tie, each Infector is thrown back to its PCU.
24
REPLAY - After a battle, you can view an animation
sequence that shows the last batile fought. Press Confirm to
show the victor.
The Stasis Lab stores defeated Infectors until you dissect and
ourge them. Up to 8 may be stored at one time. Choose
between DISSECT POX and PURGE.
DISSECT POX - Use left/right to scroll through the Infectors
that are in Stasis. Press Confirm to view body parts. If dot
appears next to the body part, you already have it If the part
has a greater hit point value than the one in your Library, you
see an up arrow above the dot. You may choose this part to
increase the Hit Points of the part you already own. f you see
a down arrow below the dot, the part has less Hit Point value
and should be purged.
25
You may only dissect one of the three
body parts from each Infector. Move
up/down to highlight a body part.
Press Confirm to select and add it ta
your library. The remaining parts are
purged and that Infector is destroyed.
PURGE - If the Infector has
nothing of value to you, PURGE
it from STASIS. It is destroyed,
26
LA:
У
greater
Hit Points
If dot
— appears, you
have this part.
lesser
Hit Points
LIBRARY (BODY PARTS) Ty
The LIBRARY lists all the body parts you own or have earned
that are stored in your PCU. They are divided by species. Use
left/right to scroll through the three species. Press Confirm to
see the species list of parts.
Use up/down to scroll through the parts within a species.
The body part, its number, name, the 2 target POX species it is
effective against, and hit points are shown.
All of the Body Parts are shown on the Reference Guide sheet.
E EE |
127 OCCULARI ER
128 OCCULARI R6
129 OCCULARI sE
27
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E] i: SEL ER ERT An Pi vi | |
INFO displays all the information about the Infectors you
created and your PCU. Choose between LINEUP or PCU.
LINEUP - Use left/right to display an Infector. The Infector icon
above POX INFO blinks to show which Infector is displayed. Its
name and victory points are shown. Press down and all”
statistics scroll by (number, name of head, body and tail parts
the species each part is effective against and its Hit Points)
Press down again to view the Infector's WALD, |
PCU This displays Your name, the ID n
' ame of the P
total number of victories, € FSU and the
28
BATTLE CLOCK - ®
Once you have started Battle you have 15 minutes to combat
other POX. If an intruder infects your PCU you must clear
it before the Battle Clock runs out. While the Battle Clock is
running, you may not replace the POX in your gate.
As the clock runs down, the sections
disappear one at a time.
29
* RESET BUTTON: lo reset the game at any time, press this
button. Warning: This resets the game fo the beginning.
You lose all your Victory Points and the Library parts
you collected.
* SLEEP MODE: If the image on the screen disappears, the
unit has gone to sleep. Press the ON button to wake it u
Handle the game carefully. i
Use the clip to wear it on a belt
Store the game away from dusty or dirty areas,
Keep the game away from moisture or temperature
extremes.
* Do not disassemble the game. If
and replace the Sata: >
* Avoid dropping the game as much as possible.
* # т 9
FAA Regulations
Caution: Since your POX unit uses RF technology similar to that found
in cellular phones, DO NOT use POX on board aircraft. Please turn off
your POX when travelling by air.
30
FCC Statement
This device complies with Part 15 of the FCC Rules. Operation is
subject to the following two conditions: (1) This device may not cause
harmful interference, and (2) This device must accept any interference
received, including any interference that may cause undesired
operation. This equipment has been tested and found to comply with
the limits for a Class B digital device, pursuant to part 15 of the FCC
Rules.These limits are designed to provide reasonable protection
against harmful interference in a residential installation. This equipment
generates, uses, and can radiate radio frequency energy and, if not
installed and used in accordance with the instructions, may cause
harmful interference to radio communications, However, there is no
guarantee that interference will not occur in a particular installation. If
this equipment does cause harmful interference to radio or television
reception, which can be determined by turning the equipment off and
on, the user is encouraged to try to correct the interference by one or
more of the following measures:
|. Reorient or relocate the receiving antenna.
2. Increase the separation behween the equipment and receiver,
3, Consult the dealer or an experienced radio/TV technician for help.
Changes or modifications to this unit not o tra approved by the
party responsible for compliance could void the user's authority to
operate the equipment.
31
REFERENCE GUIDE
Haw to use this Refarenca Guida:
This guide is a list of all known body parts and documented
abilities. [lis lo be used as a guide to help the Agent track
progress in collecting body parts, to plan what combinations
of body parts work best for their selected species and to educate
à new player about the use of the parts in the WA D, combat
тн Sequence. Mis divided by species and each part listed has a
X description oí how it functions il activaled in combat.
HH
ABILITIES: All body parts of a POX Infector are bio-mechanical weapons systems thal are
eflective agamst all species of POX Infectors. Each body part has à unique ability that effects the
combat sequence or does additional damage when it's used 1a attack or defend.
TARGET SPECIES: These abbreviated letters represent the.color/species targets that an
ability will activate against in combat.
RG -Activaled when unit fights a Red or Green Unit
GE -Activaled when unit fights a Green or Blue Unit
BH -Acthated when unit fights a Blue or Red Unit
LAYOUT: This is an overview of the layout of each body part as it appears in the Reference Guide
(Target Species Code)
|
000 RG SHORT NAME (Full Name) Body Part Type Frequency Trigger
(Part Code] 000 GB Flavor text part description in détail
000 ER
Effect: {the basic efioct of the part in combat)
W. A DLIWITH*AT*DEFEMNDICOMBAT SEQUENCE!
2 vanables that you program into your POX Infaclor: With, At and Defenid. Еха тре: ТЕН
B T FH
FREQUENCY 6: TRIGGERS: These are definitions of how lhe abilities TE B
activale in combat. Some definitions indicate when the activation takes place in combat.
1 Activation - This ability is activated onby once in combat.
Always - This ability is always active.
Before - Ability that is activated before the first combat phase
Automatic - Ability that is activated automatically.
Hit Trigger - Ability hal is activated when it hits vs. 2 body color,
Blocked Trigger - Ability that is activated when it makes a block vs. a body color.
Damage Trigger - Ability Ihat Es activated when it lakes damage vs. a body color,
Bump Trigger - Ability that is activated when it is blocked vs. a body color.
NORMAL DAMAGE: Ábody part used to attack does damage when it hits an opponent,
This damage is 10% of the attacking body parts hit points.
Example: A body part with 30 HP will do 3 points of normal damage when it hits an opponent,
SPECIAL DAMAGE TABLE: This table should be used when assigning “SPECIAL” or
extra damage. The damage is determined by the number of Hit Points of the attacking body part.
If body part AP= 30-100 then Special Damage= 3 If body part HP= 110-200 then Special Damage= 7
If body part HP= 210-300 then Special Damage=11 If body part HP= 310-400 then Special Damage= 15
If body part HP= 410-500 then Special Damage= 20
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SPINO reo)
(Spinoblast Violidae) Abéities: Power Strength Force
Sciontists first cataloged this species because the virulent and aggressive
- tendencies were so pronounced that they immediately struck oul al every type
of active or passive probe directed al them. The neuromuscular response was
EAT measured as a total output of al avañable energy.
001 RG PRIMEMO (Primary Acronodes) Head 1 Activation Before
CEL? 002 GB Neuroscanning crgan thal examines an opponent before battle begins.
003 BA The scan does minimal damage to all parts of an opponent.
Effect: All opponents body parts are damaged before combat begins for 10% altackers HE
004 RG DUALMODE (Dual Phase Acronodes) Head À Activation Belore
ca 005 GB Cranial power storage gland that doubles the attack strength of the frst
006 BR attacking body part. Drained until combat is over.
Effect: This Infector's first strike is doubled, if blocked then no efiecl
007 AG CRIMSON (Crimson Plague Acronodes) Head Always Before
1 00868 Acide neuroscanner thai does medium damage lo an opponent but has a
009 BR feedback feature thal damages the attacker as well,
Efiact Does 5 damage lo each body part on both Infectors af the beginning of each loop.
в 010 RG TRINODE+ (Tiphage Adrenal Acronodes) Head Always Before
011 GE Adrenal gland thal greatly enhances the damage dealt by the body cañed
012 BR Trispore {Triphage Spores).
Efiact This shifty doubles all damage dealt by the Trispore ability for remainder of comba.
SPE 013 RG ADREMODE {Adrenal Acronodes) Head Always Before
014 GB Oversized adrenal glands thal double the damage of all attacking body parts.
015 BR Effect AN damage this infector deals is doubled for remainder of combat.
BODIES —
016 AG TRISPORE (Tiphage Spores) Body Always Hit Tigger
M7 GB Rady that divides Hs damage mio 4 loxic packet wih 4 chambaers. 1 it hits the
018 BR packet explodes and delivers damage 17 all ¿ 0 Ine CPponentá Dedy pars.
Effect Special damage is spread oul evenly among opponent's three sections.
019 RG TRAMPLES (Trampliier Spores) Body Always Hit Trigger
020 GB This body part pects spores that absorb energy from the target part Iey hit.
021 BR This energy is transfered back to the atacker and added to the next attack.
Effect: Phase 1 damage = 10% HF phase 2 damage = 20%, repeal
022 AG ADAPTIVE (Adaptive Blastocyles) Body 1 Adivalion Bump Trigger
jaa 023 GB These “smart” Blastocytes are capable of reprogramming themselves to go
024 BR around a defenders blocking body part on the first phase of combat
Effect if tacked ov first strike, this ability changes the "A" in WARD FH В FBT Te H
vr ua 025 RG H-PHASER (Cranial Amphasers) Body Always Hid Trigger
*" 006 GB In addition to normal damage, his part introduces specialized corrosive
077 BR compounds that target the structures common in all head body parts.
Eñect: This sechon also damages the head for addifional damage. 10% HE
026 RG B-PHASER {Abdomic Amphasers) Body Always Hil Trigger
= - 023GB In addition io normal damage, if this part makes a successful hil, A sends
© D30BR electrical mpulses that targets structures common in all body parts.
Effect This section also damages the body for addiional damage. 10% HE
oy 031 RG T-PHASER (Thorax Amphasers) Body Always Hil Trigger
: = 032 GB If it makes a successiul hil, this part releases a resin-like subslance thal
033 BR renders lail body parís battle and causes additional microfracture damage
Effect: This section also damages the fal kv additonal damage. 10% HP
035 GB This part uses the Kinetic energy of an attack and replicates explosive
036 BR Blastocytes wilhin fsell and adds them each lire il hits,
Effect Damage is cumulaive for each oom
037 RG TITAM-NI (Titanetic Merve Inductors) Body Always Bump Trigger
SE 038 GB These are sell-destructive keech-like structures thal alizch themsshes lo the
039 BR target and explode when the target blocking reflex relaxes,
Effect: If blocked, this ability will stil deal 3 HF damage.
TAILS ==
в 040 RG ONESHOT (Single Packel Ferratoxin) Tail 1 Activation Hit Trigger
EM 034 RG EXPANDER (Expanding Blastocytes) Body Always Hit Trigger
041 GB This part carries a single blister packet of corrupt toxin that il delivers io a tangs
042 BR is firet strike. M spends this parket all at once and does regular damage thereat
Effect On the first strike, this ability deals 50% HP for the first hit. normal damage every hil af
043 AG B-LATHE (Brutalathe) Tall Always Hil Trigger
em 044 GB This spinring bladed behemoth weapon adds extra damage when it is retracted
045 BR afer a successhi hil.
Effect: This ability assigns damage af. 15" HF
" 27 046 RG HED-ACHE (Cranial Discosder Tail Always Hil Tigger
047 GB This weapon contains special enzymes that are designed to break down the
M6 BR subcranial membrane that is common to all body sechons. ÁS à result il doubles
he amount of damage ifLhis an opponents head,
Effect This section doubles the damage I would deal i successful on a head shat
049 RG BOD-ACHE (Abdomic Discoider) Tall Always Hit Trigger
es 050 GE This weapon contains special enzymes thal are designed 10 break down the
^ 051 BR fixator muscles common to all body sections. ÁS a result it doubles the amourd
of damage if it hits an opponent's body.
Eñact: This section doubles the damage if would deal if successful ona body shot.
SF ... 052 RG TAL-ACHE {Thorax Discoider) Tail Always Hit Trigger
EA 053 GB This weapon contains special enzymes that are designed to break down the
054 BR skeletal underpinnings that are commen to all Body sections, As a result i
doubles the amount of damage if A hits an opponent's tail.
Effect This section doubles the damage it would deal / successiul on a tal shal
055 RG FISSFUSS (Fission Fusion Duck) Tail 1 Activation Bump Trigger
056 GB This body weapon is friggered by the first blocking reflex it encounters on an
057 BR opponent. M excretes a sticky burning resin to the Blocking part for extra damage
Effect: This section deals 3 HP damage to the first body part that blocks i
2801. 058 RG REOPPRSR (Relay Col Oppressors) Tall Always Hit Trigger
US 059 GB The Relay Coil takes all the available electrical energy from all other body parts
060 BR into itself and shools this cul in one tremendous explosive discharge. As a resul
it shuts down all the other attached body parts to atlack.
Effect This ability ges up all other attacks fo fay ane big hil on opponent
aa |
063 BR
CYCROT"GREEN)
{Cycrocyte Violidae) Abilities: Speed/Agity/ Stealth
This species was harder lo classify because their movement i 50 fast and agile
they only appear as a visual smear on the scanners. A pheromone trace
program and frame rate adjustment of the scanner allowed scientists to finally
see hem in detail
HEADS
064 GB ADVANCER {Advanced Reflex Acronodes) Head 1 Activation Belong
TE 065BR The enhanced electrical connections between this head and other attached
066 RG body parts allows lor a first strike capability
Effect: Player goes first in combat,
067 GB AGRESS-R (Cyclic Aggression Reguialo Head 1 Activation Before
068 BR The analytic quality of thés head is used fo réad the defensivé séquence programmés
069 RG into an opponent. lí no hit is possible, it rotates the attack order of its own parts lo
compensate. Example: If A is HBT, no hit is possible. Next phase À ES THE.
Effect: If the A in WAD does not akow a possible hil, hen miate attack order
yaoi: 070 GB D-SCRAMB (Cyclic Defense Regulator) Head 1 Activation Before
ZH 071 BR This ic the defensive adaptation of the Aggression Regulator. It analyzes an
072 RG opponent's attack sequence and actually reprograms it to attack the head,
body and tail. (Hint when using this part, always defend H.B,T)
Effect: If opponent targets 1 body part with all 3 aítacs, opponent aftack reassigned fo HET
Fri 073 GB AC-RELAY (Adreno Cortex Relay) Head Always Before
PEA 074 BR This head recycles unused energy from other body parts and as à result adds
075 AG an additional strike to itself each phase.
Efiect: This ability adds 1 to the number of strikes by te Ac-relay
Zoos 076 GB HASTENER (Hastrionic Gland Strike) Head Always Before
Pal” 077 BR This gland stores extra energy thal allows another body part an additional attack
073 RG per phase.
Effect Thés Infector gets one extra aftack per rourdl Is first
BODIES — . ы se
4
M
7
=
079 GB FIRSTHIT (Hyperkinetic Blastophage) Body 1 Activation Hit Trigger
030 BR On their first hit, these phages latch on to an opponent and feed energy back to
081 RG the source and use it to replicate, recharge and re-aftack a total of 3 times.
Effect Aftacks 3 times on the first hit
052 GB DISPLACR (Displacer Glands) Body Always Damage Trigger
053 BR These expansive blister-like structures take damage and diminich its effect by
084 RG spreading it throughout the rest of the Infector parts.
Effect: Takes the damage then spreads if arond fio al 3 sections
085 GB REFLEXIV (Reflexive Carapace) Body Always Damage Trigger
086 BR This shield-fke shell has an automatic defense mechanism that blocks a
087 RG second attack even if it Is nod programmed to do so.
Effect: If fut, Reflexiv Blocks the next hit fra would damage it
085 GB ABT-DUCT (Abdo Thorax Inductor) Body Always Hit Trigger
089 BR Destructive probing barbed fibers damage the body and tail sections on an
090 RG opponent first, hen target one of those 2 parts, and repeals this sequence.
Effect: Does damage fo all three sections, then just one, then repeat to tree.
091 GB S-CANNON (Toroidal Spore Cannon) Body 1 Activation Hit Trigger
092 BR A rapid-fire Spare Cannon with rotating barrel shaped structures fires a burst of 6
093 RG spores almost instantly when it attacks,
Effect: Attacks 6 times on the first hit
024 GB JO-RESIN (Jade Resin Carapace) Body 1 Activation Damage Trigger
095 BH This break-away Carapace deflects the energy of the first attack against il back
096 RG fo the attacker
Effect: Defects the first hit against it
097 GB CHAOS-AC (Chaosite Accumulator) Body 1 Activation Hit Trigger
098 BR This part creales a new energetic mobecule when it attacks called Chansite.
09 AG Chaosile usés à type of organic fusion to replicate itself while generating more
encrgy. This allows the actual weapon appendages to strike faster every time it's
used to alfack,
Effect: Gives self curmulative strikes every mono.
: 100GE GRAFTERS(Adrenal Grafi) Body Alway Damage Trigger
- 101 BR This weapon delivers normal damage but has an effective automatic defensive
102 RG mechanism. If this weapon is hit, it takes part of the damage and feeds it back
tn all 3 of the opponent's parts.
Effect: Defiects the damage back fo each of coponents body parts.
5. 10368 ACIDIC-C {Acidic Capacitor) Tall Always Hit Trigger
104 BR This weapon adds unstable acidic compounds that if it hits, spreads it's effect to
105 RG all of the opponent parts, then 1o just the head and tail, and lasthy the body before
it builds up strength and can damage all 3 parts again.
Effect: (es damage to al three sections, then two sections, then one, Men repeat hack to three
106 GB VSPITTER (Stun Venom Spitter) Tail 1 Activation Hit Trigger
107 BR This weapon adds a gooey venom that stuns and temporarily paralyzes
108 RG the part it hits for 5 rounds of combat.
Effect: This atitly stuns an opponents ability for 5 rounds on its first strike,
109 65 EX-TOXIF (External Toxifilter; Tall Always Damage Trigger
110 BR This series of membranous outer coverings automatically absorbs all damage
111 RG for 4 rounds before they break and let the damage come through. They quickly
regenerate to absorb mare damage again.
Effect Accumuiales the damage, then applies it all every 4 rounds,
112 GB B-WHIPS (Berserker Wire Whips) Tail Always Hit Trigger
113 BR This extremely fast weapon system fires semi-metallic bladed whips
114 RG 3 times in 1 round of combat. The price it pays to deliver such a tremendous
assault 1s that it must recharge for 3 rounds before it can be used again.
EffectAttacks for accumulation of 3 times on 1 phase and then is stunned for 3 rounds,
115 GB WEBSHELD (Diffusion Web Shield} Tail 1 Activation Damage Trigger
116 BR The web-like structure of this body part is linked to the other 2 parts in such a
117 RG way that when it is damaged, it actually borrows energy and material to
reconstruct itself.
Effect: If damaged, Mis body part takes 1/2 НР from other body part and adds fo seit
118 GB CHADS-X2 (Chaosite Doubler) Tail Always Hit Trigger
119 ВВ This is another weapon system based on the Chaosite organic fusion system. N
120 RG is advanced however in that it doubles the number of cumulative attacks it can des
every round.
Effect: Gives itself cumwalive strikes (2X strives) every round
121 GB BD-MIMIC (Abdo Mimic) Tail 1 Activation Hit Trigger
1727 BR This weapon has no integrated attack system of it's awn, Ris a chemical factory
123 RG made of palymimetic matter that can copy the structure and abilities of the first bog
Ñ makes contact with in combat
Effect: This section becomes a copy of the first body body part it hits.
— ue —-
| [ese CLASSIFIED
126 RG L _—
PLASMO TMeLue
(Plasmocid Violidae) Abilities: Deception/Defense/Camouflage
The last species was the hardest to classify. Originally there were thought to be onl
2 but background disturbances caused by a local battle brought them to our aware
Natural Camouflage adaptations have créaled à wonderfully complex defensive
architecture that includes energy screens and active energy-refracting camouflage.
HEADS
= ==, 127 BR OCCULARI {Occular Interference) Head 1 Activation Before
Te 128 RG This spinning resonator creates a disruptive psychospheric probe that cancels an
129 GB opponent's first attack including it's ability
Effect. First ooponent affack ès cancelled
130BR AZURHALO (Azur Halo} Head 1 Activation Before
131 RG This part-energy distortion field argund the entire Infector that reduces the first
132 GB incoming attack damage by 1/2.
Effect: frst damage applied fo is reduced by 1/2.
133 ER D-COMBIN (Dorsal Accelerator) Head Always Before
134 RG This cranial enhancement allows the body part Dorsal Recombinator to double
135 GE the amount of attack damage it can deal back to an attacker,
Effect. Doubles the damaged Re-comb+ takes in,
136 BR HELMET-P (Plated Helmatte) Head 1 Activation Before
137 RG This head has a series of camouflaged overlapping silicate plates that protect it
133 GB from all normal damage for 5 rounds before the plates are worn down.
Effect Protects head from damage for 5 rounds,
139 BR CARAPACE (Honeycomb Carapace) Head Always Before
140 В Despite its airy honeycomb structure, this light and amazingly strong covering
141 GB protects the entire Infector it's attached to and can reduce the damage dong
to any part by 1/2.
Effect: Ai damage dealt fo an nfactor with this part is reduced y E
Boies hi
142 BR RE-COMB+ (Dorsal TE Body Always Blocked Trigger
143 RG Thes weapon's strength comes from its use as a blocking device. A series of intemal
144 GB helical energy loops absorb all the damage and add that energy to its next attack.
Effect If it blocks, it absorbs damage that would be deait, and adds the damage to its next hit
145 BR MICROGET (Receptor Micrograft) Body Always Damage Trigger
146 RG The fibrous outer covering of this part automatically regenerates itself and in a
147 GB combat situation, heals 10% of any damage inflicted on it each round,
Effect: Takes the damage, then heals itself for 10%.
BEE
SIs
148 BR W-MATRIX (Wilynetic Screen Matrix) Body 1 Activation Damage Trigger
149 RG This part generates an adaptive energy shield that can change the defensive
1590 GE programming of the Infector it's attached to.
Effect: IFhit, W-matrix changes the "D" in the WAD. 1H 10 B. MB lo TK To H.
151 BR L-SHIELD (Elastin Shield) Body 1 Activation Damage Trigger
152 AG The special elastin in the outer flashy casing of this part is capable of converting
133 GB the damage of the first attack directed against it into healing proteins.
Effect On first ig, Instead of taking the damage, it gains the damage in HP
154 BR NEGADAPT (Adaptive Negator) Body Always Damage Trigger
135 RG When damaged, this “intelligent” part reads the nerve impulses that control the
156 GB special ability of any part directed against it and sends a feedback signal that shut
down the attacking ability,
Effect: When hit with special, cancels any special ability against if
157 BR EC-BLAST ( Endothoracic Ectoblast) Body 1 Activation Damage Trigger
158 RG This part secretes a gelatinous ectoplasmic material that converts the first
159 GB damage done to it and is absorbed through the outer covering creating and
replicating regenerative proteins, to double the damage into temporary hit points.
Effect: Un frst hit, instead of taking the damage, if gains the damage in HP (2X incoming damag
в 160 BR HYPGRAFT (Receplor Hyperoraft) Body Always Damage Trigger
ELE 161 RG This is a more complex and superior version of the fibrous Microgft body part.
162 GB Here the fibers are woven into a matrix and saturated with a resin that converts
even more damage to healing proteins.
Effect Takes the damage, then heals itself for 1/4.
163 BR SHADOW-A (Shadophasic Amor) Body Always Damage Trigger
164 RG This armor plating defies total examination as it appears to shift its entire
165 GB molecular structure when scanned. It appears to only exist partially. As a result,
half of an attacker's damage passes right through it.
Effect: AN damage langeting Shadow-a is reduced lo 1/2
5 8 2%
TAILS
reza T66 BR Y-RECOIL (Ventral Recall) Tall Always Damage Trigger
167 RG The differentiated layers of shifting cytoplasm that makes wp this part explodes
168 GB outward when it is damaged and delivers one half of the damage dealt to it back
to the attacker.
Effect; Takes the damage buf also damages the attacking body part by 1/2 of damage taken.
169 BR RECOCOON (Reflexive Cocoon) Tall Always Damage Trigger
170 RG This tail has a set of spinnerettes integrated into it's defensive system that when
171 GB damaged, spews forth thousands of microfilaments to Surround the entire
Infector in a temporary defensive cocoon that prevents all damage in the
next phase of combat.
Effect: Takes the damage bud seis up a shield on all three sections far next phase.
172 BR GALVANIC (Galvanic Suppressor) Tall Always Damage Trigger
mea 173 AG Constructed of a super slippery material that resembles a composite of plastic
174 GB and metal. Limits the amount of damage that can be done to this tail.
ÉffecE Can only be fut for the amount of 10 damage each phase,
er 175BH ISOGRAFT (Isograft Limiter} Tail 1 Activation Damage Trigger
176 RG This deceptively weak attacking part invisibly grafts a mecha-bacterial feedback
177 GE loop onto an opponent when it makes à hit, This bacteria camies the damage it
does back to the host part where it is consumed and converted to heal the host
back io full strength.
Effect: Does regular damage, but then heals all of its awn body parts back to original HE
178 BR DIFFUSOR (Symbiotic Diffusor) Tall Always Damage Trigger
DE 178 RG A matrix af homogeneous material in a matrix of cartilage that effectively reduces
180 GB all damage directed against it by 1/2.
EXfect: Al damage fargeting Oiffusor & reduced fo 172,
181 BR UNDER-PL (Homeostatic Underplating) Tail Always Damage Trigger
a 182 RG A translucent undershell composed of layers of calcite interspersed with separating
1833 GB membranes. Stores damage done fo it and releases i slowly over time.
Effect Accumulate the damage, then applies only 173 of the accumulated damage each ime
it's reactivated.
NES 184 BR EMP-SHOK (EMF Shock Core) Tall 1 Activation Damage Trigger
185 RG The biomechanical core of this tail contains electromagnetic radiation that can be
186 GB fed back to an attacker when it is damaged disrupting all neural and mechanical
function of the attacking pan for the rest of combat.
Effect: Takes the damage but then shuts down the atiscking body part for rest of the haria
187 BR
fh CLASSIFIED
189 GB ==
U.S. Patent Pending ©2000 Hasbro. 40060
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Pakua
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