Here is a mix of old and new aliens I created. These have all been re-written and modified for Fantasy Flight's edition of CE. I'll pop these in here, in groups of 10, so they are more easily digested. None of these aliens require any expansions like lucre or moons (I am not even including the Tech aliens I have written). There are a few alternate victory aliens, and a couple "planet" aliens. -Jack
AEON [M:Warp] Wins Through Use of Components (Alternate Win) - 2009
Game Setup: Place 12 Cosmic tokens on your alien sheet.
You have the power of Supremacy . Any time another player uses an artifact, flare, negotiate, or reinforcement, use this power to remove one token from your alien sheet. When you remove the last token, you win the game. You may still win the game via the normal manner.
History: Before the Cosmos was born, the Aeon existed, swirling in a mass of primeval jelly and gas, waiting for the spark that would create life. Through many generations and iterations, the Aeon have reinvented themselves, sometimes in a different form, but always with the same basic strengths. At last, they have become again in a stronger and more dynamic form, ready to conquer the Cosmos for good.
Wild: If another player plays an artifact, flare, and reinforcement in the same encounter, you may gain a colony in his or her system. Give this card to Aeon when you play it. If Aeon is not in the game, discard it to play it.
Super: Whenever a flare is discarded for any reason, you may remove a token from your alien sheet.
Comments: Even with the slight change in spelling, this is clearly a tribute to the original makers of Cosmic Encounter. And in my opinion, the thing that makes Cosmic great is all the extra goodies in the game. Aeon is delighted to see other players using these extras, and when they do he gets close to winning. The dilemma for others is do they risk using those cards to help themselves win an encounter. They will, until Aeon's tokens get low. Then they'll start holding back. But the negotiates are the rub. Sometimes you HAVE to play them.
AMAZON [O:Warp] Captures a Ship That Adds to Total - 2009
You have the power to Capture . As a main player, before cards are played, you may use this power to capture one ship from your opponent's attacking or defending forces, stacking it under one of your ships and adding its value to that ship. If your opponent has no ships left in the encounter, he or she automatically loses. Stacked ships are freed in the Warp, and may be freed as part of a deal.
History: A fierce, matriarchal society, the Amazons avoid contact with male-dominated races until they are required to continue their line. During those times, the Amazons capture the strongest and most suitable candidates from among their enemies.
Wild: If your alien's super flare is discarded by another player, you may add it to your hand. Give this flare to the player who discarded your super.
Super: You may capture a ship from each of your opponent's allies.
Comments: Kevin Wilson chided me for not having any alien on the Warp called Amazon, so I came up with one that day. I like this one, as I feel it's nice thematically. Amazon is a little like Fungus, but since it happens before the encounter is resolved, it can have other effects on encounter outcome. Amazon may also free the ships in a deal, which gives her some leverage.
AMPLIFIER [O:Warp] Draws Flares Instead of Gaining Ships - 2008
You have the power to Boost . Whenever you are given the option of raising ships from the warp, you may use this power to draw a single flare card from the unused flare deck and add it to your hand.
History: A sudden burst of energy produced the Amplifiers into existence, and these young, aggressive beings are quickly finding their place. Unconcerned with rituals or formalities, the Amplifiers strive simply to increase their power by any means possible.
Wild: Give this flare to the Amplifier to play any number of flares you wish during this encounter. If Amplifier is not in the game, discard this card to use it.
Super: You may draw a flare for each of your ships you free from the warp.
Comments: When Amplifier has no ships in the warp, his power is even better. But when the ships are there, he has to weigh getting one out or having a flare. I expect having a flare will win out most of the time, but getting flares makes you a target.
ANDROMEDA [M:Warp] Gains Power when Losing Bases - 2008
You have the power of Potency . Each time you lose a colony, use this power to draw an additional alien power. If, after you have added a power, you gain a foreign colony, you must discard one of your additional powers.
History: A highly adaptive strain of alien bacteria, Andromeda quickly adapts to any threat, becoming a more potent adversary each time it is weakened.
Wild: As a winning offensive ally, you may draw an additional alien power instead of landing on a base.
Super: You do not have to discard an alien when you gain an external base.
Comments: Andromeda is given serious compensation when suffering a big loss (losing a colony). It's offset by his later gains (but he then as the option of choosing between additional powers, if he has accumulated more than one).
ANTE [O:Warp] Takes Cards and Gives Them to Winners - 2007
You have the power to Wager. As a main player or ally in an encounter, you may use this power to draw a card at random from any or all players involved in the encounter. These cards are set aside and may not be used during the encounter. After the encounter is resolved, you may look at the cards and then divide them randomly between the winning players and yourself, dealing them out, starting with yourself. If you take the offensive player's last encounter card, his turn ends immediately, and the win goes to the defense.
History: The roving, gypsy-like Antes are never far from battle. They long to be involved in any matter or thing involving risk or hazardous uncertainty - turning opportunity into a game of chance. Whipping up a frenzy of high stakes excitement in those around them, the Antes coolly sit back and take their share, win or lose.
Wild: When another player discards his or her hand, you may take the cards and exchange them for the same number of cards from your hand at random (including this one).
Super: You may decide which players get which cards when dealing out the ante cards.
Comments: Ante is a meddler. He will sometimes get one of your good cards before you need to play it. Ante will always get something when he uses his power, but taking away other players options as far as what's in their hand is the real key. I lucked out as Ante once and got my super flare when dealing out the spoils. The other player was fuming.
ANTIPODE [M:Warp] Receives Opposite Rewards - 2009
You have the power of Ulterior Motive . As an ally in an encounter, use this power to receive the opposite reward. If you are an offensive ally, you receive rewards of cards from the deck or ships from the warp if your side wins. If you are a defensive ally, you land on the targeted planet if your side wins (coexisting with any ships there).
History: The Antipodes seek a destiny unlike that of their contemporaries. Used to buying when others are selling, the Antipodes would rather invest in their own resources when others prefer to colonize by force. Colonization can occur under more agreeable circumstances - and the Antipodes foster alliances to that end.
Wild: You may offer a player a colony on one of your planets for allying with you, instead of the normal rewards should your side win.
Super: After you have allied but before cards are played, you may declare what reward you will receive if your side wins.
Comments: Antipode has more reason to help the defense than most players. He can also be asked to ally with the offense no matter how many colonies he has, since he's not threat to win that way. This guy is even more powerful in games with a Rewards deck.
ARNOLD [O:Warp:2] BETRAYS ALLIES Jack Reda - 1993
You have the power of Treason . As an ally, your ships count double their normal value. Cnce cards are played (but before they are revealed) you may use this power to withdraw your ships from the encounter. If your former ally loses the encounter, you may gain a reward of ships from the warp, or cards from the deck for each ship you had in the encounter. However, if your former ally wins the encounter, your ships go to the warp.
History: The Arnolds have schemed and calculated when it would be wise to aid their allies, and when it would serve them better to keep their allies' powers in check. Despite having a reputation for being two-faced, the Arnolds still gain help through pity, and reward their allies' sympathy with betrayal.
Wild: As a main player, after cards are revealed, you may force your opponent to replay the encounter. You both must play a different encounter cards if possible.
Super: You may withdraw your ships immediately after cards are revealed.
Comments: Arnold (from Benedict Arnold) can be a formidable ally, and the double value portion is not subject to Cosmic Zap. However, Arnold can be a nasty customer when he leaves you hanging. You may have counted on his double ships in order to win, but if he thinks it's likely you'll lose, or if he's desperate for rewards, he may bail on you. He's a little like Human in that he can have the +4 if he commits all in... but the other part of his power is different enough from Human that I don't mind having them both in my set.
ATROPHY [O:Warp] Degenerates Opponent's Hand - 1993
You have the power to Degenerate . As a main player, before cards are played, use this power to draw a card at random from the hands of all players opposing your side, and put the cards out of the game without looking at them. If the offensive player has no encounter cards left, his or her turn ends. When you win an encounter as a main player, you gain a reward drawn randomly from those cards you set aside.
History: The diseased and filthy Atrophy, radiating decay and destruction wherever they go, refuse to die, lingering long after their horrific effects have withered away whole worlds.
Wild: You may remove one of your opponent's allies' ships from the challenge, sending it back to colonies.
Super: You may look at the cards you degenerated, and play one immediately, if applicable. Otherwise they are removed from the game.
Comments: Atrophy reduced the number of cards, not only in people's hands, but in the game! The only way to get those cards back in is if Atrophy wins rewards and wants any of them. Atrophy can ususally deter players from ally with his opponent (if they have anything in their hands they don't want to risk losing forever).
AVALON [M:Warp] Wins By Not Using Components (Alternate Win) - 2009
Game Setup: Place 12 Cosmic tokens on your alien sheet.
You have the power of Paradise . Whenever you discard a flare, artifact, or reinforcement that you have no used, use this power to remove a token from your alien sheet. At the start of your encounters, instead of raising a ship, you may discard a card from your hand.
History: The Avalon live by a strict code of abstinence and teetotalism. Their world is one free from corrupting influences, and they know that true enlightenment will come when the Cosmos is rid of those crude tools of intrigue.
Wild: You may refuse to take compensation.
Super: You may remove a token from your alien sheet when you play an artifact or reinforcement, after they are discarded.
Comments: This alien is the companions to Aeon. Here, this alien doesn't want to use any of the goodies in Cosmic Encounter (kind of like its namesake). The trade off, of course is that Avalon can't take advantage of his artifacts and other cards if he wants to win with his power.
AVENGER [M:Warp:2] Eradicates Ships When Losing - 2009
You have the power to Retaliate . As a main player, use this power to choose as many ships belonging to any players as you have in the encounter, and remove them from the game (no player can have more than 2 ships removed). If you lose the encounter, these ships are permanently eradicated. If you win, the ships return to the colonies from where they came.
History: Justice, balance, and harmony are the watchwords of the Avengers. A proud race, once preoccupied with intellectual studies and logical process, the Avengers were wronged in a catastrophic event that nearly wiped them out. They came to realize that there can be no law without order, and sometimes preemptive action must be taken, even if brutal by their previous standards.
Wild: If you lose a foreign colony, you may force another player to lose one as well. His or her ships return to other colonies.
Super: You may remove twice as many ships from the game as you have committed to an encounter (up to 3 from any given player), in accordance with your power.
Comments: Avenger is the power I created after writing about badly written powers (it was a joke example that I said could probably be salvaged, so I salvaged it). Avenger explains to you just what's at stake if he loses. You have to play the game preparing for his power in advance by having at least 3 ships on your foreign colonies at all times.