Full Card Set: (zip)

Unassuming, good-natured Thomas O'Malley had his life turned on end when he was merged with a teleporting Wardroid in a freakish accident. Inextricably intertwined at a molecular level, the combined lifeform is neither wholly technological or organic but rather a unique hybrid of both.

A towering robotic humanoid hulking in at over 7 feet tall and weighing more than 400 lbs, but possessed of the mind and perhaps 'soul' of Thomas, War-Man is physically and mentally resilient. Fuelled by an incredibly efficient compact energy reactor in his chest, War-Man produces sufficient surplus to power supersonic flight and devastating energy blasts. Additionally War-Man has comprehensive integrated communication and sensor capabilities, and impressive self-repair subsystems.

Dedicated to stopping crime and driven by a do-gooder boy scout mentality, War-Man was one of the founders of the Millennial Men supergroup and quickly became the defacto leader by popular acceptance due to his doggedly heroic and determined demeanour. Often it is War-Man's refusal to relent in the face of adversity and seeming hopelessness that rallies his comrades to renewed vigour and eventual victory.

War-Man has only infrequently been absent from Millennial Men encounters, and over the years has lead the team against the likes of Papa Zombie, The Stygian Fool, Incantrix, Oblivion, his own nemesis Mr. Roboto, several interdimensional foes including Enchante and Princess Primogen and many, many others. War-Man is widely respected in the superhero community, and he maintains an excellent relationship with PRIMACY.

Playing War-Man

All of War-Man's cards have an "eV" number (short for electronvolt, a unit of measurement for energy) printed in their bottom right corner. Many of his cards function by revealing the top card of his deck or one or more cards from his hand, and using the eV number(s) printed on the revealed card(s) to determine their own effect. This is represented by a red box with the letters "eV" printed within, and card references typically take the form of "that card's [eV]".

This functions identically to Nightmist's "magic number" mechanic.

War-Man is primarily a energy damage dealer, with some board control and team buffs. The eV values on his cards range from 0 to 5, averaging to 2.5 across the entire deck. The higher eV values in the deck allow War-Man to be quite potent, but the low eV numbers also cause him to sometimes have little or even no effect (1 out of 10 cards is a 0, 1 out of 5 is a 1). Basically, if played straight, 1/3 of the time War-Man will be over the power curve, and 1/3 of the time he will be under. Clever use of abilities that allow War-Man to index his own deck and sort the top cards in an advantageous order allow a skilled player to optimize this.

WarMan
(Defeated)
WarMan <br />(Defeated)
Defeated abilities
WarMan
(Cardback)
WarMan <br />(Cardback)
Art for the back of the hero deck cards.
War-Man, Resilient Robot
(Promo)
War-Man, Resilient Robot <br />(Promo)
An alternate promo version of War-Man, highlighting his rapid recovery capabilities.
War-Man, Blaster Barrage
(Promo)
War-Man, Blaster Barrage <br />(Promo)
A more offensively oriented alternate promo version of War-Man, allowing you to get Primary Cannon into play and keep it there.
War-Man, Battle Mek
(Promo)
War-Man, Battle Mek <br />(Promo)
When the Millennial Men encountered Enchante and traveled to the dystopian Vinland Hegemony dimension they encountered their other dimensional counterparts. War-Man's counterpart Battle Mek lacks the humanizing traits that make War-Man heroic, and proved to be a ruthlessly devastating foe.
WarMan
(Defeated, Promo)
WarMan <br />(Defeated, Promo)
Defeated abilities
Hero Deck
Boot Thrusters (eV 1)
# of copies: 1
Boot Thrusters (eV 1)
War-Man's primary damage mitigation card.
Boot Thrusters (eV 2)
# of copies: 1
Boot Thrusters (eV 2)
Boot Thrusters (eV 3)
# of copies: 1
Boot Thrusters (eV 3)
Aerial Evasion
# of copies: 3
Aerial Evasion
On-board Comm Suite (eV 2)
# of copies: 1
On-board Comm Suite (eV 2)
Team support.
On-board Comm Suite (eV 3)
# of copies: 1
On-board Comm Suite (eV 3)
On-board Comm Suite (eV 4)
# of copies: 1
On-board Comm Suite (eV 4)
Coordinated Assault
# of copies: 2
Coordinated Assault
Sensors Array (eV 0)
# of copies: 1
Sensors Array (eV 0)
This card gives War-Man a significant amount of board control and can really help a team out. Note that he can manipulate the Environment deck, the Villain deck, other hero's decks, or his own deck...one at a time.
Sensors Array (eV 1)
# of copies: 1
Sensors Array (eV 1)
Sensors Array (eV 2)
# of copies: 1
Sensors Array (eV 2)
Threat Prioritization
# of copies: 2
Threat Prioritization
Primary Cannon (eV 2)
# of copies: 1
Primary Cannon (eV 2)
Damage side-grade. Use of this card combined with damaging one-shots allows War-Man to be very offensively oriented.
Primary Cannon (eV 3)
# of copies: 1
Primary Cannon (eV 3)
Primary Cannon (eV 4)
# of copies: 1
Primary Cannon (eV 4)
Robotic Recovery
# of copies: 2
Robotic Recovery
Steelclad Resolve
# of copies: 2
Steelclad Resolve
Timely use of this card and a little luck can keep War-Man in the game indefinitely.
Point Blank Punch
# of copies: 1
Point Blank Punch
Careful use of this card allows a 2 card combo with any of War-Man's 'reveal the top card of your deck' Powers. However there is only 1 copy in the deck.
Energy Reserves
# of copies: 4
Energy Reserves
This card has little effect on its own (it just replaces itself via Draw 1). Its primary benefit in the deck is the eV value of 5, which empowers many of War-Man's other cards either when revealed off the top of the deck or when discarded (such as to Boot Thrusters or Decisive Barrage).
ConcussiveStunner (eV 2)
# of copies: 1
ConcussiveStunner (eV 2)
ConcussiveStunner (eV 3)
# of copies: 1
ConcussiveStunner (eV 3)
ConcussiveStunner (eV 4)
# of copies: 1
ConcussiveStunner (eV 4)
Decisive Barrage (eV 2)
# of copies: 1
Decisive Barrage (eV 2)
Allows War-Man to get rid of pesky Ongoings / Devices and Environment cards, though at a cost to his hand. A power-play is to feed an Energy Reserves card in hand (which is pretty useless once drawn) to this card.
Decisive Barrage (eV 3)
# of copies: 1
Decisive Barrage (eV 3)
Decisive Barrage (eV 4)
# of copies: 1
Decisive Barrage (eV 4)
Overcharged Salvo (eV 0)
# of copies: 1
Overcharged Salvo (eV 0)
Overcharged Salvo (eV 1)
# of copies: 1
Overcharged Salvo (eV 1)
Overcharged Salvo (eV 2)
# of copies: 1
Overcharged Salvo (eV 2)
Wide Angle Blast (eV 2)
# of copies: 1
Wide Angle Blast (eV 2)
Wide Angle Blast (eV 3)
# of copies: 1
Wide Angle Blast (eV 3)
Wide Angle Blast (eV 4)
# of copies: 1
Wide Angle Blast (eV 4)

The content is provided strictly for "fair use" fan enjoyment, and not as a challenge to the IP of Greater Than Games, LLC.