Zipper
Alert
Support
Control
Type
Power to Zip
Blessed with New Encounter Pod
As a bystander, before rally, you may use this power to target either leader’s fleet and “zip” it either open or shut. If you zip a fleet open, any bystanders may sponsor them that fleet this invasion. If you zip a fleet shut, no bystanders may sponsor that fleet this invasion.
Legacy: Aliens must commission either no aliens or all aliens as sponsors.
A species existing between dimensions, the Zippers have found a method to alter the potential for matter to exist at a single point in space. With a flip of the switch, they can zip through any barrier, allowing others to follow behind.
Bystander: Rally
Optional
Wild Flare
As a bystander, after commission, you may discharge this flare to sponsor an alien that did not commission you. Any other bystanders may also sponsor that alien.
Bystander: Commission
Super Flare
When using your power, you may discharge this flare to target both leaders’ fleets. You may zip each fleet the same or differently.
Bystander: Rally
Modifications
- Zipper is my own original alien, so it did not exist in base Cosmic.
- Zipper’s legacy makes the commissioning process “all or nothing.” Leaders must decide whether they want to have potentially everyone join them or no one. Since the invader commissions first, it gives the defender an advantage in this decision. Original Cosmic has no legacies.
Tips
- Zipper can completely shut down another alien’s ability to gain sponsors when acting as the bystander. However, this comes at a tradeoff of being able to sponsor whichever alien it wants. Zipper has to choose which is more valuable.
- Zipper is at its weakest as a leader, when it cannot use its power. If you find the power annoying, hit it hard when attacking it directly.
- Be wary of getting dogpiled when Zipper unzips your opponent. It may be worth commissioning more sponsors if you see this happen.
Development Notes
- Powers like Zipper’s can be tricky to create, as they run the risk of creating a strictly better or worse version of Parasite. While Zipper can effectively sponsor whomever it wishes, zipping open a fleet telegraphs to others who it is sponsoring, and everyone else gets to sponsor them too.
- What I like about Zipper is that both aspects of the power are powerful in their own right, to the point that it can be a difficult decision which to prioritize. There may be times when neither side commissions you but you really don’t want the invader to get sponsored. I still consider the power simple enough for green alert, in the same vein as Parasite.
- Super Zipper doesn’t have to worry as much about making tough choices, as it can zip open the fleet it wants to join and zip closed the other. It only has to deal with the ramifications of zipping open
- Zipper creates an interesting dynamic with Parasite. Unlike the regular restriction from lack of commissioning, Zipper prevents sponsors from joining outright, which prevents Parasite from joining too. On the other hand, if Zipper zips something open, everyone becomes Parasite, but only for that fleet. Since Zipper’s power does not activate as a leader, Parasite gets its time to shine during those encounters.
- In terms of the timing, I had to ask if it was more important that Zipper could respond to leaders commissioning or the leaders could respond to Zipper’s zipping. If a leader gets zipped open, the other leader may wish they had invited more. If a leader invites Zipper, Zipper is less likely to want to zip them open. If Zipper’s power activates after commissioning, it has more leverage in terms of getting invited. However, because of its power, it doesn’t really need that leverage. That’s why I prefer Zipper to be before commission.
- Zipper is capable of “feinting” with its power, unzipping a fleet and not sponsoring it. This doesn’t have much practicality aside from playing mind games, but it is worth mentioning.