recursal/Fanatic-Fandom huggingface dataset:
Citizen V (Helmut Zemo)

**Character Bio -** After facing another defeat at the hands of Captain America and the Avengers, Baron Zemo decided to assemble a new team of Masters of Evil to get revenge. He put together a crack team of criminal confederates old and new to battle Earth's Mightiest Heroes, but fate had other plans. The Avengers sacrificed their lives to stop the monster known as Onslaught, and Zemo was only able to watch as his greatest foes were felled by another hand.

Zemo was bereft of purpose until inspiration struck him; with the Avengers dead, the public was desperate for new heroes to take their place. So Zemo decided to give them just what they wanted, and the Masters took on new guises to become the Thunderbolts! Goliath became Atlas, the Beetle became MACH-I, Screaming Mimi became Songbird, Fixer became Techno, Moonstone became Meteorite, and Zemo himself donned the guise of Citizen V.

Zemo lead his new team of "heroes" to success beyond his wildest dreams; the seemingly noble crime fighters won the public's admiration with hardly a struggle. Before long, they were given high-level security accesses, Zemo's stepping stone to world domination. His plans were only undone when his subordinates (encouraged by the treacherous Moonstone) went native on him before his master plan could reach completion, helping the Avengers to save the world

## Stats

* Life: 5
* Move: 6
* Range: 1
* Attack: 5
* Defense: 4
* Points: 190

## Abilities

**JUSTICE, LIKE LIGHTNING...**

After revealing a numbered Order Marker on any Army Card you control, instead of taking a turn with that card, you may reveal an "X" Order Marker on this card and take a turn with any two Unique Charlatans you control. Citizen V may be one of the chosen Charlatans.

**CHARLATAN COORDINATION**

While there is a revealed Order Marker on this card, whenever the 20-sided die is rolled for a special power on the Army Card of a Charlatan you control within 6 clear sight spaces of Citizen V, you may add or subtract 1 from the roll.

**SWORDPLAY**

If Citizen V attacks an adjacent figure with his normal attack and at least one skull is rolled, he may attack an adjacent figure again. He may continue attacking adjacent figures, rolling 1 fewer attack die for each subsequent attack, until you fail to roll a skull.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Citizen V may boost the 20-sided die rolls of Charlatans with his Charlatan Coordination special power or activate them with his Justice, Like Lightning... special power.

**-Strategy, Tactics and Tips-**

* Thunderbolts Strategy Guide
Mon-El (Superman Family)

**Character Bio -** *Yeah, see, I'm still getting used to Earth's ways and customs and rules and all, so forgive me, but… for it to be treason, don't I have to be an American? Or at the very least from Earth.*

— Mon-El

## Stats

* Life: 6
* Move: 7
* Range: 1
* Attack: 6
* Defense: 6
* Points: 350

## Abilities

**KINETIC THROW**

Instead of moving and attacking with Mon-El, you may use Kinetic Throw. Move Mon-El up to 7 spaces in a straight line. After moving Mon-El, choose an opponent's small or medium figure that was adjacent to Mon-El at any point during this move. Place the chosen figure on an empty space up to X spaces in the same direction that Mon-El moved, where X equals the number of spaces Mon-El moved. Roll the 20-sided die, adding 6 to the roll if the figure is placed adjacent to a destructible object or another figure you control with Super Strength. If you roll a 10 or higher, that figure and any adjacent destructible objects receive one wound. Figures moved with Kinetic Throw do not take leaving engagement attacks.

**CROSS TIME HERO**

If at least one Unique figure you control that is a Kryptonian or Legionnaire has been destroyed this round, add 2 to Mon-El's attack.

**DAXAMITE DEFENSE**

When rolling defense against a normal attack from a figure who is not a Daxamite or a Kryptonian, if at least one shield is rolled, all blanks rolled count as extra shields.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Mon-El rolls additional attack die when Kryptonians or Legionnaires you control are destroyed.

**-Strategy, Tactics and Tips-**

* Superman Family Faction Strategy Guide
Frozone

## Frozone

### **Points**

200

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Biollante

## Biollante

### **Points**

1000

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Foggy Nelson

## FOGGY NELSON

### **Points**

20

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Girder

**Character Bio -** After being dumped into a vat of steel that had been reclaimed from STAR Labs experiments, Tony Woodward was changed into a being of living metal. The newly-christened Girder began using his powers for crime, which quickly made him an enemy of the Flash. Girder has since fallen in with the Rogues on several occasions.

## Stats

* Life: 6
* Move: 5
* Range: 1
* Attack: 6
* Defense: 5
* Points: 190

## Abilities

**STEEL SKIN**

When rolling defense dice against a normal attack, Girder always adds one automatic shield to whatever is rolled. Girder never rolls for molten lava damage or lava field damage.

**RUSTING**

At the end of each round, if Girder is on the battlefield, roll the 20-sided die. Subtract 10 from the roll if Girder is on a water space. If you roll 6 or lower, Girder receives one wound.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Girder is a pretty straightforward bruiser. His only two jobs are to keep dry and hit hard. He does have a higher Attack number than most Rogues, so you may want to keep him in mind as a partner-in-crime for Captain Cold, if your team has room for him; he will run you quite a few more points than your other Rogue options.

* Rogues faction strategy
Green Construct (Tactical Bomber)

**Character Bio -** From the military fantasies of Green Lanterns, comes the creative physical manifestation of the Tactical Bomber - a fast and deadly aircraft that drops bombs with pinpoint accuracy. This Tactical Bomber is a non-sentient construct made completely out of Green Energy that flows from a Green Power ring and the one that wears it.

## Stats

* Life: 3
* Move: 8
* Range: 1
* Attack: 1
* Defense: 5
* Points: 100

## Abilities

**GREEN CONSTRUCT CREATION**

Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct in your army that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

**GREEN CONSTRUCT CONTROL**

After revealing an Order Marker on Green Lantern's Army Card, instead of attacking with that Green Lantern, you may take a turn with any Green Construct you control. Green Construct may only attack, move, or take a turn in this manner. You may not take any additional turns with other Green Constructs this turn.

**SMART BOMB SPECIAL ATTACK**

Range Special. Attack 5.

You may choose a figure to attack that this Green Construct passed over this turn. The chosen figure does not need to be in clear line of sight. Any figures adjacent to the chosen figure are also affected by this special attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. This Green Construct cannot be affected by this special attack.

**STEALTH FLYING**

When this Green Construct starts to fly, if it is engaged it will not take any leaving engagement attacks.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Base Clarification**: Green Construct (Tactical Bomber) is a double-based figure.

**-Combinations and Synergies-**

* Due to the Green Construct Creation special power, Green Construct can only be placed on the battlefield before taking a turn with a Green Lantern.
* Due to the Green Construct Control special power, Green Construct can only take a turn instead of attacking with a Green Lantern.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Chole Demon

Soledad ''**Chole**'' Demon is a female character and is a background character in Fluffies. She is the mother of Massimiliano Demon.

## Personality

Chole is vindictive, perverse and unscrupulous. She is a dedicated mother to protect and help her son in his plans, so Soledad / Chole doesn't hesitate to help her son Massimiliano in his plans. Chole has a personality that is difficult to control and give him, as Chole is temperamental. She is sometimes called "Chloe" because of the similarity of her nickname Chole, her real name is Soledad, but rarely is she called her real name.
Glyph of Bat-Grapple

**Glyph Bio -** With it's towering skyscrapers, the modern city isn't always friendly to a vigilante on the prowl. That's why mobility-conscious crime fighters pack a Bat-Grapple, letting them scale buildings with the press of a button.

## Abilities

**NAME = BAT-GRAPPLE**

**SUBTITLE = Swinging Movement**

**Utility Equipment Glyph**

Instead of its normal move, if this figure is tiny, small, or medium, it may move up to 3 spaces with Bat-Grapple. When moving with Bat-Grapple, this figure has the Flying special power, but may not move up or down more than 30 levels in a single grapple, and will not take any leaving engagement attacks.

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-Synergy Benefits Received**

* Current Figures who can start the game with Glyphs of Utility
* Figures that start the game with this Glyph:
	+ Batman (Bruce Wayne) (Justice League II)
	+ Batman (Outsiders)

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Osiris

**Character Bio -** Impowered by Black Adam, Osiris has great speed, strength, etc. Impowered by being an unstable fudge-up that the Universe itself apparently hates, Osiris has great ability to ruin every relationship he's ever had.

## Stats

* Life: 6
* Move: 6
* Range: 1
* Attack: 5
* Defense: 5
* Points: 240

## Abilities

**POWER OF BLACK ADAM**

At the start of the game, choose a figure named Black Adam you control. While you control Osiris and that Black Adam, add 1 to Osiris's Move, Attack, and Defense numbers. After revealing an Order Marker on that Black Adam's Army Card and before taking a turn with him, you may take an immediate turn with Osiris, and you may not take any additional turns with other figures you control.

**HERU AND AMON**

After attacking with Osiris's normal attack, you may either:

* Move Osiris up to 3 spaces, or up to 5 spaces if he destroyed the defending figure. He will not take any leaving engagement attacks; or
* Choose the defending figure, or all figures within 4 clear sight spaces of Osiris if he destroyed the defending figure. The chosen figures subtract 1 from their Defense number for this player turn.

**TROUBLED YOUTH**

If Osiris has destroyed a Unique Hero this game, he cannot take a turn unless you revealed an Order Marker on his card or took temporary control of him this player turn.

**FLYING**
**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Mirror Master (Sam Scudder)

**Character Bio -** Sam Scudder became involved in crime at a young age. While incarcerated, he became obsessed with learning about and traveling into mirrors. Eventually succeeding, he used his mirror gun to create a new criminal persona, the Mirror Master. He joined up with the Rogues and hasn't looked back since.

## Stats

* Life: 4
* Move: 5
* Range: 6
* Attack: 3
* Defense: 6
* Points: 160

## Abilities

**THROUGH THE MIRROR WORLD**

Instead of taking a turn with Mirror Master, you may choose an adjacent figure, or up to two adjacent figures if they are both Rogues you control, and place Mirror Master on any empty space within 8 spaces of his previous position. You may then place any chosen figures adjacent to Mirror Master on empty same-level spaces. Figures moved with this special power will not take any leaving engagement attacks.

**ROGUE RETREAT**

Once per round, after Mirror Master or an adjacent Rogue you control is attacked and after placing any wounds, you may immediately use Mirror Master’s Through The Mirror World special power.

**LACK OF REFLECTIONS**

If Mirror Master is on a shadow space, all other special powers on this card are negated.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Mirror Master may move up to two Rogues with his Through the Mirror World special power.
* Mirror Master may use his Through the Mirror World special power after an adjacent Rogue is attacked due to his Rogue Retreat special power.

**-Strategy, Tactics and Tips-**

* *Through the Mirror World* is a very versatile power, especially when combined with *Rogue Retreat*. Its most obvious use is to ferry some Rogues to high ground at the start of the battle, but don't discount using it for a quick escape or teleporting an enemy away at an opportune time! It works especially well with teleporting a lockdown figure like Tar Pit (or even himself) adjacent to an enemy to protect more valuable Rogues.
* Rogues faction strategy
Blacksmith

**Character Bio -** “Amunet Black has been running and operating the Network, an underground black market in Central City and Keystone City, the twin cities, for supervillains to buy, sell, or move contraband. During that time, she had a brief marriage to Goldface. When they divorced, she stole the elixir that gave him his powers and changed it to gain the ability to merge metal with flesh and shape it to her will. She was able to keep the Network hidden from the authorities and if any villain reformed or quit crime, she made sure the memories of the Network were erased from their minds. Soon, with a vision of power, Blacksmith planned out her takeover of the twin cities, with her as the leader.

“First, she organized a new group of rogues, which consisted of the Weather Wizard, Mirror Master II, Magenta, Murmur, Girder, Plunder, and Trickster II. She made sure that her rogues were strong and had better control of their powers. She had Magenta use her powers to keep Girder from rusting and taught the Weather Wizard better control with his wand”

## Stats

* Life: 4
* Move: 5
* Range: 5
* Attack: 4
* Defense: 5
* Points: 210

## Abilities

**ROGUE ROSTER UPGRADES**

After revealing an Order Marker on this card and before taking a turn with Blacksmith, you may take a turn with one other Rogue Hero you control. During this turn, if that Rogue attacks with a normal or special attack, before defense dice are rolled, you may choose to reroll all dice for that attack once. After taking a turn with Blacksmith, you may not take any additional turns with other figures you control.

**INORGANIC FUSION SPECIAL ATTACK**

Range 3. Attack 2 + Special.

Choose a figure to attack. Add one to your attack for each destructible object or obstacle within 2 spaces of the chosen figure.

**WATER WEAKNESS**

If Blacksmith is on a water space, she rolls 1 fewer defense die and 1 fewer attack die.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Blacksmith can bond with and upgrade Rogues with her Rogue Roster Upgrades special power.

**-Strategy, Tactics and Tips-**

* Rogues faction strategy
Bunker

**Character Bio -** Raised in the small Mexican village called 'El Chilar', Miguel Jose Barragan had grown up in a loving and supportive community, and found acceptance as an openly gay teenager. When Miguel manifested the meta-human ability to create psionic energy constructs, the extroverted idealist sought out Red Robin in an attempt to become a full-fledged superhero. Miguel adopts the code-name Bunker then becomes a target of N.O.W.H.E.R.E., a mysterious organization abducting super-powered youths for their own nefarious purposes. Red Robin makes contact with Bunker, and soon organizes a group of targeted teenagers into a meta-human resistance force known as the 'Teen Titans'. Together, they are able to liberate the living weapon known as Superboy and dismantle N.O.W.H.E.R.E.’s secret complex in the Antarctic.

## Stats

* Life: 4
* Move: 5
* Range: 3
* Attack: 4
* Defense: 4
* Points: 180

## Abilities

**PSIONIC BRICK WALL**

Start the game with 3 purple Brick Markers on this card. Before rolling defense dice for Bunker or a friendly figure adjacent to Bunker, you may remove a Brick Marker from this card to add 1 automatic shield to whatever is rolled.

**PUMMELING FISTS**

When attacking an adjacent figure, all blanks rolled count as additional hits.

**PLATFORMER 3**

When counting spaces for the normal movement of a figure you control that is moving onto a space within 3 spaces of Bunker, elevation changes of up to 3 levels count as 1 space. Bunker and all figures you control within 3 spaces of him may ignore the effects of all terrain.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Titans faction guide
Deadpool III

## DEADPOOL

### **Points**

300

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Halo

**Character Bio -** Halo is the fusion of a human named Violet Harper and an Aurakle, an ancient energy-being of iridescent color. Bright as the stars the beautiful young woman now calls herself Gabrielle Doe, an entity in human form. Halo was a founding member of the Outsiders.

## Stats

* Life: 4
* Move: 6
* Range: 3
* Attack: 3
* Defense: 4
* Points: 190

## Abilities

**LIGHT AURAS 7**

Start the game with seven Light Markers on this card. Before attacking, roll the 20-sided die. If you roll 7 or higher, you may remove a Light Marker from this card. If it is:

* red, inflict a wound on a figure within 3 clear sight spaces of Halo;
* orange, add one automatic skull to Halo’s attack this turn;
* yellow, if Halo has clear sight on a figure’s Target Point, add 1 die to her attack;
* green, choose a figure within 3 clear sight spaces of Halo. The chosen figure cannot move or be moved by any special powers until the end of the round;
* blue, remove one Order Marker at random from the card of a figure within 3 clear sight spaces of Halo;
* indigo, place a small or medium figure within 3 clear sight spaces of Halo on an empty space adjacent to Halo;
* violet, remove Halo from the battlefield, then place her on any empty space in her Start Zone and remove two Wound Markers from this card.

Figures moved by this special power will not take any leaving engagement attacks.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Outsiders faction guide
Doppelganger

**Character Bio -** The creature known as Doppelganger boasts powers similar to Spider-Man's, but trades intelligence for animal ferocity. He was created by the Magus, as part of a plan to keep Earth's heroes busy while the Magus made his play at the Infinity Gauntlet. After surviving the Magus' machinations, Doppelganger joined up with Carnage's "family" of killers. He has grown particularly attached to Shriek, seeming to think of her as a mother, and often appears alongside her.

## Stats

* Life: 5
* Move: 6
* Range: 4
* Attack: 4
* Defense: 5
* Points: 250

## Abilities

**RAZOR WEB SLINGER**

Instead of moving and attacking, you may choose a non-adjacent small or medium figure within 4 clear sight spaces of Doppelganger. Place Doppelganger adjacent to the chosen figure or place the chosen figure adjacent to Doppelganger. After using this special power, roll one unblockable attack die against the chosen figure. Figures moved by Razor Web Slinger will not take any leaving engagement attacks.

**SIX-ARMED ASSAULT SPECIAL ATTACK**

Range 1. Attack 2, 3, or 4.

Start the attack with 12 attack dice. You may attack with 2, 3, or 4 attack dice until all 12 attack dice have been rolled.

**SWING LINE 3**

Instead of his normal move, Doppelganger may move up to 3 spaces with Swing Line. When moving with Swing Line, Doppelganger has the Flying special power, but may not move up or down more than 40 levels in a single swing, and will not take any leaving engagement attacks.

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* **Q**: When using Six-Armed Assault Special Attack, what happens if you end up with only 1 die left at the end?
* **A**: Because you can attack in 2s, 3s, or 4s, it is possible to end up with one die leftover with no use at the end, you do not get to make an attack of 1 so keep that in mind when choosing how many dice to throw for each attack.

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Spider-Verse Faction Strategy Guide
Green Construct (Mech Warrior)

**Character Bio -** From the deep recesses of Green Lanterns' minds, comes the creative physical manifestation of the Mech Warrior - a powerful robot like android that is efficient in its assaults on the enemy and is notorious for its towering presence and high constitution. This Mech Warrior is a non-sentient construct made completely out of Green Energy that flows from a Green Power ring and the one that wears it.

## Stats

* Life: 2
* Move: 4
* Range: 4
* Attack: 4
* Defense: 6
* Points: 120

## Abilities

**GREEN CONSTRUCT CREATION**

Green Constructs do not start the game on the battlefield. After revealing an Order Marker on Green Lantern's Army Card, you may immediately place one Green Construct you control that is not on the battlefield on any empty space within 3 clear sight spaces of that Green Lantern. You may not create any additional Green Constructs this turn. If you no longer control any Green Lanterns, destroy all Green Constructs you control.

**GREEN CONSTRUCT CONTROL**

After revealing an Order Marker on Green Lantern's Army Card, instead of attacking with that Green Lantern, you may take a turn with any Green Construct you control. Green Constructs may only attack, move, or take a turn in this manner. You may not take any additional turns with other Green Constructs this turn.

**DOUBLE ATTACK**

When this Green Construct attacks, it may attack one additional time.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* **Base Clarification**: Green Construct (Mech Warrior) is a double-based figure.
* Q: So when does the Green Construct get to take a turn during the Green Lantern's turn? A: During the part of the turn where that Green Lantern would normally make one or more attacks, which would be after that Green Lantern moved and before it did any after taking a turn special powers.
* Q: Can I use Green Construct Creation to place previously destroyed Green Constructs? A: No. Once a Green Construct you control is destroyed, it is out of the game.

**-Combinations and Synergies-**

* Due to the Green Construct Creation special power, Green Construct can only be placed on the battlefield before taking a turn with a Green Lantern.
* Due to the Green Construct Control special power, Green Construct can only take a turn instead of attacking with a Green Lantern.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Batman (Terry McGinnis)

Character Bio goes here

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 4
* Defense: 4
* Points: 150

## Abilities

**STEALTH MODE**

Batman can move through all figures and is never attacked when leaving an engagement. If there are no revealed Order Markers on this card, Batman cannot be targeted by opponents' non-adjacent figures for any attacks, or any special powers that require clear sight.

**TACTICAL COMLINK**

After moving and before attacking, you may reveal an "X" Order Marker on this card to either add 1 to Batman's Attack number this turn, or add 4 to Batman's Range number for this turn.

**BAT GLIDE**

After rolling attack dice or defense dice against an opponent's figure without the Flying special power, you may immediately move Batman up to 4 spaces.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

**Incoming Synergy:**

* As a Human, Batman has these Human Synergies.
* As a Vigilante, Batman has these Vigilante Synergies.

**Outgoing Synergy:**

* N/A

**-Strategy, Tactics and Tips-**

* Bat-Family Faction Guide
Max Mercury

**Character Bio -** The Zen Master of Speed, Max Mercury was born in the early 19th century, and granted a mystical connection to the Speed Force by a Blackfoot shaman. Since then, he has made his way to the present day by making small hops forward in time. Along the way, he's become a living legend and a hero under various names. He helped inspire Jay Garrick to become the first Flash, and in the modern day serves as a mentor to the younger speedsters, particularly Wally and Bart.

## Stats

* Life: 4
* Move: 10
* Range: 1
* Attack: 3
* Defense: 7
* Points: 190

## Abilities

**SUPERSPEED**

Max Mercury may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Max Mercury, if he did not use his Quicksilver Strike special power this turn, he may move up to an additional 4 spaces.

**QUICKSILVER STRIKE**

When Max Mercury attacks a figure he moved through this turn, you may roll 1 additional die.

**ZEN MASTER OF SPEED**

Figures you control that have the Superspeed or Speed Force special power cannot have their Defense numbers reduced by any special power if they are within 6 clear sight spaces of Max Mercury and cannot be prevented from moving by an opponent's special power if they begin their movement within 6 clear sight spaces of Max Mercury. Max Mercury is affected by this special power.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Figures with the Superspeed or Speed Force special powers may be boosted by Max Mercury's Zen Master of Speed special power. Current figures with the Superspeed special power and figures with the Speed Force special power.

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
Green Lantern (Kilowog)

**Character Bio -** A towering alien with a brutish and porcine appearance, Kilowog is renowned throughout the Green Lantern Corps as the primary trainer of the Corps' newest recruits. The Guardians of the Universe recruited Kilowog, a gifted genetic scientist, from the planet Bolovax Vik, located in Space Sector 674. Kilowog was trained by Lantern Ermey, who would often use the word "Poozer", which meant "useless rookies" (A word Kilowog would later adopt, albeit in a friendlier way). In the middle of a particularly arduous training session, Ermey had Kilowog and his fellow rookies help stop an attack on a group of Lanterns, one of whom was the future renegade Sinestro. Ermey, fatally wounded in battle, commended Kilowog on his abilities, telling him that he had the makings of a great leader. In addition to serving with distinction as the Green Lantern of that sector, Kilowog also began to spend extensive periods of time on the Green Lantern Corps' home planet of Oa instructing new recruits on how to handle and best utilize their power rings. In this capacity, Kilowog acted as the first trainer to a young Hal Jordan, the ring-recruited successor to the slain Abin Sur of Ungara, the Green Lantern of Space Sector 2814. Kilowog and his new recruit helped the Guardians confront Abin Sur's murderer, the hive mind interstellar malefactor known as Legion.

## Stats

* Life: 5
* Move: 5
* Range: 1
* Attack: 4
* Defense: 5
* Points: 310

## Abilities

**GREEN POWER BATTERY 2**

Start the game with 2 green Battery Markers on this card. Add one to Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

**GREEN LANTERN LEADERSHIP**

Before taking a turn with Green Lantern, you may remove one green Battery Marker from this card and add one to the Move, Range, Attack and Defense numbers of each other Officer Hero you control for as long as Green Lantern remains in play. You may not add more than two to any Officer's Move, Range, Attack or Defense numbers with this special power.

**CHEW ON THIS, POOZER!**

When Green Lantern attacks an adjacent figure with a normal attack, add two dice to his attack.

**FLYING**

**SUPER STRENGTH**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Green Lantern may boost the stats of other Officer Heroes you control with his Green Lantern Leadership special power.

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Batwoman

## Batwoman

### **Points**

xxx

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Android 18

## Android 18

### **Points**

270

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Green Lantern (Hal Jordan)

**Character Bio -** Captain Hal "Highball" Jordan was chosen to represent an intergalactic police force created by the oldest beings in existence - the Guardians of the Universe. Protecting Earth and all of Space Sector 2814 from every extraterrestrial threat imaginable. Hal Jordan shines his light proudly as the **Green Lantern**.

## Stats

* Life: 4
* Move: 5
* Range: 1
* Attack: 3
* Defense: 3
* Points: 350

## Abilities

**GREEN POWER BATTERY 4**

Start the game with 4 green Battery Markers on this card. Add one to this Green Lantern's Move, Range, Attack, and Defense numbers for each green Battery Marker on this card.

**GREEN POWER SHIELD**

Anytime this Green Lantern or an adjacent, friendly figure is attacked by an opponent's figure and at least 1 skull is rolled, instead of rolling defense dice normally, you may remove one green Battery Marker from this card and ignore that attack.

**FEARLESS CHARGE 17**

After you take a turn with this Green Lantern, if he is not adjacent to any friendly figures and is engaged with at least one enemy figure, roll the 20-sided die and add one to the roll for each Wound Marker on this card. If you roll a 17 or higher you may take another turn with this Green Lantern.

**SUPER STRENGTH**

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Green Lantern faction strategy guide
Impulse

**Character Bio -** Suffering from a hyper-accelerated metabolism, Bart Allen was aging at a faster rate than that of any human being thus causing him to appear the physical age of twelve when he was chronologically, and mentally only two years old. To prevent him from developing mental health problems, he was raised in a virtual reality machine which created a simulated world that kept pace with his own scale of time. When it became clear that this method was not helping, his grandmother, Iris Allen, took him back in time to the present where The Flash, Wally West, tricked Bart into a race around the world. By forcing Bart into an extreme burst of speed, Wally managed to shock his hyper-metabolism back to normal. Because he had spent the majority of his childhood in a simulated world, Bart had no concept of danger and was prone to leaping before he looked. The youth proved to be more trouble than Wally could handle, and he was pawned off onto retired superhero speedster Max Mercury, who moved Bart to Manchester, Alabama. In Impulse #50, it was revealed that Batman actually named Bart "Impulse" as a warning, not a compliment.

## Stats

* Life: 4
* Move: 10
* Range: 1
* Attack: 4
* Defense: 4
* Points: 140

## Abilities

**SUPERSPEED**

Impulse may move through all figures, never takes leaving engagement attacks, and does not have to stop his movement when entering water spaces. After taking a turn with Impulse, if he did not attack this turn, he may move up to an additional 4 spaces.

**IMPULSIVE FIGHTER**

When attacking with his normal attack, Impulse may attack up to 2 additional times during his turn. During the additional attacks, all excess shields rolled by the defending figure count as unblockable hits on Impulse.

**IMPULSIVE MOVEMENT**

If there is a revealed Order Marker on this card, when defending with Impulse, each shield rolled counts as an additional block. Additionally, after rolling defense dice for Impulse or attack dice for his normal attack, you may immediately move Impulse up to 2 spaces for each blank rolled.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Flash Family Faction Strategy
* Young Justice Faction Strategy
Evil Ernie

## EVIL ERNIE

### **Points**

380

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Glyph of Reality

**Glyph Bio -** The Infinity Gems are six precious stones of cosmic origin that give the possessor mastery over a certain power. Collecting and using all six gems will give the wielder omnipotence. The Reality Gem grants the ability to locally or universally alter the natural laws of the universe to the wielder's will.

## Abilities

**NAME = REALITY GEM**

**SUBTITLE = ORDER MARKER REARRANGE**

**INFINITY EQUIPMENT GLYPH**

Before taking a turn with this figure, you may move any one unrevealed Order Marker on one player's card to another card that player controls. You may not place Order Markers on any cards not in play and you may never reveal an opponent's Order Marker when using the Reality Gem.

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-Synergy Benefits Received**

* As a Glyph of Infinity, this Glyph can be placed in the game by Thanos (Infinity Quest)

**Synergy Benefits Offered**

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Arsenal

**Character Bio** - After he was Speedy, before he wore a fabulous black trucker hat, Roy used a lot of high tech weaponry and bounced around between the Titan's and the Outsiders.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 3
* Defense: 4
* Points: 190

## Abilities

**BOLAS**

Start the game with a Glyph of Bolas on this card. Arsenal cannot lose this glyph by receiving wounds unless he is destroyed.

**ARSENAL**

Before attacking with Arsenal’s normal attack you may choose to:

* add 4 to his Range number this turn; or
* subtract 1 from the defending figure's Defense number; or
* count all blanks rolled as extra skulls.

**TEAM COVER FIRE**

After revealing an Order Marker on the Army Card of another Unique Hero you control that is an Interloper or Titan and moving that Unique Hero, before attacking with that Unique Hero, if Arsenal has not yet moved or attacked this turn, Arsenal may immediately attack an opponent's figure with his normal attack. Immediately after the opponent rolls defense dice, you may move Arsenal or one other Titan or Interloper figure you control up to 2 spaces. Figures moved this way will not take leaving engagement attacks.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Arsenal may use his Team Cover Fire special power to attack on the same turn as another Titan or Interloper and to move another Titan or Interloper.

**-Strategy, Tactics and Tips-**

* Titans faction guide
* Young Justice faction guide
* Outsiders faction guide
Abelisaurus

Abelisaurus is a especie of carnivore bipedal dinosaur who lived during the cretaceous period, at 74 million years ago.

This dinosaur have a size of 17.2 meters and one of bigger theropod dinosaurs.

He hunts preys who are smaller than him, including Aardonyx and Abrictosaurus.

His powerfull bite of 2400 psi does him a strong predator.
!Figure

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

Incoming Synergy:

* As a xxx, figure has these xxx Synergies.
* As a yyy, figure has these xxx Synergies

Outgoing Synergy:

* N/A

Immunities, Benefits, and Weaknesses
:

* N/A

**-Strategy, Tactics and Tips-**

* N/A
Cyclone

Character Bio goes here

## Stats

* Life: 4
* Move: 6
* Range: 1
* Attack: 3
* Defense: 3
* Points: 170

## Abilities

**DEFYING GRAVITY**

Any friendly Hero that is a Mystery Man or Protégé that starts its turn within 4 clear sight spaces of Cyclone has the Flying special power for that turn.

**TORNADO FORCE SPECIAL ATTACK**

Range 5. Attack 4.

Choose up to 2 figures to attack. Roll 4 attack dice once for all affected figures. Each affected figure rolls defense dice separately. If a tiny, small, or medium figure receives one or more wounds from this special attack, you may place that figure on any empty space within 2 spaces of its original placement. A figure moved by this special attack may not be placed closer to Cyclone than its original placement and never takes leaving engagement attacks.

**SWIRLING WINDS**

When defending with Cyclone, for each shield rolled, you may roll an additional defense die. You may continue rolling an additional defense die until no shields are rolled. After defending against a normal attack, if Cyclone rolled 4 or more shields, you may place each adjacent figure that is tiny, small, or medium on any empty space within 1 space of its original placement. Figures moved by this special power do not take any leaving engagement attacks.

**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**
**Incoming Synergy:**

* As a Metahuman, Cyclone has these Metahuman Synergies.
* As a Protégé, Cyclone has these Protégé Synergies.

**Outgoing Synergy:**

* Cyclone gives nearby Mystery Men and Protégés the Flying special power with her Defying Gravity special power.

**Immunities, Benefits, and Weaknesses:**

* N/A

**-Strategy, Tactics and Tips-**

* Justice Society Faction Strategy
Energy Construct

## **Current Special Powers that Interact Differently with Energy Constructs:**

**Weaknesses:**

Doctor Light's *Power Over Light*

## **Energy Construct Synergies**

**Energy Construct Synergy Benefits Received:**

* Energy Constructs may be activated by White Lantern's (Kyle Rayner) (450) New Guardians special power.

**Energy Construct Synergy Benefits Offered:**

* N/A

Updated through **SSE 84**.

* Orange Construct (Controller)
* Orange Construct (Stolen Identity)
* Orange Construct (Glomulus)
* Green Construct (Shield)
* Green Construct (Decoy)
* Green Construct (Tactical Bomber)
* Green Construct (Mech Warrior)
* Green Construct (Helicopter Gunship)
Mister Incredible

## Mister Incredible

### **Points**

340

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Nick Fury (MCU)

## NICK FURY

### **Points**

170

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* See Avengers Faction Strategy Guide
Low-Light

## Low-Light

### **Points**

160

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Loki II

## LOKI

### **Points**

400

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Ghost Rider (Caleb)

## GHOST RIDER

### **Points**

265

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Brainiac V (II)

## Brainiac V (II)

### **Points**

210

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* N/A
Cheetah (Barbara)

## CHEETAH

### **Points**

275

Character Bio goes here

## Stats

* Life: 0
* Move: 0
* Range: 1
* Attack: 0
* Defense: 0
* Points: 000
* Figures Per Squad:

## Abilities

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

**POWER TITLE**

Power text.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A
* N/A

**-Strategy, Tactics and Tips-**

* Injustice League Faction Strategy
Joker (Injustice League)

**Character Bio -** Stop me if you've heard this one! A clown, a scientist, and a gorilla walk into a bar...

## Stats

* Life: 6
* Move: 5
* Range: 5
* Attack: 4
* Defense: 3
* Points: 245

## Abilities

**JOKER'S FALL GUYS**

At the start of the game, place a black Injustice Marker on this card for each Unique Hero you control with a class of Antagonist, Criminal, Misfit, or Thief, to a maximum of 3. When a Unique Hero you control is destroyed, you may immediately remove an Injustice Marker from this card to end the current player's turn and move any 3 figures you control up to 4 spaces each. Figures moved with this special power do not take leaving engagement attacks.

**PERNICIOUS PRANKSTER**

When the 20-sided die is rolled for Joker or a Hero within 5 clear sight spaces of Joker, if X or lower is rolled, you must choose either that Hero or a figure adjacent to that Hero to receive a wound. X is equal to 2+ the number of Injustice Markers on this card.

**CHEAT DEATH 11**

Whenever Joker would receive enough wounds to be destroyed, roll the 20-sided die. Subtract 6 from your roll if you do not control any other figures. If you roll 11 or higher, ignore those wounds.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* N/A

**-Strategy, Tactics and Tips-**

* Injustice Faction Strategy Guide
Captain Cold

Leonard Snart was raised by an abusive father and took refuge with his grandfather, who worked in an ice truck. When his grandfather died, Len grew tired of his father's abuse and set out to start a criminal career but knew he had to do something about the local hero, the Flash. Snart read an article that theorized that the energy emissions of a cyclotron could interfere with the Flash's speed. He designed a weapon to harness that power and broke into a cyclotron lab, intending to use the device to charge up his experimental gun. As he was finishing his experiment, a security guard surprised Snart. Intending to use his gun only to scare the guard, he inadvertently pulled the trigger and discovered that his weapon had been altered in a way he had never imagined. The moisture in the air around the guard froze. Intrigued by this twist of fate, Snart donned a parka and the aforementioned visor and declared himself to be Captain Cold - the man who mastered absolute zero. Most recently Captain Cold was declared the leader of the Flash's Rogue's Gallery. His skill and experience have made him a strong leader to the likes of the Weather Wizard, the new Trickster, the new Mirror Master, and the new Captain Boomerang. Like the majority of The Flash's Rogues, Snart has no real super power. He instead relies on his cold guns and instincts.

## Stats

* Life: 4
* Move: 5
* Range: 4
* Attack: 3
* Defense: 4
* Points: 90

## Abilities

**COLD GUN SPECIAL ATTACK**

Range 4. Attack 3.

For each skull rolled when attacking with this special attack, the defending figure rolls 1 fewer defense die. Figures with the Ice Resistance special power cannot be targeted for this special attack. If Captain Cold inflicts one or more wounds with this special attack, you may take an immediate turn with any Unique Rogue Hero you control within clear sight of Captain Cold.

**FROZEN MOLECULAR FIELD**

Opponents' figures must count all land spaces within 4 spaces of Captain Cold as Heavy Snow instead of their normal terrain types, and all non-land spaces within 4 spaces of Captain Cold as Slippery Ice instead of their normal terrain types. Ladder rungs are not affected by Frozen Molecular Field.

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Captain Cold can activate Rogue with his Cold Gun Special Attack.

**-Strategy, Tactics and Tips-**

He’s cheap and has the potential to “chain bond” as his special attack can allow you to take a turn with a Rogue while lacking the usual “no additional turns” language. His *Frozen Molecular Field* can help protect himself and allies against opposing melee figures by slowing them down.